How GZ is grindy
Here, i’ll talk about several game aspects.
- Weapons, including weapon attachments, from normal machine loot pool.
Every time a machine is destroyed, there is RNG and random chance that you can get the weapon or weapon attachment from that machine. RNG alone makes the grind part.
For example:
I’ve played GZ from launch and bought Alpine Unrest DLC as soon as it was released. To this date, i have found only one! KVM 89 from machine loot pool and that was 3* version. The same quality as can be found in Himfjäll at known spawn point. But i have found several 4* and 5* KVM 89 attachments.
Same actually goes for KVM 59 as well. Highest quality i’ve ever found is 4* KVM 59. But i’ve found 6-7 6* experimental KVM 59s. Oh, i have no issue finding KVM 59 attachments either, in any quality. It’s the weapon itself, that is the rarest weapon drop. At least in my game.
- Experimental weapons from Rival loot pool.
Here, the same method is used. Every time a Rival is destroyed, there is RNG and random chance that you can get the experimental weapon from that machine. Sure, higher level rival increases the chance of getting experimental weapon but it still is a “chance”.
For example:
I’ve gotten experimental weapons from level 1 rivals quite often, while when i go through the trouble to level up the rival to level 4, often i don’t get any weapon.
- Apparel schematics from Rival loot pool.
Just like with weapons and attachments, there is also RNG and a chance to get apparel crafting schematic from rival loot pool.
Since the drop is so rare, i only have some of the 3*, 4* and 5* apparel schematics. Though, in the forums, people who have found almost all of them, say that there are duplicate drops, making collecting them all even harder.
I, personally, have not seen the duplicate apparel schematic drops in my game, but i only have 24 3*, 4*, and 5* apparel schematics in total, out of 69. But if duplicates are a thing, chances of getting the last 1-2 out of 69 are slim. And when RNG is also put into the mix, chances drop considerably.
What can be done
Here, i’ll talk about several ideas what can be done.
- Bad luck protection
Our previous CoMa, Graham, presented to us a “bad luck protection” in 12th Feb 2020 dev stream.
His explanation is at 00:52:28, link: Twitch
What Graham is talking about, is essentially where when player has killed X amount of machines, the drop after that is guaranteed.
This reduces the grind considerably since now, there won’t be RNG when it comes to the chance of getting the item from machine loot pool. But there still would be RNG of what item you’d be getting, leaving some grind behind.
- Guaranteed drops
When GZ 1st launched, there were guaranteed 5* weapon drops from FNIX tanks and about 50% chance to get 5* weapon attachment as well. Drop chance was lower on FNIX harvesters, about 50% chance for a 5* weapon and 20% chance for a 5* attachment.
That system worked well, since you could find 1* to 4* weapons and 1* to 5* attachments from the world just fine (either known spawn point or from loot crates) and 5* weapons dropped only from the toughest machine (FNIX tank and FNIX harv), complemented by the chance of 5* weapon attachment drop.
But with that nice system, there was a problem. There were players in the game who didn’t want to play the game as it was intended (explore, find loot boxes, collect your ammo from the world), instead, they wanted to get the loot from the machines they destroyed.
So, in the June '19 update, the devs implemented the system where you can get first aid kits from enemies and 80% of wasted ammo back when taking down harvs/tanks.
“Machine loot” - June Update Now Live | Generation Zero
That change brought the RNG to the game, making finding any weapon/attachment, and now, apparel schems, from machine loot pool, a gind.
At current date, players can craft all ammo types + even experimental ammo if they so desire. And the loot crates amount isn’t dropped in the game world either. Instead there are now more loot crates in revamped parts of the map than there were in vanilla game, presenting a question:
Do we still need to get the 80% spent ammo back from the (bigger) machines we just killed?
I say: No.
Here, i think that devs should undo the “Machine Loot” change and go back how things were, where:
- each machine drops the ammo they used against you (e.g .50 cal from tanks, rockets from harvs)
- you won’t get any ammo you used against the machine from that machine (e.g finding 9mm handgun ammo from tank loot pool)
- there is a guaranteed 5* weapon drop from toughest machine (apo tank)
- there is a good chance of getting 5* weapon and 5* weapon attachment from 2nd toughest machine (apo harv)
- proto, mil and FNIX class of machines won’t be dropping any weapons and attachments
- no more simple and standard first aid kits from machine loot pool. Only advanced first aid kit has a small chance (20%) to be dropped from toughest machines (apo tank and harv)
- Experimental weapons
Since experimental weapons are late-game weapons, they are locked behind character level of 25. This is a good move. However, to lessen the grind of finding them and to give rival leveling up far more value, the following weapon drop chances can be implemented:
Rival level 1 = 0% chance of experimental weapon drop
Rival level 2 = 25% chance of experimental weapon drop
Rival level 3 = 50% chance of experimental weapon drop
Rival level 4 = 100% guaranteed experimental weapon drop
This way, there is value of why to go through the trouble of leveling up a rival, since when you’ve maxxed out rival level, there is a guarantee that you’ll get an experimental weapon from it. Though, what that weapon exactly is, is still RNG.
- Apparel schematics
Just like experimental weapons drop chance i suggested above, same can be done with apparel schematics drop chance as well. Where;
Rival level 1 = 0% chance of apparel schematic drop
Rival level 2 = 25% chance of apparel schematic drop
Rival level 3 = 50% chance of apparel schematic drop
Rival level 4 = 100% guaranteed apparel schematic drop
This way, all players, including those who aren’t level 25 yet, can get the 3*, 4* or 5* apparel schematic, if they go through the trouble of leveling it up, rather than killing it as soon as it has spawned.
And to protect against duplicate drops, game can check your current apparel schematics, so that there won’t be any duplicate drops.
Thanks for reading.