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Author Topic: Reduce the craft timeouts  (Read 5456 times)

DrapiChrust

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Re: Reduce the craft timeouts
« Reply #30 on: February 16, 2010, 08:45:52 pm »

I really think that crafting should be harder. Not more tedious, but harder. Timeouts can stay as they are, but some resources are just too easy to obtain. That's why we need such ridiculously long timeouts. If i.e. ore or minerals wouldn't just lie around every mountain and junk in every city...

Imagine: to get junk you have to go to the city ruins encounter and check barrels there (one use only, 1-10 junk), to find ore/minerals you have to search mines (often filled with nasty creatures or guarded by mobs. Then you find a pile and dig 5-20 ore/minerals ONCE (it's all there is, one use only).

I don't know if it would be faster or slower, but at definitely less boring and at least a bit more challenging than now...

I hope dev's changes are going in that direction...
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Gunduz

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Re: Reduce the craft timeouts
« Reply #31 on: February 16, 2010, 09:45:31 pm »

Gathering timeouts should be removed and replaced with a more active system. What bothers me the most is that you harvest, and then you just wait for it to be time to harvest again. The system should change into something where the materials are heavier, resources in encounters are harder to find, and the amount you can harvest from each location is limited to a small number. Outdoorsman could make resource encounters more frequent and carry weight would allow you to hold more resources, so the player would be able to benefit somewhat from perks/skills. So with this it takes about the same amount of time, but you're doing things the whole time like looking for resources or dropping off heavy materials.

The actual crafting cooldown should be taken out. The amount of time that would originally go under the crafting cooldown would now be split between the skills that are required to make that, which could stack to 60 minutes. This means that if your science is over 60, you receive a huge deduction from you science skill when disassembling, the same for repair and fixing weapons, and when a weapon skill is over the timer, you lose a significant chance to hit in battle.
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Solar

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Re: Reduce the craft timeouts
« Reply #32 on: February 17, 2010, 01:30:49 pm »

Quote
I really think that crafting should be harder. Not more tedious, but harder. Timeouts can stay as they are, but some resources are just too easy to obtain. That's why we need such ridiculously long timeouts. If i.e. ore or minerals wouldn't just lie around every mountain and junk in every city...

Aye, I had the same thought when I was working out the next update to the system.

It should see increased speed of production for the higher levels of items by up to 30% (and thus lowered timeouts), but gathering for such items will be in fixed maps, which can therefore be located further away from crafting centres/made dangerous due to NPC threats*/open to PvP

Hopefully this will make gathering for stuff more interesting and the wait for timeouts less frustrating, whilst also preserving the "safe" way of crafting at lower levels for those that prefer the current way it works.


*Edit: Which is kind of related to this idea too.
« Last Edit: February 17, 2010, 01:32:33 pm by Solar »
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Quote from: Woodrow Wilson
If you want to make enemies, try to change something.

Alvarez

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Re: Reduce the craft timeouts
« Reply #33 on: February 18, 2010, 10:45:33 pm »

Aye, I had the same thought when I was working out the next update to the system.

It should see increased speed of production for the higher levels of items by up to 30% (and thus lowered timeouts), but gathering for such items will be in fixed maps, which can therefore be located further away from crafting centres/made dangerous due to NPC threats*/open to PvP

Hopefully this will make gathering for stuff more interesting and the wait for timeouts less frustrating, whilst also preserving the "safe" way of crafting at lower levels for those that prefer the current way it works.


*Edit: Which is kind of related to this idea too.

Solar, if you ever want us players fear and fight for resources, make at least more than one or two mines on the whole map. They will be camped by PKs anyway so we should have a choice between risking to be killed or travelling half the map.
And one more thing: how comes, that a man swings his sledge once to hit 50 pounds of ore only to be tired as hell afterwards? It should be swinging 10 times at a rock to actually gain ore or minerals.

Make a passive rock critter: you kill it with 10 sledge strikes or one explosive, you loot the ore. Hard Work or Explosives skill would at least make some sense and you will be able to mine faster if you're stronger (better Melee Weapon skill)

Tell me what you think about it.
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Re: Reduce the craft timeouts
« Reply #34 on: February 19, 2010, 01:30:24 am »

To sum up:

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..

Yeah. And I will keep making alts to craft ammo and armors and stuff without being bothered by cooldowns.
1 ammo crafter = 300 5mm AP per hour
3 ammo crafters = 900 5mm AP per hour

etc.

Solar

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Re: Reduce the craft timeouts
« Reply #35 on: February 19, 2010, 01:10:53 pm »

Anti Alt should stop that being the case, gathering timeouts are generally less than the 10 minutes (that should be) needed to switch alts. Its more a case of that not working well, or us not being NAZI enough to ban people yet.


Quote
Solar, if you ever want us players fear and fight for resources, make at least more than one or two mines on the whole map. They will be camped by PKs anyway so we should have a choice between risking to be killed or travelling half the map.

Yes, these places need to be reasonably far from the main centres of activity and spread out enough that touring round ganking crafters sees you spend more time travelling between them than killing players.
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Quote from: Woodrow Wilson
If you want to make enemies, try to change something.
Re: Reduce the craft timeouts
« Reply #36 on: February 19, 2010, 02:01:28 pm »

Anti Alt should stop that being the case, gathering timeouts are generally less than the 10 minutes (that should be) needed to switch alts. Its more a case of that not working well, or us not being NAZI enough to ban people yet.

We're talking about craft timeouts here, which are about 30-45mins for ammo, and something like several hours for hi-tier weapons/armors.

Solar

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Re: Reduce the craft timeouts
« Reply #37 on: February 19, 2010, 02:05:36 pm »

Ah, yes, we're inbetween the two systems at the moment, Gathering time is ~ 50% of final item atm, but with the new stuff it will be back to near equal.
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Quote from: Woodrow Wilson
If you want to make enemies, try to change something.
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