fodev.net

Other => FOnline:2238 Forum => Archives => Closed suggestions => Topic started by: Pupok on January 12, 2010, 11:39:45 pm

Title: Crafting
Post by: Pupok on January 12, 2010, 11:39:45 pm
if it is now crafting Iron ore to metal parts , minerals to gunpowder and both to alloys for no exp. and no time...why to make it like that:
if I have 9 minerals than in fixboy make possibility to make 9 in one click
or if I have 9 iron ore and 9 minerals to make 3x alloys - in 1 click

I have 10iron ore and 10 minerals
so first choice will by as it is now 1x gunpowder
and second choice 10x minerals...

and so with iron ore and alloys

because if I have now 14minerals in inventory...than clicking to make 14x gunpowder from it is little boring procedure :) ;)

Title: Re: Crafting
Post by: Wallace on January 13, 2010, 12:19:47 am
Agree

This is especially bothersome when you come back after mining all day long having 10 ST +Strong_Back & packrat perks and yet you have to make over 30 gunpowders

(i could be at least that after crafting something and message "you succesfully crafted(...)" another clicking on [FIX] button in fixboy would repeat the process)
Title: Re: Crafting
Post by: DeFatOne on May 07, 2010, 06:06:01 am
Crafting click is boring!
Why set like this?
We have to click the gunpowder,then click Fix,then click Done to get one gunpowder.
If you got 200 minerals you have to do the click and mouse move for 200 times,this is pain in ass!
Title: Re: Crafting
Post by: C47 on May 07, 2010, 10:46:07 am
(i could be at least that after crafting something and message "you succesfully crafted(...)" another clicking on [FIX] button in fixboy would repeat the process)

this shouldn't be hard to done by devs, simply repeat the last procedure
now : 10 minerals = 30 clicks + moving mouse
after that : 10 minerals = only 11 clicks
Title: Re: Crafting
Post by: avv on May 07, 2010, 11:26:15 am
Crafting involves too much clicking, that's for sure. It used to be worse (gather 500 iron ores, load them in a brahmin, load them out, craft something), but it's still there. Gather 20 fibers and craft 10 ropes is 10 click and hold clicks plus 30 normal clicks in 3 separate places. Way too much micromanagement.
Title: Re: Crafting
Post by: kraskish on May 07, 2010, 12:50:58 pm
I agree it should be changed so that clicking FIX again creates the same thing (its easy to implement) :/
Title: Re: Crafting
Post by: Onion on May 30, 2010, 11:39:32 am
Why not simply add receipt for:

Gunpowder, 5 pieces (it needs 5 minerals ofc)
Metal Parts, 5 pieces (10 iron ores needed)

etc.

I think it can be easily implemented without adding new functions like repeat to fixboy.
Title: Re: Crafting
Post by: Sius on May 30, 2010, 12:02:24 pm
Why not simply add receipt for:

Gunpowder, 5 pieces (it needs 5 minerals ofc)
Metal Parts, 5 pieces (10 iron ores needed)

etc.

I think it can be easily implemented without adding new functions like repeat to fixboy.

And having:

Metal parts 1x
Metal parts 5x
Metal parts 10x

...in fixboy? No thanks. Choosing exact amount of items to craft or things like "craft all" (which would craft from every material available in your inventory) are not rocket science to not to be implemented.
Title: Re: Crafting
Post by: LagMaster on May 30, 2010, 12:18:14 pm
or somethink like:take you pick in fixboy:a other variable:numbers:and multiply all if the numbers is increased
Title: Re: Crafting
Post by: co plutonyum on June 06, 2010, 01:04:45 am
This idea is great, and shouldn't be forgotten. New recipes are not a good solution. But having another window that asks the amount (that would be same window which opens in inventory screen) would solve the issue. Though, I don't know if implementation of this is easy or not, a dev should inform us about this.

Oh, and also there could be hotkeys each refers to an item (besides FIX and DONE button). That's just another idea that came to my mind while doing that boring routine again and again.
Title: Re: Crafting
Post by: Izual on June 06, 2010, 07:42:25 pm
Please edit this topic's title to make it more useful, for example "Ability to craft x10 the same item".
Title: Re: Crafting
Post by: kraskish on June 07, 2010, 01:30:12 am
Its really easy to implement (just load the previous screen) and voile you use 1 click per craft and you are able to do it in 2 seconds (depending on your mouse rage clicking skill :D)
Title: Re: Crafting
Post by: John.Metzger on June 07, 2010, 02:40:57 am
jeah.
crafting = tendon sheath inflammation  :-\
Title: Re: Crafting
Post by: Mr Feltzer on June 07, 2010, 03:10:51 am
I agree it should be changed so that clicking FIX again creates the same thing (its easy to implement) :/

I Agree With This :D
Title: Re: Crafting
Post by: Solar on June 07, 2010, 01:12:45 pm
I will see who I can bug about getting this done. Fixboy is a royal pain in the ass as its configured now.
Title: Re: Crafting
Post by: Cracker 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
Title: Re: Crafting
Post by: 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
Title: Re: Crafting
Post by: Kardia 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.
Title: Re: Crafting
Post by: gmduncanidaho 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.

 
Title: Re: Crafting
Post by: Kardia 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.
Title: Re: Crafting
Post by: gmduncanidaho 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.
Title: Re: Crafting
Post by: Solar 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?
Title: Re: Crafting
Post by: gmduncanidaho 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.
Title: Re: Crafting
Post by: Pozzo 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.
Title: Re: Crafting
Post by: Wichura 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 :>
Title: Re: Crafting
Post by: Solar 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.