Other > Closed suggestions
Crafting, economy and anti-alting
Quentin Lang:
--- Quote ---About gathering (junk etc) this is Science,
but maybe Repair does the same work I dont know.
--- End quote ---
Nope, junk and electronic parts require repair. 40 and 80.
blahblah:
Not to create a new topic, I hope this'll be read by some mod and forwarded to some dev if deemed interesting.
My solution to everything (TM) but mostly just alts:
It is based on the assumption that creating a database record which will list who made which item is possible and won't stress the server too much. Otherwise this won't work and should be ignored.
I know people hate nerfing stuff so I focused on adding bonuses rather than penalizing players.
Alts are used because the main character is not as powerful if he has to multitask. Of course it is very playable to have a doctor/armourer/gunsmith combo but whatever. Some want godlike chars or nothing, so they need alts nao or they ragequit for 5 minutes and spam forums, but I digress.
In order to make your crafter a main character, he needs more advantages. So why not keep track of who crafted what?
The logic behind this is that if I made a gun, I know it better than some random dude. I know the handle was made without much care and it shouldn't be treated too roughly, etc. So if you are using a gun you made, it deteriorates at 75% speed compared to what it would if used by someone else. Self-made guns also are 15% more accurate if used by owner. That's not justified by any logic, but it gives another advantage.
Going further, armour worn by the person who crafted it deteriorates at 50% speed because since you have like 150% repair, you can patch it up on the spot or know how to move so as not to damage it further. +1 threshold and +20% AC is added as well but only if worn by the person who made it.
I've no idea how drugs work so I'll leave it up to mods to adjust if it's needed.
Repairing will also be influenced. This can cause some protest, but it doesn't seem too unbalancing. If you are not the person who repaired an item, each time it was repaired causes it to deteriorate 20% faster. So that if it was repaired 3 times, it deteriorates at 160% normal speed. If once, then 120%.
Profession requirements could be lowered for the first two levels, but slightly if anything. I don't think there's a need for that as they seem low already, but it could help people be even more motivated to stop alting.
Yay, nay?
Elmehdi:
--- Quote from: blahblah on February 23, 2010, 10:31:41 pm ---It is based on the assumption that creating a database record which will list who made which item is possible and won't stress the server too much. Otherwise this won't work and should be ignored.
--- End quote ---
Considering the number of items in-game, I'm afraid that it could stress the server much. Something simpler comes to my mind though - if a character that can craft a certain item (has it on his craft list) gets some boost for using it, it would also make sense and perhabs would be easier to implement. Generally, I think the idea is worth discussing, but why not a separate thread ::)?
Amrok:
--- Quote from: Elmehdi on February 24, 2010, 12:35:00 am ---Generally, I think the idea is worth discussing, but why not a separate thread ::)?
--- End quote ---
I agree with it, need another treqd to developp your mind.
And as Elmehdi, I dont like this concept.
Bonus instead malus... not a bad thing, very effectiv in most case.
But this technic tend to be very pervers too with time....
This is a too much marketing way in my mind... Better to consider player as "adult" than "kid", to impulse adlut behaviour.
I hope that FO will not tend to attract "player that want to be God".
----------------
@Quentin
My char have less than 30% in repqir but over 40% in Science, and he can find Junk...
blahblah:
Indeed it seems I would have done better creating a new thread. But it fits this topic and all...
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