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Author Topic: Armorer - Bad xp/cd  (Read 1413 times)

bikkebakke

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Armorer - Bad xp/cd
« on: February 03, 2010, 10:43:33 pm »

Hi hi hi. I'll just go directly to the issue at hand.

Combat armor - 6000 xp - 300 minutes(thats 5 hours) cd

Combat armor mk2 - 1500 xp - 388 minutes, or something like that, cd-

Brotherhood armor - 3000 xp - 460 minutes cd

Well, what im trying to say is that the xp yield for the cd is just bad.. real bad. Would it hurt to increase the xp yield for mk2 and BA a little bit :/  

13 hours - 9k xp for making a BA (i know BA is really good and all but the xp yield for it is just.. bleh)

SO! more xp plixx :/
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Gussiplurr - activehttp://fo2238.fodev.net/status/STATUS
Re: Armorer - Bad xp/cd
« Reply #1 on: February 03, 2010, 10:46:28 pm »

decreasing cool down time > increasing experience

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bikkebakke

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Re: Armorer - Bad xp/cd
« Reply #2 on: February 03, 2010, 10:51:17 pm »

decreasing cool down time > increasing experience



well, i dont think the cd is a problem, since those are the best armors in the game :/
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Gussiplurr - activehttp://fo2238.fodev.net/status/STATUS

Solar

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Re: Armorer - Bad xp/cd
« Reply #3 on: February 03, 2010, 10:58:31 pm »

Its a bug that has occurred with the upgrade items, it will hopefully be fixed eventually - but for now theres nothing we can do about it.
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vedaras

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Re: Armorer - Bad xp/cd
« Reply #4 on: February 04, 2010, 01:46:18 am »

i have a suggestion to make a formula about crafting cooldowns and exp gained.

most of items are being crafted from same resources - alloys, metal parts, gunpowder, wood, junk etc. So why not to put it like this:

for example if you create item with 1 alloy, you are getting 20 minutes cooldown and 200 exp.
You craft combat armor, it needs 11 alloy, so from alloy part it is 11x20 minutes cooldown and 11x200 exp. (These numbers are total random of course)

Other materials have their own cooldowns and experience bonus for using them in crafting, and the total sum of exp and cooldown gained per item is the sum of these two things of all materials. Then it WOULD be fair for all professions :>

Berko

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Re: Armorer - Bad xp/cd
« Reply #5 on: February 04, 2010, 02:30:11 am »

I think it's already a system like that but the item "combat armor" just give 0 xp
The same to upgrade a FN FAL into a FN FAL HPFA.
Etc..
And cooldown look to be calculate with the base price.
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Solar

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Re: Armorer - Bad xp/cd
« Reply #6 on: February 04, 2010, 01:38:32 pm »

Vedaras, thats how it works now, except the system currently thinks upgrades are totally new items and gives the countdown for the total, not the upgrade.

I'm sure we can get something done about this when I fiddle with the recipes next
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Quote from: Woodrow Wilson
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Alvarez

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Re: Armorer - Bad xp/cd
« Reply #7 on: February 05, 2010, 06:43:40 pm »

Combat Armors weren't meant to wear in combat.

They're holy reliques and meant to be worshipped at locker altars in your bases.
Only the worthy ones are allowed to put them on, enjoy the magnificent feeling of theoretical superiority AND PUT THEM BACK, DO YOU KNOW HOW MUCH TIME I WASTED CRAFTING THEM?

Not that a such event happened in our faction, but still.
Players in CA are a rare sight because of that high value.

XP/CD should be lowered and if you want a drawback, increase material rate.
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Solar

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Re: Armorer - Bad xp/cd
« Reply #8 on: February 05, 2010, 08:03:29 pm »

Quote
XP/CD should be lowered and if you want a drawback, increase material rate.

All 3 are linked for everything
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Quote from: Woodrow Wilson
If you want to make enemies, try to change something.
Re: Armorer - Bad xp/cd
« Reply #9 on: February 06, 2010, 07:56:32 pm »

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