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Author Topic: Crafting, Deterioration & Quality! Making your items personal!  (Read 28447 times)

cirn0

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Crafting, Deterioration & Quality! Making your items personal!
« on: October 09, 2014, 05:00:09 PM »

Lets start off by quoting myself from some earlier post I made in suggestions:

Quote
The deterioration mechanics are in for some changes.

Currently it just goes from 100% -> Broken, Stats changing every 25%.

For starters:
In future, hope to have items with another value called Quality,
In the scale of 0 = Mint , 10 = Garbage
Crafted items will be within the 0~4 quality range.
Store bought items be between 2~5 quality range
Found items between 0 ~ 10+.

Item deterioration speed will be multiplied by quality.
Each repair will have a chance of increasing quality by 1.

Hopefully increasing the value of armours and weapons that are crafted as well as increase the turnover rate of items in the economy.

Now, this next part is completely inane and up for discussion:

I want to add in the ability for players to mod their weapons / armor, so in conjunction to the quality from the above quote, crafted items will have 0 to 5 OPEN SLOTS for MODS .

What are mods?

MODS will simply be new items that can be inserted into weapons / armors to insert a new perk.
EXAMPLE - BROF MOD inserted into your weapon that has 1 SLOT OPEN => weapon with BROF and 0 SLOTS.

I am debating to allow for duplication of the same mod which will result in obvious imbalanced weapons but possibly FUN? And of course massive rage when you lose it to getting one shot by a sneak melee.

Tell me what you think!

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mAdman

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Re: Crafting, Deterioration & Quality! Making your items personal!
« Reply #1 on: October 09, 2014, 07:40:35 PM »

Sounds awesome. Will they be new perks on top of the default weapon perks and traits, or will the 5 mods then make up the weapon/armors perks, to be unlocked with skills? Or will you make the mod slots replace the weapon/armor traits instead of perks?

Maybe limiting it to 2-3 duplicate perks per item, to limit any overzealous limbshredding/knockout combos. Or possibly make certain perks a one per gun only mod and others with the potential to have multiple.

Or possibly leaving 1-3 "default" perks in a weapon or armor, but leaving the last 2-4 slots moddable. To limit the more imba mod combos to only certain weapons.
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Smalltime

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Re: Crafting, Deterioration & Quality! Making your items personal!
« Reply #2 on: October 09, 2014, 08:49:59 PM »

I fell like five slots is too many for most weapons, and stacking mods would just get too nasty too quick.
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ZwierQ

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Re: Crafting, Deterioration & Quality! Making your items personal!
« Reply #3 on: October 09, 2014, 08:53:33 PM »

I think it should be max 3 different mods on item.
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MARXMAN

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Re: Crafting, Deterioration & Quality! Making your items personal!
« Reply #4 on: October 09, 2014, 09:33:57 PM »

5 slots may or may not be too much, as others have said.  Depending on how much they actually did thought it might not.  I would lvoe to see this in game, would add a whole 'nother layer of gameplay.  Being able to adapt your weapon to situations you often find yourself in would be great.
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mAdman

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Re: Crafting, Deterioration & Quality! Making your items personal!
« Reply #5 on: October 09, 2014, 09:57:56 PM »

Yeah 2-3 default perks and 2-3 customizable ones would be best, possibly have some weapons more customizable than others.

And not stacking unless it is a default perk as well? So unless a weapon had 3x a specific perk by default you would never be able to have more than 3 of the same perk in a single gun.
« Last Edit: October 09, 2014, 10:02:26 PM by mAdman »
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Myakot

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Re: Crafting, Deterioration & Quality! Making your items personal!
« Reply #6 on: October 09, 2014, 11:09:32 PM »

Sounds damn good to be true.
I'm definitely against stacking same upgrades to the weapon, already imagining some sniper rifles with BROFx5... uff, too much fun, no thx ;D.

Unless every weapon will have it's own *possible amount of mods attached*
BTW this would help balancing ARs and SMGs, just make them have 5 slots and everything else 1-2. (or similar).
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MuchaChota

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Re: Crafting, Deterioration & Quality! Making your items personal!
« Reply #7 on: October 10, 2014, 01:45:21 AM »

I don't see this as being balanced any time soon... just imagine an AS-50 with 3 better criticals instead of 2 more crits and 1 better crits, or with piercing strike instead of better knockouts... or even the base perks+ better crits/hit the gaps/piercing strike/brof/etc/etc/etc...

But if instead of modding the traits/perks you could only change base stats of a weapon/armor and every modification having a pro and a con, I see it as more possible. Make each slot a category and 2/3 options for each. Scheme/example of powerhorse, diff mods could have diff stats:

Desert Eagle .50 Ext.Cap
Min ST: 3
Weight: 2200gram.
Ammo: 0/10
Dmg: 35-60
Max Rng: 35
Ap(unaimed):25
-Slots
1. Trigger - Marksman trigger: Min ST+1 Max Rng+4 125 gram.
2. Internal - Heavy spring: Ap(unaimed)+4 Dmg+10% 250gram.
3. Sight - Marskman sight: Min ST+1 Max Rng+4 125 gram.
4. Barrel - Stainless Steel barrel: Ap(unaimed)+4 Dmg+10% 250gram.
-Modded version
Desert Eagle .50 Ext.Cap
Min ST: 5
Weight: 2950gram.
Ammo: 0/10
Dmg: 43-68(its a guess, haven't done math)
Max Rng: 43
Ap(unaimed):33




The names come from here http://heroesandgenerals.gamepedia.com/Weapon_Modifications#Triggers
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Myakot

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Re: Crafting, Deterioration & Quality! Making your items personal!
« Reply #8 on: October 10, 2014, 01:59:19 AM »

Just noticed that there is a "Making your items personal" in the topic...

I don't know about that, there have to be really strong reasons for such mechanic to exist. (For an example it will be T3 only, and you will still lose it upon death, it's just that it's "dna-bound" and no one else can use it, still is a shaky ground to step on).
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cirn0

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Re: Crafting, Deterioration & Quality! Making your items personal!
« Reply #9 on: October 10, 2014, 02:47:09 AM »

Just noticed that there is a "Making your items personal" in the topic...

I don't know about that, there have to be really strong reasons for such mechanic to exist. (For an example it will be T3 only, and you will still lose it upon death, it's just that it's "dna-bound" and no one else can use it, still is a shaky ground to step on).

Oh I was just using that phrase as a way to express how crafting at the minute is very impersonal and it really didn't matter to you how your items turn out.

I've thought about it some more and the answer to my own question.

-Getting slots will be exponentially rare. Possibly 1/5 will be 1 slotted, 1/50 will be 2 slotted, and so on.
-No duplicate mods on the weapon

The mods themselves of course can be more than just perks, but for the time being I can get this feature out within a day or two reusing already existing assets.

I'm not going into the detailed weapon modification ala Jagged Alliance where specific weapons have specific hard-points but restricting mods on specific weapons and perhaps even unique mods for specific weapon sub-types.

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paragon

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Re: Crafting, Deterioration & Quality! Making your items personal!
« Reply #10 on: October 10, 2014, 04:43:54 AM »

I just hope you won't create too big gap by this step.
Right now, when almost everyone has the same equipment to fight with, even a new player has a possibility to go and fight equally to no-lifers.
With implementing tier 3, weapon slots and etc, there will be players who can and can not afford such equipment, especially if it significantly better (meaning has significantly higher price).
Meaning that the richest become over-powered.

If you can balance it, yeah, it sounds cool. But does it worth the work then, if it's not significantly changes things?

If some equipment could be get, eventually you will see the whole groups fully equipped in it.
« Last Edit: October 10, 2014, 07:52:14 AM by paragon »
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MuchaChota

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Re: Crafting, Deterioration & Quality! Making your items personal!
« Reply #11 on: October 10, 2014, 05:48:27 AM »

I'll add to the idea i schemed that such mods should be easy to get and accesible, craftable with common/uncommon mats, so most of the weapons you use are modded to your liking and serving different specific purposes, and making diff mods appealing so there would be several good combinations and not just 1 or 2 OP. Such mods will leave the standard model as good/balanced and then different possibilites according to what you want, even lower carry of some heavier guns at cost of sth for sneakers
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baskila

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Re: Crafting, Deterioration & Quality! Making your items personal!
« Reply #12 on: October 10, 2014, 09:10:17 AM »

I'm afraid this idea would only make powerful players even more powerful. Basically players who have little chances of loosing their weapon (players from well organized big groups) putting smaller groups in ever bigger disadvantage.
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S.T.A.L.K.E.R

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Re: Crafting, Deterioration & Quality! Making your items personal!
« Reply #13 on: October 10, 2014, 09:16:40 AM »

Seems op, especially when weapons already have 5 perks. And armors with these mods and leader buffs already, oh lawd (if they're not damage resistance buffs)

It will be good if they had a pro and a con, example, I mod my deagle to have 5 more efficiency range but 15% more AP cost to shoot.

Would be good if I can add sprinter on combat armor, but -20 view range (capped at 30)
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Perteks

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Re: Crafting, Deterioration & Quality! Making your items personal!
« Reply #14 on: October 10, 2014, 10:01:28 AM »

Idea with traits instead of perks would be great
Cons and pros in that way weapons would be more specialised and in that way more into player type of playing.

We shouldn't make it that those slots is next must have thing like -ap cost on reloaded or fagline2. Traits in that way will balance it out itself

Second thing make some npc who will add slot by high price it will be for sure next way to spend cash on something than craft it en masse
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3.14

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Re: Crafting, Deterioration & Quality! Making your items personal!
« Reply #15 on: October 10, 2014, 10:05:57 AM »

If the mods will be all over the place, easy to horde and cheap then I say "Yay!". If they are play-50h-to-get-one-rare, than I say "Nay!".
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Anza

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Re: Crafting, Deterioration & Quality! Making your items personal!
« Reply #16 on: October 10, 2014, 10:11:26 AM »

I agree with the fact it will make powerful players even more powerful. The idea seems nice but would be possible if it was a pve game, here it will create way too OP weapons i think (even though being able to create personalized weapon sounds awesome) and new/casual players will have no chance (not that they have a lot atm anyway)

The idea of having pros and cons is very nice and can make this happen, but I like the fact that atm you can use weapons for their perks instead of only looking at dam, and adding personalized perks on weapons could make everybody have the same stuff in some time as people will know good combos.
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mAdman

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Re: Crafting, Deterioration & Quality! Making your items personal!
« Reply #17 on: October 10, 2014, 11:26:55 AM »

adding personalized perks on weapons could make everybody have the same stuff in some time as people will know good combos.

People do that already though.

I agree with the sentiment that it shouldn't be rare, or too rare anyway, making mods about as common as relics and the like would be fine.
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Niamak

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Re: Crafting, Deterioration & Quality! Making your items personal!
« Reply #18 on: October 10, 2014, 11:31:35 AM »

Custom mods sound hard to balance.  ::)
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BG Sexpert

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Re: Crafting, Deterioration & Quality! Making your items personal!
« Reply #19 on: October 11, 2014, 12:21:06 AM »

Lets start off by quoting myself from some earlier post I made in suggestions:

Quote
The deterioration mechanics are in for some changes.

Currently it just goes from 100% -> Broken, Stats changing every 25%.

For starters:
In future, hope to have items with another value called Quality,
In the scale of 0 = Mint , 10 = Garbage
Crafted items will be within the 0~4 quality range.
Store bought items be between 2~5 quality range
Found items between 0 ~ 10+.

Item deterioration speed will be multiplied by quality.
Each repair will have a chance of increasing quality by 1.

Hopefully increasing the value of armours and weapons that are crafted as well as increase the turnover rate of items in the economy.

Now, this next part is completely inane and up for discussion:

I want to add in the ability for players to mod their weapons / armor, so in conjunction to the quality from the above quote, crafted items will have 0 to 5 OPEN SLOTS for MODS .

What are mods?

MODS will simply be new items that can be inserted into weapons / armors to insert a new perk.
EXAMPLE - BROF MOD inserted into your weapon that has 1 SLOT OPEN => weapon with BROF and 0 SLOTS.

I am debating to allow for duplication of the same mod which will result in obvious imbalanced weapons but possibly FUN? And of course massive rage when you lose it to getting one shot by a sneak melee.

Tell me what you think!

Wow, I really LOVE this weapon MODs idea. You guys doing the DEV work must have big SEXY powerful brains to COME UP WITH such a GREAT idea.
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