PC Who's given up on crafting?

Bro, I have it saved on my Twitch vods.... I found a Q6 Auger, wait for it, day 10! on my SP play through.
That moment you should have played the lottery that day, but made a video instead..

 
Well the auger cant drop in parts since A17.
my point is only that i fully accept rng making a diference like 50%. But in the one game you can build a fortess the first 30 Days (if you get a decent wrench too)

and in the other case ... i guess you all know how slow material gatering with a Q2 Pickaxe can be.
I suppose that's fair.

though the Q2 Pickaxe is kinda my life with 7D2D. Especially A17. I mean... I get to Q4 Iron Pickaxe... So... ya know. I'm a little badass... lol

 
We will see, i made a test questrow i will play and consider then how it feels

(Quests started at visiting the first trader)

10 Zombies = Q2 SHotgun (when visiting a trader)

50 Zombies = Q4 Crossbow (when visiting a trader)

100 Zombies = 1 Beaker, Q2 Ak,Magnum,Auger,Chainsaw (when visiting a trader)

500 Zombies = 1 Beaker,1 Tool n die set, Q4 Ak, Magnum, Auger, Chainsaw (when visiting a trader)

1000 Zombies = 1 Beaker,1 Tool n die set, Q5 Ak, Magnum, Auger, Chainsaw (when visiting a trader)

2000 Zombies = 1 Beaker,1 Tool n die set, Q Ak, Magnum, Auger, Chainsaw (when visiting a trader)

Sure thats a bit much, but the question is how usefull this drops are in a real gameplay (and see what level and perks i have at this points)

Hmm what remembers me that i want a small source for Steel ingots to repair the wrench before you can make steel. (something besides Scrap yards)

 
We will see, i made a test questrow i will play and consider then how it feels
(Quests started at visiting the first trader)

10 Zombies = Q2 SHotgun (when visiting a trader)

50 Zombies = Q4 Crossbow (when visiting a trader)

100 Zombies = 1 Beaker, Q2 Ak,Magnum,Auger,Chainsaw (when visiting a trader)

500 Zombies = 1 Beaker,1 Tool n die set, Q4 Ak, Magnum, Auger, Chainsaw (when visiting a trader)

1000 Zombies = 1 Beaker,1 Tool n die set, Q5 Ak, Magnum, Auger, Chainsaw (when visiting a trader)

2000 Zombies = 1 Beaker,1 Tool n die set, Q Ak, Magnum, Auger, Chainsaw (when visiting a trader)

Sure thats a bit much, but the question is how usefull this drops are in a real gameplay (and see what level and perks i have at this points)

Hmm what remembers me that i want a small source for Steel ingots to repair the wrench before you can make steel. (something besides Scrap yards)
I'm considering just modifying the gamestage file and possibly the entity groups. I half suspect very little tuning went into game stages. Or play through from zero to 50 naturally. Which, is fair. But yeah. Some serious tuning needed.

 
My normal style is crafter/builder, but I've gone over to full-on Wasteland Samurai in A17. It's not as much fun as it was, but the bang for your buck that you get out of dropping points into combat/quality of life skills over crafting is totally unreal.

Especially because the really good stuff is gated behind higher INT and deeper perk investment, you get WAYYY more out of your points if you abandon crafting totally. It's basically the choice between a few basic recipes or becoming a rolling death machine...and you can still buy the stuff you would make with those basic recipes.

The only crafting skill I take now is 1 level of Master Chef, cuz bacon & eggs and teas are simply survival imperatives.

 
The developers are introducing multiple ways to get what you want so that someone doesn't need to put points into crafting if they don't want to. For someone who isn't concerned about which way is the most efficient, this provides two different ways to play the game.
So it is true that you don't need to craft but after playing a few times using the trader exclusively you might decide to change things up and ignore the trader and go the crafting route. Or if you decide you are tired of sinking points into intelligence every single game you could try one where you ignore intelligence and rely on the trader instead. Or you could do some of both.
Theyre close. Ive been hoping for a no INT viable build for a while.

all they need are:

1) ammo (looting perks adding a multiplier to found ammo, and barter perks applying a modifier to sold ammo)

2) vehicles (findable motorcycle/4x4 parts and vendor sold vehicle parts...now that vehicles can be assembled without perks)

oh, and 3) barter and questing perks moved out of INT...after all, what good is the alternate method if I still have to spend most of the requirements I would for crafting.

 
This is more how rng loves me

Trader 3.4 Kilometers away from start. sure 90% of that wasteland and then the last 500m

B92B2D6552F1CCC726CD01F6A21DEFCAF41DAEF9


 
Same here. Ammo, B&E and transportation..everything else is pointless due to genius zombies who go around or jump over all traps including mines, float over x2 high barriers or (my favorite) stand next to active defenses and and beat them down without taking damage. I'd love to know how their pounding spikes to pieces without taking damage. In response most servers have night-indestructible safe houses now since player bases are useless. I really hope they introduce granular controls for entity behaviors as some have suggested is on the way. Hopefully a robust set of presets and lobby filters will be part of it.

 
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I feel OP's concerns. My propensity to charge down the path of crafting and INT has certainly given way to a more rounded approach especially since the need to resource gather on a massive scale is significantly reduced in the latest builds.

I don't feel the need to strip mine stone for cement and sand because I get cobblestone and concrete mix from various sources.

I don't feel the need to smelt tons of forged iron bars because I can wrench them from benches scattered around the world.

I don't feel the need to create a massive base with 360 degrees of redundant defenses because, well, it's a waste of time. All I need is enough material for a 3' x 5' x 4' pill box and a 13' x 3' corridor with barbed wire, blade traps, and ammo.

So, yeah. I don't have to craft. I still do it because I'm a little OCD about not being dependent upon RNG to shine on me for some things. But, I can see there being, and there have been, games where I hardly craft anything aside from vehicles and a few things here and there. The question is... are the developers happy with that being possible? We'll have to tune in to the next updates to see.

 
still crafting and building my base.... but since my last experience yesterday, i will install the modlets for lesser block damage by zombies and the modlet for the old logspike traps.

When you don't manage to get 30 blocks up on a ladder after you hear a zombie knock on your full upgraded metal door and he is through before you are at the door, something is horrible wrong.

And this was in the middle of the day , a single zombie.... not even a wandering horde or a 7 day night horde.

Also will change some other stuff myself, like barbed wire.... it gives 1 dmg and slows but takes everytime 7 damage on its own. Same for spike traps... they take 33 damage for every step a zombie does on them.

 
My normal style is crafter/builder, but I've gone over to full-on Wasteland Samurai in A17. It's not as much fun as it was, but the bang for your buck that you get out of dropping points into combat/quality of life skills over crafting is totally unreal.
Especially because the really good stuff is gated behind higher INT and deeper perk investment, you get WAYYY more out of your points if you abandon crafting totally. It's basically the choice between a few basic recipes or becoming a rolling death machine...and you can still buy the stuff you would make with those basic recipes.

The only crafting skill I take now is 1 level of Master Chef, cuz bacon & eggs and teas are simply survival imperatives.
I'm pretty much the same but I have to get the bicycle crafted asap as well. Then I'm usually done with INT

 
My normal style is crafter/builder, but I've gone over to full-on Wasteland Samurai in A17. It's not as much fun as it was, but the bang for your buck that you get out of dropping points into combat/quality of life skills over crafting is totally unreal.
Especially because the really good stuff is gated behind higher INT and deeper perk investment, you get WAYYY more out of your points if you abandon crafting totally. It's basically the choice between a few basic recipes or becoming a rolling death machine...and you can still buy the stuff you would make with those basic recipes.

The only crafting skill I take now is 1 level of Master Chef, cuz bacon & eggs and teas are simply survival imperatives.
I'm a little frustrated with this build but I've been considering a restart and taking that plung. I know that build to build we tend to have to figure out new ways of doing things. That's all well and good. But the way of the crafter/builder? Totally gone imo.

Really appreciate the feedback everyone's given. Not just from a perspective of, yeah, there may be a vibe others are feeling about this. But also the alternative style of play perspectives.

Thanks all!

 
Absolutely OP, I'm still on my first playthrough but when I do a new game I'm not skilling tool crafting.

I usually play Navesgame so it'll be more exclusively sink a lot of points into looting, go loot the tool shop, buy what a can't find off trader with all the stuff that I sell for better money from upgraded looting.

Even better is the prerequisite for looting is perception which is increased range damage which is something you want anyway.

Then will only be making forged iron to repair those tools, eventually will need to craft ammo too but that's pretty much it.

The problem with the levelling is it's now a lot more efficient to just go and make as many casino takens as possible and buy everything as it's a whole lot faster. Although this is singleplayer or coop mainly.

But yeah for efficiency forget making your own armor, own guns, own tools, will take forever to skill it all.

Even encumbrance isn't that much of a big deal as you can get a bicycle pretty fast and it doesn't need any upkeep, no fuel or battery. Unless you're one of the hardcore that plays with sprinting zombies on all the time.

 
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/facepalm
This was a "Discussion" thread regardless how the initial post was termed. lol whatever.
Well looks like there are 2 groups

One that like Crafting

and one that dislike crafting and wish trading would not be dependent on Intelligence

You share that meaning ?

 
This is more how rng loves me Trader 3.4 Kilometers away from start. sure 90% of that wasteland and then the last 500m

B92B2D6552F1CCC726CD01F6A21DEFCAF41DAEF9
I'm still new to the game, and to the randomly generated map I'm in, but that canyon is gorgeous. Never seen anything like it.

 
Well looks like there are 2 groupsOne that like Crafting

and one that dislike crafting and wish trading would not be dependent on Intelligence

You share that meaning ?

I don't know if it breaks down purely into two groups but there definitely seems to be a feeling that crafting took a back seat in A17 and Trader/Combat took the front seat.

 
/facepalm
This was a "Discussion" thread regardless how the initial post was termed. lol whatever.
Interestingly enough though, a video thread is still in general for multiple days lol

 
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