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Take the small weapons bag for example. I always thought it looked more like a travel bag for doctors than anything else, so why not use it for the medical loot instead. Likewise, for the medical piles you find spread out in POI's. This would also be more fitting.
Similarly, they already have a tool box in the game so why not use this as a tools loot container instead of the boring working stiff box. Use the broken workbenches, chem stations, campfires, forges, and mixers for the end loot associated with each of them instead of getting junk like 11 clay and 7 iron. Use the bookshelves, desks, and other similar things for books instead of crack-a-book boxes.
Minor changes like this would go along way to make the world feel more 'alive' and less gamey.
2) I second this as well, but I highly doubt TFP would ever do this since they seem to be against letting players play the game how they want. They prefer players to play how they want and what they want is for you to have to go thru entire POIs to get to the loot instead of finding it in obvious places throughout the open world.
3) Agreed. Crafting is almost non-existent now since you can find, buy or reward everything in the game. I have always said it would be more of an incentive if everything you crafted was better than what you could find or buy. They could still keep the +/- RNG but the highest T2 axe you can find or buy is never going to be better than if you crafted one yourself.
4) This is how it used to be and I'm not sure why they took it away. The chem station used to required a beaker and 2 other items that I can't remember and the workbench used to require a hammer, wrench, and something else. You couldn't craft certain items until you installed the upgrades associated with them. I'm not sure why they went away from this but yet we still have 3 upgrades for forges and campfire. It makes no sense to me.
So I would add :
- I wish they eventually cap the quality of any vendor gear to Q3, including any mission rewards. Higher quality gear should only be available from crafting or looting the tougher biomes or POIs (both for Q6). ATM, rewards or sold items are regularly beating the progression of my main spec crafting gear by 2 tiers and are almost always Q6.
- I wish they implement a rule for POI's design : no zed should trigger-spawn in line of sight of the player, ever. I don't mind hidden ones busting out of places like hidden walls, I don't see them spawn, but those that spawn right before my eyes are just bad design IMO.
To be fair though, trader quests are broken OP for rewards. Nerfing that might bring loot progression more in line with crafting.
Like a massive Wandering Horde.
A pack of pale gray dire wolves that only attack when its foggy and disappear when the weather clears.
new rare zombies that pop out of no where.
I know this will be partially addressed by the addition of Bandits. Raiding a bandit base. possibly being raided by a bandit group. maybe hearing a group of bandits fighting in the city somewhere and decided whether or not if you want to pick them off from a distance.
This.
And bandits.
It just got dull real quick after A17 and the game can't keep ppl invested of longer
I agree with this. Once I can craft tier 3-4 weapon the game becomes super easy even on insane and in the wasteland. We even made a huge base with over 8 forges, workbenches, and chemstations all going at once, never ending screamers, etc. was fine, killed them all.