Could they maybe stay as a lootable or purchasable item only that can repair anything regardless of material?And to be eve more muddy, I mean clear, repair kits might stay, lol. After seeing how much localization there is... maybe we will just simplify the recipe.
Sorry there is an ongoing miscommunication about Tiered items and perk tiers.While I agree that it does not matter if someone makes a faulty T3 weapon, I thought you had been saying that the different Tiers would be earned through leveling up the perk. I could easily be remembering wrong though.
But you have said that T3 weapons will require steel, so that is the gate for T3 items.
So if you have Hammer/ Forge high enough to make steel, but Shotgun Messiah Rank 1, you can make a Brown Pump Shotgun.
I have no issue with that, just trying to get it.
Hmm, so you need more of a key material for better quality. I like it. Will this rule apply to lower-tier weapons such as the the stone axe or iron-reinforced club?You can craft a new faulty AK from 10 AK parts, wood, forged iron, duct tape, etc, if you have the automatic weapons rank 1 perk. If you get rank 5 you could craft a great Ak from 50 parts, forged iron, duct tape, etc. The cost to craft a higher quality weapon will scale with each rank.
Most players quit in 2 hours and don't get that far, or their friend crafted them a minibike, spawned it in with cheats, etc.How did these players ever get a minibike built if they are this challenged? I would think a player has to know as a minimum how he can type in "glue" or "repair kit" in the craft interface to see if there is a recipe for it.
Anyway, there is a big difference between using weapon parts to repair a weapon and using only forged iron/steel. Both seem to be on the table at the moment.
The former is actually a good replacement for repair kit requiring some planning as you can't simply take all needed parts with you all the time.
The latter is removing any need for planning as you can already build and repair a lot of stuff with forged iron and steel. They are on the way to being indispensable items like the First Aid Bandage you always carry with you. Eventually every player will reserve 2 slots of his inventory (or the bike inv) for 2 big stacks of them and practically ignore them for the rest of the game. Still a resource sink but not something you really have to manage.
Also, the more you remove the value of stuff you get out by wrenching cars..., the more useless the Salvage perk gets. I can onyl speak for myself, but subjectively I'd say a point in Motherlode is already worth a lot more than a point in Salvage Operations. And the more you add uses for iron/steel the balance gets only worse.
I like this idea. Maybe field repairs give 50-75% while workbench repairs are full 100%.Maybe keep the repair kit but make it a tool for the workbench (like the cooking pot for the forge) that allows for repairs to be done there more cheaply than when doing field repair. Then you still have the task of crafting it but just once per workbench and that would also give a reason to make repairs at the workbench. Field repairs in the backpack should be expensive in parts so that they are only used in emergency or you are paying for the convenience.
Bet.This.
@MM
In truth, you have not created anything interesting recently (for gameplay)...But this of course only my subjective opinion![]()
You will soon remove all the accumulated features and dry up of Game.
B: Because system design governs the system. Inconsistencies are bugs not cool designs. The dog wags the tail, not the tail wags the dog. Why should things be complicated that aren't rewarding or fun? Lets make crafting and acquiring specific loot deep, not repair. Anyhow I already said after evaluating this mess its unlikely to change much now. We'll simplify the repair kit a bit probably and move on.A) Of course no one has a problem with stone axes being easy to repair they are easy to make why should the repair be hard? Better item but harder to repair has worked so far just can't figure out why all of a sudden it is to complex for new players.
B) This whole discussion has been about item repair not structure repair. Why throw that in?
C) We obviously have vastly different ideas of what "overly complex" means. Not a single thing crafted in this game is overly complex. It would have to be complex to have a chance to be overly complex.
If you find a gun on day one and don't know the game, it is a massive process to craft a repair kit.A bit hyperbolic in the "12 step repair kit", right now in-game the repair only requires mechanical parts, duct tape, oil, and cloth. All of which are easy to obtain.
10%? You have played long games, right? Mining is essential. Far more essential than it should be.You can mine forged steel? Mining is 10% of the game at best. If you weren't paying attention you'll need "pickaxe parts" to even craft a pickaxe. So you'll have to leave your base to get a better pickaxe. And as mentioned we might make pickaxe parts the repair requirement. In short, we're doing away with a 12 step repair kit, the rest is up for debate. I'm liking the idea of parts for repair the more I think about it.
But what about immersion in the game? Books, steroids as well as dropping a backpack are situational solutions to a problem.A18 has even more ways to reduce encumbrance than ever. Craft pocket mods for clothes for example, is a book you can learn, and the adrenaline thief book will never be encumbered at night.
I can't even ... C'mon ...No we don't, some people are married to old legacy ideas. Trust me, repair kits were a sharp stick and complex crafting will be more rewarding and replace whatever void we leave here. If we would keep repair kits they would be greatly simplified.
We want to do repair quests, but when the team saw what it took to make a repair kit it was like who made this dumb idea? KISS for the win. Repair kits were overly complex. I think they were ok a few alphas ago, some forged iron, cloth and oil. Now they need duct tape which is a mini quest itself just to craft some.
Benches are great, but what we are losing is the need to find materials. Yes sure once, for the bench itself, but having to constantly find oil, cloth, etc is what drives this game.Maybe keep the repair kit but make it a tool for the workbench (like the cooking pot for the forge) that allows for repairs to be done there more cheaply than when doing field repair. Then you still have the task of crafting it but just once per workbench and that would also give a reason to make repairs at the workbench. Field repairs in the backpack should be expensive in parts so that they are only used in emergency or you are paying for the convenience.
Nothing new since electricity in a15. Sure, we got "more" but at the expense of even more than that.This.
@MM
In truth, you have not created anything interesting recently (for gameplay)...But this of course only my subjective opinion![]()
You will soon remove all the accumulated features and dry up of Game.
I think maybe something has been lost in translation.But what about immersion in the game? Books, steroids as well as dropping a backpack are situational solutions to a problem.
The ability to drop a backpack will not make a player’s life very easier if you worry about it. Maybe you just do not want to do it, because you think that no one will use it?
If this is the case, then you need to think about removing from the game, Blanderbass) nobody really uses this type of weapon)