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Author Topic: Would better gathering/crafting systems be possible?  (Read 4736 times)

Eternauta

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Re: Would better gathering/crafting systems be possible?
« Reply #15 on: January 28, 2013, 04:47:26 pm »

my first thought is, instead of Just slaves maybe NPC's you can hire (like the homesteader in previous wipes)  Just cause well I'm not a slaver lol same concept though workers for the facility.

Slaves could also be bought from NPCs or fellow players. But I guess payed workers could exist as well, maybe you pay these some caps and they stay in your base for a limited amount of time, but this way using slaves would be a way too much better option...

Factories? Why not. But remember that to get slaves you still need slaver alt. To bring materials in the factory you need a high cw hauler alt.
In my opinion gathering and crafting is fine when player doing it doesn't feel tempted to use alts.

Yes, we agree here. As said in the original post, I just wanted to communicate the general concept. I should have also mentioned that imho "making a better crafting system" includes your idea of giving our characters more CW. Alternatively NPCs could send the materials to our bases (maybe with a miniquest here to protect the caravan?).

Maybe some resources could not even exist as item but as numbers in a database. But again, that would only work good for factions with bases and be complicated for lonely newbs.

I imagine it as following: Each gang as a paramilitary organization should be a subordinate of one of the major factions (Enclave, BoS, NCR, -some random fictional name-) out there. Gang would receive faction points for doing PvP activities like participating in TC, killing an enemy, damaging an enemy etc. that could be spent on decent (price should rise exponentially so T1 would be very cheap, T2 cheap and T3 pretty expensive) gear. So all in all, mediocre successful gang shouldnt never have to farm again unless they want top gear.

I love this idea and have thought about something like that for a while now.
« Last Edit: January 28, 2013, 04:52:14 pm by Eternauta »
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Re: Would better gathering/crafting systems be possible?
« Reply #16 on: January 28, 2013, 05:04:54 pm »

I imagine it as following: Each gang as a paramilitary organization should be a subordinate of one of the major factions (Enclave, BoS, NCR, -some random fictional name-) out there.

It's not that simple to get it done and working, not at the scale you think.

There are certain problems with that, if these gangs under major factions are friendly and supposed to fight together under one flag, there are design flaws to what no solution exists. Imagine the possibilities of imbalance for a start, just think about it, that could be somehow regulated, but at the expense of free choice(only real way is to moderate population of certain faction, nothing is more effective than disallowing new members for a time period). If at some point imbalance occurs you might give better rewards for the faction with the disadvantage, but that is it. You can't disallow new members for the faction or something, its shitty concept to do that.

Now imagine enemy players using alts on your faction, looting stuff from faction members without permission upon fights and you can't kill him because if you do that there would be some kind of penalties of killing sub-faction members, right? So players would really take advantage of it and there is nothing you can do about it. There would be enemy friendly alts joining you to a fight to scout you and you can't get rid of him, if you do that many times logically you will be kicked out of major faction, Enclave, Brotherhood of Steel etc. etc. If that wouldn't be the case, these penalties for killing sub-ordinate faction members, then the whole system would lose the whole point of why such a system was made in the first place - to unite players, but it will do quite the opposite due to design flaws.

The biggest mistake what could happen is force the players upon such a system only, unique gangs outside of these factions is a must.

I'm just saying, don't hope for something like that.
« Last Edit: January 28, 2013, 05:08:05 pm by T-888 »
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Re: Would better gathering/crafting systems be possible?
« Reply #17 on: January 28, 2013, 05:19:58 pm »

To get back to the original post i like the idea of a factory type setup. Ive often thought there should be a way to load materials into a work bench and craft from the collected pool of materials. I agree the npcs who work in the base should not be limited to slaves, just a cheaper alternative or less effective choice.
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avv

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Re: Would better gathering/crafting systems be possible?
« Reply #18 on: January 28, 2013, 05:24:24 pm »

Even if a lone guy had the best stuff, what would he need it for if hes alone ? Numbers matter and in FOnline, they matter a lot. Top gear should be result of cooperation between players, because only this group can make good use of it.

I can't agree. It's because cooperating players already have an advantage against other players with their numbers and cooperation. What do they need top gear on top of that? Equal chances to good gear give hope to everyone.
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Re: Would better gathering/crafting systems be possible?
« Reply #19 on: January 28, 2013, 05:27:39 pm »

Hope is not something you can measure. There is no chance between player groups and loners, about what equal chance are you talking?
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Re: Would better gathering/crafting systems be possible?
« Reply #20 on: January 28, 2013, 05:34:04 pm »

Hope is not something you can measure. There is no chance between player groups and loners, about what equal chance are you talking?

There is perhaps no chance in PvP, but there should be chance for enjoyment of the game.  A loner has every right to decent stuff as a gang, Maybe not mountains of it but still some to make their game time worth it.  As far as the crafting goes I think the factory thing isn't a bad idea, I dunno how to balance it with the current system though as to not cut out the smaller groups of players.
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Eternauta

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Re: Would better gathering/crafting systems be possible?
« Reply #21 on: January 28, 2013, 05:38:33 pm »

Bases would act as factories, and personal bases already exist. So loners and smaller gangs could have factories too.

Also, maybe slaves could be free (requiring slaver, ropes and time to obtain) but less efficient than payed workers.
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Sarakin

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Re: Would better gathering/crafting systems be possible?
« Reply #22 on: January 28, 2013, 06:13:28 pm »

@T888: I didnt say gangs under same faction should be allies, I used these faction to give certain plausibility, who might be giving out rewards. Factions dont care which gang did the job as long as the job is done, they act as a mere contractors. After all, its just a concept saying PvPers should be rewarded for their performance (variaton of TC box).

@avv: Weve been through this many times. You need to adjust difficulty for obtaining all kinds of gear. When the difficulty reaches a certain point, you group and divide the overall difficulty by number of players. Having peak difficulty set at just one player is very bad scaling if you ask me.
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Re: Would better gathering/crafting systems be possible?
« Reply #23 on: January 28, 2013, 06:36:27 pm »

How does that work? Two factions fight each other under Enclave contract and Enclave gives them stuff? ;D

If not, your talking about some group quests for these factions, so that is really nothing special
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Eternauta

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Re: Would better gathering/crafting systems be possible?
« Reply #24 on: January 28, 2013, 06:42:21 pm »

How does that work? Two factions fight each other under Enclave contract and Enclave gives them stuff? ;D

Enclave wants control over a town that is currently under control of another faction. Two separated gangs try to do the job and end up fighting each other in the process. The Enclave just wants the town so they only reward the gang that gives them the town.
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Re: Would better gathering/crafting systems be possible?
« Reply #25 on: January 28, 2013, 07:31:43 pm »

Yeah, okay that is more reasonable.
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manero

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Re: Would better gathering/crafting systems be possible?
« Reply #26 on: January 28, 2013, 10:54:29 pm »

Pointless banter over dead body.
Re: Would better gathering/crafting systems be possible?
« Reply #27 on: January 29, 2013, 01:14:19 am »

Hmm... I think a factory is a bit too overpowered.  I mean it takes it from not having enough gear, to potentially having way too much.  I mean when gear is irrelevant, you end up seeing what happens every time there is a wipe (factions attacking guarded towns for lulz etc.). But it does have some promise.  How about instead of a factory, you simple have a resource bin near the workbench.  Something with nigh on unlimited space for mats.  That way things are still governed by crafting times, but there is no running back and forth between chests and workbenches.

Only in faction bases of course (I don't have one, but as a bit of a loner, I don't need that high production capabilities).  The reasoning is that crafting should still be limited, giving factions the ability to produce mass amounts of gear (even on a timer) would just be a pretty boring little minigame, done once a week or so, and then forgotten.
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Re: Would better gathering/crafting systems be possible?
« Reply #28 on: January 29, 2013, 03:13:30 am »

Pointless banter over dead body.

That doesn't mean an idea will rot with it.
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Re: Would better gathering/crafting systems be possible?
« Reply #29 on: January 29, 2013, 07:37:34 am »

The idea of factories kind of goes along with once you've "put in the time" playing the game to level alts, do quests, have a resource stockpile, etc.-- routine activities like crafting should become easier.

In fact, it's somewhat bizarre that you can own enough caps to buy three cities yet you're still forced to fetch and do busy work. I'd be down for some expansion on the current farm laborer idea--why not hire a whole crew of migrant workers for caps?
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