Shidan wrote: ↑Tue Feb 25, 2020 1:12 am
By spawning Edge 3s at all, you guarantee 30+ Edge 3 weapons spawning throughout the ruins.
Yikes, if that's still the case it sounds like the issue is with the loot spawning system itself. (Puts on Necromancer robes) this subforum is pretty dead, but if you see this - is this still how the loot mechanic works, this all or nothing system...? Or has that been changed since? It seems like an odd constraint to put on yourself, as a developer, to be literally unable to distribute "a few of these," or any amount - less or more - that you feel like, really.
Addendum: I have found that by the time I can "safely" clear any particular thing at all, what I immediately get from doing so is of no use to me. As OP mentions, it's only the research consumables that have value beyond the monetary (which can be gotten in umpteen ways that aren't as risky). If the intent was to reward risk-taking with slightly underpowered squads for a given target, i get that, but the game is SO punishing to the unprepared that I don't think most players will think of it this way, and - leaving aside the various overpowered mods - most players learn to overprepare for anything they want to take on. So that's something to consider for K2, perhaps - provide more of a dangling carrot to entice the player to try areas and locations *before* they're a 20-man Terminator squad.
That said, I have found some use for the subpar loot found scattered about, as I am a compulsive recruiter lol. I can't not try to recruit a character if, especially, i haven't seen them before. Or they came out looking unusual. Or have a funny name. Or it's Tuesday.... ahem. POINT IS, scooping up what I find as I go becomes the rookie's equipment 'til i get home and make them proper gear, then cash in the temp gear. Especially since a lot of recruits can't bear the weight of the good stuff anyway.