Results 1 to 10 of 10

Thread: Allow combining of weapons at the Workbench again.

  1. #1
    Reconstructionist Pwnlord's Avatar
    Join Date
    Jan 2014
    Posts
    528
    Rep Power
    1

    Allow combining of weapons at the Workbench again.

    Guns are expensive in material terms and they just scrap to Mechanical Parts-3 Mechanical Parts for scrapping a Pistol, Shotgun, Hunting Rifle, or SMG and 9 for a DMR or Magnum.

    It doesn't change based on quality, either-all grades give the exact same amount.

    It doesn't help that a fully repaired Faulty or Poor Pistol is worth only barely more than the Repair Kit to return it to full condition.

    This is...not ideal.

    The Workbench as implemented in A16 and earlier was not perfect. As soon as one had a Workbench, they had Flawless items. Period. This meant a race to the top was over as soon as you had enough Mechanical Parts and enough Iron to make any grade Fire Axe, Pick, Hammer and Wrench.

    This is easily fixed. Just cap item quality at the player's crafting skill. This way, the glut of early-game Faulty and Poor guns are easily changed to a handful of good-quality guns for trade or immediate use.

  2. #2
    Community Moderator SylenThunder's Avatar
    Join Date
    Oct 2014
    Location
    SE Michigan, out in the sticks.
    Posts
    8,566
    Rep Power
    1
    Quote Originally Posted by Pwnlord View Post
    This is easily fixed. Just cap item quality at the player's crafting skill. This way, the glut of early-game Faulty and Poor guns are easily changed to a handful of good-quality guns for trade or immediate use.
    That's how it was in a16. Before a16, it didn't have the cap. So it's gone from limitless, to limited, to none. The feature simply will not work with mods involved.

  3. #3
    Colony Founder meganoth's Avatar
    Join Date
    Mar 2017
    Posts
    2,693
    Rep Power
    1
    In A18 repair kits are cheap again. So you have the choice of repairing and selling or scraping to eventually craft a new weapon.

    There might be a way to make combining work again in an interesting way: Combine two weapons to create a new weapon with the best stats of both. This would mean you could boost a found weapon slightly with a manufactured weapon because it would remove negative spikes on the stats of the found weapon.

  4. #4
    Refugee The Blue Fox's Avatar
    Join Date
    Jun 2019
    Location
    Manchester, England
    Posts
    28
    Rep Power
    0
    What I liked to do was learn the weapon recipies, disassemble the weapons, combine the individual parts to improve them, resulting in a much better reassembled weapon overall.

    But I do agree it was overpowered without a weapon quality cap. Purple guns at literally any player level pretty much just from finding tonnes of copies of parts or tonnes of copies of guns. And guns weren't too hard to find. Especially pistols. Just check the toilets. Bam. Pistols for days.

    I would like to see a return of being able to combine stuff in the workbench, but obviously a fair and balanced version. Level cap based on player's gun crafting level, sure. Plus combined parts or guns doesn't just improve the object, maybe it should kind of average out the two level values of the things you're combining and gives you a item with the result of that average.

    That way there's a bit of a cost / benefit thing going on there.

  5. #5
    Colony Founder meganoth's Avatar
    Join Date
    Mar 2017
    Posts
    2,693
    Rep Power
    1
    Quote Originally Posted by The Blue Fox View Post
    Plus combined parts or guns doesn't just improve the object, maybe it should kind of average out the two level values of the things you're combining and gives you a item with the result of that average.

    That way there's a bit of a cost / benefit thing going on there.
    What would be the benefit? Averaging out values generates a gun that is closer to the average. You could as well craft it then, because crafting generates a perfectly average gun

  6. #6
    Refugee The Blue Fox's Avatar
    Join Date
    Jun 2019
    Location
    Manchester, England
    Posts
    28
    Rep Power
    0
    Quote Originally Posted by meganoth View Post
    What would be the benefit? Averaging out values generates a gun that is closer to the average. You could as well craft it then, because crafting generates a perfectly average gun
    I was thinking something along the lines of if you found a really good gun with high stats but it's near broken you could combine it with a freshly crafted gun for a gun that's better than what you get from just crafting but not as good as the high stats gun, rather than how it was when you just got a healed high stats gun.

    Obviously high stats guns should have a very rare spawn rate and maybe ALL of them have low health. Like they used to belong to a survivor who had made them strong but then had to use them to the point of breaking against a horde of zombies and just stashed it away when they knew their fate was inevitable.

  7. #7
    Colony Founder meganoth's Avatar
    Join Date
    Mar 2017
    Posts
    2,693
    Rep Power
    1
    Ok. So you would need guns to get worse when you repair them, or guns can't be repaired to full.

  8. #8
    Refugee The Blue Fox's Avatar
    Join Date
    Jun 2019
    Location
    Manchester, England
    Posts
    28
    Rep Power
    0
    Quote Originally Posted by meganoth View Post
    Ok. So you would need guns to get worse when you repair them, or guns can't be repaired to full.
    That would make realistic sense, too, coz in real life you can repair something but it's never as good as it was new.
    So repairs making stuff worse should apply to all items not just guns.
    Then ultimately making a new thing always eventually becomes the go to choice even when you got better stuff.

  9. #9
    Colony Founder meganoth's Avatar
    Join Date
    Mar 2017
    Posts
    2,693
    Rep Power
    1
    Quote Originally Posted by The Blue Fox View Post
    That would make realistic sense, too, coz in real life you can repair something but it's never as good as it was new.
    So repairs making stuff worse should apply to all items not just guns.
    Then ultimately making a new thing always eventually becomes the go to choice even when you got better stuff.
    Forget realism, first priority for the developers is what is fun and fits the game. I'm fully on your side and would like permanent weapon degradation to be in the game, but there are also many players that don't like it and TFP thinks it isn't needed at the moment as well.

    As I suggested above, the combine feature could be part of the game even without degradation, you just have to use c=max(a,b) instead of c=average(a,b) for the item properties.
    Last edited by meganoth; 4 Weeks Ago at 05:48 PM.

  10. #10
    Reconstructionist Pwnlord's Avatar
    Join Date
    Jan 2014
    Posts
    528
    Rep Power
    1
    The other reason is that Pistols of under Green quality and Faulty Shotguns are completely worthless-the materials for the Repair Kit to return them to full value cost more than the Pistol or Shotgun will return, making their only utility temporary self-defense and later scrapping for Mechanical parts.

    Make it possible to combine them, and you get a higher-value result without having to craft your own at exorbitant expense.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •