For workbenches and Blueprints I always hoped that you could build anything IF you had the Workbench you needed and if you had the scrap. I feel that you need get rid of blueprints, but keep the workbench/scrap.
Let me know your thoughts - this is my first post ever. Love the game (3 + years playing). My only complaint really was getting killed by animals when I was in my house sleeping - and that ended awhile ago
One of the affects will be a decrease in time that larger groups will be out in force raiding etc.
Blueprints were brought in slow down progression. That slow down is felt a lot more by solos and duos in my opinion.
You could have a similar system and remove all BP's. The level 1, 2 and 3 benches can make their respective items. So you can't make rockets with a level 1 bench, even if you have the scrap.
You can still experiment on workbenches, but naturally instead of giving you a random blueprint, you obtain a random appropriate workbench level item in game. Of course it can't tell what items you have gotten before so experimenting becomes a risk; but perhaps having a static scrap amount on all three workbenches might mitigate that risk somewhat.
Cheers for the suggestion.
Just an ideea, while munching away my burger:
What if, instead of scrap, progression was activity related? Let's assume firearms progression: you've just started, you only have eoka, to get to building the pipe shotgun you need to build experience (use) that eoka. After like 20 killls and some mining/gathering/recycling, you get the ideea of how to make the shotgun pipe. Use that some more and mine/gather/recycle some more and you get to do the double-shotgun or perhaps branch off to the semiautomatic rifle. Similarly, from eoka you get the ideea of the revolver and, after you made the semiautomatic rifle, the ideea of the semiauto pistol. And so on and so forth.
basically, you'd need to play all aspects of the game consistently before unlocking the T3 stuff.
No longer quick progression just because you're very good at pvp.
No longer researching stuff.
Timed progression, accelerated by activities, with some minimum requirements in each field (fighting, exploring, gathering, mining, recycling, crafting).
Ok, burger done. See ya.
god forbid all the nakeds that would get camped when you need to get 20 kills with eoka pistol. this system is ok ish but some of the scrap amounts really need a change and there are few items that are in tier 3 workbench that should be in tier 2.
Ok, in perspective I admit killing as a means to get better killing tools was not a right ideea. But playing non-pvp aspects of the game to get better weapons is a good ideea, imho
Bad idea, imagine a new month, a new wipe, and a 20 man clan appears. Next day: C4, Rocket Launchers and AK's easily. Solos? Crossbows. And no base. Ok this is an exaggeration but it is part of the truth.
That's precisely it: what you've described is happening now now but would not happen if each guy would need to follow his own path to new hardware (and the path was grindy enough). By the end of first day, all 20 guys would have shotguns, just like the solos, assuming the same time spent online. The clan would gain momentum by being able to operate with impunity in the area but still the difference would be mostly tier 3 versus tier 3, not tier 3 versus tier 1 stuff.
Oh wasn't talking about your idea, just the original post. I disagreed because I'm shit at PvP and having to kill people to be able to craft new weapons would turn me 100% off from the game, and this might be the case with many others.
sounds neat on paper would be horrible in practace
The concepts good you just need to tweek it. I think instead of kills it should be how long the player you killed was alive for when doing this it will make it so that clans won't just be camping naked spawns all day.
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