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RipClaw

RipClaw

3 hours ago, Sephiroth87xz said:

The problem isn't magazine and perks itself.

 

Is the traders/quests/loot aren't in line with the progression of crafting.

 

Traders/quests/loot make the game too easy too quickly, giving too soon, too high quality weapons.

 

Traders/quests/loot need to be balanced to a progression "speed" more similar to actual crafting progression speed.

 

Actually the situation is too much unbalanced.

I honestly doubt that they will ever really be able to balance it so that it works for every playthrough and every playstyle.

 

Crafting, looting and the trader all have their own status values that needs to be balanced. You can think of it as trying to synchronise a bunch of different clocks. Over time the clocks will diverge and show different times.

 

There are too many variables that affect progress in crafting for it to be reliably predictable. For looting, progress depends on the biome and the level of POIs, and for the trader, it all depends on how many quests you do and whether you invest points in Daring Adventurer.

 

To balance all this, you would have to combine everything under one status value and remove all bonuses and modifiers. The best thing that the developers could do is to determine a kind of average gameplay from as many gameplays as possible.

RipClaw

RipClaw

3 hours ago, Sephiroth87xz said:

The problem isn't magazine and perks itself.

 

Is the traders/quests/loot aren't in line with the progression of crafting.

 

Traders/quests/loot make the game too easy too quickly, giving too soon, too high quality weapons.

 

Traders/quests/loot need to be balanced to a progression "speed" more similar to actual crafting progression speed.

 

Actually the situation is too much unbalanced.

I honestly doubt that they will ever really be able to balance it so that it works for every playthrough and every playstyle.

 

Crafting, looting and the trader all have their own status values that need to be balanced. You can think of it as trying to synchronise a bunch of different clocks. Over time the clocks will diverge and show different times.

 

There are too many variables that affect progress in crafting for it to be reliably predictable. For looting, progress depends on the biome and the level of POIs, and for the trader, it all depends on how many quests you do and whether you invest points in Daring Adventurer.

 

To balance all this, you would have to combine everything under one status value and remove all bonuses and modifiers. The best thing that the developers could do is to determine a kind of average gameplay from as many gameplays as possible.

RipClaw

RipClaw

2 hours ago, Sephiroth87xz said:

The problem isn't magazine and perks itself.

 

Is the traders/quests/loot aren't in line with the progression of crafting.

 

Traders/quests/loot make the game too easy too quickly, giving too soon, too high quality weapons.

 

Traders/quests/loot need to be balanced to a progression "speed" more similar to actual crafting progression speed.

 

Actually the situation is too much unbalanced.

I honestly doubt that they will ever really balance it so that it works for every playthrough and every playstyle.

 

Crafting, looting and the trader all have their own status values that need to be balanced. You can think of it as trying to synchronise a bunch of different clocks. Over time the clocks will diverge and show different times.

 

There are too many variables that affect progress in crafting for it to be reliably predictable. For looting, progress depends on the biome and the level of POIs, and for the trader, it all depends on how many quests you do and whether you invest points in Daring Adventurer.

 

To balance all this, you would have to combine everything under one status value and remove all bonuses and modifiers. The best thing that the developers could do is to determine a kind of average gameplay from as many gameplays as possible.

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