Other > Suggestions
Proffesions and Skillpoints Reset Suggestion
runboy93:
--- Quote from: Grecko on December 09, 2010, 12:52:22 AM ---This solves the need for proffesion reset also it solves the need for making alts and it help a lot solo play
Cant wait for next wipe
--- End quote ---
Yeah it should help against crafting alts, but people get boring more easily.
But of course i wait much to see those blueprints ingame :D
Grecko:
--- Quote from: Doctor Eex on December 08, 2010, 09:02:30 PM --- ;D ;D ;D
Let me quote this everywhere?
If be honest, 10-20 10mm bullets will craft you a gun, ammo and an armor. I case u didnt get this so far
Thanks for this info. I wonder when it will be implemented?
--- End quote ---
I dont understand good :(
you mean that with 10-20 10mm bullets i can buy an minigun or an combat armor or even an assault rifle?
with an alt that got 10 charisma and high barter skills ye maybe
but i dont wanna lvl up alts just to barter things i dont wanna lvl up any alts for anything i just wanna stick with one char.
What i mean is not a char to be jack of all trades ex. master of combat and barter and doctor.
What i mean is ex. master in combat and craft the things he will use only.
At least i preffer to craft things i need than trying to get them with trade with an npc or with a player.
Npc trade will fail because i long list items i will try sell to him, if its bullets only it will need shit of loads of bullets to reach worth of 10k where minigun and combat armour is sold with my current barter skills.
Player trade will fail because player will only want caps to trade for and caps are hard to make.
Also npcs sometimes got items in inventory that are broken or high % in det especially on low end items you will need when starting your char most items u get from vendors are in bad shape.
So trade can be good rarely where u will need something fast or u find something rare that u cant actually craft.
And the most important to get caps from vendors when they have some
Seriously if i got guns and mats to sell and vendor got 10k cap and a combat armour i will get the 10k cause the armor i will loose and caps are hard to get in wastelands
So crafting is nice and important in this game but its not OP cause if you die you get major fallback since you have to spent at least 2x cooldowns to gather mats and craft new weapon not to mention the ammo and armor thats about 45 mins and if you wanna make armour and some ammo then it will be more than 1.30 hour on cooldown waiting and thats a big pain...but its fair.
My idea was to add some flexibility on proffesions but since on next wipe we get to be masters of 2 proffesions at the same time then this solves a lot of issues so there is a hope for players to be self sufficient at some points and i am rly glad for that because the game is starting to make sense.
Grecko:
--- Quote from: runboy93 on December 09, 2010, 01:03:09 AM ---Yeah it should help against crafting alts, but people get boring more easily.
But of course i wait much to see those blueprints ingame :D
--- End quote ---
yeah i guess they will be hard to get :(
i hope not to hard
Btw boring is to wait 10 mins so you can log with ur alt just to craft some things then wait 10 more mins to log back to ur main
Really Boring and a bit hard if solo is to lvl up an alt with crappy combat stats just to craft the things for ur main char.
I think this game is better for solo char and factions where in a faction you will cover all your needs but when on solo you can cover ur basic needs.
runboy93:
What you think about this suggestion?
What, if you can make 100 pieces of ammo without profession?
You can do without profession 50 pieces of ammo.
12.ga
10mm
9mm ball
Small Energy Cells
BB's
even with Profession 1 (example is SG profession)
.45 caliber
5mm JHP
.44 magnum FMJ
10mm AP
You can still make 50 pieces of them.
It's not hard work to change materials needed x2 and exp gain x2.
Reginmund:
Solo play is your choice as nothing is stopping you from befriending anyone who plays or what you do thereafter (betrayal, create a faction/get a base etc.) but i suppose some flexibility with professions is welcome but the way you go about it does not sit well with me. Just like the wastes now what's going to stop you from dying and losing your caps to reset your profession/skill? You have to visit one specific vendor (new or existing?) so anyone could camp WM with mercs if your outdoorsman is low enough, but then they might have buddies in the town scouting you out and a few to kill/loot. Making it on an existing vendor would reduce this possibility but it wont stop them trying.
This is not simply "craft or die", i've gotten through with playing a doctor without crafting anything significant to get through and you can tell me you're just stupid for playing that way but i can rebut the same way since it's my choice the way i play. If you have trouble surviving through encounters then that has been a result of your choices but nothing is stopping you from encountering brohterhood vs. remnants and looting a minigun there and all you need to do is craft ammo and repair the damn thing. Might take some time and luck but its certainly an option, one which you clearly hadn't thought of (although you are more likely to get flamers/laser rifles out of them).
If you've tagged 2 combat skills i suppose that has been your choice but as it has been pointed out if you can reset skillpoints then that is unnecessary. If having tagged these two skills because you didnt know there wasn't a reset system then again the point drives home its just your bad luck with what choices you took. I like the idea that if you are going to tag only one combat skill you have to work for it otherwise you'll die out there. What i don't like is that you are suggesting take sg so i can survive (im talking skillpoints) then i'll hit level 21 and say "well time for a reset" head off to the vendor with your suggested 5~10k caps and boom my points are now thrown into bg (but no changing tag skills i.e. no reselecting but able to reduce/increase with reshuffle of points).
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