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Scav Improvements
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As most of you in the Scav community already know, I have adopted a Scav Gang of my own. After 3 weeks in, I have been drawn back in to DW on a different level. Challenging with more hands on approach to character development and a complete change in tactics and strategy. Just that alone has grabbed my interest enough to help give Scav the attention it deserves.

My monthly meetings with Sam have been mainly targeting improvements or changes that will be a benefit to all players. Since Scav has been overlooked by many, including myself, I have decided that it needs attention too.

Being labeled hard and too difficult to maintain keeps most players from trying it. After my brief time into Scav, I don't feel that those tags are really accurate, but it is definitely challenging. So, to get a more balanced game, a few changes will need to be implemented to allow for even the most novice player to succeed.

With the help of tenured Scav player's input and my actual game play and interaction with them, we comprised a list of items that would make the most positive impact.

1) The ability to obtain better weapons thru regular game play.

You shouldn't have to rely solely on league play to get rare weapons in Scav. You also shouldn't have to relocate your entire gang to the South where most of those weapons are more frequently available to loot. But it can't be too easy either.

So, effective immediately, all successful trader Scav scouts will now have the possibility of getting a special loot item. This will occur in the same way it does in regular DW. Remember, there is a "Chance" of getting that special item, not a guarantee.

This change was done during the meeting and we should all thank Sam for the extra time he put in today to make this happen.

2) The ability to obtain goods and ammo varieties.

This change is in the works and not yet available. When implemented, this will allow the chance to loot more items and/or ammo types after a successful encounter. This may be more prominent on trader scouts where the loot bulk is much larger.

These are small steps at improving the Scav experience, but ones that were needed start bringing in and retaining new players to this part of DW.

Thanks to the players who put in the time and helped me with these suggestions. There are still other ideas remaining that will be discussed at the next meeting. As changes happen, I will post updates for you here.

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Posted Jun 8, 2015, 4:43 am
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hate 1. there are so many more useful things that could be done with trader loot than this. It is possible to turn up almost every weapon through scouting. just creating mixed trader cargo would have been fine (and would have made regular more interesting as well).

right now i have mortars, anti tank guns, tank guns, 5lv8s and i dont play the leagues o any town events.... i had most of this stuff just from Gateway - stupid trader drops is just creeping nonsense. lazy ss players wanting things without working for them. Its pathetic and exactly what scav was not supposed to be. What traders need to drop is occasional decent ammo...

there are some weapons that you cannot currently get in scav... but they should be made available to loot in npc builds and narrative missions and should be in the far flung corners.. not chucked out of a lorry in an easy trader hunt in somerset. It is just stupid.

there is a developers forum these things could have been discussed in. there is a whole set of suggestions worked up between scav players. This didn't feature in that at all. Why it is the first implemented change is beyond me and another example of wasting Sams time rather than getting him to do useful things. You aint going to get any thanks from me for using sams very limited time for scav up on stupid changes.



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Posted Jun 8, 2015, 6:59 am Last edited Jun 8, 2015, 7:41 am by goat starer
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I have to agree with Goat on this.
The main thing SCAV has always needed is more varied ammo.
Strange that Scav changes are finally being made without input from Goat or myself- the 2 most experienced Scavvers over the past couple of years?!
However- thanks X MAN for starting to champion SCAV- it is after all, what DW should be, so better late than never!
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Posted Jun 8, 2015, 7:37 am
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goat starer said:
hate 1. there are so many more useful things that could be done with trader loot than this. It is possible to turn up almost every weapon through scouting. just creating mixed trader cargo would have been fine (and would have made regular more interesting as well).

right now i have mortars, anti tank guns, tank guns, 5lv8s and i dont play the leagues o any town events.... i had most of this stuff just from Gateway - stupid trader drops is just creeping nonsense. lazy ss players wanting things without working for them. Its pathetic and exactly what scav was not supposed to be. What traders need to drop is occasional decent ammo...

there is a developers forum these things could have been discussed in. there is a whole set of suggestions worked up between scav players. This didn't feature in that at all. Why it is the first implemented change is beyond me and another example of wasting Sams time rather than getting him to do useful things.





Most of what I posted on changes came directly from the list you sent me. I went over that list with Sam and he came up with a simple solution that was easy enough to implement on the spot. So there was no wasting his time. These changes will be monitored and adjustments can be made based on how they affect the game.

Yes trader drops with a variety, including ammo, is #2 on the above list. Sam said that requires a little more time to do, but it will be done as the next item to implement.

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Posted Jun 8, 2015, 7:42 am
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at no point have i ever suggested that rare weapons should appear in trader drops. I have only ever been interested in the simple weapons - not the esoteric stuff - like oil jets and hand flamers. in particular the ones where you end with loads of ammo that is unusable.

clearly something has been rather disasterously lost in translation.

and if it didnt take any time why are you asking us to thank sam for taking time to do it? :stare:
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Posted Jun 8, 2015, 7:55 am Last edited Jun 8, 2015, 8:06 am by goat starer
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Goat, Sending you a personal PM instead of airing this out in the forums.
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Posted Jun 8, 2015, 8:08 am
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Don't see that this brakes the game in any way or make it easer other than giving a drop in SS. So the LRR (ooooo Exotic gun huh) that dropped out of my trader hit that took the life of my L2 really makes the Scavs easy Goat? you want ammo for it to bad brake the next one.

Don't get me wrong I would walk away if I looted 100 mags of ammo or something stupid like that. but I have played scvas 2 years now and still haven't looted anything better than a HMG.

I will be watching to see what drops and if it seems over the top I will be the first to see that its cut back or ended, but until that point lets see.

Brun you still even play scav?
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Posted Jun 8, 2015, 9:13 am
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*Boonwolf* said:
Don't see that this brakes the game in any way or make it easer other than giving a drop in SS.  So the LRR (ooooo Exotic gun huh) that dropped out of my trader hit that took the life of my L2 really makes the Scavs easy Goat?  you want ammo for it to bad brake the next one.   

  Don't get me wrong I would walk away if I looted 100 mags of ammo or something stupid  like that. but I have played scvas 2 years now and still haven't looted anything better than a HMG.

  I will be watching to see what drops and if it seems over the top I will be the first to see that its cut back or ended, but until that point lets see.

Brun you still even play scav?


brun scavs a lot... and in 2 years of playing not that often i had mortars, HGGs, car cannon...... i got my first HGG and ATG in Somerset.
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Posted Jun 8, 2015, 10:59 am
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I do SCAV still- but new camps are taking up all my time ATM.
I am currently sorting out my scav stuff and getting it all back to SS, so that I can scout with all the new Scavvers.
In a few days my camps in NORM will be taking care of themselves, and I have a TT in GW that I need to move to SS, which will make a cool Scav monster!
I have tons of weapons, ammo, fuel, parts etc that I am getting back to SS- so in a few days I am going to be mainly Scavving- as Scav has always been my fave part of DW, and i'm very excited every time I see so many << >>'s in the lobby!!!!
So, to all who have invited me on Scav scouts over the last week- I apologise- I will be ready in a few days.
SCAV RULES!!!!
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Posted Jun 8, 2015, 11:14 am
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will cool to scav mega some day soon.

So far I have ran 4 scouts or more after the change to drop system. Spawned the drop 1 time in a group scout.

im under the impression after talking to X that the drops will be inline with the town. so no CC HCR Lasers TGs MMs should be dropping im SS.

If by chance something like that would drop in SS I will report it and offer it as a prize in some scav only event.
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Posted Jun 8, 2015, 11:25 am
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Still would like to see a use for EPs and plastics.

Maybe use it to take some of that pre stem 21% damage off my McFly. so its more like my 95% Phos that were shot to hell on scouts after steam. ;)
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Posted Jun 8, 2015, 11:48 am
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I don't like the idea of special loot drops from traders. I don't want to see TGs popping in SS like I have in normal.

The biggest thing scav needs is better break points for mech. Scav should be like camps minus the manufacturing part.

Needing a 100 mech to fix a 3.2Lv8 is fine, but a 2L should have a lower requirement. Maybe if guns and engines required a mech skill of 1.25 times the required MR.

Same with chassis and armor. C armor can be add with mech skill 0.33*MR, can fix chassis and add B armor at 1*MR, and can add A armor 1.25 or 1.5 times MR.

Something like this. Then different cars become viable. Do I want to use a C armored pho or an A armored symphony.
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Posted Jun 8, 2015, 2:41 pm
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Bolt Thrower said:
I don't like the idea of special loot drops from traders.  I don't want to see TGs popping in SS like I have in normal.

The biggest thing scav needs is better break points for mech.  Scav should be like camps minus the manufacturing part.

Needing a 100 mech to fix a 3.2Lv8 is fine, but a 2L should have a lower requirement.  Maybe if guns and engines required a mech skill of 1.25 times the required MR.

Same with chassis and armor.  C armor can be add with mech skill 0.33*MR, can fix chassis and add B armor at 1*MR, and can add A armor 1.25 or 1.5 times MR. 

Something like this.  Then different cars become viable.  Do I want to use a C armored pho or an A armored symphony.


this was on the list.... and it should go higher as well... to have a blanket "i can fix anything" at 100 is silly on a scale that goes from 1 - 500+. lasers should need the top end of that... HGGs somewhere high up.... the scale is fairly well set in regular for camp builds.
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Posted Jun 8, 2015, 2:55 pm
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Yes, Scav mechs was mentioned, but we need more specifics on a graduated skill scale. I do agree that mechs need something like this in place. Goat was working on this already. Once he has a list in place, it will be presented to Sam.
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Posted Jun 8, 2015, 6:36 pm
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I know I don't have a pair of *s around my name but I have been pretty active in the <<scav>> world since I started playing like nine months ago. unfortunately I was binging on Civ V and Steam the last few weeks and I missed any discussion for <<scav>>.

is there a place you would like to put suggestions in for <<scav>>? I have a few simple ones and creative ideas I would love to share.

it seems like a lot of the newer players are getting excited about <<scav>>and now would be the perfect time to make some simple changes for the better. <<scav>> is my favorite mode of the game and would love to help make it better.

Taco
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Posted Jun 9, 2015, 2:27 am
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Taco said:
I know I don't have a pair of *s around my name but I have been pretty active in the <<scav>> world since I started playing like nine months ago. unfortunately I was binging on Civ V and Steam the last few weeks and I missed any discussion for <<scav>>.

is there a place you would like to put suggestions in for <<scav>>? I have a few simple ones and creative ideas I would love to share.

it seems like a lot of the newer players are getting excited about <<scav>>and now would be the perfect time to make some simple changes for the better. <<scav>> is my favorite mode of the game and would love to help make it better.

Taco


Why not put them here?
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Posted Jun 9, 2015, 6:55 pm
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Yes , this would be the appropriate thread to list any Scav suggestions.
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Posted Jun 9, 2015, 7:23 pm
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since it seems work is being done on fixing ammo on the loot adn reward tables. I only have a couple of suggestions I can think of at the moment.

I recently made 100 mech, and repaired a bunch of engines and weapons. the sad part was probably half or more were beyond repair, below 85%.

for <<scav>> I think we should be able to break down equipment in town like the others do in camps. this would make it easier to repair things with more parts.

also, gear that is broken down in camps and yields electronic parts, maybe we can substitute electronic parts for car parts. things like v8s and GGs.

Taco
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Posted Jun 10, 2015, 5:10 am
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can we put tires on the reward list for events? especially in towns down south? I have two Phos I won in FL ANCs that I took to BL but have sat there for months w/o tires.

Taco
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Posted Jun 10, 2015, 5:13 am
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Taco said:
can we put tires on the reward list for events? especially in towns down south? I have two Phos I won in FL ANCs that I took to BL but have sat there for months w/o tires.

Taco


Surely that one could just be resolved through trade?
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Posted Jun 10, 2015, 8:55 am
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