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Top Tier Tools and Weapons?


LuckyStar

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I'd like to see another tier of Tools and Weapons.

 

 

- Some of the balancing issues we're having now is because a new system is trying to balance and old set of of gear.

 

- Another set allows for smaller adjustments in Perks/Abilities. Better end result.

 

- Allows for a "Builder's" set of Items. (a) see below

 

- Rewards Max Level players. (b) see below

 

(a) Builder's set:

 

Give us an upgraded Nailgun since you nerfed the crap out of the standard one.

People who like to make large builds [and there's a LOT of us,] hate this slow nonsense.

Gate it if you want balance but at least make it available.

 

(b) Max Level Tools/Weapons

 

A set that's better but level gated at 250.

By then a player has put in their time. Reward them.

You aren't going to unbalance anything by giving a level 250 player better gear.

You will, however, give them something to strive for.

 

Summary:

 

A17's new system has real potential but it's trying to work with antiquated mechanics.

One or two new tiers of Tools/Weapons would make balancing easier and reward high level players.

 

 

Your thoughts?

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Fair enough. More options is generally better so long as

1) they fit in with existing structures (ie. No adding super tools at level 1 or making super high level options no better than lower options)

2) they are intuitive and make sense. Better options should be clearly better... in name, look, stats.... it should be clear what the progression is. Alternatively adding side- grade options with some better, some worse stats need to be super clear how they relate.

3) they don't unnecessarily bog down the game... the closer together tiers of options are, the more leeway you need in allowing players to skip tiers if they choose.

 

As long as new options fit into those criteria, they're generally beneficial to most any game. OP's suggestion certainly fits the criteria perfectly

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Fair enough. More options is generally better so long as

1) they fit in with existing structures (ie. No adding super tools at level 1 or making super high level options no better than lower options)

2) they are intuitive and make sense. Better options should be clearly better... in name, look, stats.... it should be clear what the progression is. Alternatively adding side- grade options with some better, some worse stats need to be super clear how they relate.

3) they don't unnecessarily bog down the game... the closer together tiers of options are, the more leeway you need in allowing players to skip tiers if they choose.

 

As long as new options fit into those criteria, they're generally beneficial to most any game. OP's suggestion certainly fits the criteria perfectly

 

Excellent points!

 

I completely agree with everything you just said.

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I would also add scrap iron tools, that would serve like a small gap between stone and forged iron tools. You should be able to craft them very early on until you get to forge and iron tools perk.

 

Mods had it on A16 and it worked quite well - they arent that great but still better than crappy stone axe.

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I would also add scrap iron tools, that would serve like a small gap between stone and forged iron tools. You should be able to craft them very early on until you get to forge and iron tools perk.

 

Mods had it on A16 and it worked quite well - they arent that great but still better than crappy stone axe.

 

I love this idea!

 

I never thought of that but that's exactly what's needed.

A low tier set above stone.

 

I really feel like part of the problems with balancing come from having to make the formulas work with too few sets across too many levels.

Does that make sense?

 

I hope I said that right.

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