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Author Topic: Crafting time - bad things  (Read 10491 times)

Re: Crafting time - bad things
« Reply #30 on: December 27, 2009, 09:10:35 pm »

this game was good before the wipe, all they had to do was remove ammo an guns from caravans and add the new crafting system, i would add more stuff like "a piece of machinery or sth" to craft better guns and armors, to buy them u'd need  control over a town, many traders and crafters, it would make people defend the town, crafters and traders
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Re: Crafting time - bad things
« Reply #31 on: December 27, 2009, 09:19:27 pm »

The reason I started playing a naked hth character was because of how boring fonline had become due to crafting. It's way too time intensive for easily lost rewards. Everyone who pvps walks around in the best gear anyways, they can afford to because they have faction resources to replace lost gear. The people who get screwed are solo or small faction players. Your options are either play real time and risk dying from lag or bad luck losing hours worth of gear, or play turnbased and be able to clear out like 1 cave an hour. The game has become way too crafting centric and has lost track of what made fallout fun, the combat and quest interactions. Maybe you could make recipes involve items you could only get from supermutants or hubologists and put the encounter rates back up. That would mean people would have to work in groups to hunt bigger prey and there would be a reason for doing so.
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Re: Crafting time - bad things
« Reply #32 on: December 27, 2009, 10:01:11 pm »

I agree with the above posters. Thngs are too weighed in favour of the huge factions. They get it all, with no drawbacks. I vote all faction bases are made visible in the name of keeping the game interesting. If you want to your own private bank vault, you're going to have to defend it.

Or just place so many slaves at the entrance that attackers lag out, whatever works.
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Re: Crafting time - bad things
« Reply #33 on: December 27, 2009, 10:46:27 pm »

Nothing should be discoverable until the slaves/merc issue is resolved. Not everyone with a faction base has the means to defend it and you can't be logged in 24/7. This would actually benefit large factions as they could wipe out all the smaller ones and still have enough people back at their own base to keep it safe.
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Re: Crafting time - bad things
« Reply #34 on: December 27, 2009, 10:54:14 pm »

The time for crafting items is the same as before.


rly ?? 28 min cooldown on making 5 mm ap ammo is as it was ?
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Re: Crafting time - bad things
« Reply #35 on: December 27, 2009, 11:31:47 pm »

Just don't be afraid to continue reading.
Quote
The time for crafting items is the same as before. Gathering timeout has been lowered and crafting timeout raised.
"Crafting time" in this case is time needed for obtaining material AND crafting itself.

However I'm not sure how much (or if) is time needed for craft all prerequisites (alloys, metal parts, ...) counted in.
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Re: Crafting time - bad things
« Reply #36 on: December 27, 2009, 11:40:52 pm »

It's the crafting method wich will change for us.

Before mining was too long (like getting fiber) and someone said "reduce the time!" and they reduce the time of ALL ressources, wood was short now it's very very short(you cut tree, go stock it and you can cut an other tree ..). So before the method was : "get some ressource to make items".
I have a doctor who can get ressources some days and at the end make 20 super stimpack.
I get fruits and can make mentats quickly!
That's nice!
(same as make many gunpowder to make ammunition)

Now, because of ALL ressource gathering reduce, the time go in the crafting. The old method cannot works :
We can't get many ressources for make 10 or 20 stimpack .. it's tooooooo long, we can only make one .. and sleep before make an other one. If we want to make more than 1 items we have to WAIT, like it was before between 2 mining of iron/minerals.
And get ressources and books to go vaultcity/sierra to make 1 super stimpack is not very fun. No more big operation.
You want to make 10mm ammo, you have to waiiiiiiit for creating all secondary ressources (metal part, gundpowder)

So the problem was "we have to wait" and now it's "we have to wait".
And the solution was not really bad but I think reduce ALL ressources by 50% was not good. Reduce that only for mineral/iron and fiber(or get more fiber in 1 time) will be better.
And the idea of reducing cooldown with profession, tool or/and skill may be nice.

Maybe we have to wait more weeks to test the actually system but now I don't want craft items because when I craft I want to craft! Not waiting. (And I don't want to make an "average character".)

I hope what I wrote is a little understandable :p
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Re: Crafting time - bad things
« Reply #37 on: December 28, 2009, 02:25:58 pm »

I have a sugestion.

Lets throw out gathering  coldown all together. Instead make resources gathering spots apear radomly in random enconcuers but not to often. Each one of them could be mined only once and give amount of resources dependant on lvl of science , repair, outdorsman, depending on type of resource. Make advanced resources be mined with lover chance on gathering instead of created. That way people would travel the map searching for gathering spots insted of standing in place and gathering from same spot witch would be much more fun.

Example:

repair 1-30  0%-50% on finding 1 ore
repair 31-60   50%-100% on finding one ore
repair 61-90 1 ore +0%-50% on finding second one
repair 91-120 1 ore+50%-100 for second one +0%-20% on finding one alloy
repair 121-150 2 ore +0%-50% on 3 ore +20-50% on finding one alloy
and so on.
And so on.

Gathering would be harder but more interesting and thanks to harder gathering also crafting cooldowns could be decresed.

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Re: Crafting time - bad things
« Reply #38 on: December 28, 2009, 04:00:42 pm »

As most can agree that the current cooldowns are too high I think I have a solution that makes perfect sense. Make it so that the players combined stats of Science and Repair and weapon/armor (repair would be 2x for armor crafting) skill for said crafting item directly effect the amount of time removed from your crafting cooldowns.  For example a player with 20 sci and 30 repair would have an 8 min cooldown after crafting a gun, but a player with 100 sci and 120 repair would only have a cooldown of about 2 mins. As for alloys it would go from 130 seconds to 30 with the same stats. Something like a % reduction in time based off your combined stats is basically what I'm suggesting.
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Re: Crafting time - bad things
« Reply #39 on: December 28, 2009, 06:30:19 pm »

Developers! Why do you think the crafting system before was bad?
So what if it takes 15 seconds to craft gunpowder - it is FUN. Game should be FUN.

Players should be able to get FUN guns. This is ridiculous, stand 20 minutes in the cave to create 100 bullets... It is easy for you because YOU DON'T PLAY THIS GAME, all you do is throw ridiculous limitations or CREATE ammo for yourselvs(admins can create items yeah).

Game is right now _unplayable_ and is very NOT fun. There will never be a Fallout Online where you make quests and interact with players - because the world of FO is too small, the economy is simple. You don't need to barter for food or water or anything else, it's a game of fighting. There are no quests which reward crafting players and so on.

As in any enviroment, when there is a lack of resources, nations form to support themselves(big factions killing everything) and they start reigning war.
Simple things, yet it seems you can not grasp it. If you want to leave this system of hard craft - you have to make the world much more interesting.
Adding quests, more crafting materials, more items to be traded for them, etc. (not gonna happen in the near future, let's be honest)

It's not that this system is bad, it just doesn't fit the FO world, at least for now. Also I don't see how solo players or small factions are gonna game now.

Make crafting fun again, make it so that people don't have to stand 20 minutes in ONE PLACE AT A CAVE to craft 100 bullets. This is Ridiculous. What kind of fun is that? I'm standing in my cave pressing gunpowder evey 2 minutes... haha such fun, yeah the thrill of the game. You get a huge slap for such a developement failure - and you deserve it.

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

Fast and fun, yes people have to play with guns. Yes people should be able to reac lvl 21. 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.

I'm waiting for shooting cooldown. 1 Shot = 2 minutes cooldwon :D Just a joke that sums up the situation now.
Player economy will never grow, because people have factions supporting them, thus they don't need to trade with others on a regular basis. The resources are plentiful so theres no real trade and there never will be.
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Re: Crafting time - bad things
« Reply #40 on: December 28, 2009, 07:16:51 pm »

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.
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Re: Crafting time - bad things
« Reply #41 on: December 28, 2009, 07:47:10 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
Not such stupid idea, especially with xp for MP and Alloys.
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.
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.
The resources are plentiful so theres no real trade and there never will be.
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".
« Last Edit: December 28, 2009, 07:49:42 pm by Wichura »
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Re: Crafting time - bad things
« Reply #42 on: December 28, 2009, 09:19:58 pm »

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). :)
« Last Edit: December 28, 2009, 09:32:55 pm by Raegann »
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Re: Crafting time - bad things
« Reply #43 on: December 28, 2009, 09:30:06 pm »

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:)

« Last Edit: December 28, 2009, 09:33:48 pm by BaffoBeardson »
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Re: Crafting time - bad things
« Reply #44 on: December 28, 2009, 10:19:53 pm »

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.
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