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Will there be resource criterias?


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What I've enjoyed the most and I think made the game so much fun is the ability to have criteria on every resource type.

Depending on them you can craft average/good/great items, which makes mining a very important task, so territory control.

 

The crafted items (gun, turret for instance) would have many criteria which value will be computed from the resource's ones (and maybe also the crafting skills).

 

Doing so makes the game so much fun/competitive on the crafting side and the efficiency of a given organization depends not only on its size and cheer production level, but also on the quality of the miner/crafters.

 

A "minecraft" only approach is good enough... for minecraft, but for a MMO with PvP I think it would be too limited. people going for crafting skills would want such complexity, otherwise crafting is only about grinding and repeating process, no research to produce the best crafted item.

 

I was a big fan of Star Wars Galaxies for this reason, it was very (too much certain would say, I think) rich on this matter and made the whole game not only about "looting" items in dungeon (which is something Dual won't have too).

 

I really hope it's something that could be possible. I realize it's "big" feature with a lot of implications: you have to consider if the resources are spawning in a permanent way or for a fixed or slight flexible period of time (every week or so). Miners have to use a resource detector to spot the available resource and see their criteria. If you enable Extractors, then players have to move them frequently (also an interesting gaming situation, with interesting gameplay outcomes).

 

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  • 2 weeks later...

I think by criteria... you mean attribute or quality... most likely quality.  Criteria doesn't mean what you seem to be trying to make it mean.

 

Now if I'm correct then yes I agree with you.  More complex and engaging crafting arising from materials having different qualities is a good thing. 

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What I've enjoyed the most and I think made the game so much fun is the ability to have criteria on every resource type.

Depending on them you can craft average/good/great items, which makes mining a very important task, so territory control.

 

The crafted items (gun, turret for instance) would have many criteria which value will be computed from the resource's ones (and maybe also the crafting skills).

So it's more like the item quality based on the quality of the resource itself ?

That's cool,

I mean ... i can build build such great armor for better defense if i have better materials ? count me in !  B)

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  • 2 weeks later...

I think by criteria... you mean attribute or quality... most likely quality.  Criteria doesn't mean what you seem to be trying to make it mean.

 

Now if I'm correct then yes I agree with you.  More complex and engaging crafting arising from materials having different qualities is a good thing. 

That's exactly the point. You have better guns (more power, speed, precision), better armors (lighter, more resistant for different damage types (gun, contact, etc.), lasting longer). For buildings this could make them tougher/weaker based on what you used.

 

For me it's a critical point that will make this game a RPG and not a Minecraft like game.

 

As a programming developer myself, I'm aware it's not an easy thing to realize, but it add such depth to the game, when you look for an item, there're tones of them of the same type, say a given type of gun, but each of them having different specs when you start the game you only have the money to buy the crappy ones, but the further you play the more expensive ones you can buy.

 

I you add to crafting a percentage of "luck" that will make what could have been a very good item to a "legendary" one, it's even more interesting, because only the elite can by this item, the demand is below the offer and then auctions are conduced to sell the item.

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I think by criteria... you mean attribute or quality... most likely quality. Criteria doesn't mean what you seem to be trying to make it mean.

"You keep on using that word. I do not think it means what you think it means."

 

I can't be the only one who thought this. ????

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Devs have been very quiet about this, let's see if we can catch their attention...

 

Instead of having multiple levels of quality for each resource, I would suggest that there is only one, standard quality version of each raw resource. This raw resource could then be refined to different levels of quality, the higher levels requiring skill dedication and consuming more of the raw resource. Here is an example of what I mean: 

  • 1x raw iron -> 1x standard iron ingot
  • 3x raw iron + skill -> 3x standard iron ingot OR 1x quality iron ingot
  • (higher skill could also allow making more standard ingots with same resources, say 3x raw iron + skill -> 4x standard iron ingot)

Why I suggest this? It would keep the starting resource types relevant and fit well with the fact resources are finite, allowing more of the resource type to be worth mining instead of switching mining location once "the best quality of resource" is exhausted. If one wants to be equipped with the highest quality, considerably larger resource investments are required. This way also small groups or even solo players have a chance to - with effort - get enough resources to make quality stuff, big groups can't hog every bit of resource as they would smaller pockets of "best quality resource". Additionally, production of a construct can be either upgraded or simplified by changing the resource refining quality, no need for search of different quality level of resource (until it is exhausted of course). 

 

As a sidenote on the "luck in crafting to get a better version", I say no. That rng-based stuff is something I absolutely despise, it is too unpredictable and can screw you over just because you get unlucky rolls. Better in my opinion to always have a predicted result. 

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I also wish crafting required actual skill to produce the higher quality items... Not a higher game skill number... and not by playing the random number generator.

 

I think it could be accomplished by

1. Having different qualities of ingrediants

2. Having different recipes for the same thing

3. requiring good timing for when certain actions are done during crafting.

 

Expanding on 3.

 

A little randomness can be good.  Like during crafting randomly a visual indication that now is the time to add X materiel shows up.  It can show up every time... or have increased likelihood of showing up depending on quality of ingredients used.  And it should only last a short time... like 5 seconds... so you have to be paying attention.

 

Another idea is to have the special ingredient you need to add be one of several... Like every recipe could have 3-4 additional ingredients not listed in the recipe... Some sort of puzzle or detail which could be different each time you craft could reveal ... or give a clue... as to which of the extra ingredients you should use if you want to make a higher quality item.  These special ingredients don't have to be special themselves... they could be other mundane resources... it's the fact you're adding them to a recipe that doesn't tell you to... that makes them special.

 

 

 

What I want in a crafting system... Real skill needed not game skill number.  Experimentation encouraged and required.  And that procedures for making a thing beyond the basic are so varied and changing that a guide website can't be created to handle all paths.

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I am in support of this idea.  I also think that the metals themselves should have overall properties.  For instance, you won't want to make guns out of gold.  Too soft.   You "can" but it would be one that you put up for display.  Using it should destroy it after a few uses.   Or if you build your base out of concrete it's easier to destroy than steel is.  Or your ships are lighter if you use aluminum or fiberglass instead of steel, so they go faster.  All of the resources (metals, plants, and otherwise )  should have different properties like this.

 

And its not really going to be THAT hard to set it up like that. Once you get the core code for adding properties to resources, then all you do is plug in different numerical values for each.  Might be a bit too much data for each voxel to hold though.  Might slow the servers down quite a bit if ALL voxels have this extra data on them.

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Hi @nockawa - btw - If you pop this over in the Ideas Box, it's more likely you'll get a CM reply, or certainly, will have the idea logged for when the devs are looking to implement that side of crafting :)

Hi @nockawa - If you pop this over in the Ideas Box, it's more likely you'll get a CM reply, or certainly, will have the idea logged for when the devs are looking to implement that side of crafting :)

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I think by criteria... you mean attribute or quality... most likely quality.  Criteria doesn't mean what you seem to be trying to make it mean.

 

Now if I'm correct then yes I agree with you.  More complex and engaging crafting arising from materials having different qualities is a good thing. 

 

Well, lucky me, I'm french like the devs, so they will figure out what I wanted to say, but yes, attributes are more suitable.

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