fodev.net
15.08.2009 - 23.06.2013
"Wasteland is harsh"
Home Forum Help Login Register
  • November 25, 2024, 11:07:30 am
  • Welcome, Guest
Please login or register.

Login with username, password and session length
Play WikiBoy BugTracker Developer's blog
Pages: 1 2 3 [4] 5

Author Topic: Crafting time - bad things  (Read 10345 times)

Re: Crafting time - bad things
« Reply #45 on: December 28, 2009, 10:22:26 pm »

Game feels already a little better, good work. All you need to do is lower the crafting time on ammo, this is where the game becomes dynamic. I personally don't care that much for guns, it can be 2 hours ;P People will make alts to make guns, but that's life I guess.
Logged
just because we play a post-apocalyptic game doesn't mean we have to accept to see people insulting us of jews.
Re: Crafting time - bad things
« Reply #46 on: December 28, 2009, 10:23:04 pm »

We've zeroed craft timeouts for mid-resources (alloys, metal parts, gunpowder...), in fact it was meant to be this way.
Sorry to have a stupid question, does this mean, that you can make f.e. a plasma rifle and immediately after it some parts or alloys without cooldown or you must make the alloys and parts first, then the gun? In short: is it possible to make those mid-resources when you have already cooldown running because of crafting something bigger?
Logged
Some folks got 'em and some have not
But these are the breaks
Break it up, break it up, break it up
Break down!
..guess who
Re: Crafting time - bad things
« Reply #47 on: December 28, 2009, 10:24:38 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). :)

Wichura  your idea look like  sux. please don't quote Cerberix  and Lena post. They have good Idea about Game.
i Testing Encouters today and it NOT  good idea to get 20 Miniguns or 20 laser rifle in few minutes lol... One SF  caravan is easy to meet, but second is hard. 20 minutes to meet next.
So please say ONLY true  .
'' 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  ''... hahah , nice bullshit...


/edit...
And please dont licking Admin Ass.  :-\
Logged

Bartosz

  • Rotator
  • There'd better be a killer reason...
  • Offline
Re: Crafting time - bad things
« Reply #48 on: December 28, 2009, 10:26:29 pm »

Sorry to have a stupid question, does this mean, that you can make f.e. a plasma rifle and immediately after it some parts or alloys without cooldown or you must make the alloys and parts first, then the gun? In short: is it possible to make those mid-resources when you have already cooldown running because of crafting something bigger?

For now it's not possible. Sorry to have stupid answers for that, but I dunno if it was meant to be that way or not. And Solar is gone again. If it was meant to, then I need to fix it.

// EDIT: Wish I understood the post above this one :/
« Last Edit: December 28, 2009, 10:30:51 pm by scypior »
Logged
Re: Crafting time - bad things
« Reply #49 on: December 28, 2009, 10:38:19 pm »

Wichura  your idea look like  sux. please don't quote Cerberix  and Lena post. They have good Idea about Game.
i Testing Encouters today and it NOT  good idea to get 20 Miniguns or 20 laser rifle in few minutes lol... One SF  caravan is easy to meet, but second is hard. 20 minutes to meet next.
So please say ONLY true  .
'' 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  ''... hahah , nice bullshit...


/edit...
And please dont licking Admin Ass.  :-\
And you please don't quote me, if (over)reacting on someone called Wichura. Thanks a lot.
It's not bullshit, smart boy, it's just the way it was. There is no need to BS, you can just react like a rational person (who you are, I believe.. just when you don't make your emotions win over your brain ;) ) and use some arguments . This is the last time I react on your senseless vulgarities with none information value.
@edit: You better think, then write. I have no need to lick something, boy and if I have, it's just MY need and none of your business. Thanks for being polite and not bothering again, big boy.
P.S.: It's possible for everyone to get the items I wrote in just few encounters. And it's totally NOT something like 20 minutes between encounters, more like 2 minutes. It's nice of you, that you "tested" one or two caravans, but if you can't even imagine getting those items in a little time, you just have to test a little more. It's not even as hard, if you consider you can encounter ~8 mercenaries, ~6 press gang members, ~5 hubologists and so on in one encounter. Write then.
For now it's not possible. Sorry to have stupid answers for that, but I dunno if it was meant to be that way or not. And Solar is gone again. If it was meant to, then I need to fix it.

// EDIT: Wish I understood the post above this one :/
Oh thanks, the answer is totally OK, I understand.
@EDIT// I wish I can as well. .)
« Last Edit: December 28, 2009, 11:04:35 pm by Raegann »
Logged
Some folks got 'em and some have not
But these are the breaks
Break it up, break it up, break it up
Break down!
..guess who
Re: Crafting time - bad things
« Reply #50 on: December 28, 2009, 10:50:58 pm »

Totally understending situation, I'm pretty sure that long cooldowns when adding just a mag to Assault Rifle and such is a mistake. Still - as i was hoping, there are a lot of good changes. Its a good proof for all those whiny boys that devs don't exist ONLY to ruin that game ;)
Logged

Bartosz

  • Rotator
  • There'd better be a killer reason...
  • Offline
Re: Crafting time - bad things
« Reply #51 on: December 28, 2009, 11:03:08 pm »

Totally understending situation, I'm pretty sure that long cooldowns when adding just a mag to Assault Rifle and such is a mistake. Still - as i was hoping, there are a lot of good changes. Its a good proof for all those whiny boys that devs don't exist ONLY to ruin that game ;)

Yeah, reasons are trivial (like that weapon expanding, most likely mistake...reason? problem with IRC communication, we're not real dev-team working in office after all...), consequences...terrible. Life changing consequences (at least judging by tone of some posts:P )
Logged
Re: Crafting time - bad things
« Reply #52 on: December 29, 2009, 08:47:21 am »

for sure, this server in this moment is pretty totally insane fucked up !
excellent job.  ;D


but.. i have some things:
1) about some bloody mess guys.. - they can collect now much stuff from caravanas.
so game is playable, you wanted it and, i think - you sell this stuff in good prices. ok.. but when you killing traders from vc, broken hills or NCR why you dont lost your karma in these cities, please tell me ? easy job for guys in PA with plasma rifles or something else..
2) crafting system and economy is GOOD. yes, i must wait 140 min for gun, ammo and rest of goodies, however is not problem for me and guys from bigger gangs, so please.. dont cry, dont lie, dont bother never more. end of problem.
3) gathering is not bad, it must be some balance among war and living.
4) in my opinion this server is ready for new nice ideas about quests, fun in towns(like boxing for cash, visibility enter area, interactivity, stocks, mine camps or something else) please pimp the 2238 !
5) rest of smallest errors/bugs..

edit:
6) special complains thread about lamers, multiaccount-bombers and rest of sh... destroying good fun.

sorry for "ass licking bullshit", but really - i like it now.  8)
« Last Edit: December 29, 2009, 09:03:21 am by AmneziaHaze »
Logged
Re: Crafting time - bad things
« Reply #53 on: December 29, 2009, 10:52:27 am »

It is better to restore the old system, because doing so takes a lot of time armor but not so to make this game a game for a "no lifers". Crafting should be reasonably fast. Alloys, metal parts, gunpowders and others should be dealt from 5-15 seconds as it was before. Waiting to do the next weapon is totally stupid. And perhaps you think why? So now I answer.

Where can I get a decent weapon? Only with the craft. So he wrote Dark Angel time to find a long caravan, caravans are stronger and that is the plus. But these weapons, which are also broken right? In addition, even the "golden handle" you can not fix these things sometimes. The stores do not have what to buy. This game should be enjoyable and not to turn up for something I need to do is not willing to have the 2-3 weapons somewhere in the store if I was killed by players.

"The storm" did not talk foolishly, I see that you do not have their own opinion and do not know yet how it was before the days of the first days of beta testing. Needler''2x, 2x laser pistol, 3x Ripper, Uzi 2x, 3x Power Fist, 18 Plasma Grenades, 4 stimpacs and nice amount of ammo in about 3-4 encounters - just few minutes - I think this is playing on another server, that such things you earn in 5 minutes.

Important issue. Fallout is one game where you have several options for solving the task. It is not a linear game like those desperate games today that are so linear that the injury talk. You should have several ways to find the weapons in this case, crafting, loot the caravans, stolen or simply killing someone. The same should be with exp - crafting gives exp, killing scorpions and other creatures on wasteland gives exp. Please do not limit it to 1 thing that will pay off. I'm still in favor of this to completely remove the cd crafting time or shorten it to a few seconds (5-20 seconds).

Another thing. I would like to see in-game special quests for players, something like COOP. We could make them a lot and different. Would be a reward in the form of weapons, money, things to crafting and many others.
Logged
Re: Crafting time - bad things
« Reply #54 on: December 29, 2009, 12:08:00 pm »

And here we are again - standing in caves crafting basic resources for 1 minute. I need ammo for a gun:
Gunpowder, Wait 1 minute, wait 1 minute, Wait 1 minute, 3 times more, add metal parts, craft. Yeah FINALLY, after standing in one place for 7 minutes I have ammo.

But what aspect of roleplay is that? What does it add to the game, apart from making players wait? Constructive comment from the guys in charge appreciated.
I don't see it. All it does is make the player wait and wait. It produces only minutes of boring time near the workbench. It is still too long for basic resources.

Ammo craft time should also be cut down.
« Last Edit: December 29, 2009, 12:24:01 pm by Lena »
Logged
just because we play a post-apocalyptic game doesn't mean we have to accept to see people insulting us of jews.

Bartosz

  • Rotator
  • There'd better be a killer reason...
  • Offline
Re: Crafting time - bad things
« Reply #55 on: December 29, 2009, 12:35:49 pm »

Gunpowder, Wait 1 minute, wait 1 minute, Wait 1 minute, 3 times more, add metal parts, craft.

Hm, that was changed yeterday. Mid-resources are not subject of waiting.

Quote
What does it add to the game, apart from making players wait? Constructive comment from the guys in charge appreciated.

Well, what it adds is the compensation for shortened gathering timeouts - the goal was to retain whole crafting process time (gathering + crafting times), while making gathering a bit faster. Of course we've introduced few bugs and mistakes on the way there (like issue with mid-resource timeouts), so whole process ended up longer, but goal wasn't to make it so.

Other items that have their whole craft process longer now might be victims of some bugs/mistakes. I do not have the exact calculations for it by myself, but at least I assure you making everything slower wasn't the goal.
 
Logged
Re: Crafting time - bad things
« Reply #56 on: December 29, 2009, 01:38:24 pm »

"Hm, that was changed yeterday. Mid-resources are not subject of waiting."

Yes they are :D 1 minute actually.
Logged
just because we play a post-apocalyptic game doesn't mean we have to accept to see people insulting us of jews.
Re: Crafting time - bad things
« Reply #57 on: December 29, 2009, 02:51:36 pm »

Yeah, thats a bit better now.
But I've noticed when I have CD on science (from making gunpowder) I can't craft ammo/guns and when I have CD on crafting I can make gunpowder etc, strange...
Logged
Re: Crafting time - bad things
« Reply #58 on: December 29, 2009, 02:58:23 pm »

How about removing all time limits to crafting and applying another method of controlling this feature?
My idea is to introduce Crafting Points -  a number telling current crafting capability of a character. To craft an item, you will have to spend some of your Crafting Points. Naturally, some things will be more demanding than others, just like now there are different cooldowns to different items. Additionally, Crafting Points will slowly regenerate over time, possibly at rate dependant of your character's skills.
That way you can make an advanced weapon and not be useless for the rest of the day. You will still be able to craft simpler things shortly after. You will have to wait more for more complicated items, however.
Logged
Re: Crafting time - bad things
« Reply #59 on: December 29, 2009, 03:25:46 pm »

Have an Idea too, but I'm not sure how to do it.
Something like "During crafting you learn how to craft it better and faster"
Well the cooldown on all items would be high (eg like now) but when you craft that gun (item, whatever) over and over the cooldown will be shorter and shorter. First time it'll go down faster and after some time (clicking) it'll go down slower.
There will have to be some kind of statusbar in each item info shoving you your progress on that item crafting.
An example of lowering cooldown:
100-90% ... go down by 1% / 10 attempts
90-80% ... by 0.5% / 20 att.
80-70% ... by 0.25% / 40 att.
70-50% ... by 0.1% / 200 att.
something like that... it can go to 50% of original cooldown or lower... 8)
Logged
Pages: 1 2 3 [4] 5
 

Page created in 0.092 seconds with 22 queries.