Basically i have two suggestions for Revamping the way research kits work.
Currently research kits are Over Powered and Under Powered...Let me explain, Basically when you first get your kit you use it as much as you can to get all the researches you need, but after you research everything its just useless and sits there till a new patch that adds something to the game, and this doesnt seem to balance out what the research kit is suposed to be used for
The first suggestion is to keep the research kits having infinite usability, but making players loose all their knowledge(researches) when they die. Someone on a different thread said something along the lines as, if someone dies how is it that they become a new person that knows exactly what the original person knew and doesnt know what the original person didnt know.
With this mechanic implemented it would make research kits constantly used and people would keep spare sets of things they need to research around, and they probably wouldnt research everything every time they respawn just the stuff they needed. It will also increase the need to protect your research kits, because if someone takes your kit and you die, then you will be starting off fresh and have to work to re-research everything.
The second way is to make research kits 1 time use and allow players to keep the researches they know on death. This way they do not just get to have every research from 1 kit, it will make the value of research kits go up and it will be harder for people to rush knowing how to make everything. Ex: Someone finds a research kit and finds an m4, they can research the m4 but cant research the ammo till they find another kit and research one of the bullets they find. This will make the game a little more balanced in the earlier parts of a wipe and the players wont have to constantly re research everything
I feel implementing either of these methods would be a good way to change the way that the kits are used.
Any input yall have is always appreciated, good or bad, as long as you can back up what you say
Id go for the second option personally, Itd be nice to have something sticking with you after losing house and life. Good ideas.
The first one is a terrible idea. We already have groups running around and terrorising everyone with M4s. If that was implemented, not only we would forget how to make important things for survival if we died, but the big groups that never die would know how to make all the things and they'd have an even bigger advantage over lone players than they already have.
How would the second one make sense? Wouldn't it be weird if you had a physical item IRL and it just disappear after one use?
[QUOTE=KyuubiKid13;41951474]Basically i have two suggestions for Revamping the way research kits work.
Currently research kits are Over Powered and Under Powered...Let me explain, Basically when you first get your kit you use it as much as you can to get all the researches you need, but after you research everything its just useless and sits there till a new patch that adds something to the game, and this doesnt seem to balance out what the research kit is suposed to be used for
The first suggestion is to keep the research kits having infinite usability, but making players loose all their knowledge(researches) when they die. Someone on a different thread said something along the lines as, if someone dies how is it that they become a new person that knows exactly what the original person knew and doesnt know what the original person didnt know.
With this mechanic implemented it would make research kits constantly used and people would keep spare sets of things they need to research around, and they probably wouldnt research everything every time they respawn just the stuff they needed. It will also increase the need to protect your research kits, because if someone takes your kit and you die, then you will be starting off fresh and have to work to re-research everything.
The second way is to make research kits 1 time use and allow players to keep the researches they know on death. This way they do not just get to have every research from 1 kit, it will make the value of research kits go up and it will be harder for people to rush knowing how to make everything. Ex: Someone finds a research kit and finds an m4, they can research the m4 but cant research the ammo till they find another kit and research one of the bullets they find. This will make the game a little more balanced in the earlier parts of a wipe and the players wont have to constantly re research everything
I feel implementing either of these methods would be a good way to change the way that the kits are used.
Any input yall have is always appreciated, good or bad, as long as you can back up what you say[/QUOTE]
Do you mind if i put the second option in my thread about overall suggestions to the game?
[QUOTE=Daniel Munoz;41954551]Do you mind if i put the second option in my thread about overall suggestions to the game?[/QUOTE]
i dont mind, go for it
[editline]25th August 2013[/editline]
[QUOTE=karpik232;41954510]
How would the second one make sense? Wouldn't it be weird if you had a physical item IRL and it just disappear after one use?[/QUOTE]
blueprints are a physical item that disappear after use. So whats your point? if thats your argument then make blueprints infinite use so that people can toss them around with friends and learn all the recipes
also, medkits and research kits are pretty much the same. They are boxes with materials for first aid/researching, so you could also argue that medkits shouldnt disappear after 1 use. But that would break the game more than a simple non-logical mechanic, because as we know trying to add logic to a game is stupid. Making mechanics that work and are effective are the way to make a game better
[QUOTE=KyuubiKid13;41958174]blueprints are a physical item that disappear after use. So whats your point? if thats your argument then make blueprints infinite use so that people can toss them around with friends and learn all the recipes[/quote]
Actually, blueprints did have infinite uses before, and I think that they should have infinite uses again.
[QUOTE=KyuubiKid13;41958174]also, medkits and research kits are pretty much the same. They are boxes with materials for first aid/researching, so you could also argue that medkits shouldnt disappear after 1 use.[/quote]
But the more you use a first aid kit, the less resources you have inside it. You can use a bandage on a person but you can't use it on another person because there are no more bandages.
Research kits use paper, and paper disappears after you research an item.
[QUOTE=KyuubiKid13;41958174]Making mechanics that work and are effective are the way to make a game better[/QUOTE]
They may make the game better but they can also make survival more tedious. Don't forget that people will get bored and annoyed to the point where they'll just stop playing if they will try their hardest to survive, learn how to make some items, and then get killed and have to restart everything.
[QUOTE=karpik232;41961137]Actually, blueprints did have infinite uses before, and I think that they should have infinite uses again. [/quote]
i was unaware of this fact, when i started playing they were consumed.
[QUOTE=karpik232;41961137]But the more you use a first aid kit, the less resources you have inside it. You can use a bandage on a person but you can't use it on another person because there are no more bandages.
Research kits use paper, and paper disappears after you research an item.[/quote]
This is also true. However, for the most part we can assume what is in a medkit. We dont know what is in a research kit or what it entails, so assumeing its just basic drafting materials then the research kit should still have some sort of durability because you are not gonna find a box of brand new drafting materials in a place like this. The materials may be useable but they will most likely be semi-broken, oldish, and rusty. So for this they could add some sort of set durability (like 5 uses or something) or add a randomizer that will make the kit last anywhere from like 2 uses to 10 or something like that.
[QUOTE=karpik232;41961137]They may make the game better but they can also make survival more tedious. Don't forget that people will get bored and annoyed to the point where they'll just stop playing if they will try their hardest to survive, learn how to make some items, and then get killed and have to restart everything.[/QUOTE]
People have already reached that point of boredom and are leaving, thats why there are only like 30-40 people on nowadays. I plan on going a bit deeper into this discussion in another post. The thing is that survival is supposed to be hard and tedious, it isnt supposed to be easy even if your with a group, the group is just there to cushion the surviving abit.
Also suggestion 1 is the one that would be the most tedious, because if you have like 20 things to research every time you die that can get annoying, suggestion 2 is more player friendly in that it just makes the person ability to stably generate their gear a bit harder, and it makes the starting play after a wipe a bit more easy to handle unless some people just get lucky. It doesnt stop people from obtaining the materials, they can still find them scavenging, they just cant research as much as fast.
[QUOTE=KyuubiKid13;41962413]the research kit should still have some sort of durability because you are not gonna find a box of brand new drafting materials in a place like this. The materials may be useable but they will most likely be semi-broken, oldish, and rusty. So for this they could add some sort of set durability (like 5 uses or something) or add a randomizer that will make the kit last anywhere from like 2 uses to 10 or something like that.[/quote]
This sounds like the best idea.
Still, they could just leave it as it is so it wouldn't punish the lone players.
[QUOTE=KyuubiKid13;41962413]The thing is that survival is supposed to be hard and tedious, it isnt supposed to be easy even if your with a group, the group is just there to cushion the surviving abit[/quote]
Yes, but adding these changes to the research kit would make it easier for the group.
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