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Implemented Let Crafting Be Less Overwhelming & Grindy

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registry: brush him

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Jun 11, 2020
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Problem Claim
I've complained about this before, but it was only that - a complaint. When the test server went up, I noticed that a lot of skills had very steep material prices for different crafting, cooking, or medical recipes. I suggested lowering the prices of the items it was possible to craft, on account that even if, say, a padlock required very specific know-how to make, the materials to make it weren't as incredible as the knowledge needed to make one.

Now that I've gotten a good feel for the skills system in the official release of the server, I've changed my stance. The recipes themselves aren't that much of a problem - it's the means required to obtain them, the skills needed to make them, and the process of levelling up skills.

From what I can tell, skills level up a single point after a substantial amount of experience is earned, RPG style. This would be fine, except the XP gain from honing your skill is absolutely pitiful. You'll be levelling up incredibly slowly - I speak from experience. I work as the chef at the Hub Pub on my BIOTIC, Kah'Taus/448, and my skill is entirely dependent on my attributes as opposed to the XP gains. Even though I'm partnered with someone who has the barter skill (Sinclaire), XP gains are still terribly scarce and I'm still a bit laxed on supplies. Profits are low despite our skills being partnered properly, and non-combat skills feel like a sorry dead end.

Solution Proposal
I suggest greatly increasing the XP gains for all skills, allowing a much quicker progression through the levels, and allow necessary ingredients and supplies to be more easily accessible, doubly so for people with the barter skill.

Consider relaxing on the price of certain recipes as well, making sure the recipe makes sense and offers convenience for people with the associated skill. I don't necessarily want to go on a scavenger hunt, or spend hundreds in the barter tab just to make a chicken sandwich or a loaf of processed bread, and for the sake of good roleplay, I shouldn't necessarily have to.

I understand that some people will be worried about making skills easier and quicker. Lavu actually pointed something out.
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And this is fair; it is easy to worry about players rushing everything and undesirable people more easily getting access to equipment which others will be sensitive to.

But assuming this idea were put into place, there would be no taking from the dedication needed to be skilled enough to make metaphorical power armor. You still need to be dedicated to the server enough to max out your crafting skill and there ARE going to be steep requirements for the gear, likely requiring some collaboration with folks who have the barter skill and some hefty scavenging.

Minges and people we shouldn't trust with this kind of weaponry will not get it through crafting - they'll probably get it off the people who crafted it. In that sense, there is no reason for the skills system to be as grindy as it is. It's preventative of something that can't truly be prevented, at the cost of engaging and worthwhile use of Willard's RPG-esque style.

Too Long, Didn't Read
So, in short... I think the skills system is very grindy and very overwhelming, and I think we should make ingredients easier to obtain, doubly so with the Barter skill (perhaps reduce Barter prices), and XP gains from skills should be much more substantial. Remember that it doing this is unlikely to make obtaining sensitive materials any easier for people who shouldn't have them. In my opinion, it will only increase the benefit of the RPG elements in this server, for people who really do want to engage with it and become immersed.
 
Skills were already made easier, but I do think they should be slighlty better (make the XP dropoff on old stuff less severe, so something craftable at level 5 would still be worth 60 or so xp at level 15)). I mean, I got a single crafting level in about 2 days and it wasn't even that grindy. but idk
 
A single crafting level in two days is... a bit extreme, don't you think? One per day, with average effort, at least.
 
How to fix High EXP Rates:

Introduction of Equations based on time played x time passed!

I.E: The user has gained X EXP in the past 6 hours, therefore reduce all EXP gains by 5%, 10%, 15%, 20%, 25%, 30% (goes up to 90% to avoid people rushing skills).

Although I know this might be a hard concept to implement, I still think it'd be a way to have the best of both worlds. A system that rewards consistency instead of rushing or sudden surge.
 
Hello!

We've already increased the level 0 - 20 XP gains so that should be much smoother than it was. However, keep in mind, the system is deliberately made for groups, not just 1 person. If you're just one person you're gonna have a tough time with it, we advise searching for or making a group as that'll make it significantly more easy

Edit: It also designed to be a bit grindy because it's a long-term design, you're not meant to become a master after a few days. It'll take time to become a master in the skills and that's what makes your character among other things very valuable.
 
Here's my two cents, granted I am not deeply familiar with how much effort is required to progress.

I believe there's still a lot of work to be done in terms of material costs. I'd even argue that some crafting resources should be event locked and not normally obtainable (say for instance a component required to assemble an RPG). However, once additional servers start to become accessible (i.e. Canals, Outlands) the population will naturally spread out and a lot more materials will be available.

To build on my idea, in an ideal scenario, I believe there should be resources only obtainable in each server (i.e. city, canals, outlands) that when combined- create mid to late game recipes.

It makes sense to me that people should be hitting a wall by what is available to them in the city (within reason). I agree with you though, it does not make sense to me that cooking related materials are in scant supply compared to scrap metal, electronics, etc. I would love to see a table at some point detailing what you can 'expect' to find depending on the area (genericized, not specifics) so further indulge players invested in the RPG system presented.

Example:
City
Scrap Metal - Plentiful
Adhesive - Scarce
Gun Parts - Rare

Canals
Scrap Metal - Scarce
Adhesive - Plentiful
Gun Parts - Scarce

Outlands
Scrap Metals - Scarce
Adhesive - Scarce
Gun Parts - Scarce
 
Last edited:
Merging discussion into:
This thread is mentioned on the OP.
 
Mentioned elsewhere as well so this mixed with the other one, merging discussions to centralise. Refer to the above link.

Thread Locked for redirect. Bring the same convo to there and it'll be good to put it all together, mate!
 
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