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Other => FOnline:2238 Forum => Archives => Suggestions => Topic started by: Gimper on January 01, 2013, 06:45:41 am

Title: Craftable Scenery/farming
Post by: Gimper on January 01, 2013, 06:45:41 am
Make spikes, fences, gates, barrels etc. craftable. This is good to make bases and tents more customizable. Would be nice to be able to decorate your place, no?
Title: Re: Craftable Scenery
Post by: Ganado on January 01, 2013, 07:40:38 am
And flares. Not necessarily craftable, but the light needs to last forever again. Different colors too! Don't forget flares. They're so useless this season. :'(

Fences/gates might be complicated to put down since they're technically walls, but yeah it all sounds good. Some trees/bushes/dried grass too, maybe from some quest/enc, even if not craftable since that doesn't make much sense. Or even, I don't know, have a seed item that will then grow them, then have Science to tear them up when unwanted.
Title: Re: Craftable Scenery
Post by: Haraldx on January 01, 2013, 03:07:10 pm
Yeah, flares were good when they lit forever. Shiny everywhere!
Title: Re: Craftable Scenery/farming
Post by: Gimper on January 01, 2013, 06:21:43 pm
And flares. Not necessarily craftable, but the light needs to last forever again. Different colors too! Don't forget flares. They're so useless this season. :'(

Fences/gates might be complicated to put down since they're technically walls, but yeah it all sounds good. Some trees/bushes/dried grass too, maybe from some quest/enc, even if not craftable since that doesn't make much sense. Or even, I don't know, have a seed item that will then grow them, then have Science to tear them up when unwanted.
Alright alright, I might as well suggest something that I was going to suggest a long time ago.
Replace the gambling skill with Farming. Make xander roots and broc flowers plant-able and harvest-able and; as Abe said, small shrubs and bushes for decor, tobacco and maybe even trees for wood. Having a higher farming skill will increase your chance of success to grow a healthy plant. With a low farming skill, it is very likely to have a plant that will shrivel and die.
I've gone over in my mind a thousand times, what would be a good replacement for gambling, and I keep coming to this one. Plus, this is the f****** wasteland, people would have to farm their own crops. Look at the npc's, they do it so why not the players? Let me know what y'all think.
Title: Re: Craftable usable furniture
Post by: Alvarez on January 01, 2013, 07:40:32 pm
I just leave this here.
(https://i.imgur.com/wKpKI.jpg)
Because it's always so funny watching everyone standing near a chair.
Title: Re: Craftable Scenery/farming
Post by: Gimper on January 01, 2013, 10:46:46 pm
ehhh... whattawhat now?
Title: Re: Craftable Scenery/farming
Post by: Giftless on January 02, 2013, 01:50:13 am
Now that the floodgates for base decor have been opened with craftable containers, why not furniture? Bookshelves, tables, and chairs--that seems to be the next logical step.

I like the fences and barrels idea though, namely because they could be used to create mazes  for custom wargames...
Title: Re: Craftable Scenery/farming
Post by: blue meanie on January 02, 2013, 03:25:24 am
I like the idea of farming. As it stands your choices are pvp, pve or limited town interactions. Farming should have more substance though. Why spend all that time farming and raising your skill level just to grow tobbaco or fibers? Maybe base farming recipies  and build options on the outdoorsman skill to allow crops, materials, buildings, containers, ore deposits/small mines,live stock and some sort of automatic small return income sources like caravans. Ultimatley though there should be end game options to balance the skill and provide useful options to players/ merchants so it isnt a useless time sink.
Title: Re: Craftable usable furniture
Post by: Andr3aZ on January 02, 2013, 04:27:59 am
I just leave this here.
IMAGE
Because it's always so funny watching everyone standing near a chair.

can never unsee...
Title: Re: Craftable Scenery/farming
Post by: Gimper on January 02, 2013, 06:35:01 am
And while we are on this subject, why not make craftable bear snares and frag mines. For safty measures in your base.
Title: Re: Craftable Scenery/farming
Post by: Lexx on January 02, 2013, 07:55:23 am
there isnt really any outside treat for bases right now. Thats why we havent added this yet.
Title: Re: Craftable Scenery/farming
Post by: Gimper on January 02, 2013, 08:02:48 am
there isnt really any outside treat for bases right now. Thats why we havent added this yet.
Well In case of base-rapers and sneakers, I think it is a good idea. Plus you could use them in encounters to injure npcs or even kill them.
Title: Re: Craftable Scenery/farming
Post by: Tomowolf on January 02, 2013, 08:20:21 am
Well In case of base-rapers and sneakers, I think it is a good idea. Plus you could use them in encounters to injure npcs or even kill them.
Yeah, and those NPCs not suspicious when you put mines near them, really funny.
According only to the bases its good idea, unless scripts for npc behaviour will be made this would be cool for encoutners also.
Title: Re: Craftable Scenery/farming
Post by: jacky. on January 02, 2013, 09:19:41 am
Mines would be used to troll in nr and tc.
Title: Re: Craftable Scenery/farming
Post by: Mike Crosser on January 02, 2013, 02:47:52 pm
ehhh... whattawhat now?
I think he wants the sitting animation added.
Because he thinks the way people stand near chairs and pretend they are sitting is wierd.
Title: Re: Craftable Scenery/farming
Post by: Gimper on January 02, 2013, 07:07:29 pm
Yeah, and those NPCs not suspicious when you put mines near them, really funny.
According only to the bases its good idea, unless scripts for npc behaviour will be made this would be cool for encoutners also.
Sure. The same as stealing. they aren't suspicious when you go up and move your fists back and forth on their back and see characters just standing right behind them. In fact, I think putting traps down is LESS suspicious than using the steal skill.
Title: Re: Craftable Scenery/farming
Post by: Alvarez on January 02, 2013, 07:44:50 pm
I think he wants the sitting animation added.
Because he thinks the way people stand near chairs and pretend they are sitting is wierd.

Yes.
Someone should make that, 4 directions for every armor, that be 64 animations in total for every kind of PC appearance.
Title: Re: Craftable Scenery/farming
Post by: Haraldx on January 03, 2013, 06:21:50 pm
Eight?
1. Robes.
2. Other robes.
3. CA.
4. LJ.
5. LA.
6. MA.

I don't think PA and APA count as real PC armors. :P
Title: Re: Craftable Scenery/farming
Post by: LostSoul on January 07, 2013, 02:45:10 am
+1 to craftable scenery. All for increasing the immersion possibilities in this game.
Title: Re: Craftable Scenery/farming
Post by: Gimper on January 07, 2013, 05:50:32 am
Hahaha harold.. dat Signature  :P
Title: Re: Craftable Scenery/farming
Post by: DrakoWolf on January 19, 2013, 02:04:36 pm
+1 To Craftable Scenery/farming, Because I don't want to see this suggestion lost in the crowd.  ;)
Title: Re: Craftable Scenery/farming
Post by: Gimper on January 19, 2013, 03:33:40 pm
Nice bump  ;D I too hope this gets implemented next update, As well as the traps.
Title: Re: Craftable Scenery/farming
Post by: Wipe on January 19, 2013, 03:45:37 pm
Nice bump  ;D I too hope this gets implemented next update, As well as the traps.
Nop, there are other things waiting.
Other than that, you really want fixboy to be flooded even more that it is now? :P

Yeah, flares were good when they lit forever. Shiny everywhere!
Is there at least one player who remember that it was a bug?
Title: Re: Craftable Scenery/farming
Post by: DrakoWolf on January 19, 2013, 03:59:44 pm
...
Other than that, you really want fixboy to be flooded even more that it is now? :P
...

It is quite flooded, but how about partitioning it? Like having main categories (You open up fixboy, it shows: General craft, weapons, armors, doctor, scenery/containers) of course make it so when you craft something you don't get thrown out to the main craft menu because that would just be annoying :P
Title: Re: Craftable Scenery/farming
Post by: Ganado on January 19, 2013, 04:04:10 pm
Is there at least one player who remember that it was a bug?
Yes, I remember Lexx's posts about how "people wouldn't be whining if we just included it as temporary in the first place" but I, and apparently others, just really like how they could be used for design.

It could be similar to the craftable containers, in that the illumination effect lasts forever if placed in a tent/base, but if brought outside, the timer continues. (I compared it to craftable containers because you can't place those outside of a tent/base, in case that wasn't clear.)
Title: Re: Craftable Scenery/farming
Post by: DrakoWolf on January 19, 2013, 04:07:17 pm
Yes, I remember Lexx's posts about how "people wouldn't be whining if we just included it as temporary in the first place" but I, and apparently others, just really like how they could be used for design.

I second that. And if flares are meant to be temporary, then how about adding some lamps to the game (different colors, maybe as part of the craftable scenery)
Title: Re: Craftable Scenery/farming
Post by: Wipe on January 19, 2013, 04:30:16 pm
It is quite flooded, but how about partitioning it? Like having main categories (You open up fixboy, it shows: General craft, weapons, armors, doctor, scenery/containers) of course make it so when you craft something you don't get thrown out to the main craft menu because that would just be annoying :P
That's nothing new, everyone playing any FOnline game knows that since years already. Most recent drafts for what we'd like to use are something like this (https://i.imgur.com/0UmZkiJ.png) and that (https://i.imgur.com/s3ihq.jpg) combined. Optionally, smuggle some elements from VB (http://www.falloutnow.de/forum/gallery/18_21_07_08_6_04_00.jpeg). Due to things planned/connected, it would most likely need moving whole crafting system to scripts, abandoning everything what engine has to offer for crafting. It won't happen in a day or two, so when you want new stuff to be crafted, you have to think how to fit it into current fixboy. It's that simple.
Title: Re: Craftable Scenery/farming
Post by: DrakoWolf on January 19, 2013, 04:49:17 pm
That's nothing new, everyone playing any FOnline game knows that since years already. Most recent drafts for what we'd like to use are something like this (https://i.imgur.com/0UmZkiJ.png) and that (https://i.imgur.com/s3ihq.jpg) combined. Optionally, smuggle some elements from VB (http://www.falloutnow.de/forum/gallery/18_21_07_08_6_04_00.jpeg). Due to things planned/connected, it would most likely need moving whole crafting system to scripts, abandoning everything what engine has to offer for crafting. It won't happen in a day or two, so when you want new stuff to be crafted, you have to think how to fit it into current fixboy. It's that simple.

Huh.... Ok, so basically It doesn't matter how flooded the fixboy will get, since there will be a completely new fixboy later on (which is great)

In this case I say dump the new stuff into this fixboy temporarily, yes I know it will cause a giant flooding, but as long as people can try out new craftables, they can do a little bugfinding as well. Im relatively certain people wont mind if they have to search for stuff in their fixboy for a while... (that is my personal opinion of course, other might think differently)
Title: Re: Craftable Scenery/farming
Post by: Wipe on January 19, 2013, 05:05:18 pm
Huh.... Ok, so basically It doesn't matter how flooded the fixboy will get, since there will be a completely new fixboy later on (which is great)
Opposite :P It matters for people which will be forced to use such flooded fixboy until undefined amount of time. Crafting itself is, imho, one of best player-features SDK has to offer. At same time, fixboy is its worst enemy. Let's not make him more powerful until whole thing will be sane to use, mkay?
Title: Re: Craftable Scenery/farming
Post by: BLDYMSS on January 19, 2013, 05:21:41 pm
Make spikes, fences, gates, barrels etc. craftable.

Yells out for a new profession based on repair:
Carpenter lvl 1: req. repair 50, craftable furniture like shelves, barrels, seats
Carpenter lvl 2: req. repair 100, craftable fences, spikes, walls, barricades (with cover effect that modifies incoming attacks accuracy)
Carpenter lvl 3: req. repair 150, craftable gates and doors that can be locked

BTW, what happened to the locks? They somehow don't work anymore...
Title: Re: Craftable Scenery/farming
Post by: Ganado on January 19, 2013, 05:24:55 pm
Paying for a profession for a crafting alt just to make decoration? No thank you.

About fixboy, the new items could just be at the very bottom of the list to not get in the way.
Title: Re: Craftable Scenery/farming
Post by: LostSoul on January 19, 2013, 05:26:39 pm
Paying for a profession for a crafting alt just to make decoration? No thank you.


Why not quest lines?

Why not just give us the ability to create?

Why not?

Title: Re: Craftable Scenery/farming
Post by: BLDYMSS on January 19, 2013, 05:33:47 pm
Paying for a profession for a crafting alt just to make decoration? No thank you.
Some of the decoration would have a practical use like barricades or lockable doors.
Even the Workbench could be made craftable, or new types of workbenches made available e.g. a lab table for crafting low tier drugs (similar to fallout new vegases). Never rly made sense to me how one crafts a stimpack on something that looks like a computer...
Maybe profession could not cost caps but could be earned via some small quest..
Title: Re: Craftable Scenery/farming
Post by: Ganado on January 19, 2013, 05:41:54 pm
Why not just give us the ability to create?
Sure, never said I was against that...