Lost Armouries -- imho overnerfed

Discussion of gameplay issues and experiences, game balance and suggestions for tweaks and modification of the existing systems.
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dragonalumni
Posts: 101
Joined: Sat Apr 22, 2017 1:10 am

Sun Dec 01, 2019 11:51 am

To be honest it was so long ago, so I'm just going on memory, but as I recall you used to be able to get a possible 3 edge weapons from a single lost armoury in pre-release. To be honest, I always thought that was a bit too much. But now it seems you never get an edge weapon and you might get something like a couple of mark II and some worse items, to boot the armor is always something like rusty chainmail or some other undeseriable piece of high quality. (It seems like the armour is not random either)?

Just my opinion but lost armouries are really not worth the effort anymore by the time you can kill the spiders efficiently you are not going to be using the gear that is inside.

I know people are focused on K2, but I had to get this off my chest for some reason. :lol:

Whatever the value was pre-release and whatever it is now, some middle value would be much more suitable.

dragonalumni
Posts: 101
Joined: Sat Apr 22, 2017 1:10 am

Sat Feb 22, 2020 2:00 pm

https://steamcommunity.com/app/233860/d ... 726095595/

I guess people don't really post/discuss here, that's ok. I found another post that basically stated the same thing on steam.

Not only did armouries take a huge nerf in drops but iron spiders got a lot more difficult, the result is, shit gear nobody wants by the time you can kill the spiders guarding it.

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Shidan
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Tue Feb 25, 2020 1:12 am

I'm of the mindset that they were not overnerfed, more that their security was overbuffed before the nerf. Having up to 20 freaking spiders in one ruin is insane. Even at their best point lootwise, they were not good enough to need that kind of security. Even tech labs don't have those numbers, and they are way better in terms of loot.

I'd say they should be at most 3 or 4 spiders. Which allows them to be difficult for a newer character to loot them, but doesn't make them so overprotected that there is no point.

Loot wise there isn't really a good system to balance out their selection while including Edge 3. Artifacts spawn 1 of every weapon in the quality level selected. By spawning Edge 3s at all, you guarantee 30+ Edge 3 weapons spawning throughout the ruins. Perhaps they'd be better spaced out between ruins now that the map has grown, but they still might be overfrequent.

dragonalumni
Posts: 101
Joined: Sat Apr 22, 2017 1:10 am

Sat May 01, 2021 2:35 am

Just for the record, I was only talking about Armories, the other ruins are in balance because they have engineering, science and AI cores as well as a ton of high value parts.

I was watching a streamer on Twitch the other day and we had a discussion about Armories, he hasn't been playing that long (under a year time real life :P ) and he said that armories are never worth clearing. I agreed with him and told him that these things used to have 2-3 edge weapons each, and now they have zero.

There was a middle ground between what is and what was that was missed and appropriate, maybe I'll make a mod for it. :roll:

spacefiddle
Posts: 78
Joined: Fri Jun 22, 2018 8:30 am

Sat Jan 29, 2022 5:59 pm

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.

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Shidan
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Sat Jan 29, 2022 7:04 pm

spacefiddle wrote:
Sat Jan 29, 2022 5:59 pm

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.
Yes, the artifacts system still works like this. There are ways around it of course, just not using the artifacts system.

A vendor list in said ruin with a low chance to spawn Edgewalker weapons would not be forced to spawn any number of them. It would just be possible to spawn them.

spacefiddle
Posts: 78
Joined: Fri Jun 22, 2018 8:30 am

Sun Jan 30, 2022 3:37 am

A vendor list in said ruin with a low chance to spawn Edgewalker weapons would not be forced to spawn any number of them. It would just be possible to spawn them.
Gotcha, thanks. I'm too literal, I would not have remembered that you don't need a vendor to use a vendor list....

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