Question: To the Dev's, Crafters and everyone who has stackables.

Pretender

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Jarod "pretender" Parker
So here's what's up:

We have alot of resources that are plentifull all over the place, but have little to no markup. mainly because the stuff created with them have no markup, or the blueprints they are used in need resources that are hard to get.

We also have a ton of blueprints that are crafted little to none, resulting in other items not being crafted. This is mainly in the components section.

I propose the following:

Rather then introducing new bp's for new items that will eventually not be crafted due to component or resource shortage, instead introduce the same blueprints, but with different materials. This would be limited to different resources for component bp's, and different components for the final items. that way, alot of the low % resources that keep getting TT'ed, can instead be used to skill up on components, which can be used by crafters. furthermore, alot of BP's that are hard to craft now get used again.

The materials for components would be of both hunted and mined materials, while the components in the higher bp's could be switched for other components of the same level.


One could even go as far as letting different types of components need higher amounts and/or affect COS as shown in example using fictional numbers and names.:

(new) inferior component: tt 0.03 each
(new) lesser component: tt 0.10 each
current component: tt 0.30 each
(new) enhanced component: tt 0.60 each
(new) customized component: tt 0.90 each


the effect on the BP:

inferior: need 10x the amount
lesser: need 3x the amount
current: nothing changes
enhanced: need 0.5x the amount
customized: need 0.33x the amount



Thoughts and comments welcome, please have arguments that you explain rather then zomgnokthxbye.
 
So here's what's up:

We have alot of resources that are plentifull all over the place, but have little to no markup. mainly because the stuff created with them have no markup, or the blueprints they are used in need resources that are hard to get.

We also have a ton of blueprints that are crafted little to none, resulting in other items not being crafted. This is mainly in the components section.

I propose the following:

Rather then introducing new bp's for new items that will eventually not be crafted due to component or resource shortage, instead introduce the same blueprints, but with different materials. This would be limited to different resources for component bp's, and different components for the final items. that way, alot of the low % resources that keep getting TT'ed, can instead be used to skill up on components, which can be used by crafters. furthermore, alot of BP's that are hard to craft now get used again.

The materials for components would be of both hunted and mined materials, while the components in the higher bp's could be switched for other components of the same level.


One could even go as far as letting different types of components need higher amounts and/or affect COS as shown in example using fictional numbers and names.:

(new) inferior component: tt 0.03 each
(new) lesser component: tt 0.10 each
current component: tt 0.30 each
(new) enhanced component: tt 0.60 each
(new) customized component: tt 0.90 each


the effect on the BP:

inferior: need 10x the amount
lesser: need 3x the amount
current: nothing changes
enhanced: need 0.5x the amount
customized: need 0.33x the amount



Thoughts and comments welcome, please have arguments that you explain rather then zomgnokthxbye.

Pretender, there are a few issues with your ideas. But none that cannot be smoothed out.

The main problem is this. MA does not want crafting to make sense, so you are on a losing run:) A sensible lvl bp crafting guide from basic to middle to high components to some salable thing... such as a quad or a ship. Great idea. MA is not interested:) This is where it fails. Not you.


Random is the order of the day I am afraid. Which makes life hard for everyone.
I have cried for this all along
 
I like the general idea of this, I think putting less stuff in the tt is always a good idea! And I don't see how MA would lose out much on this, other than spending the resources to have it coded into the game, but this doesn't seem like it would take months and months to do, let's see if MA will do anything...
 
So here's what's up:

We have alot of resources that are plentifull all over the place, but have little to no markup. mainly because the stuff created with them ARE USELESS, or the blueprints they are used in need resources that are IMPOSSIBLE to get.

We also have a ton of USELESS blueprints that are crafted little to none, resulting in other items not being crafted. This is mainly in EVERY section.

Fixed for you :)
 
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