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  1. #1
    No recipes. Way to rare now.

  2. #2
    One change that seems to be the same for the last two patches is that the colors of scavenged cloth are restricted.

    For sure, I haven't found cerulean, brown, violet, fandango, and orange. I also don't think I found any green or black.

    Lots of new or previously rare cloth types, but in fewer colors.

    Ravelli

  3. #3
    Xsyon Citizen VeryWiiTee's Avatar
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    Oct 2010
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    Somewhere in nowhere
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    I can say that orange is out there, I found some this morning.

    Though the new idea about letting uncommon items be right outside your tribe area.. I don't like. It makes it WAY to easy. They should scale the chance of uncommon as they scale rare but not as hard as rare of course.

  4. #4
    Quote Originally Posted by thurgond View Post
    One change that seems to be the same for the last two patches is that the colors of scavenged cloth are restricted.

    For sure, I haven't found cerulean, brown, violet, fandango, and orange. I also don't think I found any green or black.

    Lots of new or previously rare cloth types, but in fewer colors.

    Ravelli


    Try changing areas. Also I used another toon and found it. So I know its out there, just dunno whats causing it the not show up for one of my toons.

  5. #5
    scav is fine atm but needs more varieties. and recipes dont exist atm or atleast seem that way. i say add the old scav system back was nothin wrong with it to begin with.

  6. #6
    I like the new scav system, I just think it needs major balancing.

    I still have yet to figure out what item my zone gives, what are rares, and what the heck these bonuses really do on these items.

    Also what happened to recipes?


    Areas should have major bonus to a few items.
    Like say Tallac has lots of good poles, plastic, metal, wood. Plus maybe posts also, again plastic, metal, wood.
    Then South would have lots of good plates. So you have large, small, medium. Then all the different types that goes with it. So like gold, steel, chrome etc. Now gold plates of any type would be more rare than steel, and chrome would be even more rare than gold. But you still would have lots of plates.
    Both areas would yield all the other resources however, you would get say plates in South 1 out of 10, while in Tallac you would get posts 1 out of 10.

    You could even to ranges. So maybe South has Plates 3 out of 10, and has screws 1 out of 10, posts/poles would be 1 out of 200 and bolts 1 out of 20. While Tallac would have Post/poles 1 out of 10, and have bolts 1 out of 10, but have plates 1 out of 20, and screws 1 out of 20.
    All the rest would be basic scav.

    So each zone would have 2 items that are say + 200%, and + 75% while everything else was normal. Then you could also have some items which are in every area, without changing. Like say recipes. You can find a recipe = chance in all areas. There is no area with a bonus to finding a recipe.


    Now, each area would find gold more common than another, or titanium more common than that next. But the basic item would be more common. So if you wanted titanium screws, you would goto the place with +200% to screws, and get titanium screws by default 200% more than somewhere else because you are finding 200% more screws.

  7. #7
    I find that the purpose of the scavenging action (compared to the pulling and sorting junk action) isn't yet well defined. This is further complicated because all actions (pulling/sorting and scavenging) use the same skill modifier (called scavenging again).

    If I were to design I first would state the purpose for these action. In my book these should be:
    Pulling - collecting bundles of junk from junk piles.
    Sorting - sorting junk bundles into reasonably large amounts of common goods.
    Scavenging - finding small amounts of uncommon and rare goods on junk piles and in the wild.

    The current system does not clearly define purposes: scavenging gives us large amounts of common goods, something that should be done through pulling/sorting. And pulling/sorting gives us small amounts of uncommon goods (zippers, metal buckles) that should be got through scavenging.

    Once we have the purpose of the actions defined we can then setup regional and local differences. That would mean that the chance to sort/scavenge a particular item (or rather class of items) is modifed in respect to the location. Possible modifiers could be:
    - distance from water
    - distance from lake
    - north/south/east/west
    - altitude
    - distance from nearest junk pile
    - distance from nearest totem
    - type of ground (grass, branches, granite, sand, street, etc.)

  8. #8
    I think we need to be careful saying people are getting too much success with scav when you're skill 100. Can everyone please also consider people with lower skills when posting suggestions. We need balance not people saying it's too good because they are skill 100 when it's not nearly as good if you're not. Think about everyone.

    Clearly 100 scav should be much much more successful than 20 or 30 and get much better items and in better quantities. The issues are one of balance. At lower skills levels you mostly get junk. The gap between 90 and 94 is also quite pronounced. What is clear is that people are not getting blades, saw blades etc. and no recipes either although dez said the other day that GuideRaguel was working on the recipes loot table so not sure if that means they are not dropping yet as per DDT's post.

    We need a few peeps at lower skills levels to post their experiences so it can be balanced properly not just people who have a very high or max scav skill.

    fwiw, I had more success at lvl 90 with the previous system than this one but this one can be balanced better (with proper feedback) than the previous system could as it's more detailed and flexible.

    Larsa, I concur, we do not know enough about the new system to decide how far we need to be from any totem or anything else for that matter so it's pretty tough (esp. as most if not all scrap heaps have totems close by) to know what we should be getting and thus decide on balance.

    At lvl 94, on a scrap heap, not on a totems land, some totems near by (about 200m), it's 50/50, lvl 90 was much lower. (This was a good run too, normally feels like the success rate is lower than this) If I had done 25 only, the success rate would have been much lower. I agree some things are dropping too often and in too large quantities but that said, even before the change of system, I would sometimes get over 100 nails or screws so this system I'd say on balance is less rewarding than the previous one. Off a scrap heap, the success rate is about 1 in 20 for me so much lower. I'll do that next in the middle of nowhere.

    1.) 2 Bronze M Metal Board, HQ
    2.) 116 Steel rivets, HQ
    3.) 1 Found Leather, HQ
    4.) Nothing
    5.) Nothing
    6.) Nothing
    7.) 1 Steel Wedge, VHQ
    8.) Nothing
    9.) Nothing
    10.) Nothing
    11.) Nothing
    12.) Nothing
    13.) 1 Patchwork Leather, HQ
    14.) 5 S Platic sheet, VHQ
    15.) Nothing
    16.) Nothing
    17.) 27 Iron Bolts, M
    18.) 1 Patchwork Leather, VHQ
    19.) Nothing
    20.) 1 PLeather, VHQ
    21.) Nothing
    22.) Nothing
    23.) Nothing
    24.) 42 buttons, M
    25.) Nothing
    26.) 2 Bronze Long Metal Handles, HQ
    27.) Nothing
    28.) 1 junk Plastic, HQ
    29.) 32 Dollar bills, VHQ
    30.) 4 S Platic sheet, HQ
    31.) 1 Found Leather, HQ
    32.) Nothing
    33.) Nothing
    34.) 53 Steel bolts, M
    35.) Nothing
    36.) 2 white linen cloth fabric, VHQ
    37.) 65 bottlecaps, HQ
    38.) 141 stainless screws, VHQ
    39.) 5 S Platic sheet, VHQ
    40.) 71 dollar bills, VHQ
    41.) Nothing
    42.) 4 Grey Acrylic cloth fabrics, HQ
    43.) 2 White Linen Cloth Scraps, VHQ
    44.) Nothing
    45.) 1 Alum Large metal Sheet, HQ
    46.) 51 dollar bills, VHQ
    47.) Nothing
    48.) Nothing
    49.) Nothing
    50.) Nothing

  9. #9
    Xsyon Citizen
    Join Date
    May 2011
    Location
    UK, England, London
    Posts
    21
    I am 74 scav and 90 perc and in 6 scavs I found a VHQ pattern and a low QL recipe shortly after that my zone was 740

  10. #10
    Again, scavenging skill 100, perception 70. On a junkpile in zone 777, junkpile is outside of any tribeland.

    1: (Nothing)
    2: 3 VHQ Bronze small metal handle
    3: 5 HQ Iron short metal boards
    4: (Nothing)
    5: 2 VHQ Steel small metal handle
    6: (Nothing)
    7: (Nothing)
    8: 1 MQ Aluminum large metal sheet
    9: (Nothing)
    10: (Nothing)
    11: 4 HQ Brass small metal sheet
    12: 1 VHQ Aluminum short metal board
    13: (Nothing)
    14: (Nothing)
    15: (Nothing)
    16: (Nothing)
    17: 45 HQ Pennies
    18: (Nothing)
    19: 1 HQ Steel small plate
    20: (Nothing)
    21: (Nothing)
    22: 14 Pennies
    23: 1 MQ Found leather
    24: 3 HQ Steel medium metal board
    25: (Nothing)
    26: (Nothing)
    27: (Nothing)
    28: (Nothing)
    29: (Nothing)
    30: 54 HQ Plastic buttons
    31: (Nothing)
    32: (Nothing)
    33: (Nothing)
    34: 5 MQ Medium plastic sheet
    35: 2 VHQ Black cotton cloth fabric
    36: (Nothing)
    37: (Nothing)
    38: 1 VHQ Steel large metal sheet
    39: (Nothing)
    40: 2 VHQ Steel short metal board
    41: 1 MQ Patent leather
    42: (Nothing)
    43: (Nothing)
    44: 58 HQ Beer tabs
    45: (Nothing)
    46: 63 HQ Steel bolts
    47: 6 HQ Aluminum medium metal board
    48: (Nothing)
    49: 3 VHQ short metal post
    50: (Nothing)

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