• [Suggestion] Remove research kit and make blue-prints not learnable
    37 replies, posted
Maybe you should be a normal human being and look at the blueprint multiple times while creating it. For example, to craft an M4 you need the build requirements AND a M4 blueprint, which has a 1/5 chance of "tearing" (rendering it useless)
[QUOTE=DrABK;42675732]As I stated, I WAS playing solo. Took me 2 hours to get EVERYTHING I needed to build a base. I had all but the metal wall learned within 5 hours and I had already taken the time to help two other people make a basic 2 room base. [/QUOTE] I'm not sure you can define well established timing for doing these things when it is largely dependent on what server you play on and when. I don't think the average player could do all of that in the times you are specifying on a typical server during usual playing times. When you add in competition for resources and rad zones, it makes things a bit more difficult. Trying to find a spot to build a base can even be difficult if you show up late. I do agree that the game does need to be stretched out and have longer terms goals added, however. Even with it being alpha, I am having difficulty seeing what those things could be, but then, I don't have Garry's vision.
[QUOTE=StryfeKhaos;42677048]I'm not sure you can define well established timing for doing these things when it is largely dependent on what server you play on and when. I don't think the average player could do all of that in the times you are specifying on a typical server during usual playing times. When you add in competition for resources and rad zones, it makes things a bit more difficult. Trying to find a spot to build a base can even be difficult if you show up late. I do agree that the game does need to be stretched out and have longer terms goals added, however. Even with it being alpha, I am having difficulty seeing what those things could be, but then, I don't have Garry's vision.[/QUOTE] I was playing on the East Coast server JUST outside the west most Rad town, in the late afternoon and evening. There were like 150 people on at the time and I saw TONS of little kids running back and forth with M4's and full kevlar (those are the times I did a lot of crafting). Beyond helping two other new guys build places, I also gave always lots of stuff to new guys that ran by and needed a little head start.
[QUOTE=DrABK;42677263]I was playing on the East Coast server JUST outside the west most Rad town, in the late afternoon and evening. There were like 150 people on at the time and I saw TONS of little kids running back and forth with M4's and full kevlar (those are the times I did a lot of crafting). Beyond helping two other new guys build places, I also gave always lots of stuff to new guys that ran by and needed a little head start.[/QUOTE] Well, I was giving you a roundabout compliment, because I said 'an average player' -- it doesn't sound like you are 'an average player.' :)
Actually, you know what I said about blueprints shouldn't be consumable? Scratch that. A really cool mechanic would be this: You have "skill points" for each item in the game, which starts at 0 for most items aside from the most basic (which start at 5). 0 means you cannot craft the item, it will result in a pile of junk 100% of the time. Blueprints give you 5 skill points toward an item, making it 5% more likely that crafting it will be successful. The blueprint is consumable, so studying the blueprint will delete it from your inventory.
[QUOTE=KillaMaaki;42677338]Actually, you know what I said about blueprints shouldn't be consumable? Scratch that. A really cool mechanic would be this: You have "skill points" for each item in the game, which starts at 0 for most items aside from the most basic (which start at 5). 0 means you cannot craft the item, it will result in a pile of junk 100% of the time. Blueprints give you 5 skill points toward an item, making it 5% more likely that crafting it will be successful. The blueprint is consumable, so studying the blueprint will delete it from your inventory.[/QUOTE] I thought about that as well. I thought it would be better if you needed BP's to allow you to increase your skill's proficiency. So when you go to craft something, you can consume a BP to increase your proficiency some random percent (each time), and then you roll the dice using that new proficiency to find out if you manage to make something that isn't junk. I think it would be nice to have BP's in the game for the purpose of "learning" when you go to craft something, but I don't think they should persist beyond a single use. The whole idea is to create some more randomization in the game which gives a LOT of replay-ability.
[QUOTE=KillaMaaki;42677338]Actually, you know what I said about blueprints shouldn't be consumable? Scratch that. A really cool mechanic would be this: You have "skill points" for each item in the game, which starts at 0 for most items aside from the most basic (which start at 5). 0 means you cannot craft the item, it will result in a pile of junk 100% of the time. Blueprints give you 5 skill points toward an item, making it 5% more likely that crafting it will be successful. The blueprint is consumable, so studying the blueprint will delete it from your inventory.[/QUOTE] I like it. And maybe like someone else suggested, you could find different quality of blueprints that teach you more or less? This might lead to specialization within groups. Hey, I need a good shotgun. I'll go ask KillaMaaki because he's the resident shotgun expert. For people not in groups, you might be able to parlay focusing on a skill into bartering by being really good at making something while everyone else is going more jack-of-all-trade.
[QUOTE=StryfeKhaos;42677334]Well, I was giving you a roundabout compliment, because I said 'an average player' -- it doesn't sound like you are 'an average player.' :)[/QUOTE] Actually the complex with the sky bridge was my first try in the game. I just had an idea for a basic structure an added onto it as I went. I didn't even realize you could turn off the flashlight and laser sight until the VERY end of this second try (I was carrying a separate pistol with a flashlight on it for night use, they were THAT easy to find).
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