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Old 07-08-2008, 17:41   #1
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Make Crafting more challenging

While reading this thread i once again realized that crafting is tedious and drives people toward the use of autoclickers (and others towards the forum to discuss it).

So here's my proposal to change this once and for all:

Make crafting more fun by making it more like hunting

Crafting machines should have real malefunctions (not the failures they already have today which just result in no return on the try) which deal damage like mobs do in hunting.

Damage will be dealt using the same algorythm which is used by mobs (not a time interval based attack but a crafting try based attack), type of damage and potential would be determined through the blueprint level (higher level -> higher max. damage) and type (eg. crafting tubes would give cut, batteries electric etc.).

Damage could be dealt only to the avatar having the failure, or (even better) spread among all avatars currently using the machine (which would need limiting the maximum concurrent users per terminal) so damage is spread among them - like the launchers work. Welcome to team crafting for higher blueprints!

Would also bring much more action to the service centers when massive criticals blow some avatars through the room from time to time

Only real coding change would be the need to enable tool usage (so that you can FAP) while at the machine, the damage thingy should be a no-brainer.

What do you think?

Tussi

Last edited by Tussi; 07-10-2008 at 05:47. Reason: oO crap spelling error hidden a bit. Thanks to Compusmurf for pointing it out!
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In PE i liked shooting mobs and dropping mines ... cycling the PED (shoot, loot, buy ammo, repeat) till all was spend on decay.That was fun.

In EU way to many PED are lost on the first run or taxed away on armor change ... which is discouraging to put in any more. Because this is no longer funny.
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Old 07-08-2008, 17:51   #2
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I think it would be a good idea to make the crafting process less dull.. *click* *click*..*click*......*click*........

It can be boring stuff, but making it more interactive would surely make things better.. I'm sure there's people who are happy with the system how it is now.. but who knows..
Alongside of your suggestion comes more decay = more peds to MA.. so who knows, maybe it'll be thought about

I kinda like your idea
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Old 07-08-2008, 17:52   #3
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Martial Arts

If anything, I'd love to see a crafting system similar to (sorry I have to do this but people freak out) a game that takes place a long time ago in a galaxy far far away

Basically, if you've never seen how that system works, there are your basic minerals, copper, aluminum, steel, etc. all of which are rotated approximately every 2 weeks (11 days in reality). These minerals are rarely the same "brand" if you will, like one day the steel could be durulium, and the next cycle the steel would be like naboolium or whatever.

The minerals have different quality levels which in the end lead up to a product that is a direct reflection of the quality of the minerals that were used to create it.

It was by far the most intuitive system I've ever used, and I was rarely bored with it.

I am an Elder Master Architect, and was in game from beta, up until recently. I still go back every now and again, I just wish other games would pick up on a system like that.
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Old 07-08-2008, 18:22   #4
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I wouldnt mind walking inside a service center right after a new VU, just to be met by a 500 damage critical hit from someones crafting machine, lol.
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Old 07-08-2008, 18:46   #5
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Quote:
Originally Posted by overscore View Post
I wouldnt mind walking inside a service center right after a new VU, just to be met by a 500 damage critical hit from someones crafting machine, lol.
Sorry, seems it was a bit unclear: i want the people logged into the machine get the damage - not the bystanders.

But it would surely make a funny bug (critical killing everyone in service-center or even universe-wide)

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Old 07-08-2008, 20:11   #6
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anyone crafting is automatically PVP.

instant excitement.
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Old 07-09-2008, 04:20   #7
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What isn't challenging about analyzing and identifying loot patterns
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Old 07-09-2008, 07:22   #8
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Personally I think it's ridiculous!
We already give huge amounts of decay to MA, we give them HUGEST amounts of ores when "system fails"...
adding this, I personally think that all the crafters will stop to craft...
think about the Hi end tools, armours, attachments and so on that already are Enormously expensive... adding damage and decay will cost more than now!

Definitively a VERY BAD idea...
But I'm not against a modification of the crafting system ... 'cause now it's a bit boring... had a 3000 click session and I can say it was a real pain!!!!!!!!!!
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Old 07-09-2008, 07:40   #9
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Yep, crafting sure needs a better system.
I like complex systems, where you have to use a lot of parts to the final
product, using way over 20 BPs just for one type of weapon.
But as mentioned, there should be variation in outcome.
There could be classes like LightEdt, StandardEdt, X-rngEdt and so on, with
modifiers to basic item, like longer range and/or more dmg, just as example.
Modifiers could be max 5-10% from basic item.
We could even have SIB when we are successful to create ExtremeEdt...

Something I do hate are the restrain startegy MA use.
First it's impossible to get BP, then it's impossible to get resources.
Skills should limit us instead, not resources.
See it like RL, when you are examened as a (ordinary) nurse, your first
assignment at hospital will not be a complex hartsurgery...

Last edited by Joat; 07-09-2008 at 07:45.
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Old 07-09-2008, 07:50   #10
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Quote:
Originally Posted by thoreau View Post
anyone crafting is automatically PVP.

instant excitement.
automatically PVP4 would be fun ^^
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