advanced workbench => public places => crafting cooldown to encourage frequent visits to public locations.
I refuse to accept that increasing "player interaction" has to be done with the cost of reducing fun. Cooldowns aren't fun. It's funnier to craft big deal of items in one go rather than 1 every hour.
Craft cooldown is shit, another cause of alting. Crafting must be regulated by time spent to gather mats, not by craft cd.
So you rather not visit public locations frequently, because it's boring? Player interaction isn't fun itself? It's easy to craft big amounts of items in one go, but then the whole idea of advanced workbenches in public locations are drained down the pipe. By your logic, it would be better if you could do all that in some cave, waste time to go to advanced workbenches since players visit them so rarely because they can make large amounts of items in public places and not return for a long time, that's why there's no player interaction, wasn't. So you refuse increasing "player interaction" because it's more casual, fuck player interaction, fuck features that makes you go out of your cave. Isn't this what the community has been asking for a long time? Many suggestion revolve around hardcore discussion about how to increase player interaction, now that it's done somehow, it's not good enough ... pfff.
All I know it's not fun. It just isn't. If I've got mats for 10 ca, then I want them now, not in the course of ten hours. Skycast had it right: crafting needs to be regulated with the output of mats. But that don't need cooldown either.When farming, there's no time to talk to other players so there's no player interaction in first place. How many times have you stopped talking to someone for 20 minutes when you're hauling stuff in town? Mostly you just meet guys named "crafter02" and "Barter" who aren't even interested in talking anyway.
But that don't need cooldown either.
No resource is rare in fonline, makes crafting really easy, equipment looses worth. If rare resource for crafting CA is needed to obtain, it still can be calculated x time needed to obtain the resource to craft y items. Now as i said no resource is rare, so 1 hour cooldown works as a regulator for item scarcity, that's a bad solution yes, but there's nothing to replace it in 2238.
For me personally it's less fun to PvP if most items enemy has, i basically swim in those items of how much i have them already.
There is already cooldown(global cooldown), how do you control the output of resources if there's no cooldown?
Dog mule+high CW alt and just farm farm farm farm farm, kill dog in some location in your base. Is that fun?
If there's random encounters and resources in it with a fixed amount, it's still X amount of time to find Y amount of encounters(only this is a shorter cooldown, and you can still find encounters with multiple windows) So it would be the same to reduce the CD gained from crafting items at workbench.
Who said there needs to be regulator for item scarcity? Let players regulate themselves.
Top gear is always wanted. The more you have, the more you risk and lose. Then you don't have that much anymore. Besides, even now we have lots of gearless bluesuits spamming themselves. If gear was so easy to get, you'd expect everyone to be in ca without being afraid to lose it but that's not the case.
By risk. Presented either by players or npcs.Randomness could also be a solution in this case, it's good for farming. It's more exciting to find random ammounts of materials or even random treasures than always the same stuff.
Adding cooldowns surely don't make it funnier.
Yes but you can do it as long as you want, which creates a feeling of freedom.
Crafting timer was in the game since ever.
Its just pointless to put in crafting timers this late into the game, that is the issue I have I could care less about the timer, its just like crafting BA last wipe. It just seems way too late to implament something like this when the players who have stuck around are super rich and stockpiled.