• Crafting Revamp
    4 replies, posted
Firstly I understand this game is in alpha and that the crafting system is nowhere near finished however I still believe that it should be discussed to give the devs some possible inspiration and ideas to develope it further. Alot of you have been saying that making the crafting system too full is making it too much like MC to which I'd like to point out that crafting is fundamentalt to the genre of Survival games, of which there have never been many. Would you prefer that Battlefield not have guns or grenades because it's too much like CoD? No so shut up. Survival games should obviously include PvP however PvP is not what the point of SURVIVAL. Anyway without further bullshit I'd like to give some insight into what I'd like to see from the crafting system near release: Tiers: I'd like more endgame mats to be able to be crafted for higher tier gear. Low to High Quality Metals, electronics, refining of ores, that sort of shit. Metal fragments seem useless to me at the moment and should just be replaced with Low Qual Metal at 1 to 1 for ore to metal, then have refining perhaps be 10 to 1 to refined then 10 to 1 to high quality metal for high quality gear, such as M4, Snipers, whatever. This would help there be more resource spenditure on high quality gear without having to horde 10,000 fragments for a high powered gun. Components: Simply there to make crafting more interesting and give a purpose to research being end game. Having more components means more research means more play time extending the longevity of the game. Having weapon stocks, barrels, scopes all come together and having to be crafted in order to craft a gun. Resource Generation: Currently the grind is okay for the higher tier items however once crafting is expanded spending 10 hours just to collect say 15 High Quality Metal from 15000 ore would be rediculous, therefore I'd like to see electric powered excavators or miners come to play, the ability to farm trees, etc, in order to help create more established cities and allow players to build larger and better cities and buildings once the map increases. Resource Harvesting: I really think trees should be viable for farming wood and have the nodes be a pleasant surprise rather than a necessity. Even upping it to 3 wood per swing with 30-60 wood per tree would be okay and make the mountains farmable for basic materials. Just some ideas for now don't want to go too indepth since this is supposed to be an open discussion not a suggestion thread. So what would you like to see?
Noone has any ideas?
Suggestion forums are open =0)
I hit about the part of "Extending gameplay" on the component part and just stopped. so from where you started I liked the idea, but there's just so much that wouldn't work. The problem with the game's system is the time it takes to hit end game. It should take a little longer, but not much. It's basically good where it is and it's a bad idea to try and make the start to finish time longer, and here's why: So say you're the first guy on the server that was just wiped. It's 2 AM, there's like 3 guys on. Say you're running around and come across a gun in rad town. Ok you just got a head start from everyone else that's on. So then you build a small little house and start hunting the other guys because by this time they have a good amount of gear racked up in what are likely incomplete homes. So you kill them and blah blah steal shit, gather resources, basically what you can do now. Ok now here's the part that will differentiate: Let's change the perspectives a little bit- the "You" is now "The big dude with a gun". So You log into this server, and The Big Dude with a Gun is full powered and murdering anyone within sight. NORMALLY it would take someone a couple deaths and a few hours to finally find a good spot and build up to fight him- Kevlar to kevlar. BUT -- Because your idea was put into place, where end game is harder to reach, suddenly it's harder to kill him because it requires more effort to build up the resources needed to get on his level. It follows the whole "Rich get Richer and poor get poorer" thing because he has the gun and you will take too long to find one and get it combat-ready because he would have found you by then and killed you. So yeah, I agree that the endgame needs tweaking as per progression to it, but definitely not to take longer to reach in the game's current state. I made a pretty extensive post a while back on someone's thread similar to this proposing that you start off how you do (Rock) and progress to a tribal era (with spears and shit) then to a Medieval era (Swords, shields, metal armor, etc) and then to revolutionary war/pirate age (Flintlocks and everything) to the pipe shotgun and everything, to a western / American civil war (Revolvers, level rifles, double barrel shotguns, chain mail, etc) to a WWI type (Bolt action rifles, heavy innaccurate machine guns, heavy plating, etc), then to a WWII type thing (Thompsons, MP40s, Colts, grenades, bullet proof vests, etc.) to a cold war era (MPL, Dragonuvs, AK-47s, M16s, makarovs, Ballistic vests, etc) and progressing into a modern cartel era (AKMs, glocks, Uzis, Kevlar, etc) and into a modern warfare type era/ end game (M4s, .50 cal machine guns, Ceramic plating, etc). This solves the progression issue and assures that someone a level or two below you can take you out with proper planning, gives us more content, and allows for combat variation. But hey why do that when you can wait for the playerbase to make their own content?
[QUOTE=JasonChang55;43992375]I hit about the part of "Extending gameplay" on the component part and just stopped. so from where you started I liked the idea, but there's just so much that wouldn't work. The problem with the game's system is the time it takes to hit end game. It should take a little longer, but not much. It's basically good where it is and it's a bad idea to try and make the start to finish time longer, and here's why: So say you're the first guy on the server that was just wiped. It's 2 AM, there's like 3 guys on. Say you're running around and come across a gun in rad town. Ok you just got a head start from everyone else that's on. So then you build a small little house and start hunting the other guys because by this time they have a good amount of gear racked up in what are likely incomplete homes. So you kill them and blah blah steal shit, gather resources, basically what you can do now. Ok now here's the part that will differentiate: Let's change the perspectives a little bit- the "You" is now "The big dude with a gun". So You log into this server, and The Big Dude with a Gun is full powered and murdering anyone within sight. NORMALLY it would take someone a couple deaths and a few hours to finally find a good spot and build up to fight him- Kevlar to kevlar. BUT -- Because your idea was put into place, where end game is harder to reach, suddenly it's harder to kill him because it requires more effort to build up the resources needed to get on his level. It follows the whole "Rich get Richer and poor get poorer" thing because he has the gun and you will take too long to find one and get it combat-ready because he would have found you by then and killed you. So yeah, I agree that the endgame needs tweaking as per progression to it, but definitely not to take longer to reach in the game's current state. I made a pretty extensive post a while back on someone's thread similar to this proposing that you start off how you do (Rock) and progress to a tribal era (with spears and shit) then to a Medieval era (Swords, shields, metal armor, etc) and then to revolutionary war/pirate age (Flintlocks and everything) to the pipe shotgun and everything, to a western / American civil war (Revolvers, level rifles, double barrel shotguns, chain mail, etc) to a WWI type (Bolt action rifles, heavy innaccurate machine guns, heavy plating, etc), then to a WWII type thing (Thompsons, MP40s, Colts, grenades, bullet proof vests, etc.) to a cold war era (MPL, Dragonuvs, AK-47s, M16s, makarovs, Ballistic vests, etc) and progressing into a modern cartel era (AKMs, glocks, Uzis, Kevlar, etc) and into a modern warfare type era/ end game (M4s, .50 cal machine guns, Ceramic plating, etc). This solves the progression issue and assures that someone a level or two below you can take you out with proper planning, gives us more content, and allows for combat variation. But hey why do that when you can wait for the playerbase to make their own content?[/QUOTE] Im aware of the suggestion forums but this is more about crafting discussion than a suggestion. While I slightly see where you're coming from the whole idea is to make players have incentive to join other players and not just kill each other for stuff in order to achieve that end game. Sure you could have someone like this running around in top tier weapon and armour after farming countless hours alone, however if a few people would band together and get crafting up they would be able to deal with this lone person and work their way towards that final tier. You shouldnt be thinking of end game as simply PvP because as much as alot of you may want it to be it's not an FPS. Crafting should be there to build cities and form alliances not just build each others bandit camps.
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