This^^ !I think complex crafts are interesting. Overly complex repair is bad design.
Maybe you can tie it with some sort of efficiency perk ,where on perk level X, you need X repair kits to repair, reducing the amount needed with higher perk level. Will reduce some amount of resourses with the time.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.
Good, because I agree.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.
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.Good, because I agree.Seriously though, I think that there needs to be more things that remove items from the game world. Using the same parts to repair makes more sense to me since this forces a player to decide if they want to just hoard weapons for repairs, or constantly make new ones using raw materials. Of course the balance has to be there, so its not too easy to loot guns/parts, otherwise, why craft 'em, etc?
I'd also like to see a way to force repairs to be done at a workstation or something as well, say a gunsmith station. General tools, etc.. maybe make easier to repair, but guns would be nice to say take perks in to you use less materials, and also need to have the perk to use the workstation. I dunno, something like that anyway that makes someone that is a gunsmith a little more "special" than just everyone being able to repair a rocket launcher.
This may apply more to the first time you create/craft something (like with your real estate job), but in a game such as this it's not complexity that makes crafting or repair explicitly, interesting or dull...I think complex crafts are interesting. Overly complex repair is bad design.
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.The ability to scrap is enabled for anyone.We were going to unlock all shotgun crafting with rank 1, because who cares if you waste your parts making a faulty pump shotgun?
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. Field repairs in the backpack should be expensive so that they are only used in emergency or you are paying for the convenience.
+1 on thisAnd 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.
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.Repair mechanic is meant to be an inconvenience at inopportune times, not meant to be a mini quest. Most players don't know how to make glue or duct tape, how to get oil, etc. Its an inconsistency, nearly everything in the game is repaired by one material. By this logic wood walls should need nails and wood to repair, cars would need engines, tires, or any random ingredient.
They're really not...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.
This.What you call "Legacy" a lot of other folks consider to be enjoyable gameplay. There's literally no reason to make it any simpler than it already is, and I don't understand WHY you're all trying to make the game even simplier just to chase new players.
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.Nobody has a problem with how stone axes are repaired. Why should guns be a snowflake and use some weird item? This isn't day z where realism and klunky designs trump good game play.
By that logic ok no repair, how will you repair your fort? Just wait for blocks to break and replace it with a new one? No thanks.
We get it you guys like complex crafting, and that is coming. Just not for repair kits. Lets make crafting stuff that changes your in game life complex, not repair. Its rewarding to build a minibike collecting all the various pieces, but repair shouldn't be overly complex.
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. Mechanical parts simply wrench everything you see cars, POI lights, broken stoves. Duct tape, easy to find in loot if your out. Oil again wrenching the cars and looting. Cloth, make it out of cotton and chop up the curtains in the POIs. Even my original response post was in regards to you saying that repair kits might go, and instead have tier 2/3 items repaired by forged iron or steel only.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.
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.
I like this idea, as well. I'm going to die on my sword of repair kits staying in the 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.
I would because I have no idea how guns work... and duct tape fixes everythingTaking duck-tape out of the mix might be a good compromiseHonestly, who fixes a complex firearm with duck-tape (rhetorical, I'm sure some red-neck has done it)
Vehicles can now be crafted by anyone, have no quality levels but only INT players with perks can craft vehicle parts. So non int guys can go scavenge parts and assemble a vehicle.This may apply more to the first time you create/craft something (like with your real estate job), but in a game such as this it's not complexity that makes crafting or repair explicitly, interesting or dull...
If complexity in any activity doesn't have practical value (like gating it, or increasing its cost in a variety of ways) and something is overly complex, needlessly, just for the sake of being complex, then that is definitely bad design.
What you should focus on is the activity/item economy.
-For example - if you make the repair kit recipe simpler, will it be something to be coveted, or merely yet another thing that you must click on, like a bot, to craft in bulk, with your infinite resources and then click on your tool at standard time intervals to repair it (much like food)?
-Or for example, will you make guns rarer or will the player be swimming in gun parts?
That is what will really "make or break" the value of an activity.
And on another note, player builds shouldn't depend on RNG as they will clash with the way the player has already decided to play, but please don't be afraid to gate "major" parts of the game behind RNG like the vehicles. It's major parts of the game that make each playthrough different - not minor ones. And in the end, you still have a hundred of different ways to make sure the players will have access to these parts.