Nanashana
Dominant
- Joined
- Apr 12, 2021
- Posts
- 406
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- Avatar Name
- Nanashana Nana Itsanai
Didn't want to necro this: https://www.planetcalypsoforum.com/...ndition-bar-from-the-crafting-machine.279137/ but feels like being on a path to UE5 is a good time to revive an older controversial topic.
Its no secret that there's a significant amount of PED that gets cycled through explosive, and recycle, gambling on a daily basis (And I'm not one to shy away from admitting to clicking my fair share of recycle).
However, with MA's plans to move towards UE5 and see, hopefully, a resurgence in popularity and player-base there's a very real risk that regulatory eyes may fall back on the game and look at things in a bit more detail (the world has moved on significantly since Finansinspektionen and Spelinspektionen would have reviewed the game's mechanics and mechanisms for players to cycle and interact with the economy. And having such mechanics available would only serve as ammunition for content creators to drag Mindark over the coals as predatory.
Anyone with half a brain can see the condition bar within a crafting terminal as a thinly veiled way of interacting more with a slot machine, and there have already been a number of players in the past who have seriously put their own lives and livelihoods at risk through unhealthy and destructive habits within the game.
The way I see it:
Mindark has a duty of care to ensure that players are afforded the same level of care and protections that other consumers are in the gambling space (i.e. https://www.spelpaus.se/), which promotes better healthy gaming habits, controls and monitoring and ways to self-exclude in the event someone wants to opt-out.
Sadly, this is less likely to happen as Mindark needs to make a very visible acknowledgement that the game can be used as a gambling platform—which they have no incentive to do.
In the absence of that, I'd like to see the UE5 version of the game have the condition mechanic removed entirely, with design thought about to mitigate the common pushback from other players (e.g., Residue). Ultimately, there's no real reason for the slider to be there from a functional perspective, only to sacrifice the crafted component at a higher chance of near successes and huge multipliers.
My proposal would be:
Its no secret that there's a significant amount of PED that gets cycled through explosive, and recycle, gambling on a daily basis (And I'm not one to shy away from admitting to clicking my fair share of recycle).
However, with MA's plans to move towards UE5 and see, hopefully, a resurgence in popularity and player-base there's a very real risk that regulatory eyes may fall back on the game and look at things in a bit more detail (the world has moved on significantly since Finansinspektionen and Spelinspektionen would have reviewed the game's mechanics and mechanisms for players to cycle and interact with the economy. And having such mechanics available would only serve as ammunition for content creators to drag Mindark over the coals as predatory.
Anyone with half a brain can see the condition bar within a crafting terminal as a thinly veiled way of interacting more with a slot machine, and there have already been a number of players in the past who have seriously put their own lives and livelihoods at risk through unhealthy and destructive habits within the game.
The way I see it:
Mindark has a duty of care to ensure that players are afforded the same level of care and protections that other consumers are in the gambling space (i.e. https://www.spelpaus.se/), which promotes better healthy gaming habits, controls and monitoring and ways to self-exclude in the event someone wants to opt-out.
Sadly, this is less likely to happen as Mindark needs to make a very visible acknowledgement that the game can be used as a gambling platform—which they have no incentive to do.
In the absence of that, I'd like to see the UE5 version of the game have the condition mechanic removed entirely, with design thought about to mitigate the common pushback from other players (e.g., Residue). Ultimately, there's no real reason for the slider to be there from a functional perspective, only to sacrifice the crafted component at a higher chance of near successes and huge multipliers.
My proposal would be:
- Removal of all Crafting residues.
- Implementation of:
- Manufactured Metal Residue BPs:
- Take 10x ingots of ores and return Residue on a success; shrapnel would be the side-product.
- Manufactured Metal Residue would then set an additional floor on mined material markups, providing more markup back to the wider game economy (such as the effect of Nanocubes).
- Manufactured Metal Residue BPs:
- Removal of the condition bar.
- And as a stretch goal:
- Different tiers of crafted crafting machines which allow players to craft in multiples for components and other stackable items:
- I.e. Can chose to batch craft 10 enhancers a click
- Averages 4-5 enhancers per success + partials.
- This would allow players to optimise craft batches to return more valuable near-success materials (and mitigate some of the pain of crafting a lot of components).