cRPG
Strategus => Strategus General Discussion => Topic started by: Havoco on December 16, 2011, 02:43:33 am
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Basically have an option to set a spending limit on crafting a certain item so u don't waste all your money on crafting items when your not online.
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Capital idea.
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+9000
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Ideal interface:
Craft [input field: number or leave blank for "infinite"] of [Drop down menu: craftable items] [button: CANCEL]
[button: add new item]
So I could end up with something like:
Craft 100 of Mail Shirt
Craft 100 of Fancy Hat
Craft 100 of Leather Glove
Craft infinite goods.
Then it would just save that list and process it as it goes along, ending on a loop of making endless goods.
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I dissagree, there should be some level of micromanagment in this game.
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Bumping this to add upon it.
I have 46 skill in +3 Ragged Outfits- they cost 9 gold to make, but I'm locked at making 46 an hour whether I like it or not.
I'd like to be able to regulate how many I make an hour, so I don't have to make the full load. Why shouldn't I be able to slack off a bit? Economically, having to make things in bulk is kind of a pain when you don't actually need that many of an item. It's like my character is so set into a routine of crafting that he can't conceive of doing it any other way than making 46 of these things an hour.
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He is just a little worker bee, that's all. But yeah I agree, its great having 93 crafting in MW arbs, but the only way to regulate it is to double handle the gold which is a pain in the arse.
Are you selling that thing BTW?
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Awesome idea, man!
Maybe it's wishful thinking but it would also be cool to dictate how much of your skill goes towards making MORE items, and making cheaper items. Say, if you want to just craft 1 at a time, you can get a much larger discount. Or, if you're in a pinch and have the cash, craft more per hour at a higher cost.
Obviously those with more skill will be better off in any situation, and naturally at higher skill levels, the price drop shouldn't be dramatic, but it would allow for more fine-tuning, and still be a benefit.
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yes to setting the number of items you want to craft
no to being able to queue items
As said by lepintoi - there should at least be some micromanagement
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I'm going to disagree with ya there Tomas. I don't see any real benefit to adding that kind of micromanagement. This game should reward/injure based upon the decisions you make, not any player being willing and able to wake up at 4 am in the morning to reset their crafting while another player wakes up at a normal hour, lives life, and gets to it when his time permits.
Strategy > Micromanagement abilities
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Explain to me what crafting micromanagement adds to the game.
Crafting goals and queues improve the game by making it more accessible and far easier to use. As I always like to say, "We should be fighting our enemies, not fighting the interface."
Stop making us fight the interface.
This should be a high priority item for Strategus and seems like pretty easy, straightforward website work.
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I dissagree, there should be some level of micromanagment in this game.
I agree that you shouldn't be able to go afk for 3 weeks and have your character making enough equipment for your whole army. But at the same time the current system needs to change. As it stands, like someone else said, if you have 50 skill in an item, you craft 50 of them if you have the money for it. The only way to prevent this is to have another person in the village with you and you transfer all the money to him except enough to craft the amount you want, when you're finished, then you ask them to send you more money to craft more items. This requires TWO people to be active for ONE person to craft. Tell me that's not fucked up?
I also don't think you should be able to queue items, but you should be able to set how many items you craft at a time without having to send money to someone else.
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I'm going to disagree with ya there Tomas. I don't see any real benefit to adding that kind of micromanagement. This game should reward/injure based upon the decisions you make, not any player being willing and able to wake up at 4 am in the morning to reset their crafting while another player wakes up at a normal hour, lives life, and gets to it when his time permits.
Strategy > Micromanagement abilities
Queue's allow people to set their crafting and then forget about it for 2 weeks. Also, with the right timings and strategy players should be easily able to avoid their current crafting ending at an unfavourable time for them.
Setting how many of an item you want to craft is a MUST for Strat and should be high up on the Dev's priority lists
Queues are not needed and are therefore a waste of Dev resources imo
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Queue's allow people to set their crafting and then forget about it for 2 weeks.
In principle, you and I both agree that Activity should be rewarded, not Inactivity. I just don't like the Activity to mean Micromanagement!
This would solve this problem for both of our concerns, I think: http://forum.c-rpg.net/index.php/topic,26722.0.html
Also, with the right timings and strategy players should be easily able to avoid their current crafting ending at an unfavourable time for them.
Waking up at 4 am to maximize your crafting isn't a reasonable strategy. >.> This is complexity for complexity's sake alone.
Setting how many of an item you want to craft is a MUST for Strat and should be high up on the Dev's priority lists. Queues are not needed and are therefore a waste of Dev resources imo
Absolutely yes, absolutely not, respectively for aforementioned reason.
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Waking up at 4 am to maximize your crafting isn't a reasonable strategy. >.> This is complexity for complexity's sake alone.
No, but choosing to craft a different item that you need to craft for longer and then crafting that first item another time is a reasonable strategy.
Adding a limit removes a level of complexity and annoyance from the current system. Not adding a queue does not then increase the complexity back up again. It simply keeps things the same.
Perhaps the answer is a 24 hour queue. E.g. you can only add something to your queue if your existing queue doesn't already take you past 24 hours of crafting. The problem with this is the efficiencies which mean you can't actually determine exact crafting times. In principal a 24 hour queue would be ok though. I still believe it is an un-needed feature though and Dev time is better spent elsewhere.
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Perhaps the answer is a 24 hour queue. E.g. you can only add something to your queue if your existing queue doesn't already take you past 24 hours of crafting. The problem with this is the efficiencies which mean you can't actually determine exact crafting times. In principal a 24 hour queue would be ok though. I still believe it is an un-needed feature though and Dev time is better spent elsewhere.
You could work it out something like:
You have 70 skill in longswords
You make 45. You can queue your extra 50% efficiency at another hour on a different item. So if next hour you wish to produce 40 skill Knightly Heater Shields you can craft 20 of those.
And of course since it's a queue you could queue, X work hours worth of gear, and then revert to some default.