Jost Amman said:
Why don't they just remove wood, stone iron, coal, lead, KNO3 and shale and make ONE generic blob we can collect called "Material"?
It'd streamline the game and make every recipe so simple after all.
On a serious note... I'm all for streamlining "the process", but what about maintaining some "flavor" in the game?
@madmole Don't you think you've gone too far with this simplification process? :suspicious:
Do you mean the forge suggestion from madmole a while ago ? While we currently have an interesting and original take which balances realism and simulation while making the forges "gamey", doing them cost a lot of balance and coding time and it's currently still a bit confusing in a few aspects for newbies (recipe availability, resource cost balance, etc).
The main problem is performance. A revisited forge with no "melting" will help performance in workstation heavy areas A LOT, because 4 workbenches = 1 forge in terms of performance (that's a minimum. It's actually a bit more costly than that; we could compare a forge to 6 whole entities at runtime ).
I would like to hear the opinion of
@Gazz and
@madmole on this one, because this is a very interesting subject.
I believe it's a change to consider (if not for a20, for the future) because:
1-Performs more than 4x better than the current forges.
2-We already smelt iron into iron, lead into lead, clay into clay, brass into brass, stone into stone (really ?). What about just using the resource as is and stop with the sharp sticks ? Ingots would be just recipes and the forge animation would be the same. Virtually no change there.
3.
The game really needs npcs and quests and awesome threats that result in
emergent gameplay and awesome PvP and PvE experiences, not convoluted #forgegates everywhere that take us away from that by staring at a timer. I've never heard a party talking about "that awesome weekend when we smelted that sweet brass".
4.
The new recipe-based forge would be faster, simpler and easier to understand both for newbies and veterans and would help managing time for the horde.
5.
The new forge would be fast to do in dev time terms and easy to balance compared to the old one.
6.
You wouldn't need to have that many forges and to micromanage the smelting process like a madman/madgirl. Just select the recipe while having the resources and craft away like cement mixers, chemistry stations or workbenches already do now.
7.
You could still improve them with mods, which will make the proper gating for end game resources like steel.
8.
You could argue that smelting allows to store resources in a place and adds an extra threat or losing said resources, but in reality that is easily solved just by increasing current resource stacks to 10000 and if you lose the chest you would be in the exact same situation. So no gameplay change there either.
So, you see, when you think about it you already start to hate the old system. Surely enough, the game lacks quite a bit of content right now, but that won't be the case in a couple of years and by then we will wonder what is this smelting nightmare all about. We just want to kill sexy bandits.