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Other => FOnline:2238 Forum => Archives => Suggestions => Topic started by: Badger on September 08, 2010, 10:43:57 pm
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4xp for making any item is pathetic. Stuff like sharpened poles, and the like. To reach level 2 I'd have to churn out 250 primitive tools. To get to level 2. That's overkill. I appreciate they're the most basic items, but I think it'd be a nice way to build up a little bit of cash and get a nice bit of experience points at the same time.
I don't think there's a real danger of people levelling up super fast grinding basic crafting. Especially not when you can get at least 80xp for avoiding encounters.
My suggestion:
At least 20xp for making any item. At the very minimum. That's fifty primitive tools. To get to level 2. Stuff like mausers, BB guns, 10mms, somewhere between 40-60. I think that's a reasonable reward that's not gamebreaking but not pitiful, either.
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Especially not when you can get at least 80xp for avoiding encounters.
Yes, that's a good point. Why one would have less experience with /gathering the resources/gathering the tools/meeting the requirements/going to the workbench/ than another player that just sits in front of his computer with outdoorsman tagged and clicking "Cancel" on encounters?
Agreein'.
Edit : That's also a major point with the alts problem. Powerbuilds can tag outdoorsman and get free experience, and still be death machines. Crafters don't get free experience and suck at fighting (against the powerbuilds, which are 80% of people in unguarded towns).
Anyway I don't see why someone would disagree with this suggestion.
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I don't understand why it was lowered anyway, it should be a main method to level up. Besides killing mutated molerats (when are those crit tables gonna be changed?)
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I don't understand why it was lowered anyway, it should be a main method to level up. Besides killing mutated molerats (when are those crit tables gonna be changed?)
Because whole crafting is the cancer of 2238. Crafting should always come as 2nd but here its "craft or die". Its crafting requirements that make half of the community impotent in combat because they have chosen to be good gunsmiths. The other half have alts for this job but they play with their main chars.
Whole character development is rotten and it needs some serious rethinking. The original fallouts should serve as great example how it should be done. You choose your primary skills but its possible even in the middle of the game to switch to something else OR boost your secondary skills through books/quests/training...
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Because whole crafting is the cancer of 2238.
I agree partly with your point, but leave such word-creations in your brain please.
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Whole character development is rotten and it needs some serious rethinking.
I agree. Crafting has been given too much focus. It should be a secondary gameplay element, and one of several options to equip yourself. The others being stores, quests and general PvE. Right now most stores stock a load of crap people don't want to buy. Traders barely get purged, and the hundred primitive tools and dozens of radios you see are proof.
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All the same really, xp doesn't mean anything to lvl21 dude.
I agree. Crafting has been given too much focus.
It's the second fastest way to get stuff after all (first one is farming encounters and selling their crap) and directly related to economy. Economy decides what sort of stuff we move around with. Surely crafting isn't fun, but it's rather balanced. I'm glad that it got the attention it needed to become balanced, now it just needs to made fun.
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Pancor Jackhammer now : 1015 xp
before 2 wipes : 4500 xp
I lvld my Smallguncrafter from 8 to 15 with crafting only in 2 weeks and i wasnt playin that much.
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Why should you decide what a person gets out of a game?
So you like PvP... someone else likes questing (tough luck to few quests with no real decent rewards), someone likes to only go for PvE... some other poor fool likes to actually RolePlay his character... and bob the builder likes to craft stuff and sell it. Why should he be barred or hindered from enjoying the game?? Its his right as much as yours to do what he wants with his real life time and enjoy it!
You get kicks out of shooting blue suits (you being general and not specific) they get kicks out of making stuff, selling them and then foraging for more materials. Unlike you they actually HELP the game by providing more high end gear in the long term!
Its like this in the majority of online games... even the shitty ones have some of crafting AND reward the crafters either with incredibly powerfull craftables that need the skill to be used (ie you can put on power armor unless you have science and repair 200 and armorer 3 for example) so as not to make these characters targets.
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Because whole crafting is the cancer of 2238. Crafting should always come as 2nd but here its "craft or die". Its crafting requirements that make half of the community impotent in combat because they have chosen to be good gunsmiths. The other half have alts for this job but they play with their main chars.
Whole character development is rotten and it needs some serious rethinking. The original fallouts should serve as great example how it should be done. You choose your primary skills but its possible even in the middle of the game to switch to something else OR boost your secondary skills through books/quests/training...
FO i multiplayer game. There is no another players in F1, F2 or FT. If you die in those games it's end and load game so it's not good exapmple. In FO some players can kill you and you lost everything. How do you get new stuff if you don't have any stuff in your tent? If you have 1 charisma (combat char) you can't trade. And even you can you don't have anything for barter.
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With the new gathering system you can gather a whole lot more materials.
xp for crafting stuff like sharpened poles is fine as you can gather more wood than you can carry in 1 crafting run.
For me crafting is working fine the way it is.
That the OP seems to do nothing but crafting to level is his problem.
Do quests, take on critters and craft to level.
Not having any other skills but crafting skills to level is a player's choice.
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I tried to play non-combat oriented character wipe ago and all I can say is that people (not talking about alts now) who like to create/build instead of killing are being kicked in groin. It's impossible to get reasonable amount of XP via crafting/quests and you need levels/skill points placed in skills to be good at what you are doing. Leveling character with tagged First Aid and Doctor (even not really specialized in those skills) or character with Steal by using only those skills is much easier than leveling character with skills like Repair or Science without using combat skills.
Getting 20 XP points for Repairing item and 20 XP for putting it into parts with Science compared to XP that you can get by using other skills is not really fair... I vote for more XP from crafting and re-thinking amount of XP you get from repairing items.
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That the OP seems to do nothing but crafting to level is his problem.
Do quests, take on critters and craft to level.
Not having any other skills but crafting skills to level is a player's choice.
That's not my point at all. I'm saying that in relation to every other source of XP, and proportional to time taken, basic crafting is way off. It should be a viable source of experience points, and it isn't. I can kill five rats near NCR, who have uh, 6hp if I remember right, and get 25xp each. That takes me a couple minutes if I'm playing in TB, less in RT. I get 80xp for murdering a cow.
Killing one rat is apparently a more constructive learning experience than constructing a handgun out of logs and junk. It doesn't matter that it's the worst handgun in the game. Especially when you take into account that building a mauser isn't useful for actually shooting anything. You'd be better off throwing it at them, Superman-Bad-Guy style.
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Mausers are useful for people with high critical chance to xp on mutated mole rats.
I'm estimating that depending on the encounters with small critter you can make at roughly 300 xp per encounter at most.
That's about equal to what you can make with 1 trip gathering resources (depending on your carry weight and the stuff you gather).
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XP were lowered few seasons ago, because people just camped their hideouts and crafted all night long. Gathering was static and highly abused.
It was not a big deal, because we had diminishing XP, so it was more or less equal. But then XP for killing were drastically improved and making a lvl 21 character was a matter of days(hours). Alas, crafting XP remained the same.
Im for improving XP for crafting in order to match them with XP for killing.
Moreover, Im for improving XP for using skills. Its ridiculous to receive 5 xp for steal, how can someone lvl up with it ? Same goes for lockpick, science, repair. I dont want to have only one viable option to lvl up a character - through fighting :'(
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raise the steal experience please, its heartbreaking to earn like 300 xp when stealing with xp like that.
and yes raise the crafting, if i could get crits on mutie molerats i'd get 300 xp for every 1 shot, i have to craft 30 Molotovs to be close to that.
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raise the steal experience please, its heartbreaking to earn like 300 xp when stealing with xp like that.
and yes raise the crafting, if i could get crits on mutie molerats i'd get 300 xp for every 1 shot, i have to craft 30 Molotovs to be close to that.
Mutant molerats are a different problem, any bursters/fast shot can't do this. As far as im concerned their crit table is a bug.
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Also on that note...
Making Gunpowder from Minerals and Metal parts from Iron Ore doesnt give ANY xp? Could this possibly be fixed/changed? I am not saying that it should give 1000 xp each time but something more than zero would be lovely! Considering that you have to wait 20 minutes until you can gather minerals again, a workbench and they weight a fair amount its not as if it will make things broken!
Or even better (though I dont know if this is doable) you could simply change the XP you get as you progress in levels!
For Example:
a level 1-10 crafting the basic items (things that require 1 unchanged resource and dont have a skill requirement ie junk to sledgehammer) should give Y number of XP.
a level 1-10 crafting a more complex item (one requiring already processed materials OR a skill requirement like Science 40) could give Y*3
But when that character becomes level 11 the same items give Y/2 and (Y*3)/2.
The actual XP given and the actual modifiers are examples the same for the ranges... this way of diminishing returns helps a player level a bit faster while avoiding combat which is not his strong talent even if he is a combat character due to the low hp and skills... but still offer a small reward for higher levels.
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I am glad that weak healing powder is only 8xp for craft. And it's the only thing I craft atm. Btw kill 40 rats and you will get that lvl.
Or shovel 100 dungs (like I did :-[ + you get cash for a tent)
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minimum exp from crafting should be 20exp (primitive tools) and max can be 70-80exp (shotgun)
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Oh yeah then lower flint gather cooldown and we will have servers full of 21 lev chars one day after wipe, crafting only Tools. I got to level 9 crafting only BB ammo so i think its good as it is.
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Oh yeah then lower flint gather cooldown and we will have servers full of 21 lev chars one day after wipe, crafting only Tools. I got to level 9 crafting only BB ammo so i think its good as it is.
Yeah but BB ammo gives you 40xp a pop, not 4. And you can get about $800 for 200 BBs. It's probably one of my favourite things to craft, and I paid for goddamn Doctor professions.
I don't think anyone's going to get to level 21 crafting tools if we're giving out 20xp for it.
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Why would anybody want to slow down leveling anyway? Players will reach lvl cap, sooner or later. The difference is that powerleveling gamer can do it in one day, no matter how shitty exp he will get. Where as not so hardcore player will only stumble around trying to lvl up. Players always will be divided into two groups - those that reached the 21 lvl and those who didn't, you don't have to slow down leveling up for it. Reaching 21 lvl is like puberty - everyone has to go throught it and no one likes it.
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. And you can get about $800 for 200 BBs. It's probably one of my favourite things to craft,
No you cant get 800 for 200 BBs cause no vendor EVER has money! I have been crafting shotgun bulltets and trying to sell em in VC, Boneyard and NCR and cant find a vendor that has more than a dozen caps ever!
On a side note for runboy93.
So what that they will be level 21? If someone wants to literraly spend 24 hours collecting flint and making primitive tools then he sure as hell deserves a reward for being so singlemindendly braindead! If that reward is being level 21 there is no problem with me! Gratz you win at the interwebz you crafted a million primitive tools after going left and right and entering encounters for the flints... all praise be to the zombie master!
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On a side note for runboy93.
So what that they will be level 21? If someone wants to literraly spend 24 hours collecting flint and making primitive tools then he sure as hell deserves a reward for being so singlemindendly braindead! If that reward is being level 21 there is no problem with me! Gratz you win at the interwebz you crafted a million primitive tools after going left and right and entering encounters for the flints... all praise be to the zombie master!
But still there is *few* newbies in game and they should get lvl's faster somehow.
Maybe experience from crafting get lower everytime when you got more lvls?
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You want to be a crafter?
You will level slower.
Accept it.
Even with higher xp for crafting, you will level slower.
You will run into both gathering and crafting cooldowns.
XP for crafting is fine.
One of my alts reached level 6 this weekend with questing and crafting only.
BBs are nice for crafting, 24 junk in 1 run makes 6*40 xp and 1200 caps worth in BBs.
Which I actually sold for caps in NCR, the Hub, Junktown and the Boneyard.
Pure crafter builds are supportive builds.
They don't need to be level 21.
Crafter/fighters are just that, crafter/fighters.
They will have a harder time fighting than the pure fighter build, but still they should be fine.
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I think exps for crafting should be just more scaled. (More xp for higher tier stuff, same low for lower) otherwise fighter builds would be easily able to level through 0tier stuff but crafters should be given a chance to lvl through their craft.
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I think exps for crafting should be just more scaled. (More xp for higher tier stuff, same low for lower) otherwise fighter builds would be easily able to level through 0tier stuff but crafters should be given a chance to lvl through their craft.
Part of the the higher tier stuff for SG, BG, EW and Armorer give you more than 1k xp.
Only once who don't have such high xp for crafting are doctor and demo expert.
I don't know about demo expert, but doctor has low cooldown for some stuff and the option to craft a lot of value in 1 hour cooldown.
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I think exps for crafting should be just more scaled. (More xp for higher tier stuff, same low for lower) otherwise fighter builds would be easily able to level through 0tier stuff but crafters should be given a chance to lvl through their craft.
umm, then you haven't played this game for long, matey, I prefer to level my fighter alts through killing >7AP critters (critters that have less than 7 AP per turn...) with my bare hands until I have 140% in my primary combat skill, requires no materials at all, and the levels come pretty fast, and then you normally go for mutie molerats or centaurs... I hardly think any fighter would want to level through the tedious art of gathering materials and then crafting half-assed weapons for the proposed 20-40xp per gun... I mean really...
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umm, then you haven't played this game for long, matey, I prefer to level my fighter alts through killing >7AP critters (critters that have less than 7 AP per turn...) with my bare hands until I have 140% in my primary combat skill, requires no materials at all, and the levels come pretty fast, and then you normally go for mutie molerats or centaurs... I hardly think any fighter would want to level through the tedious art of gathering materials and then crafting half-assed weapons for teh proposed 20-40xp per gun... I mean really...
Especially with the just... god awful interface that forces extreme micro-managment.
click click click made a shotgun!
click click click made another!
Click click click made some shotgun shells!
Click click cl... Shoots self.
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I Loved it when you got like 60xp For a Gunpowder :P, Kind of Abusable, But in Real life.. You would learn more the more you do something.. Like Ridin' a Bike
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I Loved it when you got like 60xp For a Gunpowder :P, Kind of Abusable, But in Real life.. You would learn more the more you do something.. Like Ridin' a Bike
No need exp gained from gunpowder/metal parts.
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Your suggestion is cool. More XP would make "Press F - Choose Item - Click Fix - Click Done" more attractive and useful, especially to low level players.
This would also give them new "job opportunities" to get their first XP and caps, not only shoveling shit or doing boxes. Some bluisuits could join and start selling cheap craftable items at lower prices to other players for example. Why should this kind of activity be for groups of those with level 3 professions only? I mean, a slaver might need rope and find no merchant selling them or fibers to craft them. He could buy it at 75 caps or so from a bluesuit... more XP for crafting basic items would certainly encourage this kind of bussiness...