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Author Topic: Crafting, economy and anti-alting  (Read 8704 times)

Crafting, economy and anti-alting
« on: February 21, 2010, 11:20:26 am »

Geathering:
-Geathering cooldown stays same however you can geather till total timeout is 20-30 mins. But you can only geather from one resource once and then it needs it to regenerate - the time is equal to timeout given by that resource node - this is to promote active play. And prevent camping resources in bases towns etc.(as for junk -increase the timeout that it gives to player , planty of junk can be gained by disassembling to begin with)
-Geathering doesnt require stats (those can be alternative) but doing a specific quest for given resource. Usage of specific item to geather is still needed ofc. *maybe those without needed skill needs to have specific book in inventory or his timer will just be bigger then those that do)


Crafting itself:
-Crafting doesnt give experience anymore.
-Experience for non combat skill usage like repair dissassemble FA should be either removed or rebalanced (dising should give science timeout).
New crafted items are worth alot to vendors - about 5 times that of item looted and they detteriorates slower. (FIX CAVES!!)
Crafting timeouts reduced to 1/3 time ?
 

Proffessions:
- Every character can have proffesion of 3 lvs max as of now , however there is level requirement to learn them : lv1 can be learned at 3 rd lv ... lv2 at 9th and level 3 at 15th.
- Player can unlearn proffession (all he had at once) but before he can learn a new he will need to wait 3 real days for every level of proffession he had).
- Proffessions can be learned regardless of SPECIAL (forcing pleayers to eat drugs where broken to begin with) instead player must pay 50% extra for every stat he is missing toward old requirement as teacher must spend more time to learn him.
- Additionaly player must provide materials for his training equal to 1h 3h and 10h of geathering time for according proffession level.
- Proffession can be learned with more lucrative stat level (120 repair for armorer lets say , 120 FA 80 doc for doctor 3). However having better stats then needed will reduce the timeout by using the skill/crafting.
the aim is to make most porffessions avaible to given player - so if one finds there is lack of given proffession he can change to it. Alternativly proffessions could have no stat requirement but instead the perk you get for having proffession would increase the assosiated skills (by 15 35 and 45 for example) but then that would interfere with skill cost when spending points .... if it would be possible to avoid that then this is nice idea instead of the following...
- Having proffession give player a perk that helps him in the associated skills ; Doctor3 will alwayes heal for max and heal all limbs (this used instead of luck factor), SG3 / BG3 /EW3 will will be able to repair their weapons to 0 deterrioration. Armorer3 can repair their armor to 0 det.(yess you guess right if you dont have proffession you can repair the weapon to max of 30% deterrioration) Keep in mind however that repair skill level still should plays it role to determine the success chance - (but somewhat easier it should be to repair now)
 

High tech crafts ;
-All those should requires specialised workbench - Armorer , big gunner etc... (not all tier 3 items need it just those the most expensive / popular).
To have access to such workbench one needs a good standing with faction that owns one - its oposite to be member of faction , we want one to be able to have player faction and be able to craft those items..
so i would imagine this to be like this:
To have access to such workbench you need +1000 reputation.
the reputation decays as it is 100/ day
you can do a repeatable (8h timeout or so) quest ot gain 200 reputation with given faction (it should require donating items / killing something / going to some given place - on random)
when a player is member of that faction his reputation wont decay under 500 (even when member he still needs to have 1000 rep to access the workbench.).
This i would call being "Friend of faction" as such player doesnt drop in reputation with other cities but the most hated one.

Finall stage of anti-alt-system would make crafting timeouts drop faster for players being online & active - how to achive this - i have no idea :S
(maybe player is considered active if he takes unique action to those in last 2 mins - or smth..


SAFE TRADING:
There is need to encourage player to player trading that can be compleate strangers - ATM its hella risky to trade those super expensive items - one can be stolen from or blown out - im not sure if its within engine /server power to add AH but maybe its possible to create area where no combat / special action can happen but trade ? dunno ...
 


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Solar

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Re: Crafting, economy and anti-alting
« Reply #1 on: February 21, 2010, 12:20:41 pm »

So, you can gather as quickly as you like until you hit the timeout, then switch to an alt and do the same. Then you can craft at 3 times the current speed. Then your timeouts go faster still when you are online.

There would be just a massive flood of crafted items.
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Re: Crafting, economy and anti-alting
« Reply #2 on: February 21, 2010, 12:29:24 pm »

So, you can gather as quickly as you like until you hit the timeout, then switch to an alt and do the same. Then you can craft at 3 times the current speed. Then your timeouts go faster still when you are online.

There would be just a massive flood of crafted items.

and is it better as it is ? bots running and super passive play ? geather / buy mats craft on one character relog to another craft and so on as much as you will ?
with only minority of pleayers using their mains to geather /craft?

you can rise the logout timeout to 20 mins and keep the geathering timoe out at 20 mins its also an option ....

and i dont think that flood of crafted tiems is really worse then flood of items from caves .... (keep in mind that crafting still have timouts and give no exp - so having crafter alt would not be such a easy thing...)


hack ! you can make it so the timeout you get for geatherign is based on player level ..so lets say geathering ore on 1 lv char would result in 10 min timeout and on 20 lv it would be something around 3-4mins . (and set the total timeout to 15)

there is alwayes a solution if you look for one - the only question is if its within engine power...
« Last Edit: February 21, 2010, 12:32:08 pm by Attero »
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Re: Crafting, economy and anti-alting
« Reply #3 on: February 21, 2010, 12:34:55 pm »

Quote
-Crafting doesnt give experience anymore.
-Experience for non combat skill usage like repair dissassemble FA should be either removed or rebalanced (dising should give science timeout).
These three lines are the fucking worst suggestion ive seen on this subforum for a month or so, and im talking quite serious here. This way crafters would be stuck with sucky combat skills on <lvl12 forever, getting lvl 21 would take more than two 80 in WoW. Doctor characters would be purely killed. They would have COMPLETLY NO WAY to get xp.
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Re: Crafting, economy and anti-alting
« Reply #4 on: February 21, 2010, 12:36:09 pm »

and is it better as it is ? bots running and super passive play ? geather / buy mats craft on one character relog to another craft and so on as much as you will ?
with only minority of pleayers using their mains to geather /craft?

you can rise the logout timeout to 20 mins and keep the geathering timoe out at 20 mins its also an option ....

and i dont think that flood of crafted tiems is really worse then flood of items from caves .... (keep in mind that crafting still have timouts and give no exp - so having crafter alt would not be such a easy thing...)


hack ! you can make it so the timeout you get for geatherign is based on player level ..so lets say geathering ore on 1 lv char would result in 10 min timeout and on 20 lv it would be something around 3-4mins . (and set the total timeout to 15)

there is alwayes a solution if you look for one - the only question is if its within engine power...


Level isn't a problem. So it'll again better for all, except for newly players... All you suggestion will make what you want to make better to even worse.
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Solar

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Re: Crafting, economy and anti-alting
« Reply #5 on: February 21, 2010, 12:37:27 pm »

Quote
and i dont think that flood of crafted tiems is really worse then flood of items from caves

Don't get me started on caves :P
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Re: Crafting, economy and anti-alting
« Reply #6 on: February 21, 2010, 12:44:57 pm »

These three lines are the fucking worst suggestion ive seen on this subforum for a month or so, and im talking quite serious here. This way crafters would be stuck with sucky combat skills on <lvl12 forever, getting lvl 21 would take more than two 80 in WoW. Doctor characters would be purely killed. They would have COMPLETLY NO WAY to get xp.

you missed the fact that proffesion requiremnts would be lowered so you could get a weapon skills too ! ... keep in mind that for lv3 proffession you would need 15th level so there would be no real need to spend points into yoru crafting skills before then.

another thing you should be able to level by quests more in future.

Quote
Level isn't a problem. So it'll again better for all, except for newly players... All you suggestion will make what you want to make better to even worse.

isnt ? for crafter it isnt idd but we dont want a world where player have 4 craftign alts non capable to kill shit and 1 combat character not capable to craft shit.
dunno what you meant but the newly players part...
+with no exp for crafting level would be harder and not achivable but no braining alt crafter.

Quote
Don't get me started on caves Tongue
hits the hurting spot again and again ... and again...
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Re: Crafting, economy and anti-alting
« Reply #7 on: February 21, 2010, 12:51:07 pm »

Quote
you missed the fact that proffesion requiremnts would be lowered so you could get a weapon skills too ! ... keep in mind that for lv3 proffession you would need 15th level so there would be no real need to spend points into yoru crafting skills before then.

another thing you should be able to level by quests more in future.
Have you even ever played a crafter, doc, 100% fighter char? For a crafter char, 90% of the xp he gets is from crafted stuff. This would quite kill crafting for lower lvls. I remember me having an energy expert guy, that once it hit 21, i had no interest in crafting stuff with it as it gave me no more xp. As for doctors, doc and FA make up nearly all of their gained xp. For my fighter alt like 30-40% of gained xp is from outdoorsman and FA.
Sorry man, but most of your suggestions, and thats kinda nearly all, is just mould.
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Re: Crafting, economy and anti-alting
« Reply #8 on: February 21, 2010, 01:01:30 pm »

Have you even ever played a crafter, doc, 100% fighter char? For a crafter char, 90% of the xp he gets is from crafted stuff. This would quite kill crafting for lower lvls. I remember me having an energy expert guy, that once it hit 21, i had no interest in crafting stuff with it as it gave me no more xp. As for doctors, doc and FA make up nearly all of their gained xp. For my fighter alt like 30-40% of gained xp is from outdoorsman and FA.
Sorry man, but most of your suggestions, and thats kinda nearly all, is just mould.
belive me i have and i dont like how it looks

whoe the f said crafter cant be fighter? i know who those that make crafters jsut to craft stuff for their fighters , thats how it look. Same for doctor. Being able to level better by crafting then by fighting is plain stupid , same goes for FA and outdoorsman.

You should only level by killing and quests , crafting is to allow you to kill stuff not to level you up, FA is to help you kill mroe stuff , outdoorsman is to avoid dangerous encoutners and find the sweet ones

sorry but i dont like how things are now, pure crafters should die in hell. (or be limited to quest exp)
« Last Edit: February 21, 2010, 01:08:00 pm by Attero »
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Re: Crafting, economy and anti-alting
« Reply #9 on: February 21, 2010, 01:07:07 pm »

belive me i have and i dont like how it looks

whoe the f said crafter cant be fighter? i know who those that make crafters jsut to craft stuff for their fighters , thats how it look. Same for doctor. Being able to levelb etter by crafting then by fighting is plain stupid , same goes for FA and outdoorsman.

You should only level by killing and quests , crafting is to allow you to kill stuff not to level you up, FA is to help you kill mroe stuff , otudoorsman is to avoid dangerous encoutners and find the sweet ones

sorry but i dont like how things are now, pure crafters should die in hell. (or be limited to quest exp)
Yeah, crafter can be fighter, that true, in fact, my first char was crafter and fighter. But, oh well, if youre both - crafter and fighter - youre not much good in any of them. Low carry weight, low combat skills, crappy stats. To learn profession you gotta be mentats/buffout junkie, gotta invest many skill points in crafting skills so your fighting skills really suck. Youre no good in advanced combat, and crafting is slow for that kind of chars.
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Nice_Boat

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Re: Crafting, economy and anti-alting
« Reply #10 on: February 21, 2010, 01:24:08 pm »

Yeah, crafter can be fighter, that true, in fact, my first char was crafter and fighter. But, oh well, if youre both - crafter and fighter - youre not much good in any of them. Low carry weight, low combat skills, crappy stats. To learn profession you gotta be mentats/buffout junkie, gotta invest many skill points in crafting skills so your fighting skills really suck. Youre no good in advanced combat, and crafting is slow for that kind of chars.

Granted that crafter-fighter is worse than a pure fighter in combat (what a twist!), but it doesn't mean he can't do well in combat in the hands of an experienced player. The thing balancing it all out is the fact that to level a fighter you need way more effort than to level a crafter. It's just so much more time consuming - and you're basically no good till you reach at least level 15 (some would say 18 or even 21). And since there's a constant progress in fighter builds due to changes in economy and, errr, fashion - people who want to stay at the top generally constantly are leveling a new fighter build up. It's not really that bad, it's just that alts are a part of the game - to have a good alt, you need to spend a lot of time. With relog timeouts and crafting cooldowns they aren't messing anything up. Detecting dual logs seems to work just fine, so I don't really understand what's this anti-alt campaign all about.

And just think about it for a second - if you managed to somehow limit people to playing a single character, who the hell would really enjoy it aside from the odd "true roleplay" bunch? It'd drastically limit the number of things you can do with the game - if you go PvP, you can't craft, can't fight in the unarmed brawls, can't go on a country trip. Who the hell would choose to play high-CHA leaders or crafters if it's hard to convince people to make such an alt right now, even when it's really needed for the team? Alts aren't bad, alt abuse (fast relogs, dual logging etc.) is. If someone has the time and wants to double for an entire army and have an alt for everything - by all means allow him to do so, he's still way behind actual groups capable of doing things simultaneously.

And don't even get started with the usual "but this forces us to alt" and "loners get screwed that way". I made a competent crafter (as evidenced by a constant influx of CAs into BBS storage facilities), fighter (I think a lot of people who did ride my rocket can give a testimony to that), taxi (3 CHA, but hey, it's better than nothing!) and scout (outdoorsman at 150) who could gather basically everything all in one. And that really is the char I enjoy playing the most, because the experience is so smooth (don't have to wait to relog to do something else or ask someone else to drive me around the map). If I could do it, you can do it too. All it takes is a bit of experience and actually thinking about your build for a little while.
Re: Crafting, economy and anti-alting
« Reply #11 on: February 21, 2010, 02:12:22 pm »

@Qlang -  thats the whole point of my ideas to reduce the requirements to learn proffession or even kick em out totaly so you dont need to gimp yoruself to be crafter.


@boat - none said that one should make alts but its bad that by being a crafter your other capabilities need to drop - in most game you will find that crafting is hard to level up and in most cases dont give exp at all. instead your character got something to earn money with and often become stronger.

but somewhat its against Fallput sense - being able to craft plama rifle with 10 science ... so we could rise the skills points avaible - and then one could become master of them all (thats quie bad) or we need to gimp other stats.

So what we can do ... we can give skill points bonus for having proffession ... if one would spend 120 in repair an 90 in science he could get that 20% free in small guns for free ... the case is however that the game doesnt see somethign as temporaty skill points - so one to benefit full from proffession would need to wait till very last levels and thats quite bad.

Sothe final option would be mayeb give some bonus damage for / resistance / healing for having proffession -but we would then yet mess more the hardly balanced world as its now..


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Wichura

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Re: Crafting, economy and anti-alting
« Reply #12 on: February 21, 2010, 02:26:29 pm »

And don't even get started with the usual "but this forces us to alt" and "loners get screwed that way". I made a competent crafter (as evidenced by a constant influx of CAs into BBS storage facilities), fighter (I think a lot of people who did ride my rocket can give a testimony to that), taxi (3 CHA, but hey, it's better than nothing!) and scout (outdoorsman at 150) who could gather basically everything all in one. And that really is the char I enjoy playing the most, because the experience is so smooth (don't have to wait to relog to do something else or ask someone else to drive me around the map). If I could do it, you can do it too. All it takes is a bit of experience and actually thinking about your build for a little while.
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Here is my one and only char: 2 lvl Gunsmith Small Guns, 1 lvl Armorer, four-people taxi, a bit medic, a bit fighter. Yeah, sure, it's not some big badass mofo tank, impossible to kill and danger as kissing a sleeping tiger in a butt. But playing pure-fighter would be for me boring as hell, constant slaughter of creatures. Besides how do you get toys, if no-one would craft a thing (no XP for that, remember)?

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Re: Crafting, economy and anti-alting
« Reply #13 on: February 21, 2010, 02:47:44 pm »

I've never played pure fighter, and don't want to. My "crafter" is only 12th level now, can easy kill high level, if he is dumb enough and don't kill me for 1 turn. And, really, i don't see MUCH difference between pure fighter and fighter/crafter. Both die really fast. Really difference is number, when you're alone, they're 3 or 4, and of couse, if they're in metal armor with rocketlauncher and sniper rifles, and you're in blue suit, sledgehammer and 5 iron ore in inventory. One on one with my armor and weapon i'll kill them easy, even if i'm not pure fighter, my weapon skill and crit chance is enough to crit eye shot them, soon double eye shot per turn with pistols... with 2 action boys.
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Re: Crafting, economy and anti-alting
« Reply #14 on: February 21, 2010, 03:05:47 pm »

And just think about it for a second - if you managed to somehow limit people to playing a single character, who the hell would really enjoy it aside from the odd "true roleplay" bunch? It'd drastically limit the number of things you can do with the game - if you go PvP, you can't craft, can't fight in the unarmed brawls, can't go on a country trip. Who the hell would choose to play high-CHA leaders or crafters if it's hard to convince people to make such an alt right now, even when it's really needed for the team? Alts aren't bad, alt abuse (fast relogs, dual logging etc.) is. If someone has the time and wants to double for an entire army and have an alt for everything - by all means allow him to do so, he's still way behind actual groups capable of doing things simultaneously.

Here I can't agree with you  :P. I was playing with a single character for a long time and I didn't have a feeling that I was limited in any way. The point is that you have to buy a lot of things from other players. It's not that bad, since most of players offer quite decent prices for their products, crafting them mostly to get exp.

At least it was possible before nerfing critical hits. You could build a great sniper without having to limit him that much, now 10 luck seems to be a must  ::).

EDIT:
One on one with my armor and weapon i'll kill them easy

You are very self confident :-).
« Last Edit: February 21, 2010, 03:09:57 pm by Elmehdi »
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