Msturlese
Stalker
- Joined
- Mar 7, 2021
- Posts
- 2,262
- Location
- italy
- Society
- Dirty Dingos
- Avatar Name
- Marco Killy Stur
i reached about level 40 in craft so far from the top clickers but i noticed several severe errors in the procedures
1. there are "DEAD ENDS", all geotrek BP are not craftable anymore
2. mechanomatrix were abandoned in v15 but still are part of the "adjustment" formula in ithaca
3. we loot "cause upgrade (L)" BP that produce a garbace item that is useless in game
4. there are too many ores, and too many enmatters
we need a "tier system" in crafting (it formally exists)
if we sort the BPs by LEVEL in the terminal we see "level" of them
i have access to level 12 BPs that are about 50 skill to use
my idea:
1. each "tier" or "level" of BP uses a specific enmatter, a specific ore... that would reduce "universe" items to 12 different resources per kind.
2. we have caly (monria, cp, foma included) cyrene arkadia NI toulan, RT.... 6 planet... 18 resource shared one specific, can be the ones already in the welding wire
3. remove all the bullshit cocktails in RT and put universe wide enmatter thene, remove all "music stones" from rt and put useable minerals too
4. ofc remove the stupid barrier of space (can just add a universal auction
5. remove the stupid wave system, change to fixed percentage of chance to loot each resource, are 12, decrease for higher level ones to make higher more desiderable items scarce... make a simple puyramif of chance, ranging from 20% of lysterium (used for level 1 items) to 2% of redulite (used for level 12 items). that means that rising ability and gaining access to better mining lead to more MU naturally, base it on mining skill so that they have some impact, like actual looter works.
6. components aswell use same resources for same "level".
benefits
1. huge increase in economy, less garbage in storage, easyer access to items
2. growing craft lead to use better resources to manufacture better items
3. better items at higher level have some sense... i mean enhancers use same pyrite for all 10 level.. it is really silly.. enhancers level 1 should use lysterium level 10 should use redulite, no imbalance, higher level items require harder resource,... yes, enh tier 1.2.3 woudl cost less.. and become cheap for (L) item users (rarely an armatrix goes over tier 4)... but the chepaer level 1...3 for UL users would face a 500% for enh10... so POWER would have a cost, and overall it is same as actual for T10 users
less garbage in storage (rhyme)
more chances to sink items
cleanup of non-clickable bps (revamp formula and make geotrek craftable again or remove)
new market for robot cubes being again craftable the (L) items to adjust in ithaca
RT would become interesting again with good items craftable with simpler materials
most of all rationalize a psycho system and create sinking items chances
CRAFT is the real engine of the game, having a better craft will lead to useable (L) items and a use for the huge amount of loot
(i woudl add
multicraft for components (ranging from 2 to 5 craft per success click based on crafting skill for the chance to obtain a multicraft)
and chances to get a "better quality" item, like a adj, imp, mod, aug, perf armatrix in the craft, each one with better stats
this would lead also UL users to consider to use them... in my idea a higher quality craft should have apart a better bullet composition (normal armatrix has 7.5% impact on bullet, like 6% for adj, 4.5% for imp, 3% for mod. 2% for aug, 1% for perfected) making them last much more, also 1 level of power more each tier, adj LR40 is like a lr45 normal, and so on, with a perfected leading to 25 level more, so that a ler40 is like a lr65... also add 7.5% more eff each level with a "perfect craft" 35 eff more than nromal (around 95%).
this would make armatrix great again, create a "craft 2.0" is easy... keep success chances like they are now, 42% for done craft, asss to each level of crafting ability a 0.1% chance for better quality of items with a 10% better chance at craft level 100 (there are FEW level 100 crafters in armatrix and components
this would lead for sure to revamp the profession create demand, create MU.
(the fixed percent chance in mining table would also remove wave effect, the more you drop the more you loot, remove server limitation on resource, just bomb and you are sure to average to forecast percentage of each items in say 10k bombs)
let the flame burn, kill the idea with adverse effects i dont see
1. there are "DEAD ENDS", all geotrek BP are not craftable anymore
2. mechanomatrix were abandoned in v15 but still are part of the "adjustment" formula in ithaca
3. we loot "cause upgrade (L)" BP that produce a garbace item that is useless in game
4. there are too many ores, and too many enmatters
we need a "tier system" in crafting (it formally exists)
if we sort the BPs by LEVEL in the terminal we see "level" of them
i have access to level 12 BPs that are about 50 skill to use
my idea:
1. each "tier" or "level" of BP uses a specific enmatter, a specific ore... that would reduce "universe" items to 12 different resources per kind.
2. we have caly (monria, cp, foma included) cyrene arkadia NI toulan, RT.... 6 planet... 18 resource shared one specific, can be the ones already in the welding wire
3. remove all the bullshit cocktails in RT and put universe wide enmatter thene, remove all "music stones" from rt and put useable minerals too
4. ofc remove the stupid barrier of space (can just add a universal auction
5. remove the stupid wave system, change to fixed percentage of chance to loot each resource, are 12, decrease for higher level ones to make higher more desiderable items scarce... make a simple puyramif of chance, ranging from 20% of lysterium (used for level 1 items) to 2% of redulite (used for level 12 items). that means that rising ability and gaining access to better mining lead to more MU naturally, base it on mining skill so that they have some impact, like actual looter works.
6. components aswell use same resources for same "level".
benefits
1. huge increase in economy, less garbage in storage, easyer access to items
2. growing craft lead to use better resources to manufacture better items
3. better items at higher level have some sense... i mean enhancers use same pyrite for all 10 level.. it is really silly.. enhancers level 1 should use lysterium level 10 should use redulite, no imbalance, higher level items require harder resource,... yes, enh tier 1.2.3 woudl cost less.. and become cheap for (L) item users (rarely an armatrix goes over tier 4)... but the chepaer level 1...3 for UL users would face a 500% for enh10... so POWER would have a cost, and overall it is same as actual for T10 users
less garbage in storage (rhyme)
more chances to sink items
cleanup of non-clickable bps (revamp formula and make geotrek craftable again or remove)
new market for robot cubes being again craftable the (L) items to adjust in ithaca
RT would become interesting again with good items craftable with simpler materials
most of all rationalize a psycho system and create sinking items chances
CRAFT is the real engine of the game, having a better craft will lead to useable (L) items and a use for the huge amount of loot
(i woudl add
multicraft for components (ranging from 2 to 5 craft per success click based on crafting skill for the chance to obtain a multicraft)
and chances to get a "better quality" item, like a adj, imp, mod, aug, perf armatrix in the craft, each one with better stats
this would lead also UL users to consider to use them... in my idea a higher quality craft should have apart a better bullet composition (normal armatrix has 7.5% impact on bullet, like 6% for adj, 4.5% for imp, 3% for mod. 2% for aug, 1% for perfected) making them last much more, also 1 level of power more each tier, adj LR40 is like a lr45 normal, and so on, with a perfected leading to 25 level more, so that a ler40 is like a lr65... also add 7.5% more eff each level with a "perfect craft" 35 eff more than nromal (around 95%).
this would make armatrix great again, create a "craft 2.0" is easy... keep success chances like they are now, 42% for done craft, asss to each level of crafting ability a 0.1% chance for better quality of items with a 10% better chance at craft level 100 (there are FEW level 100 crafters in armatrix and components
this would lead for sure to revamp the profession create demand, create MU.
(the fixed percent chance in mining table would also remove wave effect, the more you drop the more you loot, remove server limitation on resource, just bomb and you are sure to average to forecast percentage of each items in say 10k bombs)
let the flame burn, kill the idea with adverse effects i dont see