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The new and large crafting systems: Excessive or Fine?

Bounter

Active member
Joined
May 9, 2022
Messages
356
Hi... It's me again, I'm back. Anyway-

I just got onto the server today, testing the new V3 around 7h after it opened, due to the slots finally feeling up around that time (I feel like in the coming days it will get more lax). I walked about, chatted and generally just wandered for now, considering any auths or IC jobs... And then, out of curiosity, I took a look at the new crafting menu and- HOLY SHIT.

There is so, so much stuff in here now, ammunition, the new tool items, armours, weapons with blueprints and much more! It felt... Frankly, overwhelming (I did not check other ones) - Not to mention, the skill tree. Speaking of, if anyone can tell me how it works fully, please and thank you.

And... I must say... Isn't this a lot? Like, I like increase in gear, and such, but I feel like in some cases they have gone a bit... Far?
Like, do we need so many gun repair kits? Or so many components? Not to mention stuff like needing to find SULPHUR ORE about.


Now, I know that this is a temporary prologue event, and we will probably not see any rebels, major bases (metabases or otherwise), factions and such, at least yet - But it does raise a question, of how it will affect the rebel scene when we will be able to properly do things.

With all the guns needing blueprints (Which are probably expensive as a kidney), the large level and skill requirements for even basic things like gasmasks, not to mention the new addition that made some recipes much harder to get and obtain (Sulphur ore for gunpowder), makes me believe we will see proper Rebels, in like 3+ months time, unless staff chooses a few to give them shit and make them like rebel progenitors..

Now, I know it may sound like a cry of a S2K hungry bebel, but I usually avoided and did not do it, besides events or his stuff myself. I am simply curious and worried, as to if the system is not excessive and potentially a problem, for Rebels and even other factions.
 
Making it harder to become a rebel does exactly what job the system is trying to do. Players who want to speedrun into S2K are being held back by systems that force them to engage in the actual server beforehand. If your intention when logging on day 1 of the event is to become a rebel I believe you should take a further break or change your priorities. The actions that had taken place in V2 with rebels are not going to be accepted in the standard being upheld in V3.

Please do better.
 
Making it harder to become a rebel does exactly what job the system is trying to do. Players who want to speedrun into S2K are being held back by systems that force them to engage in the actual server beforehand. If your intention when logging on day 1 of the event is to become a rebel I believe you should take a further break or change your priorities. The actions that had taken place in V2 with rebels are not going to be accepted in the standard being upheld in V3.

Please do better.
Brother, I literally said I did not do S2K, I never shotcop ONCE on V2, at least read before commenting.

What I am concerned about though, is it will be Terminal but cranked up to 11, so staff will straight up play as event rebels (fucking over regular rebels), because nothing is happening, which wad the case on Terminal lol
 
Brother, I literally said I did not do S2K, I never shotcop ONCE on V2, at least read before commenting.

What I am concerned about though, is it will be Terminal but cranked up to 11, so staff will straight up play as event rebels (fucking over regular rebels), because nothing is happening, which wad the case on Terminal lol
Staff playing event rebels never fucked over regular rebels, considering it was always either announced, or done from a position where players couldn't physically get (At least in the terminal you're talking about).

Things are happening, you are simply not involved because maybe you're too interested in the crafting specifics rather than Roleplaying.
 
Brother, I literally said I did not do S2K, I never shotcop ONCE on V2, at least read before commenting.

What I am concerned about though, is it will be Terminal but cranked up to 11, so staff will straight up play as event rebels (fucking over regular rebels), because nothing is happening, which wad the case on Terminal lol
How does this relate to anything in regards to what the thread (that you made) is about. You got a valid response and pivot to something entirely different.

Please do better.
 
Brother, I literally said I did not do S2K, I never shotcop ONCE on V2, at least read before commenting.

What I am concerned about though, is it will be Terminal but cranked up to 11, so staff will straight up play as event rebels (fucking over regular rebels), because nothing is happening, which wad the case on Terminal lol
What we saw in V2 should have never been the precedent. CvR S2K should never have been the main focus on resistance against the Combine, and daily S2K occurrences shouldn’t be common place.

‘Rebels’ should be seeking to oppose the combine less directly, especially since we’re so early occupation. If you believe the current crafting to be excessive then perhaps it’s a mindset issue, but our goal is not to have slummers or rebels walking around with guns a week or two in, it detracts from the general atmosphere and balance of the server. Ideally melee weapons, and in some rare instances pistols, should be the main weapons you’ll have for a good while.

Again, if you believe the current crafting system to be excessive, then maybe you have the wrong perspective on things.
 
proper rebels are anyone who fights the combine out of ideological conviction, not just Johnny S2K sitting in his metabase jerking off to his pipe rifle blueprint. frankly, the more rebels interact with the city and less with sewers, the better. it's very likely that they'll be able to get materials from the city itself - through either buying it or stealing it - instead of just holding ctrl + e on trashbags for 4 hours.

that being said, at certain points the crafting system does get pretty grindy and atrocious. it's fine for some things like guns, reaching the status of being able to craft firearms should be a pretty big deal, but there's certain items that are unnecessarily complex to create and contribute moreso to player & gamemaster fatigue than it does to roleplay.
 
What we saw in V2 should have never been the precedent. CvR S2K should never have been the main focus on resistance against the Combine, and daily S2K occurrences shouldn’t be common place.

‘Rebels’ should be seeking to oppose the combine less directly, especially since we’re so early occupation. If you believe the current crafting to be excessive then perhaps it’s a mindset issue, but our goal is not to have slummers or rebels walking around with guns a week or two in, it detracts from the general atmosphere and balance of the server. Ideally melee weapons, and in some rare instances pistols, should be the main weapons you’ll have for a good while.

Again, if you believe the current crafting system to be excessive, then maybe you have the wrong perspective on things.
Rebels, even on V2 opposed combine less directly, plenty of clinics in slums, farms, cooks with food banks (Both of my chars), people who aided others etc.

Reason you all either ignore it, or act Ig does not happen, is because people do not talk about it, because its not something people see as worthy discussing, compared to "S2K slopfest" combat scenarios. It does not produce notoriety or controversies, hence nobody talks about smaller rebel activities.

And Stuff like sprays either need staff, or are so small (static text) that nobody gives a shit, being basically worthless. And making a spray is not rebelling, it literally does nothing.

Also I do not mind not getting guns insta. But the recipes alongside skill tree stuff just feel like hefty, very hefty. I know
V2 could be cancerous (I never really seen the Daily shotcops, as someone who never shotcopped) but this is like Terminal, where we will only see event rebels and no real ones for legit 3+ months.

Also, combat being S2RP focused now, will fix the pain of S2K as is.
 
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