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Discussion V3 Crafting Megathread

Badger

Mineral Enjoyer
Server Management
Events Lead
Joined
Jan 29, 2024
Messages
71
Hello! This thread is meant for general feedback and suggestions regarding the current V3 systems.
We are looking for players' thoughts on everything from medical item production to cooking and crafting.

Suggested changes will be reviewed for implementation during the current event.
Accepted ones will be posted here as updates.


Any feedback is appreciated, please no memes!!!

Current systems under rework:
Drug production & general revamp
Crafting & Forging
Brewing System
Medical System
​
 
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Please, please PLEASE reduce the amount of adhesive used in everything. Some of it I can understand, but some just doesn't make sense (like using adhesive in a lock??? huh?).

Two, the crafting recipes for the Hazmats are both broken. They require the ripped hazmat suits, but from what I understand, they've been removed entirely from rotation. So like... What?

Three, why do you need a crafting bench to upgrade a crafting bench to a metal crafting bench? That's kinda ass backwards, imo, but that's just from a reasonability thing. You wouldn't make a second crafting table just to upgrade a crafting table.

Four, we need more use for plastic. I've already got half a double crate full of plastic. It's that bad.

Otherwise, I kinda like how crafting is done right now. There are a few obvious bugs and stuff that just doesn't make sense on a second go-around, but this is just what I've seen.
 
Dirt bag can't be crafted which means you can't craft a planter you cannot craft a planter.

Also, the requirement for ores on the server is insane, considering we tried to stay away from farming mini-games, a lot within the crafting menu requires ores to create products. The list below details all these items:

high quality electronics,
gunpowder,
steel pieces,
weapon parts,
claw hammer,
crowbar, machete,
sledgehammer,
fire axe,
Fubar,
makeshift cleaning kit,
b-class weapon repair kit,
professional cleaning kit,
repair plate,
c-class weapon repair kit,
a safe,
equipment locker,
Brewing Station,
Upgraded Crafting Workbench,
Munitions Workbench,
Mechanical Workbench,
Chemistry Workbench,
Every gun
Fake CID creator,
Blank CID card,
Cartel lock breacher,
Any ammo.

Next is the sheer amount of adhesive needed to make everything. Adhesive at the moment was patched by collecting bones, which means people are actively searching for zombies or the combo of flour/vinegar. The thing is, to create adhesive, you REQUIRE adhesive to make the cooking pot.

The crafting system itself has a lot of dependants that require its own product to even be made. Previously, on V2, it was extremely grindy, but once you had everything you needed it would get a lot quicker. Now it's essentially being cockblocked by a number of items that require itself to even be made.

The main issue V2 had with crafting was getting guns etc was easy. Simple solution, just lock the guns behind a blueprint which must be obtained through rebel expos or events and make the rest for REGULAR citizens easier to grind for. I shouldn't need to go out, kill a zombie, hope I have a sharp object to cut it open for its bones, then cook the bones for me to then find someone who bought a cooking pot or had someone spawn it in, just for me to then cook my adhesive to then make my OWN cooking pot, so that in the future I don't need to go to someone else again. The crafting system at the moment looks like it's dependent on someone having functional lead over allowing people to get items through mini-games or events, but we don't have anyone on the server that is actively doing that for players who want to be naughty boys and girls.


Also, there's a difference between realism and functionality. Having SO many work benches that require only a few items to be made is really annoying and tedious. I suppose long term it makes sense, but if you require a designated zone to get ores to make items then you're going to be wondering where everyone is in a few weeks and see the 'mining' part of the server completely covered in people who aren't roleplaying, but instead just smashing lmb.


Cooking!

Cooking doesn't look like it's seen any major changes, but more items added was cool and adds to the flavour of it. Although, one tiny thing; seasoned meat does not use human meat. How am I supposed to feed a banquet to the CCA comprised of their fellow citizens flesh if I cannot season my human meat !!!

I think we would benefit from seeds being added to the loot pool somewhere though, like not trash bags but perhaps crates or another lootable such as being able to pick from specific bushes? This would open up a lot to those survivalist types of characters. For now, without a bartering menu, we can't see what is actually supplied by the server and what isn't. But preparing for times on the server when we don't have stores is a must also!

Cooking also does rely on a lot of adhesive, essentially every tool requires adhesive which is annoying. I like the options added however and I feel cooking is spicy now :)!

Medicine!

I've not had a whole lot of time to play around with this. But on D1 it felt okay to craft. Though, again, I can imagine a fair bit of it is locked behind some specific adhesive or mining cockblock. The biggest issue is being unable to craft drugs in any capacity. The workbenches don't work etc. It needs an update in line with crafting to make it balanced, effective and able to be done by a player/group w/o the need for staff interference.

(Also yes I know you can create adhesive on the medicine chart w/o a cooking pot)

Overall. I think the attempt at making crafting grindier essentially made it useless. It doesn't work within its current state. If we want to limit how powerful rebels get, then it's simple to force them to use blueprints (which are currently already in the game). The rest should be brought back in line with where it was around V2. If you're interested in removing the grindset, then reward more for less. At the end of the day, we want people to roleplay more and grind scripts less. Find the balance between the two, but keeping guns locked away is a 1000% net positive. Remove ores imo, or the requirement for them. Instead they could just be used monetarily, like they were on V2. Or add an option for ores to make it easier to craft very specific items in bulk that would otherwise require a bunch of different pieces. For example, you could keep the gold crafting for advanced electrics, but instead it creates a bunch of them as you have a premium resource, and then another crafting schematic for advanced electrics that yields less but requires more shittier items.
 
On a cooking note:
Sweetrolls, cheesecake, apple pie should really be stuck under the Baking skill tree lock instead of Advanced Dishes. Advanced Dishes already has several different recipes under its belt, while Baking has a handful by comparison.
 
I don't get the logic behind the mining as a whole. Like, you are in Downtown Paris; where are you going to find an Ore deposit that happens to give you everything you need? Like Ig you can just handwave it by saying the Portal Storms teleported all the ores there, but that's the only explanation I can think of about why you have Coal, iron, and everything else conveniently directly in a Paris sewer
 
While I'm awake enough to detail this, and what points have already been mentioned or said
(Mainly adhesive over-requirements being harsh, recipes being convoluted, that sort. So, I won't bring them up for simplicities' sake.)

Mine would probably fall under a small niche or smaller suggestion

Specifically, clean and dirty clothes as an item. Now, normally these might've served their minigame purpose in EO, however, here they have not. Which is why for both I'd want the following done to them;

1. For clean clothes, add or at the very least alter certain recipes relating to them
(Say, if you clean them in a washing machine or by hand, you get a random set of citizen's attire. A rather neat thing already proposed by Nora in another thread. I'd say if you already have a set of clean-clothes, you would be able to go into the crafting menu and exchange it for something random along those lines.)

2. Cloth recipes
(Right, this part's more simple. Essentially putting a recipe up to break down clean clothes into a determined amount of cloth. This ALSO includes torn suits much like the ones that plagued D1 en-mass. I'd wager adding a recipe for them to give a set amount of FABRIC, instead of cloth. More ways to deconstruct pre-existing things alike to that would be wonderful. Much like tearing the head off a pickaxe, and then re-melting the head back into a solid thing of iron.

3. Refinement
(This part's a little more convoluted, as I'm looking into a partial example relating to 'scrap metal'' merely as a singular material that only serves partially to more basic recipes, tools, etc, and while extremely vital, the metal at it's current point cannot surpass much without being manually altered by hand (charcoal, etc). I'd wager, that say, in a factory setting with smelters, there should be some sort of a recipe to properly refine basic metal sheets into refined metal. While this suggestion of mine is probably a bit more of a moot point, I'd wager it's something nice to bring up for possible discussion. However, that also does fall into a present issue.


'Artisanal' and 'Industrial' Stoves as an option to modify or alter ingots is not something that currently, as it stands, exist. I've tried it with the Kiln, and it just doesn't work. Now, the other recipes like using the metal-bench to work with steel are just fine, but the others? They simply do not work. I'd wager that's because the workbenches just simply do not exist afaik.)

That's pretty much it from my end, everyone's already detailed several points here before so I'll only put the necessities to not clutter the thread, but I share the same points as them
 
While I'm awake enough to detail this, and what points have already been mentioned or said
(Mainly adhesive over-requirements being harsh, recipes being convoluted, that sort. So, I won't bring them up for simplicities' sake.)

Mine would probably fall under a small niche or smaller suggestion

Specifically, clean and dirty clothes as an item. Now, normally these might've served their minigame purpose in EO, however, here they have not. Which is why for both I'd want the following done to them;

1. For clean clothes, add or at the very least alter certain recipes relating to them
(Say, if you clean them in a washing machine or by hand, you get a random set of citizen's attire. A rather neat thing already proposed by Nora in another thread. I'd say if you already have a set of clean-clothes, you would be able to go into the crafting menu and exchange it for something random along those lines.)

2. Cloth recipes
(Right, this part's more simple. Essentially putting a recipe up to break down clean clothes into a determined amount of cloth. This ALSO includes torn suits much like the ones that plagued D1 en-mass. I'd wager adding a recipe for them to give a set amount of FABRIC, instead of cloth. More ways to deconstruct pre-existing things alike to that would be wonderful. Much like tearing the head off a pickaxe, and then re-melting the head back into a solid thing of iron.

3. Refinement
(This part's a little more convoluted, as I'm looking into a partial example relating to 'scrap metal'' merely as a singular material that only serves partially to more basic recipes, tools, etc, and while extremely vital, the metal at it's current point cannot surpass much without being manually altered by hand (charcoal, etc). I'd wager, that say, in a factory setting with smelters, there should be some sort of a recipe to properly refine basic metal sheets into refined metal. While this suggestion of mine is probably a bit more of a moot point, I'd wager it's something nice to bring up for possible discussion. However, that also does fall into a present issue.


'Artisanal' and 'Industrial' Stoves as an option to modify or alter ingots is not something that currently, as it stands, exist. I've tried it with the Kiln, and it just doesn't work. Now, the other recipes like using the metal-bench to work with steel are just fine, but the others? They simply do not work. I'd wager that's because the workbenches just simply do not exist afaik.)

That's pretty much it from my end, everyone's already detailed several points here before so I'll only put the necessities to not clutter the thread, but I share the same points as them
Just on the last point, I have actually managed to use the smelter to alter ingots. It's doable.
 
Dirt bag can't be crafted which means you can't craft a planter you cannot craft a planter.
Before I go on my suggestion later today when server opens up , you make a Shovel in the melee weapon catagory, go to a dirt area and you can dig up dirt, I've done it alot already to make planters. (y)
 
For the love of god,

Standardise the stack limits


On V2 all raw materials had a hard limit of 24 items per stack for metal, wood, adhesive etc etc. Since the update all stacks outside of cloth and I think adhesive have been slashed back to eight.

This Recommendation goes for food items too and anything else in general, raise the ingredient limits to 24 so people can more capitalise on their container space and not have to jam their rooms with filing cabinets to deal with it


(This is another one but its a bit of a pipe dream)

Stackable junk, dependant on size and item weight (could utilise the new encumberence system) you'd be penalised for having large stacks of junk
 
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Secondary suggestion thank you @Czesui for reminding me

Make it so the sharpened kitchen knife can be used exactly like the unsharpened one as soon as you sharpen it, all functioning tool qualities is instantly lost, delegating it to just butchering.

You can't:

Cut bread
Open packaging (beef reserve for example)
Use it in cooking recipes

It makes zero sense
 
I like the idea of the brewing system, however I think it should be balanced and changed.

1. Yield
The recipe for a singular bottle of beer is one dried herbs, one yeast, and two bags of flour.
The recipe for a single bottle of vodka is one dried herbs, one yeast, two berries and one sugar.
Realistically and balancistically this is bad. This makes beer a horrid investment. Increase the yield for lighter alcohols or lower the price significantly. This will be elaborated further in the suggestion, but I also think brewing in bulk should be implemented, as brewing for a single bottle seems a little odd, even with harder alcohols.

2. Recipes
I checked, I believe sake is just rice wine. It is not made from oranges and while we have a limited amount of items, you could definitely substitute with something more fitting. Vegetables or the flour package, optionally make a rice item, but please give it more uses than just brewing. I'm not going to go on the same tangent, but other alcoholic beverages are made with the wrong items. Gin = Berries, Vodka = Potatoes, Wine (red & white) = Grapes, Whiskey = Grain mash, Moonshine = Corn mash. If you do add more items, give them more uses than just brewing, please.

3. Time factor
Brewing takes time, it takes weeks or months, however we're playing Willard Networks HL2 Roleplay.
Make it take a week or a few days, it makes the player think about time. This would work extremely well if the yield and recipe requirements were increased. Use something similar to the spoiling system for this feature.

I think an average brew should make 3-12 bottles depending on the size and strength of an alcohol, naturally let the recipe fit the yield. To elaborate more on bulk brewing, it prevents those from brewing in single fire, similar to how in V2 you could buy the exact amount of resources needed to fulfill exactly one order from a pick-up terminal, which effectively made the shops able to sell everything and never over or under stock. Which I personally hope most can agree was a pretty bad thing.

I hope this writing was semi-coherent.

TLDR: Fix recipes, make brewing yield higher, add a fermentation time factor.
 
yo can we just fix seeds yk? like add a cooking craft for them to extract seeds? thank you
 
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