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2. I can't say I have exact values, but I think any nerf to their drop rates would be ideal. Weapons appear to drop extremely frequently, particularly knives due to their potential to be attached to zombies. As a resident player who does insanely rare loot, I've yet to get to a point where I need to craft any of my own knives as a result. I think the problem is compounded by their durability as well. They last far longer compared to vanilla weapons and so by the time one is near breaking, you're bound to find another one of its kind.
3. I can't think of any other features personally.
Please note I'm basing this all on their stats before your rebalance. My biggest hope with this mod moving forward is simply toning down the rarity of the weapons which is something I had to do on my end.
For the second part, per container when I’ve tested drop rates, my weapons have an equal or lower percent drop chance than vanilla items, I think the issue comes in that I’ve made them spawn in more containers.
So to explain for those that don’t know how the loot in containers work. If a container has 4 items that will spawn in it, and each item has (for example) 40% chance to be the item that is chosen. The fact I have around 70+ items in the modpack and maybe 40 of them are set to a container, they will beat out the 10 other items for those 4 items that spawn more often. That is where it is hard for me to balance the drop rates because if I lower them too much then they will become super rare, and for some people that would ruin them even being in the game.
The durability of them should be fixed as I had the values cranked way up because of the implementation of head durability, sharpness, and handle durability, initially we didnt have ways to set all of those values separately so my solution was to just crank up what we could control. In my testing a vanilla hand-axe would kill almost twice as many zombies than a madax hatchet before I adjusted the values up about 50% (from 10 to 15).
I wrote all of this super loopy on cold/flu meds so if it doesn’t make sense or is rambling I’m sorry but I tried to explain what’s in my mind the best. Also I super appreciate everyone who uses the modpack, it never has made a “top mods” list and I doubt it ever will but those of us who use it I think can agree that Madax did an awesome job with the originals and I’ve tried to do my best to keep them relevant as TIS keeps developing the game we love.
When you say containers, are you also referring to weapons being attached to zombies? I do remember looking at the code prior to your update recently and the rates did seem to be weighted rather high compared to other weapon mod packs (I remember seeing a weight for 2 for multiple weapons). I'm not too experienced in Zomboid code however so I could be misinformed.
I see, so the durability had to be increased to make up for the inability to account for head sharpness, etc. Has that been changed then, or are we still unable to modify such traits?