Nightingale

Nightingale

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Gisborne Mar 10, 2024 @ 6:08am
crafting needs fixing now...
I'm crafting clothing items like backpacks but nothing states their stats, so I make a endgame backpack using best materials I have and it overall has less carry weight than my super old backup... the lack of telling you what anything you craft has by base stats it's really starting to me off. I'm not going to bother crafting endgame clothing recipes now they will prob have 30% stealth rating like my backpack which I didn't want or use materials for...
Last edited by Gisborne; Mar 10, 2024 @ 7:37pm
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Showing 1-8 of 8 comments
ogr3b0y Mar 10, 2024 @ 7:03am 
I agree with what your saying about having a item preview. Technically there is one. If you put mats onto the station it will give you a preview. However for later game recipes that require many refined mats. This is not always so easy.

There is a wiki page with all in game items/gear on it and there base lvl1 stat multipliers listed. you could always check that before crafting too
Saint Mar 10, 2024 @ 7:23am 
Umm.... materials are cheap and easy to come by mostly. I agree the base stats should show when you select it in the sewing bench, but my point is that very few materials are hard to get, so why worry or get upset about wasting them?
william_es Mar 10, 2024 @ 7:38am 
A finished item will have only a specific list of stats. There are very few recipes where you can add new stats to, and choose from A or B. For most recipes, it's fixed.

The best thing to do is make a test item with the junkiest stuff you have, then look at the list of stats the finished item can get.

Then concentrate on materials which have the same stats, because those are the only things that will affect the finished items. A material might show 4 different stats, and only _one_ of those four will actually show up on what you're making. Like backpacks have a "weight" stat, so you can pick leather/materials that will give it a greater encumbrance stat (which is what "weight" is doing there). But backpacks don't have "inventory capacity". Adding a material with that stat will add nothing to the finished backpack. Apparently inventory capacity only affects watering cans right now.

Another thing to do is make lots of different things, like buttons and buckles, out of different materials. I keep a whole container full of them, and use "take all" to pull them all out. Then I experiment, swapping one for the other until I find the ones that give the best benefit.

Another example: If you make an overcoat item (like druidic jacket, hermetic capelet, or striking peacoat) they ALL have a fixed list of stats: max health, durability, rain resistantance, and then the environmental and damage resistances (ice, fire, cold, heat, etc). Nothing I have ever swapped out changed that list. It increased the stats already there, but nothing new was ever added. So you cherry pick materials with "cold resistence" or "fire", "ice", etc.

That's a constructive way to handle the issue. That's aimed at other people reading this thread, not really the OP. It's pretty clear the OP just wants to have a tantrum in the corner.
Lilkinsly Mar 10, 2024 @ 7:59am 
Originally posted by william_es:
A finished item will have only a specific list of stats. There are very few recipes where you can add new stats to, and choose from A or B. For most recipes, it's fixed.

The best thing to do is make a test item with the junkiest stuff you have, then look at the list of stats the finished item can get.

Then concentrate on materials which have the same stats, because those are the only things that will affect the finished items. A material might show 4 different stats, and only _one_ of those four will actually show up on what you're making. Like backpacks have a "weight" stat, so you can pick leather/materials that will give it a greater encumbrance stat (which is what "weight" is doing there). But backpacks don't have "inventory capacity". Adding a material with that stat will add nothing to the finished backpack. Apparently inventory capacity only affects watering cans right now.

Another thing to do is make lots of different things, like buttons and buckles, out of different materials. I keep a whole container full of them, and use "take all" to pull them all out. Then I experiment, swapping one for the other until I find the ones that give the best benefit.

Another example: If you make an overcoat item (like druidic jacket, hermetic capelet, or striking peacoat) they ALL have a fixed list of stats: max health, durability, rain resistantance, and then the environmental and damage resistances (ice, fire, cold, heat, etc). Nothing I have ever swapped out changed that list. It increased the stats already there, but nothing new was ever added. So you cherry pick materials with "cold resistence" or "fire", "ice", etc.

That's a constructive way to handle the issue. That's aimed at other people reading this thread, not really the OP. It's pretty clear the OP just wants to have a tantrum in the corner.
This,

Once you actually take time to learn the system it is not bad at all.
Gisborne Mar 10, 2024 @ 8:25am 
Originally posted by william_es:
A finished item will have only a specific list of stats. There are very few recipes where you can add new stats to, and choose from A or B. For most recipes, it's fixed.

The best thing to do is make a test item with the junkiest stuff you have, then look at the list of stats the finished item can get.

Then concentrate on materials which have the same stats, because those are the only things that will affect the finished items. A material might show 4 different stats, and only _one_ of those four will actually show up on what you're making. Like backpacks have a "weight" stat, so you can pick leather/materials that will give it a greater encumbrance stat (which is what "weight" is doing there). But backpacks don't have "inventory capacity". Adding a material with that stat will add nothing to the finished backpack. Apparently inventory capacity only affects watering cans right now.

Another thing to do is make lots of different things, like buttons and buckles, out of different materials. I keep a whole container full of them, and use "take all" to pull them all out. Then I experiment, swapping one for the other until I find the ones that give the best benefit.

Another example: If you make an overcoat item (like druidic jacket, hermetic capelet, or striking peacoat) they ALL have a fixed list of stats: max health, durability, rain resistantance, and then the environmental and damage resistances (ice, fire, cold, heat, etc). Nothing I have ever swapped out changed that list. It increased the stats already there, but nothing new was ever added. So you cherry pick materials with "cold resistence" or "fire", "ice", etc.

That's a constructive way to handle the issue. That's aimed at other people reading this thread, not really the OP. It's pretty clear the OP just wants to have a tantrum in the corner.
Yes I'm having a tantrum because I have to craft through multiple thign sto make 1 thing to craft another thing, while having no idea if the materials I'm using can even work on X item im crafting because the item doesn't give a list of the base stas You'te not on block for being a complete......
Gisborne Mar 10, 2024 @ 8:26am 
Originally posted by Lilkinsly:
Originally posted by william_es:
A finished item will have only a specific list of stats. There are very few recipes where you can add new stats to, and choose from A or B. For most recipes, it's fixed.

The best thing to do is make a test item with the junkiest stuff you have, then look at the list of stats the finished item can get.

Then concentrate on materials which have the same stats, because those are the only things that will affect the finished items. A material might show 4 different stats, and only _one_ of those four will actually show up on what you're making. Like backpacks have a "weight" stat, so you can pick leather/materials that will give it a greater encumbrance stat (which is what "weight" is doing there). But backpacks don't have "inventory capacity". Adding a material with that stat will add nothing to the finished backpack. Apparently inventory capacity only affects watering cans right now.

Another thing to do is make lots of different things, like buttons and buckles, out of different materials. I keep a whole container full of them, and use "take all" to pull them all out. Then I experiment, swapping one for the other until I find the ones that give the best benefit.

Another example: If you make an overcoat item (like druidic jacket, hermetic capelet, or striking peacoat) they ALL have a fixed list of stats: max health, durability, rain resistantance, and then the environmental and damage resistances (ice, fire, cold, heat, etc). Nothing I have ever swapped out changed that list. It increased the stats already there, but nothing new was ever added. So you cherry pick materials with "cold resistence" or "fire", "ice", etc.

That's a constructive way to handle the issue. That's aimed at other people reading this thread, not really the OP. It's pretty clear the OP just wants to have a tantrum in the corner.
This,

Once you actually take time to learn the system it is not bad at all.
Yes lets all spend tons of hours learning a convoluted systems because its the first game in the history on mankind to make you guess crafting sats on materials that can;t even int he end affect the item, why have a blank slate if its got hidden stats that can't activate, jesus mortal online was 100x better system.
Gisborne Mar 10, 2024 @ 8:30am 
Originally posted by Saint:
Umm.... materials are cheap and easy to come by mostly. I agree the base stats should show when you select it in the sewing bench, but my point is that very few materials are hard to get, so why worry or get upset about wasting them?
It's set up as if clothing was just the STYLE and nothing else and all that mattered was the Materials, so you could cosmetically look like what you wanted, then use whatever mats to make whatever stat Armour you wanted, but as they have hidden stats making most items useless if used as those stats wont be shown, it's just a very bad system, if a system is like this it needs to tell you want stats is on an item not invisible so you have to guess. Just a super bad system people are trying to defend for NO logical reason whatsoever...
Lilkinsly Mar 10, 2024 @ 3:05pm 
Originally posted by Gisborne:
Originally posted by Lilkinsly:
This,

Once you actually take time to learn the system it is not bad at all.
Yes lets all spend tons of hours learning a convoluted systems because its the first game in the history on mankind to make you guess crafting sats on materials that can;t even int he end affect the item, why have a blank slate if its got hidden stats that can't activate, jesus mortal online was 100x better system.
Is spending hours learning a system that is central to a game really such a bad thing? It's already clear that NG is not a normal game. If you want easy crafting or hack and slash there are lots of other games.
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Date Posted: Mar 10, 2024 @ 6:08am
Posts: 8