Other > Closed suggestions
Crafting
Cracker:
--- Quote from: kraskish on June 07, 2010, 01:30:12 am ---Its really easy to implement (just load the previous screen)
--- End quote ---
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
gmduncanidaho:
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
Kardia:
--- Quote from: gmduncanidaho 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
--- End quote ---
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.
gmduncanidaho:
--- Quote from: Kardia on June 20, 2010, 05:47:59 am ---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
--- End quote ---
Read what I said here;
--- Quote from: gmduncanidaho on June 19, 2010, 11:17:09 pm ---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
--- End quote ---
--- Quote from: Kardia on June 20, 2010, 05:47:59 am ---*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.
--- End quote ---
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:
--- Quote from: gmduncanidaho on June 19, 2010, 11:17:09 pm ---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
--- End quote ---
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.
--- Quote from: Kardia on June 20, 2010, 05:47:59 am ---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.
--- End quote ---
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.
Kardia:
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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