Content of the article: "Having non-tradeable weapons and armor is a terrible system for a community game. Especially with how hard it is to get a good roll on the appropriate character"
With the RNG system this game uses landing a good weapon or armor piece is difficult. My best weapons and armor have come from trades or player vendors and it's not even close. I have definitely received good weapons and armor on my characters but almost never are the weapons or armor appropriate to that character. The best commando weapon I received was on my heavy gunner and the best heavy gun I have received was on my commando which meant I needed to trade those weapons to my other characters. If they had been non-tradeable weapons that would have been useless and demoralizing.
Imagine getting a Quad/ 25/ 25 fixer (or whatever it is you dream about) on a melee or heavy gunner character and not being able to trade that gem to another character or player. That would at the very least ruin that play session for me if not cause me to not log in for a few days as I stew about it.
Could I spend the time respecing that character to use that awesome weapon? Sure I could but I'm not going to do that. I scrap all my non-essential cards so I can get perk coins to level up my legendary perks so I'd have to spend days leveling up that character to #1 gain all the cards needed to switch and then #2 change all the SPECIAL points around to take advantage of those cards. That's a nightmare I'm not going to do that.
Unfortunately this is the system this game appears to be moving to. Wastelanders started it with the bullion system and non-tradeable weapons and armor that could only be crafted after patterns were purchased. On the plus side you could craft legendary versions of the weapons and armor albeit via a clunky combination of the scrip system (modules) and bullion system (plans/ patterns) but it was possible and after weeks of farming you could wind up with a good roll on a weapon or armor piece. Not great but it gives you a reason to grind and at least you knew exactly what weapon or armor piece you were getting so you could target it.
Now with Steel Dawn we can't even craft legendary versions? This is ridiculous. You know how mad people get when they land an amazing warglaive on their non-melee character? That's going to be every single piece or armor and every single weapon now since all we can do is run ops for plans (totally random plan drops BTW) and then learn those plans so we can get a chance at the legendary weapon/ armor piece drop. This system either needs to include crafting legendary versions as an option or better yet THEY NEED TO BE TRADEABLE!
This is a community game. We (for the most part) like to interact with each other. We should be able to trade a sick melee roll weapon for a sick commando weapon. This new system is not going to inspire people to play more to hopefully get a better weapon or armor roll it's going to chase people away because it's too damn hard to get the right weapon on the right character. You don't even offer an easy way to respec….. This whole thing feels like some sick Vault-Tec experiment.
TL/DR? non-tradable weapons and armor suck.
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More about FalloutPost: "Having non-tradeable weapons and armor is a terrible system for a community game. Especially with how hard it is to get a good roll on the appropriate character" specifically for the game Fallout. Other useful information about this game:
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