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Author Topic: Super Stim Recipe  (Read 923 times)

Jytz

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Super Stim Recipe
« on: July 22, 2012, 02:49:12 pm »

I would also like to suggest a change to to the super stim crafting recipe, 3 chemical components is kind of ridiculous for 1 super stim. This is the recipe I suggest:

1 empty hypo
2 broc flower
2 xander root
2 bio medical gel

Or my other idea is to have have the current recipe but make a stack of 3 super stims. Being that super stims take 3 chemical components and these things are not plentiful it should at least make a stack.
« Last Edit: July 22, 2012, 02:56:00 pm by Jytz »
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avv

  • Offline
Re: Super Stim Recipe
« Reply #1 on: July 22, 2012, 03:09:08 pm »

Not bad, but the other problems related to crafting superstims are far and wide:

- Need alt with high cw, which means it can't fight well
- Need to enter hostile territory without previews with an alt that can't fight well
- Need to put pvp chars on wm because crafter can't fight
- Need to scout area with alt to make sure it's safe because there's no previews
- To craft big ammounts, need to spam the crappy fixboy interface with hundreds of click

The first 4 problems are the result of putting the crafting bench in necropolis without thinking about the consequences.
Forcing weak high cw or crafter alts in hostile territories is bad because it requires to scout the area with bluesuits and prepare pvp on worldmap. Or even stay entirely away if there's too much resisitance inside.

When superstims were crafted in vc with the old requirements, only actual problem was the crappy interface and perhaps safe town trolls during crowded times.

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Based on evidence collected from various sources by trustworthy attendees it is undisputed veritability that the land ravaged by atomic warfare which caused extreme change of the ecosystem and environmental hazards can be considered unpleasant, rugged and unforgiving.

Jytz

  • Guest
Re: Super Stim Recipe
« Reply #2 on: July 22, 2012, 03:20:39 pm »

Not bad, but the other problems related to crafting superstims are far and wide:

- Need alt with high cw, which means it can't fight well
- Need to enter hostile territory without previews with an alt that can't fight well
- Need to put pvp chars on wm because crafter can't fight
- Need to scout area with alt to make sure it's safe because there's no previews
- To craft big ammounts, need to spam the crappy fixboy interface with hundreds of click

The first 4 problems are the result of putting the crafting bench in necropolis without thinking about the consequences.
Forcing weak high cw or crafter alts in hostile territories is bad because it requires to scout the area with bluesuits and prepare pvp on worldmap. Or even stay entirely away if there's too much resisitance inside.

When superstims were crafted in vc with the old requirements, only actual problem was the crappy interface and perhaps safe town trolls during crowded times.

Sneaker with 100% doctor would work perfect, no need for all the alts. This point in the game cars are cheap enough where it shouldn't be problem for players to travel the map, the issue is the recipe where maybe one person well be able to craft 3 super stims because of the new gathering system. What is it like 10 chemical components you get from gathering, and then 20 minutes for it to restock? This current recipe well take days to make a stack of 10. And this encourages people to hoard chemical components with fast log.

If theives are to be nerfed because its too easy to get super stims, then we should at least deserve a decent crafting recipe. How was the terminal at vault city any differnt than necropolis? All we had were people who would abuse the guards and kill drug crafters so going to necropolis no differnt. I for one think it makes the game more interesting when you have take risks to craft good stuff, and I think I think it gets players a false sense of security that vault city is a safe place to craft, when in fact it never was, it was abused by trolls.
« Last Edit: July 22, 2012, 03:22:41 pm by Jytz »
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avv

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Re: Super Stim Recipe
« Reply #3 on: July 22, 2012, 03:49:05 pm »

Sneaker with 100% doctor would work perfect, no need for all the alts.

No need? If there's risk, there's preparedness. Good players do everything to minimize risks and maximize rewards. When designing new features you need to consider what good players will do not what most players do. When feature is balanced in terms of powergaming, it's balanced for all.
If there's an encouragement to enter an unsafe area, then this unsafe area best be suitable for pvp in terms of mapping. Previewless elevators and lack of alternative exits sure as hell aren't good mapping for pvp area.
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Based on evidence collected from various sources by trustworthy attendees it is undisputed veritability that the land ravaged by atomic warfare which caused extreme change of the ecosystem and environmental hazards can be considered unpleasant, rugged and unforgiving.
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