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Imporve disassembling

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Alvarez:

--- Quote from: Solar on June 15, 2010, 02:14:36 pm ---Ah, it was meant to create a place where players had to interact with other players whilst crafting. If that interaction was shooting them in the face with a minigun or forming co-operative parties to protect each other from PKs I didn't care.

The guarded stuff remained so that players had an easier alternative if they prefered it.

I think its worked reasonably well, should be extended next time.

--- End quote ---

That means the stronger will get stronger, weak ones will RP moving targets, again and again, without getting a safe alternative.
Sounds like you did it out of spite for the playerbase.  ;D

Solar:
I think most people would agree crafting is on the whole a lot easier now. The fact you have to risk a little bit in order to get the high quality stuf isnt that harsh a feature.

Alvarez:

--- Quote from: Solar on June 15, 2010, 02:45:11 pm ---I think most people would agree crafting is on the whole a lot easier now. The fact you have to risk a little bit in order to get the high quality stuf isnt that harsh a feature.

--- End quote ---

Well i guess you right about easier crafting, compared to pre-wipe.
However, why are you so strict about the unguarded mines for being the ONLY way to get HQ materials? I mean, for equipping a faction with enough ammo will or course require a raid on a unguarded mine.
But a single player who don't want to get killed could spend more time by searching for a caravan to get two or three chunks of HQ minerals...and yet will be eventually convinced to risk a quick visit to Broken Hills.

It's only matter of choice - spending time (and risk their money) searching for a caravan with decent amount of mats or risk a visit to Gecko/Redding/Broken Hills - you will also have an excuse for those players moaning about BK at unguarded mines, like myself  ;D

Quentin Lang:

--- Quote from: Solar on June 15, 2010, 02:45:11 pm ---I think most people would agree crafting is on the whole a lot easier now. The fact you have to risk a little bit in order to get the high quality stuf isnt that harsh a feature.

--- End quote ---
Well, personally, i agree GATHERING is easyer and less time-consuming even if theres d00ds camping the HQ mines (havent had much problems with em), but the CRAFTING ITSELF (wich i find ridiculous) is epic'ly time-consuming. Even more than the gathering itself. All i mean with crafting is that stupid bum stading near workbench, taking books out of, pick materials off the ground, name what you want and ESPECIALLY the top crafting process. The retarded ''item''->''fix''->''done''->''item''->''fix''->''done''->''item''->''fix''->''done''-> cycle. You, Solar, probably will say ''ooh, yeah, thats so hardcore, few extra clicks'', but it aint so funny when you're about to craft 100 gunpowders of healing powders  :-\

Solar:

--- Quote ---You, Solar, probably will say ''ooh, yeah, thats so hardcore, few extra clicks'', but it aint so funny when you're about to craft 100 gunpowders of healing powders 
--- End quote ---


No, I hate it. The reason I got into being a Dev here was because I was nosing around asking about the crafting system mpnths before the beta test started, so you can imagine that I'm a fan of crafting when I'm playing too.

That item->fix->done cycle is very annoying indeed.


--- Quote ---However, why are you so strict about the unguarded mines for being the ONLY way to get HQ materials? I mean, for equipping a faction with enough ammo will or course require a raid on a unguarded mine.
--- End quote ---

Because the only thing that makes the system is the need for lots of people to go there. The fewer that visit, the less interaction. More interaction is a good thing.

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