How about fixing the horrible amount counter so that it approximates something usable? I just love scrolling through the numbers only to get near the value I want, just to have it jump orders of magnitude suddenly and shoot over the number by 50-100. Now I have to scroll back again, only to have it screw up again, making selecting specific values a tedious and time-consuming task. Can we just have a counter that lets us set the value manually for each digit, even starting with the max amount we can transfer. Just shift digits and scroll up and down to the desired values. No acceleration, no inertia, just a nice small selection of values that are easy to control and don’t piss us off when we want to transfer 327 of something and it starts scrolling by tens when we hit 324.
And while we’re at it, it would be nice to have the ability to craft more than one item at a time. Maybe let us press a button to be able to craft as many of a thing as we have supplies, so we’re not stuck standing at the crafting bench for give minutes making up a supply of 5.56, 7.62 or .50 for our heavy weapons that chew through ammo like a fat kid with a box of caramels.
And, while we’re at it, can we configure the scavenger module to only scavenge specific things, or NOT scavenge certain types of things? I really don’t need fuel cells, comm lures, or grenades/land mines unless I’m SPECIFICALLY doing something involving those, like a mission requiring grenades was just done and my supply of 400 has been depleted to 50. Then I would want grenades, for example. Honestly, I can’t think of a single reason under which I would ever want comm lures of 9xXX ammo. I have so little use for it, I can’t even be arsed to remember its exact value. I just nope out of picking it up like a fat kid looking at broccoli. I don’t even care if it can only be reconfigured at a companion station, since I build one at every resistance base, I just want to tell my doggo what not to pick up so I don’t have to drop it after taking it out of his inventory. Much better if he never picks it up in the first place.
Agreed. I currently play No man’s Sky. There you can change the amount by clicking r1(+) or L1(-). That’s quite useful.
I remember when I crafted fuel for getting all the needed crafting points to unlock all the schematics… It took long.
Agreed. I think I once even suggested that. We currently can mark items to be highlighted so we can see them better while looting and looking for certain stuff. Why can’t the companion with equipped scavenger module use this feature for gathering just what we’re looking for?
Me too. It sucks when you have a few thousand rounds of ammo and trying to get a few hundred or trying to drop off rounds and not drop all of it.
I like the way crafting is now, but some of the amounts can be larger when comes to ammo used in LMGs and SMGs.
I am selective on what I pick up, I like looking and picking myself what I loot.
Adding a feature to block anything that you auto scavenge will cause novice players to miss out on new things they don’t have yet and don’t even know they can get.
Yes, I understand where the scavenger module would be used.
How would you know what the runner is looting? And how many different switches to select would you need to select before you can let the runner go? Then after a few battles you would still need to check what the runner picked up and still sort through it all.
Would it be like a list of everything you can loot, which is everything anyway, and you check it off that you don’t want it looted? That would list weapons, all the ammo types, textile, plastic, glue, batteries (3 sizes I think) first aid kits, and so on. It would be a really long list of switches.
I could select in any inventoryscreen the highlighted items. These would be on the wishlist for the scavenger, too.
Additionally I could set in the companion Station, where I attach the scavenger module, that he also should pick up attachments, weapons and/or apparel.
3 switches.
Because weapons, attachments and apparel I would be looking for aren’t consumeables and I wouldn’t have them yet to be able to select them in any screen.
I see the scavenger being used to pick up essential items, such as ammo, EMPs, rockets, health kits, etc.
So have the companion only pick up items currently in its inventory. If you want 7.62 and .50 ammo make sure to have at least one bullet of each caliber in the companion inventory. Then the companion will only pick up these two ammo types. This goes for anything else in its inventory.
We can combine filtering of groups of items of a given type and filtering by items in the inventory.
For example, have a checkbox to toggle the collection of crafting materials.
Combined with my suggestion above.
I’d prefer certain categories be more granular than “All crafting mats” though I can craft up items I need to lower my materials storage volume if its getting too high. I really only need my doggo to scavenge all weapons (to break down for Weapons Parts), the ammo I use (but only until I get to a certain level in Storage, so I don’t run out), and the misc Gear that I use (like field radios, med kits, paper clips). I have no real use for anything else that drops except when I have a special project in mind, like grenades and land mines when that one mission comes up as a daily or I’m feeling sassy and want to lay surprises around my Resistance bases for wandering patrols.
What I was thinking was a tree select option, where I can pick to have the doggo scavenge everything in a specific tab, or open the tree up and select the things in that tab I want him to specifically get/ignore. For tabs like Accessories there should be an option for “Things I don’t have.” That would mean that if I have a particular type of thing, even at a different quality, he should ignore/get it, depending on the toggle state.
And because someone was earlier, the state of the toggle should be enabled by default so he picks up everything, and you have to intentionally turn things off so that new players don’t accidentally not collect things they might want to have some of or don’t know they have the option to collect, though by the time they have a companion they should have encountered at least the grey version of everything that this could entail. Clothing should always be collected, since it never uses space or weight.
Wouldn’t something you can recycle be consumable? And lets look at weapons. What type of weapon, rifle, pistol/mellee, or assualt rifle and then what level? Someone like me, could pick up a dozen or so weapons from a single battle. And I am always looking for ammo and first aid kits, but only advance first aid kits.
Wouldn’t you spend more game time sorting through switches and less time playing, that includes having to sort out what the runner did pick up. And what of the times the runner picks up 3 or 4 of the same type and level weapons? When do you change up the switches again? And I don’t use my runner during big battles that I always go to. When I do use the runner it is not for sorting my loot inventory anyway.
Wouldn’t it be a lot easier to just sort through the loot the machines have as you destroy them and use a diffrent module for the runner? Is it that hard and time consuming?
No, surely not.
I never really used the scavenger.
Just one time for testing when it was new.
And as a experienced player with several hundred hours I guess wouldn’t change the style of playing that much with the suggested change.
It was just an Idea and maybe newer players who don’t have everything yet and are looking for better weapons or attachments (or missing apparel) would like to have these options.
From my personal point of view it’s not necessary. But I’m not everyone.
It IS a good module for a novice player that is still trying to collect EVERYTHING. But works best the way it is and should stay that way. For me, it is useless, as an end of game player.