#Remove meds from the traders.

1 messages · Page 1 of 1 (latest)

dusky dagger
#

What is motivating this suggestion?
As it stands, the two most important items in the game are a helmet and meds.
Without a helmet you don't live long enough to use meds, and without meds you will not be able to stay into a raid.
This creates a huge impasse between people who are at trader level 10 and people who just started the game.
additionally
If the idea behind gameplay and weapon balancing is that every gun is deadly, this is wholly undermined by allowing meds to be purchased from traders, while also adding a large motivator to never prestige.

What is your proposal?
I propose all meds are removed from traders. bandages, small first aid kits, and asprin would only be found within raid, or crafted with new recipes.

Exactly and specifically, what should be changed and how?
Remove all bandages, asprin, and Small first aid kits from traders.
Add a crafting recipe for asprin using chemicals and a food can(?)
Add crafting recipe for large first aid that is unlocked as a 5 cost prestige unlock.
look at increasing the amount of bandages given per craft.

heady schooner
#

I think bandages should stay in traders and should be purchasable from lvl 1. Asprin should definetly be crafted I agree, Large first aid kid and the syringe should be found in raid only and I would actualy put a limit on how many meds someone can take in raid from your stash for example, you could max bring 2 small first aids, max 1 large first aid, max 1 syringe. Bandages maybe 4 and so on

dusky dagger
#

I want people to be able to use every bandage they have, if they want. A limit on anything being brought into raid would suck.
I just don't want people to be able to dump millions into SFA's asprin and bandages and never ever ever have to worry about taking hits in a gunfight.

If you can spend the hours it takes to craft an inventory of bandages, i'm all for it.. but the only "meds" that we should be able to buy are food and water. throw rations in there too for good measure in place of SFA's.

Hell right now, it makes more sense to buy a ton of bandages, fill my whole backpack with them, and drop them as i need space to put loot, than it does to bring an "appropriate" amount of meds and hope you don't get in too many gun fights.
All of that is solved by removing the ability to purchase them.

#

make people fill their bags with food cans.

left cliff
#

Without easy access to bandages/aspirin though it would just make the meta a bit stale, where people would camp a lot more and extract a lot sooner. Having easy meds access encourages more movement, and allows aggressive playstyles to work more. I think of it as limited health regen

#

Easy heals also helps skilled solos take on teams better, from splitting the fights up into 1v1s, and healing in between

dusky dagger
# left cliff Easy heals also helps skilled solos take on teams better, from splitting the fig...

I'd argue that easy available heals makes it near impossible for a solo of any skill level to take out a 3 or more prepared and even half competent gamers.
A team of 3 or more can rotate and heal while applying sustained fire from multiple angles and never have to let up the pressure no matter how many pot shots you can land.
You don't get a chance to land any sustained fire, and your piece-damage is instantly negated. It creates a situation where the disadvantaged player has no area to gain ground.

left cliff
#

If I can tell they are a skilled team, I avoid letting them have a situation where they can gun me at the same time from different angles.

distant scroll
#

Bandages should stay in but sfa should be taken out

#

They are too strong and people can just spam the shit outta them

dusky dagger
#

What are the reasonings behind leaving bandages for those of you who think they should be left?

elfin moth
#

canned food and bandages aren't that far apart, 10% to 15% comparatively, taking away bandages would have a miniscule impact. SFA is 35% in the same time as tins or bandage. Its incredibly impactful to be able to buy an inv full of SFA.

Also adding rations to the shop isn't useful at all, they heal the same as canned food in the same time. The only difference being stamina recover

dusky dagger
#

If they are not too far apart, what do we lose from bandages not being in traders?

left cliff
#

10-15 % is a pretty significant diff imo. but im one of those guys who likes Small first aids as well.

hushed junco
dusky dagger
#

Although I do believe the less drastic removal of just sfa's is probably the way to go, I still don't think it quite solves the problem of being able to buy as many bandages as you want and bringing them in to a raid without consequence.

#

I don't think the meta should be
Gear up
Fill bag to the brim with bandages
drop bandages for loot
profit.
bandages have to be both, easily accessible (level 1 crafting recipe)
and not outright worthless in physical value.
When money is literally no object, you can't balance it with price.
You have to balance it with scarcity, and since you want it easily available you have ot use a slightly different method and put it behind the crafting mechanic.
This causes you to have to invest time and resources into gaining this item and is an even playing field for all players low to high.

elfin moth
# dusky dagger Although I do believe the less drastic removal of just sfa's is probably the way...

I disagree in the sense that personally, i dont see bandages being much of a problem, the disparity between tins and bandage is the stamina regain as mentioned above.
I do agree that SFA should be a craftable only med, LFA should only be found in medcrate/medbags in raid.
The alternative is constantly having inventory being wasted by 27 stacks of synth so you can spamcraft bandaids, which you are just scrapping trader gear to get in the first place. Removing bandages just adds another step.
I would find it pretty annoying honestly, having to craft up bandages for every run.

dusky dagger
cinder lodge
#

just rework healing to something you cant just sprint and heal constantly

left cliff
#

Before the patch, 2 bandages used to heal more hp than 1 sfa, so the balancing factor was using sfa for quick emergency heals, but someone who had more bandages could stay in the raid longer because of more health potential. I'd rather go back to that than remove sfas from the shop

#

Sfas are a big motivator for getting level 10 traders, and alongside bandages makes the gameplay more fun and skill based

dusky dagger
#

I actually think SFA's are a crutch, and the only argument for them being in trader is to make life easier, and not for any active balancing mechanic.
The only thing SFA's being in trader encourages is not prestiging.
And I still think the only thing having bandages in shop does is widen the skill gap between new and veteran players unnecessarily.
It also invalidates weapons that require hit and run tactics like the sten, or say.. the new terminator.

left cliff
#

Maybe if sfa was a prestige token award that could be fair. And for the sten or terminator, I don't think they would be competitive even if there were no meds lol. Sten is more like a rat gun that is cheap and free, I sometimes get it as a secondary but only for killing bots. I believe the devs intend it as a gun you would buy when ur low on cash, or supplies and u just need something that can help you take out unarmoured opponents, a bit like the crap tier ammo from tarkov

#

If sfas and bandages weren't bought from stores, good players with map knowledge andhigh survival are still going to have access to them, maybe even more so than the average player come to think of it so it could go the other way and increase the gap between players as well lol

dusky dagger
left cliff
dusky dagger
#

There is still a minor advantage to having a massive amount of cash but at least this time you are gated by time per craft

distant scroll
turbid latch
#

SFA only would I consider, it’s ridiculous to think that small bandages, no matter how many you bring in, are a huge detriment to play. They don’t heal enough and they take too much time during a fight for them to be considered op at all

vague vessel
#

Flamin you have no idea how much I rely on those

#

Basic meds are staying for now

dusky dagger
# vague vessel Basic meds are staying for now

I can totally see the argument for bandages staying, SFA's though?
Pretty sure you are personally well aware of the gap between level 1 with no meds and level 10 with every med regardless of skill of opponent.
If bandages stay maybe give us bandages as a crafting recipe from the start then to even the gap some?
Another big thing would be making aspirin available outside of pirates rep; even thought it's easy enough to grind.
has making it craftable been ruled out?

vague vessel