Other > General Game Discussion
Blueprints
Solar:
This isn't really meant to be the primary way to get blueprints ... I guess we just need to speed up some blueprints quests :P (some already exist by the way)
avv:
--- Quote from: Solar on January 14, 2012, 09:23:31 PM ---This isn't really meant to be the primary way to get blueprints ...
--- End quote ---
Well it is now to players. But if each blueprint is going to have a quest of its own, it would satisfy everyone I bet. But then those crates would become rather pointless. If they are empty, there's never anything and if they are locked, you can't open it without lockpicker. Lockpick cd is 2 minutes so it's either lockpick 300 or gtfo because nobody has the patience to make several attempts on same crate with bad lockpick.
A suggestion:
- There is always something in the crate, always
- Locked crates only in special "raider camp" or "small outpost" encounters. It would be a small encampment of npcs. One of them has the key to the crate
- Caravan kart locker for caravans. Kill caravan leader who has the key and check what's in the kart
- Lockpick can be used too, but not necessary. Lower ammounts are sufficient, reachable with lockpick set. If you fail, the lock is bust and you best just leave. This simply means that you don't have to spam the same crate over and over again.
Surf:
--- Quote from: avv on January 14, 2012, 09:35:32 PM ---you can't open it without lockpicker.
--- End quote ---
This is nonsense. Everyone can try to lockpick those crates (and open it too), without a "lockpick alt". The nature of randomized lock difficulty makes people think they need another 300% alt to do this, which is not true, blessed be the RNG.
TheGreenHand:
--- Quote from: Surf on January 14, 2012, 09:39:07 PM ---This is nonsense. Everyone can try to lockpick those crates (and open it too), without a "lockpick alt". The nature of randomized lock difficulty makes people think they need another 300% alt to do this, which is not true, blessed be the RNG.
--- End quote ---
I agree. I think the current system makes it enticing for some people enough to tag lockpicking, definitely far more than last session, and the randomization makes it so that it's possible to maybe plug some leftover SP into lockpick on a character who doesn't have it tagged. I was cracking some open with a skill of little over 100%. To me, that's one of the more interesting of the new features this session so I tagged it.
It's still early. I don't think that at this point you can really say "no one will ever be able to ever make anything good" except lockpickers. To the best of my knowledge, I'm not sure that the contents of the locked lockers actually correspond to the toughness of the lock. I've failed on a couple once or twice, and when I finally get them open they only had 1 shell in them, or a junk, or whatever. Whereas my first blueprint I got with probably 125-150% skill.
So if anything, maybe the current system would benefit from tweaking, ie adding blueprints to quests and caves, possibly reduce skill needed slightly, but overall I think it's one of the better changes.
Solar:
Yes, I think everyone would agree the lockers thing isn't correctly calibrated at the moment.
I'm sure we'll get time to improve it when the post wipe bug madness cools down ;)
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