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Novamourne

Novamourne

On 9/21/2023 at 5:53 PM, Roland said:

There really is no particular need to micromanage who opens a particular container.

This is that age old "just don't care about it and it will be fine" argument. The entire progression of the game is pushed on the rails of this system. If there is no need for any particular person to open any particular container then why did they put a priority drop mechanism in place? Your mentality is to prioritize the fun of looting and having a normal game play loop over progressing and growing stronger. My mentality is that I want both a normal game play loop and for that loop to not actively be hindering progression.

 

On 9/21/2023 at 5:53 PM, Roland said:

All magazines go into a common box back at base and people know which magazines they are reading to craft things for the group.

Sounds like a good solution on paper, sure. We tried that too but guess what, because of the priority drop system, 9 times out of 10 whoever looted the box got a magazine from it that they specifically needed unless it was a box that didn't even have a chance to drop something they needed. In that event then, why not just pass on the container?

Bottom line is that normally, I'm what my friends refer to as "First Builder" and I stay home and do the crops and base defense. I can no longer play that way as if I'm not doing quest for rewards and Im not looting containers then Im not progressing because they receive a very minimal amount of the magazines that they don't specifically need themselves

The only way you can have fun with this system is to disregard the fact that it actively harms your growth if you play normally. The min/max argument doesn't even apply here because it's not extra steps to gain "a little more." The system actively punishes you for not playing this specific way. That's not min/maxing, that's mitigating bad design.

Novamourne

Novamourne

On 9/21/2023 at 5:53 PM, Roland said:

There really is no particular need to micromanage who opens a particular container.

This is that age old "just don't care about it and it will be fine" argument. The entire progression of the game is pushed on the rails of this system. If there is no need for any particular person to open any particular container then why did they put a priority drop mechanism in place? Your mentality is to prioritize the fun of looting and having a normal game play loop over progressing and growing stronger. My mentality is that I want both a normal game play loop and for that loop to not actively be hindering progression.

 

On 9/21/2023 at 5:53 PM, Roland said:

All magazines go into a common box back at base and people know which magazines they are reading to craft things for the group.

Sounds like a good solution on paper, sure. We tried that too but guess what, because of the priority drop system, 9 times out of 10 whoever looted the box got a magazine from it that they specifically needed unless it was a box that didn't even have a chance to drop something they needed. In that event then, why not just pass on the container?

Bottom line is that normally, I'm what my friends refer to as "First Builder" and I stay home and do the crops and base defense. I can no longer play that way as if I'm not doing quest for rewards and Im not looting containers then Im not progressing because they receive a very minimal amount of the magazines that they don't specifically need themselves

The only way you can have fun with this system is to disregard the fact that it actively harms your growth if you play normally. The min/max argument doesn't even apply here because it's not extra steps to gain "a little more." The system actively punishes you for not playing this specific way. That's not min/maxing, that's just bad design.

Novamourne

Novamourne

On 9/21/2023 at 5:53 PM, Roland said:

There really is no particular need to micromanage who opens a particular container.

This is that age old "just don't care about it and it will be fine" argument. The entire progression of the game is pushed on the rails of this system. If there is no need for any particular person to open any particular container then why did they put a priority drop mechanism in place? Your mentality is to prioritize the fun of looting and having a normal game play loop over progressing and growing stronger. My mentality is that I want both a normal game play loop and for that loop to not actively be hindering progression.

 

On 9/21/2023 at 5:53 PM, Roland said:

All magazines go into a common box back at base and people know which magazines they are reading to craft things for the group.

Sounds like a good solution on paper, sure. We tried that too but guess what, because of the priority drop system, 9 times out of 10 whoever looted the box got a magazine from it that they specifically needed unless it was a box that didn't even have a chance to drop something they needed. In that event then, why not just pass on the container?

Bottom line is that normally, I'm what my friends refer to as "First Builder" and I stay home and do the crops and base defense. I can no longer play that way as if I'm not doing quest for rewards and Im not looting containers then Im not progressing because they receive a very minimal amount of the magazines that they don't specifically need themselves

The only way you can have fun with this system is to disregard the fact that it actively harms your growth. The min/max argument doesn't even apply here because it's not extra steps to gain "a little more." The system actively punishes you for not playing this specific way. That's not min/maxing, that's just bad design.

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