It's not the dukes either. It is what it does to the loot stage of the trader.Really, the only thing I like from DA is being able to take 2 rewards. I don't care at all about the increased dukes.
我認為你對“內容”的定義非常狹窄。數百個 POI、數千種物品和裝飾品以及無限的隨機生成的地圖都不算數?像 Navezgane 這樣的內置雕刻地圖不算數嗎?輕鬆修改內容,已經構建了許多模組,可以讓遊戲隨心所欲地變得不同?這些都不算內容嗎?
那麼對你來說“內容”是什麼?這個遊戲中的獨特物品到底是什麼?請解釋。
Yes, it's undeniable that the development team has provided a wealth of Points of Interest (POI) and a vast array of building blocks, making 7 Days to Die exceptionally rich in its construction aspect. However, the game is not limited to being solely a building game; it also encompasses RPG and survival crafting elements. Unfortunately, these two aspects are currently lacking considerably in content. While mods can certainly contribute to filling this gap to some extent, relying on mods alone isn't a sustainable approach. These elements should constitute the core content of the game and shouldn't be delegated to third-party developers. This is 7 Days to Die, not 7 Days to Die: Darkness Falls, Sorcery, Rebirth, or similar mods. Moreover, enhancing the richness of the game's core can also facilitate greater potential for mods to flourish.
By "unique items," I refer to specific items that can only be obtained through interactions with Traders or by exploring designated areas. These items should assist players in progressing to the next stage of the game, such as certain workstation tools or components of weapons.
Currently, the game is structured with only four stages: Stone, Scrap, Iron, and Steel. Players can rapidly acquire a wide range of endgame equipment through Traders. In Alpha 21, you might find that despite your crafting skills allowing you to create basic handguns, you've already obtained an SMG through quest rewards. The issue at hand is the scarcity of game stages and the exceptional quality of Traders' rewards, isn't it?
Seems to me like "kicking the can down the road" since now instead of RNJesus for quest rewards, you get cash to spend on....RNJesus trader inventory?
I don't think it would make the "trader haters" camp happy.
How is that working out in practice? I mean I guess you are happy with it since you are using it and put it out there for others to use.
I've tried it and it is definitely much slower since what the trader offers for sale is significantly less quality than what he offers for rewards. While I acknowledge that there definitely is a "trader hater" camp, those particular gamers won't be made happy until the trader is removed from the game. Most people here are not trader haters. We like the trader and want to see a better balance between quest rewards and crafting progression. BFT's mod definitely fixes the problem but if you really like choosing an item as your reward it can result in an anticlimactic end to your quest and often the trader doesn't have anything exciting to spend your dukes on.
I got a tier 5 auger for my last quest reward and it was a lot more exciting of a reward than simply dukes would have been-- especially since I have 40k dukes now with nothing I really want to spend it on available.
I do want to try out his mod again but it isn't an easy change to make. Its definitely a nerf.
My solution is to simply build more chemistry stations and spread the workload, or just run one chemistry station on the side while the others are free for more pressing tasks.Yeap, crafting needs some love. That being said, I'd like some changes about gunpowder and gunpowder stack. It takes 15 minutes to craft 1k gunpowder, oddly 1 gunpowder stack 27 minutes. That's a very easy decision for me: 20% material saving is not worth 12 minutes.
And for me, it's the other way around. I made most of my equipment. The only exceptions are a Q4 assault rifle and a Q4 steel shovel. I got both as quest rewards.I haven't made any steel tool, spear or weapon this playtrough.
I'm pretty much on par with the trader and quest rewards in terms of the weapons and tools I specialize in.Everything I use right now is tier 5 or 6 and all of them I got in loot or from a trader as a quest reward. And I got them wayyyy before I could make any of them myself.
Are you in the pine forest when you find this good loot or in another biome ?And no, I didn't use any skillpoints to change anything for looting etc.
If you don't specialize in shotguns then you will be hard pressed to find appropriate magazines and you will be behind in manufacturing. For example, I can only craft a primitive bow but a Q5 steel spear. The reason is simply because I don't specialize in bows but in spears.Other example, I didn't spec into shotgun at all. At some point I got a tier 6 auto shotgun as a trader reward. I don't think I could even make a lvl 1 at the time.
My solution is to simply build more chemistry stations and spread the workload, or just run one chemistry station on the side while the others are free for more pressing tasks.
Realistically, it could be explained with trade-offs. Making something 25% more efficiently usually costs more in in one sense or another; be it material quality, skill or just simple carefulness. 10 minutes per stack, sure it doesn't feel great without an actual explanation, but it's unlikely to break my game, most of my stations are usually idling anyway.It simply doesn't make any sense.
As theFlu said, being more efficient in your use of materials would likely take you more time if you were doing something in real life. Having the stacks take more time provides options... do you save resources to get the gunpowder faster or do you save resources at the cost of time? Unless you're making gunpowder at the last minute before horde night, the time to craft it doesn't really matter. Start a bunch and go do something else. So time is normally not an issue. In a way, it's like cooking. People don't like the time to cook being higher if you aren't perked into it but as long as you start cooking stuff before you need it, it can cook for hours while you're doing other things and it doesn't really matter. It'll be ready when you get back to check on it later.Yeap, crafting needs some love. That being said, I'd like some changes about gunpowder and gunpowder stack. It takes 15 minutes to craft 1k gunpowder, oddly 1 gunpowder stack 27 minutes. That's a very easy decision for me: 20% material saving is not worth 12 minutes.
Realistically, it could be explained with trade-offs. Making something 25% more efficiently usually costs more in in one sense or another; be it material quality, skill or just simple carefulness. 10 minutes per stack, sure it doesn't feel great without an actual explanation, but it's unlikely to break my game, most of my stations are usually idling anyway.
As theFlu said, being more efficient in your use of materials would likely take you more time if you were doing something in real life. Having the stacks take more time provides options... do you save resources to get the gunpowder faster or do you save resources at the cost of time? Unless you're making gunpowder at the last minute before horde night, the time to craft it doesn't really matter. Start a bunch and go do something else. So time is normally not an issue. In a way, it's like cooking. People don't like the time to cook being higher if you aren't perked into it but as long as you start cooking stuff before you need it, it can cook for hours while you're doing other things and it doesn't really matter. It'll be ready when you get back to check on it later.
In most cases, I'll make stacks of gunpowder regardless of the time. Resources may be easy to come by, but time doesn't really matter at all since I don't have to sit around waiting on it and can go do other things.