Author Topic: Suggestion: Set spending limits for crafting  (Read 1225 times)

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Offline Havoco

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Suggestion: Set spending limits for crafting
« on: December 16, 2011, 02:43:33 am »
+12
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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Offline Turkhammer

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Re: Suggestion: Set spending limits for crafting
« Reply #1 on: December 16, 2011, 03:23:39 am »
0
Capital idea.

Offline Konrax

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Re: Suggestion: Set spending limits for crafting
« Reply #2 on: December 16, 2011, 03:31:26 am »
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+9000

Offline Slamz

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Re: Suggestion: Set spending limits for crafting
« Reply #3 on: December 16, 2011, 03:36:52 am »
0
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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Offline Lepintoi

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Re: Suggestion: Set spending limits for crafting
« Reply #4 on: December 17, 2011, 10:01:37 am »
0
I dissagree, there should be some level of micromanagment in this game.

Offline Malaclypse

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Re: Suggestion: Set spending limits for crafting
« Reply #5 on: March 13, 2012, 09:01:31 am »
+3
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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Offline FRANK_THE_TANK

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Re: Suggestion: Set spending limits for crafting
« Reply #6 on: March 13, 2012, 09:50:51 am »
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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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Offline RibaldRon

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Re: Suggestion: Set spending limits for crafting
« Reply #7 on: March 13, 2012, 11:34:57 am »
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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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Offline Tomas

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Re: Suggestion: Set spending limits for crafting
« Reply #8 on: March 13, 2012, 01:26:25 pm »
+4
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

Offline Garem

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Re: Suggestion: Set spending limits for crafting
« Reply #9 on: March 13, 2012, 01:49:57 pm »
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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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Offline Slamz

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Re: Suggestion: Set spending limits for crafting
« Reply #10 on: March 13, 2012, 02:49:58 pm »
+2
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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Offline CrazyCracka420

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Re: Suggestion: Set spending limits for crafting
« Reply #11 on: March 13, 2012, 02:57:52 pm »
+1
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.
« Last Edit: March 13, 2012, 02:59:07 pm by CrazyCracka420 »
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Offline Tomas

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Re: Suggestion: Set spending limits for crafting
« Reply #12 on: March 13, 2012, 03:39:56 pm »
0
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

Offline Garem

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Re: Suggestion: Set spending limits for crafting
« Reply #13 on: March 13, 2012, 05:38:24 pm »
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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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Offline Tomas

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Re: Suggestion: Set spending limits for crafting
« Reply #14 on: March 13, 2012, 06:23:53 pm »
+1
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.
« Last Edit: March 13, 2012, 06:24:55 pm by Tomas »