Lonestarcanuck
New member
Please allow us to make the level of tool we want up to our max. for example if I can make T5 auger and it needs 15 tool parts but I have 10 let me make a T3 auger.
+1 for this because it definitely needs to be a thingPlease allow us to make the level of tool we want up to our max. for example if I can make T5 auger and it needs 15 tool parts but I have 10 let me make a T3 auger.
I completely agree, and this is the perfect way to implement it. The game simply makes the highest quality item possible with the number of parts you have in your backpack at the time (assuming you have the skill to craft that level). At most, it would be nice to colorize the parts in the crafting UI to highlight that you could craft higher quality with more parts, but otherwise no UI work is necessary.Please allow us to make the level of tool we want up to our max. for example if I can make T5 auger and it needs 15 tool parts but I have 10 let me make a T3 auger.
I completely agree, and this is the perfect way to implement it. The game simply makes the highest quality item possible with the number of parts you have in your backpack at the time (assuming you have the skill to craft that level). At most, it would be nice to colorize the parts in the crafting UI to highlight that you could craft higher quality with more parts, but otherwise no UI work necessary.
Why use the trader quest rewards selection UI? Just add a second combo box to the crafting UI. We have one for selecting quantity and should have one for selecting quality. The value in the combo box would get capped to whatever your perk level allows in the xml (using the existing code that currently dictates the selected level) and would be used to determine the quality, adjusting the parts needed as required and the final product created. This is how any other game would have done it and it's how 7DTD should do it. That they don't have this kind of boggles my mind.
I see two problems with this, but would still rather have this method than the current way it is done.
In short, TFP needs to build a UI that can handle building lower tier tools. It can be done simply enough using the trader quest rewards selection UI as a template. Make the XML friendly to pulling out a list of all tiers/variations for a given craftable item and you're done (if it isn't already easily possible).
- Parts get used up with no way to retrieve any of them (scrapping an item made with parts should return more parts, imo)
- If there is no confirmation or UI feedback before the attempt is made then people will most certainly cry foul about this implementation, too.
Yes, I'm over simplifying but I don't think I'm far off.
Or... just have the number of parts needed fixed and only increase the number of things you are able to craft (steel, springs, forged iron...) for every next level.
I hear and feel you. Bringing it up to the team.
But I've been told in other threads that the team doesn't care about what players have to say!
More seriously, thanks!
But I've been told in other threads that the team doesn't care about what players have to say!
More seriously, thanks!
Nah, most of the team does lurk around and read what players talk about when time allows: p
I like this. 100% on board.
I think someone mentioned being able to build up to the highest you can afford without having to ad additional UI fluff and I like that more. It' simple if I have the ability to build a tier 5 but the parts for a tier 2, showing me a tier 2 as the upcoming result would send the message. I do wonder if this could be confusing to newer players if implemented in that fashion however... Maybe a prompt? like "You can afford to build tier X, would you like to proceed?"