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Author Topic: Blueprints  (Read 12479 times)

Johnny Nuclear

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Re: Blueprints
« Reply #30 on: January 14, 2012, 04:53:32 pm »

~8 hours spent searching for and locpicking lockers
no blueprint found. :-\
10 luck, treasure hunter
i can only hope there would be some usefull BPs from quests.
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manero

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Re: Blueprints
« Reply #31 on: January 14, 2012, 05:03:39 pm »

Due to this feature players(at least that serious) are forced to level up 300% lockipicker and than pray for lucky encounter... I love this game.

Tomowolf

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Re: Blueprints
« Reply #32 on: January 14, 2012, 05:17:04 pm »

Due to this feature players(at least that serious) are forced to level up 300% lockipicker and than pray for lucky encounter... I love this game.
Sorry to admit that, but its right - next thing what for we need alts, and don't say me that other players will trader the others blueprints,  - they'll give it to their faction friends, so loners or small gangs are forced to play with stick and stones.
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h
Re: Blueprints
« Reply #33 on: January 14, 2012, 05:21:58 pm »

Due to this feature players(at least that serious) are forced to level up 300% lockipicker and than pray for lucky encounter... I love this game.

Yeah its strange that need alts with 300 lockpick, and process by itself is quite boring, im giving up I think, maybe thats is the point. I think blueprints should be findable by anyone and any luck characters, maybe little often with more luck and locpicks and lockpicks should be like 100 or 150, and of course EVERYWHERE across the map . I dont think there are many players with  one character with huge lockpicking skill.
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pistacja

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Re: Blueprints
« Reply #34 on: January 14, 2012, 05:34:41 pm »

If [INSERT SKILL, STAT, LEVEL, PERK, TRAIT] in needed to get blueprints or just to raise the chance to get one, then it's just another make-o-alt-for-feature.   

I don't mind that the schematics would pop up once in a bazillion encounters/lockers/caves/shops/quest rewards just as long as everyone has a chance to fine one, not just a 300% lockpick, 10 luck, treasure hunter standing all day in one city hex. 
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Solar

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Re: Blueprints
« Reply #35 on: January 14, 2012, 09:23:31 pm »

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)
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avv

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Re: Blueprints
« Reply #36 on: January 14, 2012, 09:35:32 pm »

This isn't really meant to be the primary way to get blueprints ...

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.
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Surf

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Re: Blueprints
« Reply #37 on: January 14, 2012, 09:39:07 pm »

you can't open it without lockpicker.

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

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Re: Blueprints
« Reply #38 on: January 14, 2012, 10:23:01 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.

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.
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Solar

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Re: Blueprints
« Reply #39 on: January 14, 2012, 10:34:21 pm »

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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Re: Blueprints
« Reply #40 on: January 14, 2012, 10:40:28 pm »

So good items will currently have some 1-2% of server? Until it get fixed?

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.

So players which have 300 in lockpick will suffer because they have highest skill?
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JovankaB

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Re: Blueprints
« Reply #41 on: January 14, 2012, 11:49:46 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.

People already noted that you can't open many footlockers even with 300% skill so your "blessed RNG" must be pretty damn harsh.

Normal characters have almost no chance to get something they will be able to use, that's how multiplication works, you know.
They have to get past traps * lock * find blueprint * be lucky to find the one they need.
Even if I don't know script formula I can guess it's a tiny tiny chance to actually find somethin you would want.

Maybe if you spend all the time in game hunting on urban tiles.

I guess our only hope is to wait for more quests.
« Last Edit: January 15, 2012, 12:06:31 am by JovankaB »
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Solar

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Re: Blueprints
« Reply #42 on: January 15, 2012, 01:38:48 am »

Had a chat about it today and we will boost the amount in lockers, including increasing the chance of blueprints.

Still need to sort something about the 300% alt thing, as its just lame :P
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LagMaster

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Re: Blueprints
« Reply #43 on: January 15, 2012, 01:53:30 am »

about the lockpick alts, np, for we still need special build

traps
lockpick
weapon

so unless you whant to decrease cld dependong on skill, but the same chance aplys on everyone, is ok
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Sarakin

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Re: Blueprints
« Reply #44 on: January 15, 2012, 03:49:09 am »

Still need to sort something about the 300% alt thing, as its just lame :P
We had an idea about this, that each locker would have random number <1,300> of lock strength and the closer your skill is to it, the bigger chance to lockpick it. To make investing in lockpick viable, random numbers would lean more toward 300.

Anyway, the problems now are:
1. Locked empty or useless lockers
2. Unlockpickable lockers
3. High rarity of blueprints and other good stuff

Fix this and were all happy :)
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