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Deleted member 4316
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I don't want this thread to be swept under the rug, as I believe I'm not the only person who's disappointed with the current crafting system.
The idea behind the crafting system was to allow people the freedom to be healers and make medicine, or armorers which supply the resistance with gear. While In some ways it works, there are a lot of issues that people seem to be ignorant about:
Pros
- Access to items that in most traditional servers (ClockWork) were harder to obtain. (Weapons, Ammo, Armor...etc.)
- Makes it easier for admins not to respond to every "I need melted snow!" ahelp.
Cons
- Access to items that in most traditional servers (ClockWork) were harder to obtain. (Weapons, Ammo, Armor...etc.)
- Lack of character development, you can get gear insanely fast without putting any effort into the character.
- The entire focus is on the grind, not the RP people do along the way. People don't care about your character's uniqueness but what hat you're wearing.
I believe more things can be written in the cons section, but the most important ones I've added are.
You can't expect to have unique characters, interesting lore, and an immersive setting, with a crafting system that actively does its best to cripple roleplay quality. When a sweep happens and Civil Protection busts a meta base, the players aren't worried about losing the base, but rather what's within the lockers. Anyone can simply log on, create Blue suit #1252 and grind for a few days until they can make a full set of armor and a gun with ammo. This happened before with the "Chinese bots" incident on C24 V2 where the biggest rebel group would meta and send out blue suits to collect garbage for them.
The server allows for so much freedom when it comes to character development, yet most players will actively avoid it because of the crafting system. As a recently accepted vortigaunt player, I've come to realize that the only reason for the rebels and citizens to move through the sewers is to look for crates and piles of trash. When you try to speak to them, the conversation will always start with "I'm looking for three pieces of cloth." or "Do you have *this*". The crafting system also allows the same lazy people to just grind plastic and metal, then just craft without putting even a single proper /me into the process.
Now I'm not just going to bitch, I have a proposition. While staff and the developers won't budge when it comes to removing this system, we could find a way to make it at least acceptable. My idea is to hide certain crafting recipes behind a whitelist. ClockWork HL2RP servers before Willard did that and it worked, so if you wanted to be a gunsmith or an armorer you had to apply for a crafting flag. Guns and armor weren't as easy to ass-pull unless you roleplayed with someone enough for them to trust you with one, or did the goofy ten weeks of ration grinding for a USP and a Rebel uniform because of the inflated prices. That system worked, It made people actually communicate to get their hands on a gun or a kevlar vest. Players on Willard tend to interact with people based on what type of shoes they're wearing and what gear they've got, not what roleplay they can offer.
TL;DR - The crafting system in its unregulated state is unacceptable for any serious roleplay server. Hide some recipes behind crafting flags, while making others accessible after the player can IC'ly learn them. (Cookbooks, sewing manuals...etc.)
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