Other > Closed suggestions
Reduce the craft timeouts
Gefest:
Well, sorry for my bad English :)
I guess i am not genuis with this idea, but i suggest to reduce the time out in half or to delete it at all. I know, that this time out was uncluded opposite to players with many characters ('multovodi' as we call them) and overflowing 2238 by hi tech things. But it didn't solve the problem mainly. It only caused dishonest competition.
F.E. I am a GM with 10 people in my organization. No one is multovod and all of us are crafters. Each of one crafts 1 combat armor. What can crafters do in this huge time out exceapt drinkind cofe? Em... They even can't to mine some resources.
My friend is a GM with 5 people in organization. All of them have 2 alts. Each of them crafts 1 CA and +2CA from alts. In time between timeouts they can gain exp for their alts.
So, you see? We have 10 CA from 10 people opposite 15 CA from 5 and this is the simplest example. It seems like Timeouts PUSH players to have some alts. Is this correct? I don't think so. I agree that it is necessary to do something with overflowing, but may be not in this way?
Nice_Boat:
--- Quote from: Gefest on January 31, 2010, 09:24:41 am ---Well, sorry for my bad English :)
I guess i am not genuis with this idea, but i suggest to reduce the time out in half or to delete it at all. I know, that this time out was uncluded opposite to players with many characters ('multovodi' as we call them) and overflowing 2238 by hi tech things. But it doesn't solve the problem mainly. It only caused dishonest competition.
F.E. I am a GM with 10 people in my organization. No one is multovod and all of us are crafters. Each of one crafts 1 combat armor. What can crafters do in this huge time out exceapt drinkind cofe? Em... They even can't to mine some resources.
My friend is a GM with 5 people in organization. All of them have 2 alts. Each of them crafts 1 CA and +2CA from alts. In time between timeouts they can gain exp for their alts.
So, you see? We have 10 CA from 10 people opposite 15 CA from 5 and this is the simplest example. It seems like Timeouts PUSH players to have some alts. Is this correct? I don't think so. I agree that it is necessary to do something with overflowing, but may be not in this way?
--- End quote ---
The entire concept of overflowing is just bullshit. There are people who are going to keep with mid-high tier gear no matter how long it takes to craft it, people who some gear and stick to it and people who are just poor and can't really have it yet (who are going to be a majority anyway). As long as the gear isn't FREELY available you're not going to see CA or even leather jackets replacing bluesuits in NCR. As far as removing or reducing timeouts goes - I couldn't agree more, especially for ammo.
avv:
Last major crafting problem is the fact that you are trapped in a nasty cycle if you want to maximize the production. You find a gathering place, gather, wait the cooldown during which you can't do much else than preparing to gather again. You run in empty encounter maps, visit cities or bases briefly and head back to wastes again. Crafting doesn't have much surprises or interesting things going on. It's repetitive and resembles work.
However the end tier product cooldown is okay feature, there has to be some maximum speed which prevents players who are too obsessed with this game from ruining the economy.
Gefest:
Nice_Boat,So +1? =)
Nice_Boat:
--- Quote from: Gefest on January 31, 2010, 10:46:20 am ---Nice_Boat,So +1? =)
--- End quote ---
Yeah, very much so.
Navigation
[0] Message Index
[#] Next page
Go to full version