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For a short while, you could get xp when pulling completed items from the forge. But if you didn't have it secured, anyone could steal your xp by accessing the crafting window and taking the items.
Then it was discussed, having a proximity region, but same thing would occur if someone else was closer, or forced you away.
After that it was discussed having a que record of who was crafting what. but that would requre the game to record every forge, and every job, and every player with an active crafting que. it would take up a lot of resources, and if something wasn't implemented correctly, then multiple players could potentially pull any crafting job, from any similar crafting station, anywhere on the map.
so it looks like they solved the issues by, having the crafting player having to be at the station to complete their jobs. It makes it inaccessable to other players while you are using it, and they cannot snipe your xp or items, unless you leave the station unattended.
*Note*
I am paraphrasing, after reading a number of posts on the topic over time, none of this is "official" or "verbatim".
After making 500 stone axes, why do I suddenly know how to make a good fire axe? Because we're playing a video game.
I don't like the idea of having to sit at crafting stations while they work. I would rather be playing the game while crafting, able to explore and fight... not watching netflix.
It's called life. If you practice at doing something then usally most people find it'll apply in another area or thing. So making 500 stone axes will generally teach you about things like: design,working with materials,shaping,how not to do things and a host of other things.
You get better at making other objects that are similar in idea and design from making something else. That makes perfect sense..
You sound like a player that wants COD or CS style play but with zombies. More power to you but this is an RPG style game. I'm sure some one will make a mod for you later. As it currently stands progressing through skill levels is required to help provide a sense of accomplishment and progression for your player. Having everything handed to you from day 1 sounds rather boring. Also who the hell sits there and crafts 500 axes at the same time?
Why should you get experience for crafting something you leave in a microwave? that is already how this current system works. you set up 6 workbenches and craft 6 pieces of armor for 4 minutes each, and switch between each workbench to gain the experience for each. That or you put something in a workbench, run outside and cut trees for two minutes, and come back right before it finishes. stupid stupid system.
On the flip side, with one one workbench, which is what most poeple will use a majority of the game, sitting around doing nothing to ensure you get exp is NOT playing the game. I am to the point, single player, where i can literally queue 30 minutes to an hour of iron armor/steel tool crafting in my workstation, easily. You are trying to argue that me queueing crafting for 30-60 minutes, then alt-tabbing or afking for an hour is "playing the game". No, it is not.
Are you talking to combatjoe or andreas?
If you are reffering to combatjoe's statement then I agree. Andreas is saying that you should be looking at the crafting station to get the XP. In other words not going out side and doing somthing else and magicly leveling up.
The only way some of the mechanics work in this game is if you are actually part of a small community.. The respawn system works fine then. The leveling up when you arn't there works fine etc. As it currently stands in single player mode it makes no sense to magicly level up by having something make things for you.
The normal crafting menu doesn't interfere with anything and 'magically levels you up' too.
I fail to see how any of these mechanics work better in multiplayer.
The only people I can see wanting this system are casual players who don't mind not playing the game for 30+ minutes while their character stares at a crafting station menu. Most of us want to actually play the game. I gathered the materials. I took the time and effort to ensure I would gain levels only to be denied because brainless zombies who like staring at a crafting menu all day thinks this system is okay.
its hilariously easy to get multiple forges running together now that you can use tanned leather instead of just hide. Workbenches less so since mechanical parts are such a huge pain to get...
The only part of it that's ♥♥♥♥♥♥ is the experience acquisition. At this rate i'll probably just end up wasting points on fast crafting, with how ridiculously long armor crafting is.
The only broken and potentially abused system is repairing, which (as far as i can tell) gives full item experience for restoring as low as 1 durability, regardless of how degraded an item actually is. Poor mechanics like this workbench crap is whats going to lead to people 'exploiting' repair exp to train, not that workbenches arent already semi-exploitable (get a stopwatch, come back right before it finishes crafting).
I shouldn't have to resort to ♥♥♥♥♥♥ game design to train my skills up, playing the game as intended should be the quickest way to level. If it's intended for me to afk for an hour, or repair my pickaxe after every hit until 300-400 quality then the game is clearly broken in some regard.
Defending the way things currently work is pretty close up there to defending item duping as an 'active way of rewarding players for crafting' or whatever stupid argument you come up with. Cheesing your way through the game should be removed, as much as possible. It cant be removed completely, but its pretty clear to me that the new mechanics introduced in alpha 15 were NOT entirely thought through, or prehaps just not tested enough...
I agree with you on some things. I don't think the progression of skills is too slow. It's day 14 in my game and I'm level 20 in construction,mining and my misc crafting is at 77.
I do agree that things are horribly unbalanced right now. The good thing is that this is still alpha so the final official game will end up different. It's fairly obvious that ideas are being played with at the moment. Also mods will fix things you don't like later when things are a bit more stable. You can if you want mod it right now to play the way you want.