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Wait, it goes "Pipe shotgun -> double barrel shotgun -> pump shotgun -> auto shotgun." Are pipes some sort of tier 0, or are there two tier 2?
Anything that is unlocked when you start the game is tier 0. Stone tools, pipe weapons etc.
There are a few items that double up, handguns for example. The SMG-5 is considered T3 but so is the Desert Vulture.
Batons on the other hand don't have a T1 or T3.
When it comes to traders' inventory there are some differences in the type of item in addition to the tier. T3 bows for example only need a traderstage of 50, while T3 tools and other weapons need a 100. Additionally, lower tier weapons and tools increase in quality level as the traderstage goes up, but T3 weapons and tools are sold at all quality levels, excluding 6, as soon as you hit 100.
For crafting nothing beats a Crack A Book. You can get 50+ magazines easily, plus a bunch of perk books and schematics. The POI is easy to clear on any difficulty because all the zombies are sleepers and there are no spawn triggers. You can literally kill everything from stealth, even the ones that drop down through the sky light (sneak around and fire an arrow up to reveal them, then kill them while they sleep). Prior to the Lock Pick nerf I could put 2 points in both Lock Picks and Adv Eng and get 20-25 Forge Ahead magazines from a single Crack A Book store.
On a map like Navezgane there is only 1 Crack A Book store, 1 cafe and 1 country crack a book, I think. You can't really abuse the POI for magazines because they are unique. Investing into INT and going hard at the traders can have a very big payoff though, particularly since progression is generally slower due to the distances between POIs. Getting an extra 40 traderstage just from having Daring Adventurer 4 really speeds things up.
Conversely I just created an absolutely ridiculous 8k RWG map that has 14 Crack A Book stores, 4 Crack A Book cafes, and 2 country Crack A Books. I am not going to play that map because progression would be too easy, but if I did I'm fairly certain I could max out any skill I want in 1 day of running through as many Crack a Books as I can. Given the locations of those POIs that 1 day of mad looting could be very early in the game.
In my opinion there needs to be a max count for POIs like Crack A Book given how trivial they make the whole learn by reading system.
Well Depends how You Count.
T1 is Pipe Shotgun.
T2 is Double Barrel
T3 is Pump
T4 is Auto.
The Game Counts from T0 instead.
But thats not what most of the Community does.
But thats not the Issue.
Uhm Mate.
No Offense. But Are You sure You play 1.0?
You say Current Version. But current Version is Alpha 21.
1.0 is Sheduled for Release on 25th July.
To Play 1.0 You need to Opt into an Experimental Beta Build.
Its NOT the Current version.
Because what You are Saying really Sounds like A21.
I took The Int Perks and even on Tier 3 Unlocked the Trader Rarely has Low Quality T3 Weapons. Not to mention they Cost insanely much. On Day 10 was the First Time I got offered a T3 Weapon and it was a Quality 2 SMG for 17k Dukes.
(And Pls note. T3 Unlock Requires a Total of 10 Tier 1 and 10 Tier 2 Missions. Even if You all Available Fetch Missions to get as many Quests as Possible. Its Difficult to do more than 3 a Day while still Looting and Gathering enough Ressources to Build and Survive. I got T3 Unlock on Day 8 Just after the First Horde)
Yes, I meant I am playing the current version of 1.0, there was an update, remember? It says 1.0, it has new release things in it, I am certain I am playing 1.0. I'm starting to wonder if the issue isn't poor difficulty balance and multiplayer, since it seems most people in this community play easiest modes alone with unlimited inventory mods.
I am playing 1.0, multiplayer, on insane no mods. Tier 3 and 4 items are dropping and being offered at the trader for those with the intellect skills before the first 7th day.
Yes, I know harder difficulties can increase loot, but they shouldn't. The whole point of harder is to be harder, not get top tier equipment in the first 7 days. Loot is dropping way too easy, it's too easy to exploit the trader, and the trader is still way too powerful.
So craft is going well i think, also crafted the bicycle 30min before the trader would give me one for free, this one feels a bit... bad
You do realize that Daring Adventurer does increase the rewards and the stock offered by the traders.
Invest in Trader Perks, get better traders, SHOCKER i know!!
I don't have invested in these Perks in i don't get these Items offered. The best i have seen was a Level 4 Wrench on Day 5. Everything else are stone tools at best (which i already made better ones).
Then Mind Sharing how many People You are Playing with and What Gamestages You guys are on ?
Generally I think the Difficulty Settings are one of the things Lacking.
There Should be a Setting that massively Increases Zombie Spawns.
It would be much better if especially outside there was far more wandering Zeds in Cities.
And far more Zeds in a Wandering Horde etc.
As I said. How many Players are You even Playing with.
Because as I said. I got Points in Daring Adventurer. And he did not offer me T3 Weapons until Day 10.
Heck. On Day 7 he Offered me a Quality 1 Normal Pistol.
Traderstage determines what inventory they have and the calculation is this:
(player_level * (1 + quest_tier_mod)) + (daring adventurer * 10)
The quest tier mod ranges from 0 (haven't completed tier 1) to 0.3 after completing tier 6.
There is also a min/max range for low tier items, but higher tier items have no upper range.
here are the values for tools & weapons. Ignore the fallback lines.
Tier 1:
<traderstage_template name="baseTier1"> <!-- Iron Tools|T1 Weapons|T1 Explosives -->
<entry min="1" max="999999" quality="0"/> <!-- Fallback for items without quality -->
<entry min="15" max="40" quality="1"/>
<entry min="30" max="50" quality="2"/>
<entry min="40" max="60" quality="3"/>
<entry min="50" max="70" quality="4"/>
<entry min="60" max="70" quality="5"/>
</traderstage_template>
Tier 2:
<traderstage_template name="baseTier2"> <!-- Steel Tools|T2 Weapons|T2 Explosives -->
<entry min="1" max="999999" quality="0"/> <!-- Fallback for items without quality -->
<entry min="50" max="999999" quality="1"/>
<entry min="50" max="999999" quality="2"/>
<entry min="50" max="999999" quality="3"/>
<entry min="50" max="999999" quality="4"/>
<entry min="50" max="999999" quality="5"/>
</traderstage_template>
Tier 3:
<traderstage_template name="baseTier3"> <!-- Mech Tools|T3 Weapons -->
<entry min="1" max="999999" quality="0"/> <!-- Fallback for items without quality -->
<entry min="100" max="999999" quality="1"/>
<entry min="100" max="999999" quality="2"/>
<entry min="100" max="999999" quality="3"/>
<entry min="100" max="999999" quality="4"/>
<entry min="100" max="999999" quality="5"/>
</traderstage_template>
Where it gets tricky is that there is no max to the range a trader will sell T2 or T3 weapons/tools. That means even with a traderstage of 300 you may still see a T2 weapon instead of a T3, but you will never see a T3 until you have at least 100 traderstage.
You say on Day 7 the trader was offering a Q1 Pistol. That is a "baseTier1" weapon in the XML, so your traderstage was between 15 and 40. I'm guessing you had 1 or 2 levels of Daring Adventurer at that point, we maybe level 15-ish and completed tier 1.
To hit Tier 3 (Desert Vulture) you would need to have Daring Adventurer 4 and be around level 50 with at least tier 4 completed, and even then you may still only see a T2 because of the open ended max range.