Other > Suggestions

Craftable Scenery/farming

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DrakoWolf:

--- Quote from: Dishonest Abe on January 19, 2013, 04:04:10 pm ---Yes, I remember Lexx's posts about how "people wouldn't be whining if we just included it as temporary in the first place" but I, and apparently others, just really like how they could be used for design.

--- End quote ---

I second that. And if flares are meant to be temporary, then how about adding some lamps to the game (different colors, maybe as part of the craftable scenery)

Wipe:

--- Quote from: DrakoWolf on January 19, 2013, 03:59:44 pm ---It is quite flooded, but how about partitioning it? Like having main categories (You open up fixboy, it shows: General craft, weapons, armors, doctor, scenery/containers) of course make it so when you craft something you don't get thrown out to the main craft menu because that would just be annoying :P

--- End quote ---
That's nothing new, everyone playing any FOnline game knows that since years already. Most recent drafts for what we'd like to use are something like this and that combined. Optionally, smuggle some elements from VB. Due to things planned/connected, it would most likely need moving whole crafting system to scripts, abandoning everything what engine has to offer for crafting. It won't happen in a day or two, so when you want new stuff to be crafted, you have to think how to fit it into current fixboy. It's that simple.

DrakoWolf:

--- Quote from: Wipe on January 19, 2013, 04:30:16 pm ---That's nothing new, everyone playing any FOnline game knows that since years already. Most recent drafts for what we'd like to use are something like this and that combined. Optionally, smuggle some elements from VB. Due to things planned/connected, it would most likely need moving whole crafting system to scripts, abandoning everything what engine has to offer for crafting. It won't happen in a day or two, so when you want new stuff to be crafted, you have to think how to fit it into current fixboy. It's that simple.

--- End quote ---

Huh.... Ok, so basically It doesn't matter how flooded the fixboy will get, since there will be a completely new fixboy later on (which is great)

In this case I say dump the new stuff into this fixboy temporarily, yes I know it will cause a giant flooding, but as long as people can try out new craftables, they can do a little bugfinding as well. Im relatively certain people wont mind if they have to search for stuff in their fixboy for a while... (that is my personal opinion of course, other might think differently)

Wipe:

--- Quote from: DrakoWolf on January 19, 2013, 04:49:17 pm ---Huh.... Ok, so basically It doesn't matter how flooded the fixboy will get, since there will be a completely new fixboy later on (which is great)

--- End quote ---
Opposite :P It matters for people which will be forced to use such flooded fixboy until undefined amount of time. Crafting itself is, imho, one of best player-features SDK has to offer. At same time, fixboy is its worst enemy. Let's not make him more powerful until whole thing will be sane to use, mkay?

BLDYMSS:

--- Quote from: Gimper on January 01, 2013, 06:45:41 am ---Make spikes, fences, gates, barrels etc. craftable.

--- End quote ---

Yells out for a new profession based on repair:
Carpenter lvl 1: req. repair 50, craftable furniture like shelves, barrels, seats
Carpenter lvl 2: req. repair 100, craftable fences, spikes, walls, barricades (with cover effect that modifies incoming attacks accuracy)
Carpenter lvl 3: req. repair 150, craftable gates and doors that can be locked

BTW, what happened to the locks? They somehow don't work anymore...

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