Other > General Game Discussion

Would better gathering/crafting systems be possible?

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T-888:
Yeah, okay that is more reasonable.

manero:
Pointless banter over dead body.

Linoleum:
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.

T-888:

--- Quote from: manero on January 28, 2013, 10:54:29 pm ---Pointless banter over dead body.

--- End quote ---

That doesn't mean an idea will rot with it.

Giftless:
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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