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Other => FOnline:2238 Forum => Archives => Suggestions => Topic started by: WySzO on August 24, 2010, 02:46:47 am

Title: Better Crafting
Post by: WySzO 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.
Title: Re: Better Crafting
Post by: Michaelh139 on August 24, 2010, 02:55:00 am
I would prefer random % in deterioration rolls.
Title: Re: Better Crafting
Post by: Parowooz 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.
Title: Re: Better Crafting
Post by: Surf 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.
Title: Re: Better Crafting
Post by: Wichura 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
Title: Re: Better Crafting
Post by: Chiko 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...


Title: Re: Better Crafting
Post by: Winston Wolf 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.
Title: Re: Better Crafting
Post by: DonGizmo 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,...
Title: Re: Better Crafting
Post by: Ned Logan 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 (http://fodev.net/forum/index.php?topic=8194.0)...
Title: Re: Better Crafting
Post by: runboy93 on August 24, 2010, 01:33:04 pm
Best to be combined with my suggestion about unguarded mines (http://fodev.net/forum/index.php?topic=8194.0)...
I think same than you Ned ;) +1
Title: Re: Better Crafting
Post by: avv 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.
Title: Re: Better Crafting
Post by: runboy93 on August 24, 2010, 01:54:54 pm
Repair skill and LK can be effect this.. right?
Title: Re: Better Crafting
Post by: Wichura 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".
Title: Re: Better Crafting
Post by: DonGizmo 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.
Title: Re: Better Crafting
Post by: WySzO 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.

Title: Re: Better Crafting
Post by: sander on August 25, 2010, 08:29:13 am
That's interesting idea. I think it would be awesome to have e.g. Cow King's Leather Armor(+5 dmg., +1 strength, +100% exp for shitshoveling )  :).

As far as i know, Fallout engine uses non-flexible item system, making it a hard task to implement your idea with bonus attributes dependant on skills (Item's characteristics are unchangable, so they'll need to put in database all new ('perfect', 'poorly-crafted', and so on) armors manually ).
Title: Re: Better Crafting
Post by: Wichura on August 25, 2010, 08:40:25 am
That's interesting idea. I think it would be awesome to have e.g. Cow King's Leather Armor(+5 dmg., +1 strength, +100% exp for shitshoveling )  :)
It's called "Bovine Plate".
(http://www.darkexile.de/diablo/img/items_bovine_plate.gif)

Oh wait, it was in Diablo, not Fallout. Silly me.
Title: Re: Better Crafting
Post by: Enzo on August 25, 2010, 08:56:51 am
That's interesting idea. I think it would be awesome to have e.g. Cow King's Leather Armor(+5 dmg., +1 strength, +100% exp for shitshoveling )  :).

As far as i know, Fallout engine uses non-flexible item system, making it a hard task to implement your idea with bonus attributes dependant on skills (Item's characteristics are unchangable, so they'll need to put in database all new ('perfect', 'poorly-crafted', and so on) armors manually ).


no... no Diablo-like crap... why would you get more exps for something, just because you wear some shitty armor? non-sense...
Title: Re: Better Crafting
Post by: sander on August 25, 2010, 09:12:03 am
To Enzo: That was just a joke to show difference between diablo's suffixes-preffixes flexible item system and fallout's non-flexible one.
Title: Re: Better Crafting
Post by: WySzO on August 25, 2010, 10:26:32 am
;) I am not for cloning the system, I'm talking about the idea of making seperate mechanics within this game and it's rules.
Title: Re: Better Crafting
Post by: gordulan on August 25, 2010, 12:30:44 pm
Well, I'm not really for the item system in general, but putting things like poorly crafted will just be screwed up, maybe instead add random bonuses to armour depending on what style of build crafted them in the first place, I hardly think that randomised items are an issue here, all you need is a bit of motivation, or an auto-scripting program.

Or we could think up "dynamic" items and have upgrades which would be removable. As one of the GMs/Devs said (not sure which), the 3rd tier gear will go about blueprints, maybe also be able to find blueprints for special armour and weapon upgrades? It would take some time to make the items, but would add so much more individualism. Also, maybe 2 Upgrades per armour, or one if it will clutter up the fixboy too much...

For example (Note: this is based around the combat armour):
Lightened: -5%DR, -25% Mass, (+5% Movement Speed)
Integrated Small Arms Targeting System (Or something shorter, haha, ISATS, cool shortening...): +10% SG, +10 One Handed Weapon Aim Bonus
Cybernetic Visor: +20% Two Handed Weapons, +5% EW
Thickened: +7%DR, +50% Mass (-20% Movement Speed)
Integrated Exoskeleton: +2 Strength, +5% DR (+10% if Move Speed is Reduced), +1 DT (+2 if Movement Speed Is reduced), +10 BG, +10% Two Handed Guns Aim Bonus, -1 Agi, +200% Mass, -10% In all skills (-55% Movement Speed)

I have many more thoughts like this...
Title: Re: Better Crafting
Post by: CrusOTDeath on August 25, 2010, 05:48:52 pm
Crafting must be easy and fast!!!! Then players can spend more time for pvp!
I havent much time for Nerd-crafting... and i am sure many people too!
Title: Re: Better Crafting
Post by: Surf on August 25, 2010, 06:05:32 pm
I am speechless.  ::)
It would be good if you wouldn't speak for the "whole playerbase".
Title: Re: Better Crafting
Post by: sander on August 25, 2010, 07:25:38 pm
I'll say it again, probably more clearly.

To implement some items with varying stats to fonline devs must:

-Either make own entry for each new item (armor with 'lightweight', armor with 'lightweight' and 'toughened', armor with 'toughened' and 'leightweight' perks and so on).......  -------- very... very hard task...
-Or completely rework engine to allow 'dynamic' items... -------- maybe three-four months of intense work...

So... It's not impossible, but... I dont'think dev's will be interested in doing it.

P.S.: I'm a bit drunk so don't judge me for lack of punctuation or smth... I just tried to deliver an idea