7 Days to Die

7 Days to Die

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how about a reverse engineering skill to gain blueprint designs like guns and book teach blueprints
I have seen a few things about air drops and crafting arguement... both says pros and cons about each other... why not use both have airdrops be like once every 2 weeks to a month in game play time giving players and incentive to go try get them. Basically just make it so cant call them in everyday. I like how we can craft things that are kinda common since once you think hard enough about them. i think should add a reverse engineering skill where you can well take stuff apart draw a blueprint or items that you have to create the machine or gun, or have some books that will have these blueprints in them. This is a feature I'd like to see... always have games you craft stuff, unfortunately you dont just learn how make complex machinary out of then air. Thus say i find a sniper rifle want learn make it, you could reverse engineer the sniper to draw a blueprint of it. Id suggest give this a kinda like longer loading peroid like might take 6 hours to fully take gun apart, put back together, and draw it design so person have stay at crafting bench for that peroid otherwise just restart procedure. i think this be a good way to seperate common crafting items from the guns and machines have a engineering skill with reverse engineering to learn complex pattterns.

Edit 1: yes i can agree boarwarrior and knigtet, but there are many different ways this could be implemented and used and that is up for developers to decide. I mainly wanted help get this idea out there and give a easy example how it could be implemented.
Naposledy upravil $Magic$Turtle; 13. led. 2014 v 23.58
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Zobrazeno 111 z 11 komentářů
Right! good, and the one you reverse engineer is destroyed
Nice idea. I doubt they'll add anything that'll keep you occupied for 6 game hours, because in 50 minute day/night mode it's 12,5 IRL minutes. You go clean the house meanwhile and afk out and hope nothing will interrupt.. it's a good idea that way but you should be able to move around the base while you do it, just not be able to run and maybe slow walking speed, and not be able to attack nor use weapons or anything. Just craft other stuff and maybe farm while you do it.
I like the idea, and I'd like to add that i think certain "end game" items should be rare enough to promote some kind of trading.
There is also a method you could use to make the blueprints longer to make but you could have it where it saves your progress of blueprint. Example could start it get like 10% of it finished and pick it up later do some more might get 25% and contiue on until finish it up learn how make the item. this way you could stop and recontinue working on it. BTW this doesn't have to destroy item in truth it make since that you keep item, because if you reverse engineer something you are making a blueprint of measurements needed for parts, but you also need to create a procedure how to put parts together, The parts are useless if dont know how to properly assemble them. Basically meaning you put the item back together to make sure you have the assembly procedure correct.
I dont think crafing for 6 hours of ingame ime is good idea , none crafting i played in games had such long crafing , and ohers who had had automated crafing no needing you to sit there


There is reason for that , you taking away 11 mins(on 50 min day cycle) from play of somone not o mention if something happened like horne flying inside house would interup the crafing

While idea of air drops every now and then would be nice (random place on map if your unlucky it lands on oher side) and has lots zombies around it , but good stuff too loot your crafing thing dont makes much sense while "now crafing" don les you craft guns whole "repairing gun A wih gun B makes more sense then you think , you replace "better parts" from gun B and repair your weapon


I like idea of oher game who i don remember game but its apocalupse mmo , it had guns who were from crafing(you know....self crafted guns are not pretty" and modern ones who are only from loot and i hink that could be added to craft instead
you got consider 6 hours ingame time just be a few minutes in this game, yes handcrafted guns arent pretty unless one can make stuff out of metal to create molds in these game they skip that part. So consider they are using mold to make stuff out of metal. Then it would look like a normal gun just not go as shiny. Unless polish every part or just have that progress assumed as well.

Naposledy upravil $Magic$Turtle; 14. led. 2014 v 7.12
but with that i still say it reasonable because have you ever made a blueprint? it takes time...
Also with the skill system they are adding it give craftsman a value since well like you said not everyone going want wait to learn alot patterns.
Naposledy upravil $Magic$Turtle; 14. led. 2014 v 7.08
Recipes for things like shotguns already exist in the game, they rely on the destruction of a particular item for a rare drop to have the crafting option show up. We also have the new forging mechanic due in alpha 6 and no one yet knows what that will entail.
true hex kinda reason im trying get idea out there because if not for this game might be useful to pimps on another day/ game. Basically i can see this as a good way to help promote group activity as well like hey want make a blueprint for a oven, have buddies watch area while you make it.
Naposledy upravil $Magic$Turtle; 14. led. 2014 v 7.16
Here are a few thoughts about alternatives to the 6 hour reverse engineering condition.

Imagine an interface box off to the side of your inventory that is your "what I'm thinking about" box (maybe there is a picture of a brain in the background). When you place items into that box, you begin thinking about them and when you've thought about them long enough (some things are more complicated or harder to master than others), you get a blueprint for that item. "Thinking" just means that you are online and doing stuff. This limits the speed of blueprint construction without boring the player to death. You also introduce a strategic problem managing what you are thinking about and a market for blueprints (maybe you need a drafting table to draw up a blueprint so you can trade it).

A similar system could be used for invention--maybe you get a menu of everything that can be made and select what you want to learn to make. The traditional way to do this sort of thing is with a tech tree, but that doesn't necessarily need to be the case. The tech tree does two things: 1) introduces prerequisites; and 2) blinds the character from techs that aren't possible yet (and then surprises the player when they open up that new tech level). Reverse engineering could allow players to skip steps in the tech tree (maybe even backfilling prerequisite steps). Or thought of in a different way, reverse engineering could just speed up the rate at which the skill tree is traversed (if you are researching a tech a particupar item is dependant on, putting that item in the reverse engineering box speeds up your progress while destroying the item).
Naposledy upravil Seenloitering; 14. led. 2014 v 7.42
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Datum zveřejnění: 11. led. 2014 v 23.47
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