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Author Topic: Better Crafting  (Read 3141 times)

Better Crafting
« on: August 24, 2010, 02:46:47 am »

I don't know if the engine would make it possible but i have idea of sth like that:

Now, when you are crafting items the have always the same stats. It does not take your level or skill in count. But in future I think that crafting would be much more interesting if some items (ofc not all of them like ammo or tools or parts) but e.g. when crafting some guns or armors you would have sth like an algorithm based on your skill, level, basic tag, profession lvl etc. which would make other statistics every time. There would be sth like perf item (the one with all the statistics on the highest level) and only the best crafters could achieve in doing it and every one would like to have better armor. It's like: ofc, I can craft Combat Armor by myself but it might be a bit weak because of my low luck, avarage intelligence... maybe i'll pay someone with better Luck and higher repair skill to do that?

I think that would be great, it would add much dynamics into game's economy and make Crafting more sense.
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Michaelh139

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Re: Better Crafting
« Reply #1 on: August 24, 2010, 02:55:00 am »

I would prefer random % in deterioration rolls.
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Parowooz

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Re: Better Crafting
« Reply #2 on: August 24, 2010, 02:58:21 am »

It will lead to more alts. Now you can make average crafter and fighter on one char. If this would be implented, having a crafting alt will be a must to at least have some chances in PvP.
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Surf

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Re: Better Crafting
« Reply #3 on: August 24, 2010, 04:06:09 am »

Those "chances" in PvP are created players side by always being the most greedy, always wanting to have the best stuff available.

I agree though. The suggestion is still good. Just make it purely luck (real life luck) based. Basic detoriation level could be from 0% (wow, you are a lucky guy - this time all components were clean and you managed to build this 10 mm gun perfectly) from 70% (shit, you just used the cheapest materials available, no wonder this weapon is barely hanging together).

I like that.

Wichura

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Re: Better Crafting
« Reply #4 on: August 24, 2010, 07:05:51 am »

This will only make crafting longer, because of time needed to repair things. So yeah, another alt with 200% repair to fix items after making them.

-1
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Re: Better Crafting
« Reply #5 on: August 24, 2010, 08:38:42 am »

Those "chances" in PvP are created players side by always being the most greedy, always wanting to have the best stuff available.

Which is quite human, people always want the best they can have


I agree though. The suggestion is still good. Just make it purely luck (real life luck) based. Basic detoriation level could be from 0% (wow, you are a lucky guy - this time all components were clean and you managed to build this 10 mm gun perfectly) from 70% (shit, you just used the cheapest materials available, no wonder this weapon is barely hanging together).

Yes, another awesome Idea! Imagine gathering all the materials for a Combat Armor as a loner and then you finally craft it and get one with 70% det. Thats really improving fun and gameplay...


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Winston Wolf

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Re: Better Crafting
« Reply #6 on: August 24, 2010, 08:50:34 am »

I like the idea, but I guess it supports alts a bit too much while loners with one char would be doomed.
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DonGizmo

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Re: Better Crafting
« Reply #7 on: August 24, 2010, 01:12:41 pm »

Rather than this, i would like to see "traits" in crafting.. You will be able to boost some stat of your stuff, but it will lost more in other one.

 I.e.: Sniper rifle: +2 to max damage, - 4 to low damage, Armor:  zero DT, + 5 for DR,...
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Ned Logan

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Re: Better Crafting
« Reply #8 on: August 24, 2010, 01:30:32 pm »

Maybe it would be interesting that you could use normal metal parts/alloys/gunpowder instead of high quality, which would result in the crafted item have some deterioration (maybe lesser amount in case of ammo), and with faster deterioration rate (seen few repairs).

This would mean even those not willing to risk their lives in unprotected mines could get their hands on better gear, while prone to failure.

Best to be combined with my suggestion about unguarded mines...
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runboy93

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Re: Better Crafting
« Reply #9 on: August 24, 2010, 01:33:04 pm »

avv

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Re: Better Crafting
« Reply #10 on: August 24, 2010, 01:52:17 pm »

If I understood right WySzO means that there's some beneficial randomness in crafting results depending on your character's status. I'd like that aswell, it's boring to craft 10 identical magnums, what are we - A copy machines?
It could go like in real life: sometimes you pull out a succesful work, sometimes just average.
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runboy93

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Re: Better Crafting
« Reply #11 on: August 24, 2010, 01:54:54 pm »

Repair skill and LK can be effect this.. right?

Wichura

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Re: Better Crafting
« Reply #12 on: August 24, 2010, 10:09:55 pm »

Repair skill and LK can be effect this.. right?
Hell yeah, let's make another pain in the arse, not for PvP, but for crafters now.
To get an advantage in PvP, char has to have 1 CH, so you can put points elsewhere, EN or PE for example - disadvantage is char can't talk to most NPCs.
To get an advantage in crafting, char has to have 1 LK, so you can put points in IN to get more skill points - disadvantage is char lames in combat, often misses critically or his weapon does funny things.

So after make related LK and repair or crafting effects crafter chars should put some points in LK. Fine, shall we all aim at 5 5 5 5 5 5 10 SPECIAL then? Make sniper-kind-repairman? Hello alt my old friend, I've come to talk with you again: god damn you.

If something works, do not try to fix it. "Better" is an enemy for "good".
« Last Edit: August 24, 2010, 10:18:25 pm by Wichura »
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DonGizmo

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Re: Better Crafting
« Reply #13 on: August 24, 2010, 11:50:55 pm »

 There exist many ways how to get weapons and armor: NPC trade, player trade, PvE loot, PVP loot and of course, crafting. Why not make crafting more individual. I understand that because of game/database code, any new information can cause lags/unstability, but i will try to forget this difficulties and focus on main idea.

 Why not to support crafters roleplaying too? If you are in gang, crafter is boring cha =, with skilled trait and 10 IN, no problem (except quest) to have char on adequate level in few hours.

 If you are loner or you are not gang player, you have hard work to do, because you can not afford skilled trait and 10 luck build and crafting items is more harder. So i wiould like to see implementation of kind of weapon modding. Player should be able to modify their weapons by some perk/trait. You would get this opportunity, if you finish some quest or if you kill enouth critters,.. . I think that this will add basic players (non power builds) benefit that player with many powerbuilds could not have, because he will not have time to level his crafter to level 21.

 Examples of this weapon traits: -4 max dmg, +2 min dmg => you will do more constat damage  , or reduce DT and boost DR of your armor, ... .

 In general, awarding players (even on level 21) by minor perks (i.e.: you have cleared 500  caves, your perception is +1 because you learned how to better see in the dark) on your character, or possibiity of modify weapon attributes (if finish quest of 100+ killed centaurs, you will be able to modify weapon that it will does +5 percent damage to NPCs, but -10 to players), could be reason why players will still play their one main char and they will get bonuses that 4 days leveled up powerbuild could not have.
« Last Edit: August 24, 2010, 11:52:55 pm by DonGizmo »
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Re: Better Crafting
« Reply #14 on: August 25, 2010, 08:13:02 am »

Of course it is only a suggestion and I know that every change has its pros and cons. Personally I see nothing bad in having an alternative char witch would do really good items, rare and wanted by everyone. You can't really have a char that is good in everything, a bit like in life ;) You have chars specially designed for PvP and they are concentrated on fight, power, lots of HP etc. Imagiine a culturist; no doubt he's strong and resistant to pain but who said he would be able to construct e.g. Sniper Rifle out of some strange metal parts (ofc stereotype ;]). Some specialist has to do it for him.

It is no secret that my idea is inspired by Diablo's crafting systems (which are a bit complicated yet really great) but still I think it is a good idea to diverse crafting in some way. It doesn't have to be perfectly as I suggested. Crafting can't be just sth like "yeah, alright, i'm a proffesionalist. I have third degree in Armor crafting and I ALWAYS craft armors from the same parts in the same way" etc. That is in my opinion really unrealistic.

DonGizmo's and Ned's suggestions are very good too imho. Crafting must be special and hard to achieve ;)

Btw, Alt in my opinion is nothing bad as long you are not exploiting the game system and use some hacks.

One last thing. I haven't said that Luck would have CONSTANT bonus to the chance of better craft. You know, it's just your luck. Even with 10 LCK u can still craft some average shit. 10 or 20% for example is still a lot if we are talking about failures. Still its better than 30 or 40. The biggest impact would still be your skill/trait/special perk or sth that is making your crafted item the one and special.

« Last Edit: August 25, 2010, 08:28:05 am by WySzO »
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