Other > Suggestions
Repair and science mechanics
Besmrtnik:
glumer, keksz and some else, didnt said anything bad on the topic... not toward suggestion not toward current crafting system, I dont remember what they poseted exalcy but nothing like "this season repair sucks" , I am wonderning why they are deleted
S.T.A.L.K.E.R:
--- Quote from: Besmrtnik on January 09, 2013, 02:15:11 am ---"this season repair sucks"
--- End quote ---
True that, I remember last season it was FUN to repair and craft, now it's just,
"blah, wtf did they do to this shit"' (thats what I thought), I prefer the repairing system from last session though
--- Quote from: Besmrtnik on January 09, 2013, 01:21:27 am ---wierd why all other posts have been deleted?
--- End quote ---
some mod/gm might of thought it was too "offensive" or what they think it's inappropriate activity
Giftless:
Just a thought here, but if the cost of repairing items is too low we could see all kinds of damage to the in-game economy. Players can farm faster than they can craft, and if it would only cost something trivial like 3 metal parts to bring a gun up to 100% then merchants could be barter-spammed like never before.
avv:
Repairing with materials like Besmrtnik explained is good enough. As long as we can fix stuff that is on the ground and don't need to choose which parts we use like now. It just demands way too much clicking.
Parts get consumed automatically and if something is missing there could be a message that said "we require more minerals".
To make it not so boring and perfunctory there could be a little randomness added in the mix:
If a repairable piece is at 50% condition there is a 50% chance that some materials will be used. This means that if you fix a piece that's at 99% condition, there is only 1% chance that you lose materials when fixing it.
About forumulas related to success and repair skill %: all the same. It's just an alt that we level. Personally I wouldn't care if we could perfectly fix gear no matter what our repair skill % was.
Giftless:
--- Quote from: avv on January 09, 2013, 12:36:40 pm ---
To make it not so boring and perfunctory there could be a little randomness added in the mix:
If a repairable piece is at 50% condition there is a 50% chance that some materials will be used. This means that if you fix a piece that's at 99% condition, there is only 1% chance that you lose materials when fixing it.
--- End quote ---
This isn't good, if you could fix your equipment at a 90%-95% success rate without using materials it would seem like you could keep your equipment going forever. Right now it makes more sense to burn up a 40/71% metal armor to repair a 80/100% armor back up to 98/98%. Repair shouldn't be some sort of omniscient ability that beats crafting an item brand new; it should extend the use-life of equipment but still be an inherently lossy process.
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