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Nexian

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About Nexian

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  1. My current game is also an example of why a longer-term quality system with the majority of loot being useful is good. We're only on day 21, but we already have... everything. Power, all crafting stations, crucible, 4x4, the best armor/weapons (available at this gamestage), fully upgraded base walls that zombies just can't get into. We specifically didn't take any intelligence skills just so we had to find everything, but it was not a long process. We still have some Quality 6 stuff to find, but that's about it, and again, this is mostly a gamestage issue. Suddenly all looting is just a bit pointless. We'll incidentally find Quality 6 items as we go, but it's not exactly a determined search. We'll just mostly be looting for brass. But it feels like we're done unless we wait ages for the GS to catch up with us, and even then, no more need to looting, we're just waiting for the challenge to come back. FYI, we never left the town we found the trader in. Found everything in that one spot.
  2. Just mentioning, the system above would let players find lots of weapon parts as the game progresses, and every single find for those parts would be useful to the player. I would say my suggestion would be more reliable in that you'd eventually get there, but it has the same level of special finds. Imagine you've finally, after 100 days, looted enough parts to have 2 Quality 9 parts, just one part away from being able to make a Quality 10 part for your weapon, but the expected goal is still about 50 days away.. but you open a chest, and bam, it contains a Quality 9 part of that type, random chance just saved you 50 days of looting lesser parts. Just to point out, a Quality 10 in the system above would need the equivalent parts of 253 Quality 5 weapons. Something that would take a long time depending on loot balancing. This depends on whether the legendary weapon is the same type of weapon or not. If it's a unique weapon, then it's simply not crafted... but maybe limited in quality. If it's a legendary version of a crafted weapon, then make the final craft a perquisite. i.e. in my system you can craft up to Quality 10, it takes a lot of effort. But, once you've crafted that quality 10, you (or people in your party) now have a chance to find the legendary version. Although, my ideal would be the legendary for an already craftable weapon would instead be a legendary mod specific to that weapon.
  3. This system wouldn't change the random stats. (It definitely randomises stats, not sure on mods). It would work better in this system with the later suggestion of an item scrapping into some of the lower tier parts instead of simply giving your original part back, so there's some extra effort needed to re-craft an item. But I feel that only adds to this system too, wanting to craft not only the final tier item, but then eventually trying to craft one with maxed out stats. I'd also say that since the crafting wouldn't impact the quality of the gun anymore, it should impact the range of random stats gained when you craft it. And yes, the system above would definitely increase parts dropped, at least for lower tier guns. For instance, I'm imagining at later game stages a factory dungeon container may contain, for example, 90 Quality 1 Parts, or 15 Quality 3 Parts, or a chance of a Quality 5,6,7 Item, like a handgun (7 being extra rare), and a incredibly slim but existing chance of Quality 8 or 9
  4. Worth noting that the final item crafted can't be found in loot. But that this system makes loot far more valuable. Right now you craft a Quality 5 Handgun, and that is all your crafting done. It needed a few parts and some points in the skill. Now you loot and loot and loot, picking up a plethora of quality 1-5 handguns that are all useless to you. Then you find the quality 6 gun, WOO, best moment, yay. Except, that was a single moment of excitement with no build up, just random chance, over and over. Now imagine you find and combine parts, or scrap guns into quality parts. Now the parts you find can be combined into better parts. You're on day 14 and quality 1 handgun parts are still a good find, quality 3 is great. You find a quality 5 gun, you can use it, or scrap it for the part on the way to a quality 6 gun. You get that Q6 gun after looting all these bits, but then the next Q5 or Q6 gun is STILL a good find, no longer redundant as they go towards making your Q7 gun, the Q1 guns and parts are still useful too. The use only goes away when you finally reach a Q10 gun, same as when you get a Q6. But this time, you've seen your progress, you've had exciting moments of random good finds, either for good parts of good guns, but you had them multiple times, and each one gave a clear indication of progress towards the final gun. I think the second system just gives more bursts of excitement for good loot and gives you a satisfying progression towards your final item that a single random chance does not.
  5. Those Biomes definitely need something. Maybe a higher chance of certain loot types too.
  6. Huh, after reading the first part of your comment I figured it would be a yes rather than a no. This system needs you to go out and loot and explore WAY more than the current system. Agreed. But this system doesn't. It's just combining parts into better parts through a "smelting" on the workbench. Not crafting a full item and combining them. The only item you'd actually craft is the one you'd use. The main focus of this is to make it so if you want the best item of a type, you need to really explore areas that would have that type, loot plenty of it's type and it's parts, even quality 1 are useful towards the end goal (which makes for less trash loot). This would also mean that the exploration and loot is required to get the best item, but the final best item comes from crafting it. I'm basically imagining a game world where, even on day 50 you're up to maybe Quality 8, maybe 9 if you're really lucky. And this is if you've been specifically looking in places where this item type drops pretty avidly. But for crafting grind? You've crafted maybe 5 of the item itself, as the upgrades have come in. As for degradation I'd love it as a feature. In the above system I'd implement it as the item durability decreasing each time, until the item became useless, but you can use a part of one quality below the item to increase it's durability again. You eventually get the best, but it needs more to maintain it. This may also mean you'd use a lower quality for day to day use. Not sure how it would work with scrapping parts, unless a scrapped item gave 2 parts of a lower quality instead of 1 of the same quality.
  7. Adding this here: Self advertising, I know. But the extra tiers would let lower tiers be far less valuable beyond their base resource cost, lower the value of tier 6 and make selling the items themselves more of a wrench, as they are always going to be part of a larger crafting chain.
  8. It seems odd to me to max out a skill, but then need to simply find the best item anyway. But I also like the idea that you can find good items. So, I was thinking, what if: 1. Item level went to 10, instead of 6. (bear with me) 2. Items only require one part, but parts have quality levels 3. 3 item parts can be crafted into a part of a higher tier 4. The crafting skills can increase the chance of finding higher tier items of their type 5. You can only find items of up to level 9 in the game world 6. [Edit] Crafting skill increase the range of random stats a crafted item can have So, to get a Tier 10 handgun, you'd need one Tier 10 Handgun part as part of the recipe. How many total lesser parts would it need? T9 parts: 3 T8 parts: 9 T7 parts: 27 T6 parts: 81 T5 parts: 243 T4 parts: 729 T3 parts: 2,187 T2 parts: 6,561 T1 parts: 19,683 What this does: 1. It allows more part drops and more gun drops without easily getting the final Tier of a weapon, tool or armor 2. We can limit the maximum tier of items dropped without making them feel like bad drops, as they build towards crafting the best items 3. It gives a longer progression track for each item to give longer-term goals to aim for 4. You, the player, craft your final item, building up and finding the parts over time instead of simply getting very lucky and finding it in one quick instant. You can only find T9 of any item as loot in the world. But, a T9 is still an amazing find, as you only need to find 3 T9 Weapons or parts to craft a Tier 10. In reality a T9 would be incredibly rare, with T6 being a more common end-game "good loot". But, all the items are still valuable as they all work towards making the best Tier. This system would just make all drops valuable for items, but you'd still be extremely happy to find that extra rare drop, without it having to be your final item. Oh, also I'd say the tool/weapon/etc [Edit]would give the part back when scrapped, just none of the other materials would give back parts of a lower tier when scrapped (but not quite enough to make the higher tier part). This means you wouldn't feel like you're stunting your progression as much by crafting an item of lower than the maximum tier. This also means you can't easily re-craft items to try for better stats, needing to find more parts to try again. As for combining parts I'd say the workbench could have an area similar to the forge for smelting, but it instead slowly "smelts" a stack of parts, turning 3 into 1 better part in the output. And as an extra, for armor, we could adjust the combine cost and required parts. e.g. If armor pieces each needed 8 parts of the same quality to make, but armor parts only needed to combine 2 to make a higher tier instead of 3, then a full tier 10 set of armor would need 20,480 tier 1 parts, very similar to the amount a single weapon or tool would need.
  9. Don't think you can lockpick doors (which is odd). Basically lockpicking has a couple of issues: 1. It has no clear advantage over simply bashing a container open 2. Miner 69'er makes opening safes quicker and generally makes mining quicker too, it has multiple uses so the points are better invested 3. The perk itself doesn't have enough of a bonus Possible solution: Make the perk and lockpicking have more bonuses and applications. Give lockpicks a passive bonus and have three tiers of lockpick. Lockpick Tiers & Passive: Simple Lockpicks: +20% Unlock Loot Iron Lockpicks: +40% Unlock Loot Steel Lockpicks: +60% Unlock Loot Unlock Loot = Bonus loot obtained when unlocking a container rather than bashing it open. Perk: Level 1: Pick locks 33% faster. You can unlock wooden doors. +20% Unlock Loot. 25% chance lockpick doesn't break on fail. Level 2: Pick locks 66% faster. You can unlock metal doors. +40% Unlock Loot. 50% chance lockpick doesn't break on fail. Level 3: Pick locks twice as fast. You can unlock all doors. +60% Unlock Loot. 75% chance lockpick doesn't break on fail. The Benefits 1. Now, even without skill, lockpicks are worth trying as they have a chance of better loot. 2. The perk offers the unique content of getting through doors more easily and stealthily. 3. The perk adds a distinctive loot bonus in itself, compounding the lockpick bonus to eventually more than double container loot. 4. A chance for a lockpick not to break is better than a chance of not failing. No one can see when they succeed a check, but it's easy to notice when a fail doesn't consume a lockpick. This is better feedback for the player. This basically means that bashing into a container is better as an option when you simply have no lockpicks left. Timed Charges should probably have their own Unlock Loot bonus. The candy could potentially double the Unlock Bonus for a few minutes. This essentially makes lockpicking a good early game loot bonus, amplified by the perk. With the long term benefit of door unlocks.
  10. plonk down some barbed wire around it. slows the zombies and then they get punched back
  11. I feel like just readable notes helps this. Even without a HUD value. It'd just mean they could miss things and never know they missed anything, so no backtracking
  12. Maybe at least in containers only then? To preserve the idea of stealth characters not needing to kill?
  13. Anyway, PROS - I actually have the music on for once. Definite pro - I like the scaled progression. One thing that stops me playing is simply running out of new content, this extends that (instead of having the best gun and a concrete base with electricity on day 7) - I like injuries more now, and the full health protection (NOTE: Physician should reduce heal time on themselves or on others they heal. This would be a SIGNIFICANT reason to take the skill, especially with 40 minute heal times on some injuries) - Love the new textures - Lighting is great - Entry animations on zombies, yes yes yes CONS - I have no reason to leave town. The trader is here, everything I need is here. It's day 16 and I'm almost maxed out on gear and weapons. I think the game needs some sort of world events (encroaching radiation, radiation storms, etc) that make you move around. The game needs more end-game advancement that takes you out into the world. Basically the threats need to scale up in a way that they push you to new areas, or maybe places further away offer better loot or unlock more perks. - Food and Water is still a bit dull. I think harder to craft meals need to offer some longer term protection as well as instant food. i.e. +50 food AND a 30 minute buff that reduces food loss by 75%. If a meal takes many different ingredients, it should be more valuable than just eating 5 grilled steaks. - The trader's stock should be based on their biome. This doesn't seem to be the case right now, maybe it is, but it's not noticable. Also, their quests and stock should be based on how many traders you've reached. So you only get Tier 2 quests once you've met the second trader, 3 on the third, etc. and similar for loot. Again, more reason to travel, even if you then return home. It could even be the case that the next trader exclusively has better quests and items, but you'd eventually get a trade mission back to your original trader who then gets bumped up. - Snow Zombies. They suck and they make the biome suck to stay in. Not even that they're hard, just that they're everywhere and there's no variation in snow zombies. Like, 50% of the snow biome is frozen lumberjacks. - Give living in the harsher Biomes a more clear benefit, even if it's just a stacking buff while in that biome that increases over time. Maybe as simple as an XP buff for tackling a harsher environment or a buff to a specific stat (Fortitude in snow for example).
  14. Rather than keys, could this not track the stealth itself? I'm not sure how in depth the game can be in this sense, but like can it see how many rooms have been entered? How many of the spawned zombies you have been close enough to for a detection check and avoided, etc. If it's good enough, entering these POIs could even give some HUD info on the "Loot Score" for the building, and you see it going up as you progress through either killing or avoiding combat. I think if any keys were involved, I'd like it to be purely loot found in containers within the POI. Like "Factory Blueprints" in a factory or "Diary" in a home, and reading them in that POI increased the Loot Score on your HUD (maybe the score can exceed 100%).
  15. I get the first part of the original post. As for the loot, you can just mod the files to up your gamestage faster. But yeah, me and my friend just set up in a town, next door to a trader, currently day 16. We have found everything but oil shale and we haven't even started a mine. We have our best guns and almost our best melee weapons. We have the best armour, forges, workbench, chemistry station, cement mixer, power, etc. We haven't taken any points in intellect though, as we wanted to the early game to last (which was apparently about 14 days). We basically drowned in schematics we found or just stuff to outright buy from the trader (we just got a 4x4). So yeah, if our accumulated 100k gas runs out for the 4x4 we may need to travel and do a day of shale mining, but that's about it. From this point it's just building an impenetrable base for every 7th day. If they want us to travel, certain end-game loot should be restricted by Biome. The crucible, the high tier weapons/schematics, etc. Or they can add a world threat, which I'd prefer. So you have the zombies, but maybe the radiation zone is spreading or there are rare events that give the best items, but only alert you if you've revealed that area of the map. (also it would be cool to actually need to make radiation suits and explore inner-map areas of radiation, but hits from the far deadlier zombies in those areas can damage the suit quickly) Maybe there could be big buildings or events that unlock additional skill trees or final ranks of skills. In the case of a building/event it might be a large factory, but while you're inside, it's bloodmoon rules (all the zombies know where you are and sprint). In these locations zombies could continually spawn in rooms you have explored, essentially following you as you traverse the building. Just things where you want to go explore and unlock content. Maybe some areas even unlock harder zombies, or simply completing these unlock tasks for skills naturally make future zombies harder, making the unlocks ever harder.
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