It’s not about achievements, it’s about collecting stuff.
Okay, let’s step back for a second, and talk about the different parts.
The first is the same thought process that goes into achievements. Some people like to complete personal challenges. As these kinds of personal goals go, having a complete collection of weapons is pretty reasonable. It’s also doable, because there’s only 16+6 weapons currently, and we can store up to 50 in the box. Having lower tier copies of existing weapons is only worthwhile if you’re intending to hand them off to alts.
Arguing that no it shouldn’t happen because there’s no achievement for it, is a bit like saying, “why would you pick up the Experimental M45? There’s no achievement for it, and the magazine capacity isn’t large enough to justify the special effect.”
Right now, there’s no reason to preserve your PPKs. If you’ve got a .44 or a Glock, you have a better gun. The PPK is outclassed in every respect. However, we don’t know what the future will bring. If some future change results in a situation where the PPK’s .32 Hollowpoint rounds are an advantage over the Glock, for example, if some future DLC added human foes, suddenly being able to load hollowpoint rounds in a supressed pistol is a big deal. One of the reasons people collect weapons, and other goodies in games like this is “future proofing.”
Now, I’m no stranger to having to pick and choose what to hold onto, but, there is value in being able to maintain a stocked armory of the weapons we’ve, “earned.”
Further, because of how the game’s weird relationship with alts, it’s not the wildest thing to suggest that weapon collection should be reexamined.
It didn’t break the game’s balance.
The problem here is a little more sophisticated than that. Every game has an economy (or multiple economies.) This isn’t, necessarily, about money or crafting materials, though both of those are kinds of economies. Time and inventory capacity are also economics.
In Generation Zero there are two primary economies: Resource Scarcity, and Inventory Slots.
Resource Scarcity can be a very effective game tool. If you had a game where the machines were actively hunting for you, moving around the map, looking for evidence of your presence, and you couldn’t simply find a place to get comfortable and hoover up any unattended ammo and supplies, then scavenging ammo would be a deliberate choice.
For example: Look at the game FTL. In that game, your resource scarcity is driven by the fact that you do not have unlimited time to scavenge around for the resources you need (fuel, scrap, and some ammo types.) Time you take scavenging is time that brings the pursuing fleet closer.
In contrast, time spent scavenging in GenZero is, simply put, time you could have spent doing something else.
Now, I’m not knocking you, there is a satisfaction to be had simply scaving around, grabbing everything that isn’t nailed down. However, it doesn’t really add to the game experience as a whole.
Resource scarcity can fantastic tool for a developer to push you into engaging in risky behavior that you’d otherwise avoid. However, Generation Zero does not do this. It encourages you to play conservatively, compulsively scavenge at every opportunity. “Stop, you have some houses you can rummage through for a spare medkit and a couple rounds of 9mm. You can continue on your journey afterwards.” It really does stop the flow of the game. If the goal is to have us peaking into every bathroom we find, great, it’s doing that, but if the goal is to go out, sneak around, and try to deal with giant killer robots, the houses actually work against that. You can get jumped by a tick, but only once per house, and you can completely avoid the bigger machines while you’re inside, unless you get really unlucky or something bugs out.
Not, all ammo.
Okay, I’ll explain this idea again.
Ammo scavenging remains as is. You can find ammo boxes with a couple rounds scattered around.
Bunkers have an ammo cache. This a supply box, and when you open it… there’s nothing in there. Well, that was a let down.
You go on with your day.
Later on, while you’re exploring, you find a box of .32 FMJ. It’s not an actual ammo stack, and it’s large, let’s say 2x3 (6 slots). You take that back to the ammo cache you found in the bunker, drop it in, and now it has a stack of .32 FMJ. Best of all, when you take out a stack of the stuff, there’s still another stack inside of it. It’s unlimited, but you still can’t carry an unlimited amount of ammo.
At this point, as you’re adventuring, you’ll find situations where you probably shouldn’t stick your nose into someplace, but you’ve got to wonder, “is this where I’ll find that 5.56mm FMJ cache?”
You still can’t carry as much as you may want. You still have, at most 40 inventory slots, split between weapons, ammo for your other weapons, medical supplies, flares, grenades, ect. But, now, if you’re using your PPK, you can always start the day with a full supply of ammo for it. Once you get out in the field, you’d need to stock up the old fashioned way, scavenging.
Okay, remember a few moments ago when I was talking about game economies and I said GenZero had two? Resource Scarcity and Inventory. You can only carry, at most, 40 slots worth items. (Technically 50, because you have 3 weapon slots and 4 quickslots, but you know.) At that point, even with unlimited ammo, you still can’t carry all you’d ever want into the field. You can clog up your inventory pretty quickly.
Having unlimited access to specific ammo types at specific locations wouldn’t change that carry limit. As a result, it’s effect on resource scarcity is more limited than it may, at first, appear.
No, or at least, not really.
Plundra doesn’t add items to the game. It simply allows you pre-scavenge. Having an extra stack of 7.62 in the bank doesn’t make a Tank less dangerous. It just means that at some point in the past, you carried around a stack of ammo you didn’t use, and then stashed it away for a rainy day. With weapons in the Plundra, you carried this thing in your inventory, before dumping it in there. You gave up slots at one point in time, limited what you had on hand, and then stored it away.
What the Plundra does is, it lets you save up for bursts of activity. You can scavenge today, then play tomorrow. And, when I say it like that, it doesn’t sound good for the game.
I still think that’s the damage resist system. But, I mean, that’s a different discussion.
Like I said earlier, scavenging isn’t, really, an in game economy consideration. For this to be a balance component there would either need to be no safe spaces to scavenge from, or you’d need a system where the time you spent scavenging actively pressured the player in some other way.
Incidentally, if you had food/water/fatigue meters, that does pressure against scavenging for as long as you want. Time you spend scavenging for one resource ticks down on the others. I don’t like those systems (most of the time), but that is how some games pressure you to avoid scavenging endlessly.
I do like that Generation Zero doesn’t pressure your scavenging time that way, but, if scavenging is supposed to be a meaningful economy, instead of something you can do in complete safety on a whim, it’s not living up to that right now. The storage box highlights the issue, but not at fault.