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Author Topic: Reduce the craft timeouts  (Read 5387 times)

Re: Reduce the craft timeouts
« Reply #15 on: January 31, 2010, 05:37:43 pm »

But do you agree that the gathering process itself isn't much of a joyride? You run to places, do simple tasks there, leave the place and wonder what to do during these 1-6 minutes.

Yes I agree, but i don`t know any gathering process that is joyfull, gathering was always nothing else than boredom :]
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Re: Reduce the craft timeouts
« Reply #16 on: January 31, 2010, 07:50:40 pm »


Easy. I gather materials while doing other stuff, wether its PVP or PVE. All you need is a decent carry weight, a sledge and here you go. When i decide goin killin deathclaws in caves, i pick a sledge. When im done i come back with 5k gained xp and like 20 iron ore. Overweight doesnt matter much anyway.
unless of course u run into aryan on the worldmap ^^
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Re: Reduce the craft timeouts
« Reply #17 on: February 01, 2010, 10:32:41 am »

So? Up!
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NTR

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Re: Reduce the craft timeouts
« Reply #18 on: February 01, 2010, 10:37:04 am »

Making gathering timeouts cumulative would work fine.
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Solar

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Re: Reduce the craft timeouts
« Reply #19 on: February 01, 2010, 01:40:06 pm »

The current system is a bit of a mish-mash of the old style and changes required for the rework. Some things don't make too much sense at the moment, but will do afterwards.
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Quote from: Woodrow Wilson
If you want to make enemies, try to change something.

avv

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Re: Reduce the craft timeouts
« Reply #20 on: February 01, 2010, 03:22:53 pm »

Ahh thank god for noticing Solar. May we ask what exactly are you going to change to have it make more sense?
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Based on evidence collected from various sources by trustworthy attendees it is undisputed veritability that the land ravaged by atomic warfare which caused extreme change of the ecosystem and environmental hazards can be considered unpleasant, rugged and unforgiving.

Solar

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Re: Reduce the craft timeouts
« Reply #21 on: February 01, 2010, 05:30:57 pm »

Well, recipes will be rejigged, gatering timeouts will be different values to now, profession levels production speed will be made more distinct and some other things beside that too.

I think you will probably remember me talking in IRC about some of them, but thats all you're getting from me :P
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Quote from: Woodrow Wilson
If you want to make enemies, try to change something.

avv

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Re: Reduce the craft timeouts
« Reply #22 on: February 01, 2010, 07:08:07 pm »

Ye there was all kind of talk in irc. Everyone knows economy is important and the numbers have to be kept in order, but The Cycle is one of the things that's being hated in crafting and gathering. The Cycle that keeps people locked in boring gather-craft gind.
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Based on evidence collected from various sources by trustworthy attendees it is undisputed veritability that the land ravaged by atomic warfare which caused extreme change of the ecosystem and environmental hazards can be considered unpleasant, rugged and unforgiving.
Re: Reduce the craft timeouts
« Reply #23 on: February 01, 2010, 07:21:14 pm »

What about perks to enhance a player's crafting ability in a certain field? Like, say, 'Chemist' would reduce the cooldown, the material cost and increase the amount of chems produced per batch.

Hell, why not make perks the main basis of crafting, with NPC trainers just improving the player's knowledge?
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Solar

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Re: Reduce the craft timeouts
« Reply #24 on: February 01, 2010, 09:02:50 pm »

The cycle is what you make it, I guess. I'm like quentin, I gather as go. Though as we always say, we need more stuff "to do"
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Quote from: Woodrow Wilson
If you want to make enemies, try to change something.
Re: Reduce the craft timeouts
« Reply #25 on: February 02, 2010, 03:01:48 am »

The cycle is what you make it, I guess. I'm like quentin, I gather as go. Though as we always say, we need more stuff "to do"

Heh, so long as we don't need gunpowder to make BBs anymore, I'm optimistic.
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avv

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Re: Reduce the craft timeouts
« Reply #26 on: February 02, 2010, 03:20:44 pm »

What about perks to enhance a player's crafting ability in a certain field? Like, say, 'Chemist' would reduce the cooldown, the material cost and increase the amount of chems produced per batch.

Hell, why not make perks the main basis of crafting, with NPC trainers just improving the player's knowledge?

We'd see even more alts. I mean so far it's possible to run fighter crafter who isn't all that awful. But if perks would be required to craft properly, it'd be the end of single chars. But if there was a way to implement crafting related perks without encouraging alts, it'd rock.

Btw profesions are basically perks.
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Based on evidence collected from various sources by trustworthy attendees it is undisputed veritability that the land ravaged by atomic warfare which caused extreme change of the ecosystem and environmental hazards can be considered unpleasant, rugged and unforgiving.
Re: Reduce the craft timeouts
« Reply #27 on: February 02, 2010, 03:27:17 pm »

We'd see even more alts. I mean so far it's possible to run fighter crafter who isn't all that awful. But if perks would be required to craft properly, it'd be the end of single chars. But if there was a way to implement crafting related perks without encouraging alts, it'd rock.

I think that's because of how small the pool of useful perks are. I mean, there's only about 10 people use out of, what? 30? 40 perks total?
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avv

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Re: Reduce the craft timeouts
« Reply #28 on: February 02, 2010, 03:52:09 pm »

I think that's because of how small the pool of useful perks are. I mean, there's only about 10 people use out of, what? 30? 40 perks total?

Let's say we've got a sniper smallgunsmith. We NEED those 5 sniping related perks to be maximum effective. The other two perks could be bonus rate of fire and awerness. Or some other perk to patch up some tradeoff that sniper might have (low carryweight). I would never trade a crafting related perk to a perk that increased my combat capabilities.
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Based on evidence collected from various sources by trustworthy attendees it is undisputed veritability that the land ravaged by atomic warfare which caused extreme change of the ecosystem and environmental hazards can be considered unpleasant, rugged and unforgiving.
Re: Reduce the craft timeouts
« Reply #29 on: February 16, 2010, 07:51:27 pm »

remove crafting cooldowns its dumb as fuck..
Mined my ass off so I could make ammo to lvl with
2x .223 ohey 65 minute wait.

make your game enjoyable not fucking tedious...
now I have to make more crafting alts so I can craft faster

when you have to do that there is something wrong with the game design..
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