Other > Closed suggestions
Crafting time - bad things
cerberix:
Good Lena said.
Like I wrote earlier to remove completely the cooldown crafting and crafting a system restore before the update. If the admin does not want to play this game there was tons of things that unfortunately they will not do it. In this game played to 200 people and not 10 Another idea, which will reduce the time and skills is through the medium but have found application in the game.
This could look like this:
iron ore & minerals> 40% of science - 7 minutes
iron ore & minerals> 70% of science - 6 minutes
iron ore & minerals> 100% science - 5 minutes
fibers & apples> 40% Outdoorsman - 6 minutes
fibers & apples> 70% Outdoorsman - 5 minutes
fibers & apples> 100% Outdoorsman - 4 minutes
NO CRAFTING TIME!
"MP, Alloy, GunP - 5 - 15 seconds craft + xp points like before, around 40" - Good.
No cooldown for making weapons, armor, ammunition, and ordinary objects.
Wichura:
--- Quote from: Lena on December 28, 2009, 06:30:19 pm ---My suggestion:
-MP, Alloy, GunP - 5 - 15 seconds craft + xp points like before, around 40.
-Crafting Ammo - max 120 seconds(it is essential for playing anyhow)
-Crafting Guns - limits can be bigger
-Crafting items - very low limits
--- End quote ---
Not such stupid idea, especially with xp for MP and Alloys.
--- Quote from: Lena on December 28, 2009, 06:30:19 pm ---They PK anyway, and they do it because it's the only way to go.
I'd love to add RPG features to the game, but let's be honest, you (Devs) concentrate mostly on PvP fighting. Anything else right now is far away.
--- End quote ---
Hold your horses - not everyone have fun from PK, and it's not only way to go. And no, 21 level is not a goal of itself for everyone. Strange, no? :>
Devs, as I see it, are now concentrating on basic things, like mechanic, economy and combat. Pimping game with quests will be (I hope) added later, I guess at the end of testing. Because this still are tests, you know.
--- Quote from: Lena on December 28, 2009, 06:30:19 pm ---The resources are plentiful so theres no real trade and there never will be.
--- End quote ---
Funny, there is no day in NCR without some solo player shouting "buying/selling junk/electronic parts/alloys/wood". How do you call that if not "trade"?
cerberix - "no crafting time" means you will get miniguns, plasma rifles and combat armors all around. C'mon, this was already before wipe - remember dozens of bored people, that were making carpets of ammunition everywhere? You miss that? I think "no crafting time" is even worse idea than "no stealing in towns".
Raegann:
I won't mind if I can craft only three energy weapons per day or something, it would be right for me, but the worst thing is, that I just upgraded a power fist and now I can't craft anything for 3 hours. This means I can't even make some metal parts, alloys etc., which is just stupid. If I run out of ammo or someone from my faction needs something small, I'm just screwed and useless for those 3 hours.
I think it would be ok, if there is some counter instead of cooldown. For example you can make "2*your level of profession" items of the given profession per day - no matter if you make those in 5 minutes or 24 hours. And it would be best if you can make f.e. 2 upgraded servos/ 3 extended capacitor batteries/ 200 MFC etc. instead of one weapon, counting as one item from the counter. This way you can set it according to economy and let players craft their goods and don't just wait most of the time. Items not requiring profession should have some minimal cooldown (I don't suggest having people wait like 7 minutes for making BB gun or something.. just set some small cooldown). That way the economy should be ok and people not bored of waiting hours and hours (and you can't expect normal players to make their time-schedule according to FOnline - like at morning I'm gonna make some plasma rifle, then I'm gonna live real life and in the evening I will make ammunition so I can play).
Recapitulate: I suggest using counter instead of cooldown for Mid and Hi level items requiring profession. That way players can still make fixed number of items per day, but they don't have to plan their time just because of this crafting. Low level items not requiring profession should have very short cooldowns, like before the change or ranging from ~15 seconds to maximum of ~5 minutes.
P.S.: In fact we are getting to the pre-wipe situation with the cooldowns and now also more NPCs in one encounter - you can harvest more from killing NPCs than crafting (I just collected 2x Needler, 2x Laser pistol, 3x Ripper, 2x Uzi, 3x Power Fist, 18 Plasma Grenades, 4 stimpacs and nice amount of ammo in about 3-4 encounters - just few minutes.. I bet I can't even craft those items in one day). I don't say it's bad to have those items from encounters and you should nerf this, in fact it is equal to the risk, cause it was quite hard not being killed and I had a lot of luck (luck 1 - having humanoids in enounter, luck 2 - being shot many times and not dead). :)
BaffoBeardson:
Crafting cooldown isn't bad in itself, it's just too bloody long. average 30 minutes cooldown for 100 ammo (without considering crafting time from components) is awful, and crafting anything beyond lvl 2 profession means the character becomes next to useless for the next 2-5 hours (can't make any ammo to go out hunting, can't meke MP or alloys for next big thing...)
This actually encourages the use of several crafter alters used in rotation and severely hurts more casual (less obsessive) players.
How about splitting the crafting cooldowns into 2-3 sub cathegories:
1. Simple items and crafting materials (MP, alloys, gunpowder, tools, hammers, ecc...)-stuff that doesn't give Xp should have it's own cooldown and 30 s max.
2. Ammunition-all kinds of ammunition and lesser drugs (powder, stimpaks, radaways ecc...)-these should have their own cooldown cathegory wich should be from 2 (most common ammo types) to 10 minutes (for Mfc and rokets).
3. Complex items (all weapons, armors and doctor lvl 3 drugs)-the cooldown on these can go from 2 minutes to a couple of hours for the end tier weapons (plasma rifles and CA).
This way there won't be a flood of end tier stuff on the market, but crafters will still be able to craft ammo and components while waiting for the 'big thing' cooldown to pass. With this system I wouldn't even mind the 5 hour cooldown after crafting a plasma rifle:)
Bartosz:
We've zeroed craft timeouts for mid-resources (alloys, metal parts, gunpowder...), in fact it was meant to be this way.
Rest is unadjusted for now, I mentioned it somewher that our 'craft designer' is out of internet now, and we don't want to jump into his design with hotfixes. So it takes time to make even such simple changes.
Navigation
[0] Message Index
[#] Next page
[*] Previous page
Go to full version