I have to retract my "game design" statement. I didn't know you could convert your smelted materials back into raw materials, enabling you to pick up the forge. So, apologies to TFP specifically, and to those I seem to have offended in this thread. My take was a bad one and I'll own up to that.True but I wouldn't imagine it would be too difficult to offer the user a choice: "You have smelted materials in the forge. Picking it up would cause you to lose these materials. Continue? Yes/No."
Without that I still think it's a bad design decision.
Excellent idea! That is the solution. Thanks very much.
It's still weird and inconsistent design. See my generator bank example. You can pick up a generator bank and it dumps the gas and engines into your inventory. Same with a campfire - it throws the cooking implements into your backpack. Why couldn't the forge do that? If your pack is full, the extras are dumped on the floor, just like if you turn in a quest and have no room for the rewards. It's then up to the player to pick it up before it despawns, which is a fairly generous amount of time.
The problem with this (at least for some resources) is that 1 resource doesn't equal 1 item. 1 clay soil turns into 5 clay in the forge, for instance. I don't think sand is 1 to 1 either.It's still weird and inconsistent design. See my generator bank example. You can pick up a generator bank and it dumps the gas and engines into your inventory. Same with a campfire - it throws the cooking implements into your backpack. Why couldn't the forge do that? If your pack is full, the extras are dumped on the floor, just like if you turn in a quest and have no room for the rewards. It's then up to the player to pick it up before it despawns, which is a fairly generous amount of time.
You're not getting it. It's consistent in the ratio of what comes back out. It's the inconsistent UI behavior we are talking about.The problem with this (at least for some resources) is that 1 resource doesn't equal 1 item. 1 clay soil turns into 5 clay in the forge, for instance. I don't think sand is 1 to 1 either.
You could make everything 1 to 1, but I don't think most people would appreciate needing 5 times as much clay soil.
Do any of the workstations allow you to pick them up if they got items in them? If not, then that means they are consistent as a generator is not a workstationYou're not getting it. It's consistent in the ratio of what comes back out. It's the inconsistent UI behavior we are talking about.
Ok, good point and I stand corrected, although the resources return still has nothing to do with it one way or the other.Do any of the workstations allow you to pick them up if they got items in them? If not, then that means they are consistent as a generator is not a workstation
I just tried the campfire and it doesn't allow me to pick it up with a cooking pot in it, it gives the same message as the forge.
Vaeliorin is right though. Forge behaves completely different than any other workstation as material ratio is not 1:1 anymore. You could even argue that once iron is smelted it is not "iron" anymore but rather "smelted iron" which doesn't exist as an item in the game. So why should all the smelted iron magically get converted back in no time to regular iron when picking up the forge?You're not getting it. It's consistent in the ratio of what comes back out. It's the inconsistent UI behavior we are talking about.
Ok, I guess I wasn't getting it. I was thinking about converting it back, which is what we are forced to do, but using fuel.Vaeliorin is right though. Forge behaves completely different than any other workstation as material ratio is not 1:1 anymore. You could even argue that once iron is smelted it is not "iron" anymore but rather "smelted iron" which doesn't exist as an item in the game. So why should all the smelted iron magically get converted back in no time to regular iron when picking up the forge?
As for the forge, it makes perfect sense that you have to craft materials back from their smelted state to regular state if you want them back. And this takes some time. Either that or you'd lose all materials when picking up a forge but getting everything back that has already been smelted, for no reason, doesn't make any sense.
Generator and gas comparison is unfit.
True, but there is a difference between stating your opinion that B would work better than A, as opposed to just stating that A "is really dumb game design".There isn't anything wrong with pointing out what you feel is a bad design.
I wasn't implying you always have to say nice things. No where did I say that. I was simply saying don't insult people. Many people have thick skin and being told their work is dumb just rolls off their back. Great! That doesn't mean it should be our go-to response when we don't agree with something.The idea today that everyone has to say only nice things
Tact and professionalism??? These are consumers. Customers. They aren't under any obligation for either.True, but there is a difference between stating your opinion that B would work better than A, as opposed to just stating that A "is really dumb game design".
The difference is tact and professionalism. We don't need to insult someone else's work if it does not meet our personal standards of quality. Additionally, truly useful feedback would be providing ideas with how it might work better. Not a requirement, but it definitely helps.
Note that I'm not stating you are personally insulting the devs, but I see posts in this thread and all over this forum that serve only as an insult to TFP and provide nothing in the way of valuable feedback.
No, I get that. I'm just saying, if you've got say 24 clay in the forge, when you pick it up, what do you get back? 4 clay soil and the other 4 clay just goes poof? That's not a good solution either (I mean, 1 clay soil going poof, I don't really care, but there are almost certainly people who would.)You're not getting it. It's consistent in the ratio of what comes back out. It's the inconsistent UI behavior we are talking about.
I hear yall, I put in a request to see if we can handle this a bit better. Maybe a confirmation dialog that states you'll lose everything if you pick it up.