安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题
Bad rng or didn`t put a point into the correct perk to give better chance of obtaining the workbench. players are having bad luck getting something then look into where player needs to place a point to increase the chance for finding more magazines.
the 'put points into a perk for more books' also is in question. what happens when you've put points into a few of the more needed ones (such as preferred weapons for damage and such, or medical?). if 5-6 skills worth or more are 'more likely to appear' then it becomes an issue of which will it be then, particularly since the perks are ALSO the damage or effect increases.
one option is to remove X% buffs from perks entirely, and have perks ONLY be mag chance, so you can somewhat tailor things to be more of what you want. another might be to retool crafting to perks, but NOT the X% buffs. make those scale to the mags.
Bad luck can still occur even with RNG weighting through skill point investment. That's why people often advocate for less RNG. Too much is unhealthy for any game. Implementation of a new RNG system can easily be coincided with a system of straight attainment.
Something like this:
Lvl 1 Forge Ahead allows you to build a research station (much like lvl 1 allows you to build a dew collector).
Scrap unwanted crafting mags into research tech, and use that as a means of performing research for crafting skills the player actually wants. Not a 1:1 ratio, of course. 3-5 scrapped mags is probably what I'd say the equivalent to 1 researched mag.
Early game suddenly becomes much more managable and allows for player choice even through the original roll of the dice.
Just because someone has an increased chance of getting a particular mag doesn't mean it will drop if it isn't in the loot pool for a particular container.
If you want to increase Workshops for example, you spend a point in Advanced Engineering and then you make sure to loot tool & construction related containers. Working Stiff POI & crates, destroyed workstations, toolboxes etc. You will absolutely start finding Forge Ahead mags in those containers, maybe not every time but frequently enough that you will rapidly unlock workstations. Even without any skill points those containers have a high drop chance for Forge Ahead mags according to loot.xml.
But you will NEVER find a Forge Ahead mag in a food stash, even with maxed out Adv Eng, because that particular magazine isn't in the available loot pool. So even with 3 skill points in Adv Eng you still have to be looting containers that have Forge Ahead in the loot pool or you are just wasting your time.
If you want to raise Cooking you spend a point in Master Chef and start searching food related containers. Kitchens, Shamway boxes, food stashes etc. Again, you will absolutely start finding the cooking mags, but you will never find a cooking mag in a pile of ammo.
If you want to find medical mags, search Pop n Pills & medical caches. If you want bow and rifle mags search Savage Country.
The skills don't add items to a loot pool, they just increase the drop rate if it is already in the loot pool, and in my experience they increase it significantly.
Now, if you were to open a book shelf container or a mailbox it has a pretty large generic loot pool (all skill magazines, all the perk books, whatever recipes are left in the game, plus paper and things like that), rather than a themed one (Working Stiff = tools & workstations) so your chances of getting one specific magazine are much lower even with an increased chance.
True and agree they could use what you are suggesting, or make it a character ability that you can chose when selecting a character on creating a new game, similar to some mods where you choose a class and you are good in that class.
By day 5 (I have hordes all 5 days) I had already forge and workbench in the second one. I did not skill into crafting station at all, but 1 point into "lockpicking" which also contributes.
I recommend checking what contributes to chance from the skill book menu itself, rather than the skills because sometimes the description of the skill does not say to what it contributes.
Also, the short version. Loot is broken down into various loot tables, for different things. Not all are governed by loot stage, IE Mag's. You have a preset chance to get a mag from only certain loot-able objects. Of those loot-able object each has a preset type of mag that can drop from them which is weighted by perk's that affect the various mag types. Some mag's have more than one perk associated with it. If you are perk'd into multiple mags for said loot-able object, each of those will gain the weight % from their perks on its table and will RNG roll for a mag. This will greatly affect seeing more of one type specially in Pine Forest as it has the lowest stage for loot tables. You'll see a dramatic jump moving from there to desert or snow with the biggest jump going into wasteland. Whole risk vs reward thing....
For Solo, its good to limit perks early IE days 1-3 so that you get the better RNG from base loot tables. When you have your Forge mag, then start investing into perks. This has not failed to produce a Forge mag in my experience thus far. Typically getting it day one or early day 2.
The video i mentioned before also has a file in its subject that the author created with full data mine of the tables and full info if you desire. I can certify it is a .zip, I did download it and at the time I got it, was without any viruses as well. However, if you don't wish to download a strange file, the author of the video also shows them on screen in full view, can pause and screenshot it or whatever.
Don't just give up and yell about crap without first looking into it. Some of you all are really bad about not seeing the forest for the trees....
One last tid bit of insight. If you play with increase xp at all, you may find yourself getting to day 14 horde that is way beyond your current loot ability. Testing caused me to find this out. I've been now playing with reduced xp 75% seems to work well vs 100% loot, 100% xp vs 150% loot and not tried anymore than that. Since leveling perks doesn't have an effect of granting more ability to make better tier items now, you can out level your looting ability. This gives longer time period for growing your knowledge with mag's before your game stage reach points to where horde night gets out of control.
Also horde nights don't follow the game settings of max alive from how you setup the game. It's based around your game stage + days alive for the primary then step down system for each other person on the server. 2 people = 100% GS the 50% GS, 3 = 100%, 50% believe 25% and the steps down from there for two more steps if i remember correctly. Its preset vs that calculated GS for preset hordes. that spawn 3 wave with GS determining, number of spawns and cool down phase between wave spawns. with higher your GS increasing everything to the point you have like 60ish spawned with like 10sec cool down phase between waves and wave length of so many seconds before each cool down phase. This means by time you hit global horde night calculated GS of like 100 you'll see horde night lasting to nearly 4am if you can't kill each wave fast enough. As well as it only gets more difficult from there. So careful trying to "speed up leveling" by turning up XP gain, or you may find that magical Wipe on Horde night number vs your ability to craft/ loot items.
Best wishes.
but they couldnt go back to learn by doing cos it was previously disgarded
You just dont use skillpoints and instead find skillpoints. Thats all there is to it.
Its quite literally the same bloody system.
-
To note tho: The system isnt bad. The issue is execution like with everything in this game. The only things that were executed well were dark indoor environments, the prefabs and the early game in this Alpha. The only meaningful change we have seen in years since A15-A16.
Where do all the zombies go if you dont kill em? Do they just vanish into nothing? ♥♥♥♥, I wish that was the case when I had a Dire Bear banging on my door at 2am....then 8am rolled around and a dire wolf ran up and started making love to my front door.....on day fking 2 when the best thing I had was a bone knife. Fortunately, I took over that trailer near the old Traitor Joel's trading post. Building made out of steel or something, I always take it over. Though its a pain in the ass to tear apart with ♥♥♥♥♥♥ early game tools.
Honestly, the video only makes me advocate more strongly for a research system alongside the magazines. Take bows for example. I really enjoy using bows in my playthroughs, but the best odds of me finding a bow mag are in a savage country crate (approx a 1 in 5 chance vs other magazines, and that's also vs the chance at all the other items found within the loot groups of that container). That's a considerably low probability, even with a "weight" added from skill investment. That's even when considering all of the other containers that could potentially contain a bow mag, where your odds are even worse.
For example, T1 quests could offer workstation and cooking mags as guaranteed or at least highly likely rewards since those could be most useful to players just starting out. T2 could offer melee mags, T3 ranged mags, T4 vehicles etc.