7 Days to Die

7 Days to Die

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Silverbird Oct 8, 2016 @ 12:10pm
You don't get experience for workbench-crafted items unless you leave the workbench UI open.
Same with forge, cement mixer, etc.
It's only a more aggrivating problem now that steel/iron armor recipies are locked to workbench-only.
You can leave and come back to get the exp, but don't gamble, becaues if you come back too late you dont get ♥♥♥♥, and only end up wasting resources.

**Temporary Solution**
Originally posted by Unturned:
Just put a piece of wood in each of the 6 output slots of the workbench or chem lab. This will force it to wait to finish the item until you reopen it and assures you get exp. It makes for slower crafting but you will get exp
Last edited by Silverbird; Oct 18, 2016 @ 8:42am
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Showing 1-15 of 21 comments
Focus Oct 9, 2016 @ 3:36am 
Yeah, the developers really messed up with confining experience to the station. A very simple fix would be rewarding experience when we take the items from the station. Which is what Minecraft does. The moment you remove the crafted items from a furnace, for instance, you gain the experience.
AndreasB Oct 11, 2016 @ 10:22am 
imho it should be like this,...
vv [FuMM] Oct 11, 2016 @ 3:13pm 
Why should you get experience for not being there? If you put a recipie in a microwave then go watch a movie that's not cooking...
Torriador Oct 11, 2016 @ 5:12pm 
If I remember correctly, there were a couple of issues that were debated on the official forums that seem to have brought about the current crafting design.

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".
CombatJoe Oct 11, 2016 @ 8:19pm 
Originally posted by vv FuMM:
Why should you get experience for not being there? If you put a recipie in a microwave then go watch a movie that's not cooking...

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.
AndreasB Oct 12, 2016 @ 3:01am 
Originally posted by CombatJoe:
Originally posted by vv FuMM:
Why should you get experience for not being there? If you put a recipie in a microwave then go watch a movie that's not cooking...

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.
crafting is a PART of PLAYING the game,.. When you have the crafting station open you are PLAYING THE GAME.
vv [FuMM] Oct 12, 2016 @ 7:00am 
Originally posted by CombatJoe:
Originally posted by vv FuMM:
Why should you get experience for not being there? If you put a recipie in a microwave then go watch a movie that's not cooking...

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?
Silverbird Oct 12, 2016 @ 11:29am 
Originally posted by Andreas:
Originally posted by CombatJoe:

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.
crafting is a PART of PLAYING the game,.. When you have the crafting station open you are PLAYING THE GAME.
Actually, both your arguments are very poor, as far as my understanding goes.
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.
Last edited by Silverbird; Oct 12, 2016 @ 12:15pm
vv [FuMM] Oct 12, 2016 @ 1:32pm 
Originally posted by Silverbird:
Originally posted by Andreas:
crafting is a PART of PLAYING the game,.. When you have the crafting station open you are PLAYING THE GAME.
Actually, both your arguments are very poor, as far as my understanding goes.
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.
Silverbird Oct 12, 2016 @ 2:22pm 
I was talking to andreas, which was who i replied to.
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.
Focus Oct 12, 2016 @ 4:00pm 
Originally posted by CombatJoe:
Originally posted by vv FuMM:
Why should you get experience for not being there? If you put a recipie in a microwave then go watch a movie that's not cooking...

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.

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.
vv [FuMM] Oct 12, 2016 @ 6:09pm 
I don't think anyone is saying that you shouldn't get XP for using your own crafting menu regardless of having it open or not. It's just that having 3 or 4 etc other crafting devices doing things for you seems a bit of a broken potentually abused system.
Silverbird Oct 12, 2016 @ 8:39pm 
Originally posted by vv FuMM:
I don't think anyone is saying that you shouldn't get XP for using your own crafting menu regardless of having it open or not. It's just that having 3 or 4 etc other crafting devices doing things for you seems a bit of a broken potentually abused system.
you can already have 3-4 other crafters doing things for you...
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...
vv [FuMM] Oct 12, 2016 @ 11:06pm 
Originally posted by Silverbird:
Originally posted by vv FuMM:
I don't think anyone is saying that you shouldn't get XP for using your own crafting menu regardless of having it open or not. It's just that having 3 or 4 etc other crafting devices doing things for you seems a bit of a broken potentually abused system.
you can already have 3-4 other crafters doing things for you...
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.
Unturned Oct 18, 2016 @ 12:41am 
Just put a piece of wood in each of the 6 output slots of the workbench or chem lab. This will force it to wait to finish the item until you reopen it and assures you get exp. It makes for slower crafting but you will get exp
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Date Posted: Oct 8, 2016 @ 12:10pm
Posts: 21