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Author Topic: Crafting  (Read 4186 times)

Re: Crafting
« Reply #15 on: June 07, 2010, 09:05:20 pm »

Its really easy to implement (just load the previous screen)

Yes this could be a very easy task for the developers to do, but on the other hand neither your or me have seen the source within the crafting dialog. I could be a simple case of calling the previous method with the material parameters but who knows if they have coded it this way. I am a software engineer myself and when somebody comes up to me with an AWESOME idea and tells me its rele easy to implement without looking at my source then I get rather annoyed.

At the end of the day it may be a very simple implementation, but please don't assume that it is or even tell them that it is
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Re: Crafting
« Reply #16 on: June 19, 2010, 11:17:09 pm »

If this would be done, maybe there wouldn't be much need for cooldowns either.
You could simply increase the materials required for crafting stuff  (say, 50 metal parts + 100 wood for a 10mm pistol) to prevent too many items to be available to the players like it is now. It could be made so that the time to craft an item would be close to the cooldowns when the amount of time required to gather mats is included in the process
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Re: Crafting
« Reply #17 on: June 20, 2010, 05:47:59 am »

If this would be done, maybe there wouldn't be much need for cooldowns either.
You could simply increase the materials required for crafting stuff  (say, 50 metal parts + 100 wood for a 10mm pistol) to prevent too many items to be available to the players like it is now. It could be made so that the time to craft an item would be close to the cooldowns when the amount of time required to gather mats is included in the process

I'd rather keep the cooldown than have totally silly material requirements,  getting those mats for one pistol would take longer
than getting mats for 10 pistols with the cooldown. Since not everyone packs 10 brahmins and all carry perks

*EDIT* and having less items available wouldnt really help do anything else than unbalance the game, since big strong factions
still get items easy with lots of members carrying stuff, or farming loners in big groups for weapons. Also loners who die a lot
would have real hell trying to get any items crafted. Since if you remove gathering cooldown id rather just sell the raw materials and buy lots of pistols
than craft one from 50 iron ores and 100 woods, so that would mean the material prices should be dropped to silly amounts also.

Basically thats the most horrible suggestion for crafting ive seen so far.
« Last Edit: June 20, 2010, 05:51:36 am by Kardia »
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Re: Crafting
« Reply #18 on: June 21, 2010, 04:55:08 pm »

I'd rather keep the cooldown than have totally silly material requirements,  getting those mats for one pistol would take longer
than getting mats for 10 pistols with the cooldown. Since not everyone packs 10 brahmins and all carry perks

Read what I said here;
It could be made so that the time to craft an item would be close to the cooldowns when the amount of time required to gather mats is included in the process


*EDIT* and having less items available wouldnt really help do anything else than unbalance the game, since big strong factions
still get items easy with lots of members carrying stuff, or farming loners in big groups for weapons.

I didn't say we should have less items, I said the system could be made so that the current speed players can create items won't be changed. That's what I meant by saying this:


You could simply increase the materials required for crafting stuff  (say, 50 metal parts + 100 wood for a 10mm pistol) to prevent too many items to be available to the players like it is now

Perhaps I wasn't clear enough, if that's the case I'm sorry, but English is not my primary language, I can do mistakes sometimes.



Also loners who die a lot
would have real hell trying to get any items crafted. Since if you remove gathering cooldown id rather just sell the raw materials and buy lots of pistols
than craft one from 50 iron ores and 100 woods, so that would mean the material prices should be dropped to silly amounts also.

How different would that really be? Right now with the cooldowns, I can make a round returning only around 4 ores and 12 minerals to my faction cave without waiting for 23 minutes just for the cooldown and doing absolutely nothing else but waiting (otherwise I could die and lose what I had gathered). With the cooldowns removed and the required materials for crafting increased to a reasonable amount of time, I would at least be doing something.
Also, players who die a lot would not have to wait for cooldowns to re-gather whatever they have lost. In either case, they will lose all they will be carrying, but since they can gather faster without the cooldowns, they would have lost less amount of time, but close to the same amount of percentage of the materials they are going to need to craft whatever they want to craft.
And yeah, the prices for the mats would have to be lowered so that the mats needed for a weapon would cost the same. I don't see any problem with that, since people can gather more materials per mine run.


Oh btw, 50 metal parts + 100 wood was just meant to be a random example, I didn't suggest that those should be the numbers.

 
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Re: Crafting
« Reply #19 on: June 22, 2010, 10:21:22 am »

Well now it sounds a little better, however have you considered the advantage that would give to big factions ?
Currently they need to atleast relog which is 10mins, unless they wanna risk ban by quick relogging. Without cooldown
a group of 10+ people could just grab a bunch of brahmins and go mining frenzy.
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Re: Crafting
« Reply #20 on: June 22, 2010, 05:55:01 pm »

Again, I see no reason that would happen, since the materials required to craft anything would be increased, and with the price of mats reduced, they would not be able to craft any more than they do now, and they also wouldn't get more money by selling mats.

All I'm saying is, crafting&gathering cooldowns would not be required if the prices/materials needed for crafting would be adjusted according to what kind of balance the decision makers in this game desire. It's just a matter of doing the right calculations, since there is already a working system right now.
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Solar

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Re: Crafting
« Reply #21 on: June 22, 2010, 06:05:42 pm »

Quote
they would not be able to craft any more than they do now, and they also wouldn't get more money by selling mats.

Then the point of all this massive extra load of work would be ... to arrive back exactly where we are now?
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Quote from: Woodrow Wilson
If you want to make enemies, try to change something.
Re: Crafting
« Reply #22 on: June 23, 2010, 10:48:02 am »

I'm trying to explain that the current balance on the server can be kept while removing cooldowns, which would improve gameplay.

That bold part would be the point :)

But of course it wouldn't be a good idea to do what I suggested before implementing some kind of "bulk crafting" into the game, which is why I am posting this under this subject.
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Pozzo

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Re: Crafting
« Reply #23 on: June 23, 2010, 01:48:34 pm »

Quote
Fixboy is a royal pain in the ass as its configured now.

So delete it :D
And delete crafting by the same time. The game will be more interesting.
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Wichura

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Re: Crafting
« Reply #24 on: June 23, 2010, 01:58:14 pm »

Giving up is French specialite de la maison, however it's not solution many would expect here :>
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Nie biegaj za stadem.

Solar

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Re: Crafting
« Reply #25 on: June 23, 2010, 02:03:00 pm »

I don't see how getting rid of crafting timeouts would make any difference at all. Assuming the impossible task of balancing such a system you would just get other mining alts with huge carryweight and herds of brahmin walking round the wastes. The amount of material you'd have to make a simple 10mm pistol cost would be stupid.

This will never happen.
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Quote from: Woodrow Wilson
If you want to make enemies, try to change something.
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