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Changelog 19/07/2012

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avv:

--- Quote from: T-888 on July 23, 2012, 07:53:59 pm ---The cooldown was too low in my opinion, it was like "hey let's go craft 1000 plasma grenades","need couple of hundred CA helmets, sure no problem." Completely spoils the atmosphere to the game for me, there were times when combat armors was rare and cool item to have, now they were just comparable to some fucking paper to make.
--- End quote ---

Maybe for a guy who plays in a big faction full of powergamers who share everything. In regular pvp not nearly everyone has enough top tier gear to do pvp with. Some turbofarmers have no problems, but for many people CA is still a valuable item. It is valuable for everyone, because looting something means you don't have to craft it.
 

--- Quote ---Face it, it's not hard to obtain resources for equipment.
--- End quote ---


No it's not, but somehow we got people who still can't manage it. Making it even harder doesn't help at all.


--- Quote ---Distribution of blueprints isn't finished, that's a problem now, so you could say the total cooldown isn't balanced yet.
--- End quote ---

So how will it end up? Easier CA bps for everyone? Okay, I'll just make my CAcrafters 1-10 and live like before the crafting cd.


--- Quote ---Players never report things that makes playing easier, they don't care of consequences, just like the situation with the stealing. Look at how much 5mm, SS, MFC, Rockets players could get, that was totally unreasonable, those 3 items just lost all worth they had, those items were so much it was used as currency in shops, destroying economy.
--- End quote ---

You still had to farm them. The stuff didn't drop in your base on its own. I agree it was retarded and no-risk but the rate to receive those items wasn't troubling. Superstims are highly necessary in current pvp and get consumed at massive rate.
And what economy was exactly broken? Shops are full of those items? Shops are nothing more than stuff spawning containers where the first guy who spots a good item gets it. Players will never sell good items in shops, unless there's a reason to do it. Shops are always going to be full of useless crap unless crap.


--- Quote ---By the way, i reported that crafting cooldown and scrypior fixed it, because it was a bug and i was reporting bugs. :) Maybe you should go talk with him.
--- End quote ---

So what are you talking about? No more crafting cooldown? Can't check because server is down.

codave:

--- Quote from: T-888 on July 23, 2012, 07:53:59 pm ---By the way, i reported that crafting cooldown and scrypior fixed it, because it was a bug and i was reporting bugs. :) Maybe you should go talk with him.

--- End quote ---

So no crafting cool down was a bug?  Funny, I thought it was intentional from the start...

T-888:

--- Quote from: avv on July 23, 2012, 08:34:27 pm ---Maybe for a guy who plays in a big faction full of powergamers who share everything. In regular pvp not nearly everyone has enough top tier gear to do pvp with. Some turbofarmers have no problems, but for many people CA is still a valuable item. It is valuable for everyone, because looting something means you don't have to craft it.

--- End quote ---

Okay, so the game has to be done more easier for everyone else, is that what you are saying? *T-888 goes check his couple of ten thousand buffouts*


--- Quote from: avv on July 23, 2012, 08:34:27 pm ---No it's not, but somehow we got people who still can't manage it. Making it even harder doesn't help at all.

--- End quote ---

High tier items should be high tier items. I wasn't satisfied with previous item availability.


--- Quote from: avv on July 23, 2012, 08:34:27 pm ---So how will it end up? Easier CA bps for everyone? Okay, I'll just make my CAcrafters 1-10 and live like before the crafting cd.

--- End quote ---

Yup, unless the crafting cooldown is just relaxed, then the necessity for alts should lower. I think the crafting cooldown should be like 3 times less it was previous session, since blueprints allow the picture perfect no alt for profession and alts obviously allow separate CD, the crafting cooldown needs to be relaxed quite a bit, that's it. I somehow liked it when they done it last session.


--- Quote from: avv on July 23, 2012, 08:34:27 pm ---You still had to farm them. The stuff didn't drop in your base on its own. I agree it was retarded and no-risk but the rate to receive those items wasn't troubling. Superstims are highly necessary in current pvp and get consumed at massive rate

--- End quote ---

Developers need to make them craftable in a sensible manner, it was good how it was previous session.


--- Quote from: avv on July 23, 2012, 08:34:27 pm ---And what economy was exactly broken? Shops are full of those items? Shops are nothing more than stuff spawning containers where the first guy who spots a good item gets it. Players will never sell good items in shops, unless there's a reason to do it. Shops are always going to be full of useless crap unless crap.

--- End quote ---

When bullets become currency, i'd say something is broken for sure.

codave:
Right now there are a lot of things that are currency that shouldn't be.

Fruit and molotovs are two examples.

Also, it's called Barter for a reason, which is trading one item for another.  So every item is currency, anyway. 

If the value of certain items were adjusted, it wouldn't be too much of an issue.  Tobacco leaves should have never been worth as much as they are.  Neither should fruit, molotovs, 5mm, etc.

If the problem with steal is that shops are overloaded with MFC, 5mm, and rockets... maybe they're worth too much.

T-888:
Need it like on fallout tactics, the more items of same type you dump on a trader the less value for each next item sold lowers.

Doctor has 500 healing powder, he wants more!!!!


--- Quote from: codave on July 23, 2012, 09:18:41 pm ---Also, it's called Barter for a reason, which is trading one item for another.  So every item is currency, anyway. 

--- End quote ---

Bottle caps were supposed to be the wastelands currency. Come on. ;D

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