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Make tool or die set craftable please.


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I’ve been playing this game for a while and I think took or die set should be craftable for many reasons. I’m level 100 and I’m yet to find it. I went on many quest and searched every working stiff building with no luck on navesgane. I’m getting really hard tier quest and I need to be able to craft bullets to basically survive late game. I don’t want to spawn it in because I’ll feel like I’m cheating but the tool or die set it a must late game and it’s not something that should be RNG. I’ve done as people said go to traders but I’ve been doing this with maxed out points into trader stash still no luck and I just spend all my money on bullets between horde night and quest. Maybe make it hard to craft like level 70 and 7 points into intellect.

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Wow that is bad luck / rng, I found a tool and die at the trader for 4000, when I only had 1300 dukes to my name, and right before I hit 4k I found it in a Pass N Gas POI. Keep trying, maybe look at lucky looter and the headgear that boosts your loot.

 

I know I've had my own trials and tribulations looking for wrenches, and engines, so good luck!

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Well thanks hopefully I find it soon. I’ve found it in the past fairly early on but not this time. Bullets is a must for late game. I like how they made the crucible craftable instead of finding the calipers with RNG hopefully they do the same with the tool or die set because I’m one more horde day from spawning it in. And also I have the looter perk maxed out as well.

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Not even at the trader? Now that is bad luck.

 

What i miss in this game, not only for situations like that but it would help alot here, are simple but big mechanical traps that don´t need any advanced technology (but a lot of time to build them) like big tree logs on ropes swinging trough a whole row of them, wood spike walls (around 5x5 blocks) that swing up, big blades swinging like a pendulum and so on.

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That would definitely be a cool feature.

 

Yeah it sucks being level 100 with a high game stage with no way to craft bullets. It’s a deal breaker for a play through. Arrows are almost useless at this point. Tool or die set should be craftable it’s not something that should be RNG. RNG items should be something that aren’t game breakers. Like engines and batteries are cool being RNG because you’ll find them eventually but everytime I search a working stiff crate I get excited but it’s always only tools or nails.... I still have hope I’ll find it.

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Yeah that sucks also lol but not nearly as bad as not being able to craft bullets when everywhere you go there’s ferals and radiated zombies. I could understand the RNG behind schematics but as for tool or die set, you need this or it’s almost impossible to survive. I might just spawn it in screw it 😈

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I agree. In my recent game I was also hunting high and low for a tool and die set. And before that I was hunting for beakers. I eventually found them, but that such important bottle necks are left wholly to the RNG is aggravating. It is also illogical – even in the context of a zombie apocalypse – to be able to craft e.g. assault rifles but no bullet tips for their ammo. I think it makes sense to make it difficult to start crafting ammo, but it should be done in another way than by just gating the whole tech behind an item that cannot be acquired via skill but only via pure luck.

 

But don't worry! If your RNG is anything like mine, when you eventually find one, you will also find a second one not long after ;) And THEN find it being sold by the trader you checked every day lol...

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we need some items to be hard to find, otherwise no reason to continue exploring lategame...

 

The question is whether these hard to find objects need to have a direct impact on the progress in the game ?

 

We already had the same discussion about the beaker. Without a two beakers you can't build a chemistry station and so the production of gunpowder is more expensive and the production of gasoline is impossible.

 

There are actually enough things in the game that you have to find and that you would like to have. And it's always something different. In my last game I searched forever to find a second Rad Remover. In my current game I'm looking for the Ergonomic Grip Mod. And by the way I am past level 200.

 

The number of mods and books will increase with Alpha 18. Until you have everything you want you will have to invest many hours.

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Any core item for progression should be craftable. (Making bullets is pretty fundamental to progression) Things like mods are not core items for progression, but the tool set is one.

 

Well it's obviously not a showstopper as he did in fact get thru the game and progress without it until level 105.

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“Update” Just found it in a random POI at level 105. I’m happy I found it at least but would’ve been cooler to find it by level 50

 

Thats rotten luck man. my first play through i didnt find the book to craft the minibike until day 49. it just happens hahaha

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Everything should be craftable imo.

 

Well, you can certainly mod your game to make that so, it's easy to add recipes for items, but I couldn't disagree with you more, on the base game.

 

Making everything craftable would be a horrible idea, and lead to a reduction of exploration incentive that is part of the problem with A17.

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Well it's obviously not a showstopper as he did in fact get thru the game and progress without it until level 105.

 

It pretty much was a show stopper I had to stop doing quest and going into POI’s until the traders restocked on ammo because I would purchase it all at once. As I said earlier the tool or die set should be a late game craftable item around level 60-80 with intellect 8. I almost spawned in it because I couldnt fight a group of ferals and radiated zombies with melee and arrows lol. This is just my opinion.

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The question is whether these hard to find objects need to have a direct impact on the progress in the game ?

 

We already had the same discussion about the beaker. Without a two beakers you can't build a chemistry station and so the production of gunpowder is more expensive and the production of gasoline is impossible.

 

There are actually enough things in the game that you have to find and that you would like to have. And it's always something different. In my last game I searched forever to find a second Rad Remover. In my current game I'm looking for the Ergonomic Grip Mod. And by the way I am past level 200.

 

The number of mods and books will increase with Alpha 18. Until you have everything you want you will have to invest many hours.

 

I 100% agree with this, we already have tons of mods and schematics which is cool for RNG but the ability to craft bullets ? That should be a perk like the crucible. Only reason why I survived this far is because I waited working on my base until the trader restocks in ammo which is a time waster and is just boring .

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...and lead to a reduction of exploration incentive that is part of the problem with A17.

 

Not everyone wants to be constantly exploring the map. I enjoy the crafting and base building much more; having certain items be completely unobtainable until I have explored 75% of the map does not work for the way I want to play the game.

 

 

I'm sure I am not the only one.

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I think some things , like the tool and die set, should stay uncraftable. If you don't have a tool and die set, how can you craft them? ;)

 

BUT, what I think would work is to give them a high probability to be quest loot. Still can get lucky and find them almost anywhere as you always have been able to, but if you do a few higher tier quests, it should almost be a guarantee that they'll be a reward for said quest. Maybe be added to quest loot at T4, with a low-ish probability, and by T6 maybe like 75%+ probability?

 

Would give another incentive to do quests as well. :)

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Not everyone wants to be constantly exploring the map. I enjoy the crafting and base building much more; having certain items be completely unobtainable until I have explored 75% of the map does not work for the way I want to play the game.

 

 

I'm sure I am not the only one.

 

The base game isn't tailored for you though. Now, I don't say that to sound harsh, indeed the base game isn't tailored for me either. If it were, I wouldn't have to mod it, as I do with each new Alpha, and that, there, is the solution you need to build for yourself (or play someones mod if someone else does what you want).

 

Want everything to be craftable? Mod it in. It's easy to do, and more power to you if that's how you want to play, because while I am sure you're not the only one who wants everything to be crafted, I'd be equally sure that most players don't want that.

 

So, as has already been confirmed for Alpha 18, there are entire tiers of loot, that will be simply unavailable to you, if you don't either mod the game to make crafting recipes for them, or go out into the world and loot them.

 

And, as I said above, I suspect most people would consider that a good thing.

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I think some things , like the tool and die set, should stay uncraftable. If you don't have a tool and die set, how can you craft them? ;)

 

BUT, what I think would work is to give them a high probability to be quest loot. Still can get lucky and find them almost anywhere as you always have been able to, but if you do a few higher tier quests, it should almost be a guarantee that they'll be a reward for said quest. Maybe be added to quest loot at T4, with a low-ish probability, and by T6 maybe like 75%+ probability?

 

Would give another incentive to do quests as well. :)

 

I think this is the best solution. I usually find the quest rewards to be useless after the start of a fresh save and I usually just sell them for more Dukes tokens. Giving items such as the tool and die set and other key crafting tools (such as beakers) a higher probability as quest rewards would be a great incentive for early game questing and would help out if RNG was being difficult as far as general looting went.

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The base game isn't tailored for you though. Now, I don't say that to sound harsh, indeed the base game isn't tailored for me either. If it were, I wouldn't have to mod it, as I do with each new Alpha, and that, there, is the solution you need to build for yourself (or play someones mod if someone else does what you want).

 

Want everything to be craftable? Mod it in. It's easy to do, and more power to you if that's how you want to play, because while I am sure you're not the only one who wants everything to be crafted, I'd be equally sure that most players don't want that.

 

So, as has already been confirmed for Alpha 18, there are entire tiers of loot, that will be simply unavailable to you, if you don't either mod the game to make crafting recipes for them, or go out into the world and loot them.

 

And, as I said above, I suspect most people would consider that a good thing.

 

I definitely don’t think everything should be craftable that would dramatically change the game and most players wouldn’t like it. But to make the tool or die craftable I feel would be cool. Beakers don’t need to be craftable because you can find chem stations everywhere. But not finding a tool or die set can cause you to die often because you don’t have guns which is a must in late game. Imagine doing a Tier 6 quest with only melee and arrows. As I said before I literally had to stop questing and just stay around my base until the traders restock on ammo. Also blood moons are a nightmare on day 49 playing warrior difficulty with no ammo.

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I definitely don’t think everything should be craftable that would dramatically change the game and most players wouldn’t like it. But to make the tool or die craftable I feel would be cool. Beakers don’t need to be craftable because you can find chem stations everywhere. But not finding a tool or die set can cause you to die often because you don’t have guns which is a must in late game. Imagine doing a Tier 6 quest with only melee and arrows. As I said before I literally had to stop questing and just stay around my base until the traders restock on ammo. Also blood moons are a nightmare on day 49 playing warrior difficulty with no ammo.

 

Then, I as before, I think your solution is a simple edit to the recipes.xml to make a recipe for the tool and die set. I would be very surprised if TFP decided to make it craftable in the base game given how they have very deliberately moved away from allowing the player to craft the highest tier of loot.

 

You could get more inventive to than a simple recipe, by locking it behind a book to be found, or a perk to be unlocked at some high level or such.

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A set of files for crafting folks and a set of files for explorers would help quite a bit here. I'm assuming that's not on the cards.

 

The problem with modding the game is that every time a new version comes out the mods are out of date and could be completely useless.

 

It's a shame that the devs want to railroad us into a specific playstyle instead of making the majority of playstyles equally viable, as much as is reasonable at any rate. Maybe I play too much Eve Online. lol

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