Request re-rework the crafting system

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Request: Rework the crafting system. It's overly complicated and half of the staff team don't even know how to use it, especially scavenging.
Crafting cooldowns are arbitrary timers, and the only thing they restrict is roleplay.

So what if a character wants to craft a reinforced coat from scratch in one day. If they have the materials (which they need a lot of), let them, instead of putting them on a three-day timer since they'll make it anyway, it'll just take longer.

I also don't know why crafting (for example) a travelling backpack prohibits you from crafting ALL tailor items for three days, what?

I'd argue for just implementing the crafting recipes into the server's crafting system, but unless there's a way to edit them without tiring Gary out (with config, for example), it's not worth it despite two separate systems being counter-productive.

Hell, if crafting is supposed to take time just put timers (that aren't days long) on certain items, reloading press already has that.
Arbitrary timers balance nothing.

To streamline this request:
Remove crafting cooldowns.
Make scavenging easier to comprehend, or scrap it completely.

Why it would be worth adding: Makes life easier for everyone.
Necessary content: A keyboard to write with

Use this thread as some form of CCC, I guess.
 

FreeSpy

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the only argument to balance is that it doesn't allow for a monopoly to form around crafters, like how it was in Railway.


i still don't get why we cannot all have crafting flags like in Helix 3. It worked out fine in the end, to be honest. Only diff would be no BMDs, which whatever, who cares. Crafting flags being locked behind applications inherently cause gravity pools around people and I don't find that to fit with how it should work. Crafting is meant to complement it, but relying on a fair few people is never really well. That's why in Helix 3 crafting was made free for all, but material gathering still was hard. Crafting complemented BMDs, here crafting should still be complementary, and thus superbly simple and streamlined. same with scavenging.

I find it annoying and wonky to have to roll a few times and decypher documentation when I could just wing it normally and put down an appropriate amount based on the initial roll. I understand how it works to some extent, but I don't necessarily like it.
 
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Gary

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This is really something for @TheInnkeeper

I've put forward updating the crafting menu in-game, and still do think it should be updated and used, makes things a little less confusing when it's laid out in front of you like that

But for the other points yeah for innkeeper
 
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Komchan

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Honestly I'd say allow anyone to scavenge, but I'm aware having staff do that constantly is not really feasible so...

Maybe an automated mechanic or something? Eg, press E on some dumpster now and again or something after you do a /me, idk.
 

TheInnkeeper

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Request: Rework the crafting system. It's overly complicated and half of the staff team don't even know how to use it, especially scavenging.
Crafting cooldowns are arbitrary timers, and the only thing they restrict is roleplay.
I agree the cooldowns aren't the best. I think discussing removing them is worth considering.


Totally disagree with scavenging. It really is not complicated. It takes about 10 seconds to figure out what to create. Removing it is out of the question entirely with how many people have applied for it, have been accepted for it, and have been waiting on apps to be accepted.

People [only staff] keep saying scavenging is complicated, but never actually tell me which parts, or what they don't understand.

I've put forward updating the crafting menu in-game, and still do think it should be updated and used, makes things a little less confusing when it's laid out in front of you like that

But for the other points yeah for innkeeper
I agree with it being updated, but this whole system was devised to take some weight off of you. By all means if you want to add stuff to the ingame system, definitely not going to protest to that.
 
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FreeSpy

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ePople [only staff] keep saying scavenging is complicated, but never actually tell me which parts, or what they don't understand.
I literally dm'd you with my exact issues with the scavenging system? What do you mean people haven't told you which parts are complicated.
 
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TheInnkeeper

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I literally dm'd you with my exact issues with the scavenging system? What do you mean people haven't told you which parts are complicated.
You did not specify what was complicated, you just said that it is.
What do you not understand?
 
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FreeSpy

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You did not specify what was complicated, you just said that it is.
What do you not understand?
I'm not gonna sit and argue on a suggestion thread, but I specifically put an accent on the overcomplication of the system by introducing a fuckload of rolls and the fact we don't really have as much control over it as we should because it is, inherently, randomized.
 
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TheInnkeeper

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I'm not gonna sit and argue on a suggestion thread, but I specifically put an accent on the overcomplication of the system by introducing a fuckload of rolls and the fact we don't really have as much control over it as we should because it is, inherently, randomized.
It originally was entirely staff controlled, but staff complained that it could lead to favoritism issues, so we decided on a roll system as it's entirely fair.
 
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Gary

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I agree the cooldowns aren't the best. I think discussing removing them is worth considering.


Totally disagree with scavenging. It really is not complicated. It takes about 10 seconds to figure out what to create. Removing it is out of the question entirely with how many people have applied for it, have been accepted for it, and have been waiting on apps to be accepted.

People [only staff] keep saying scavenging is complicated, but never actually tell me which parts, or what they don't understand.


I agree with it being updated, but this whole system was devised to take some weight off of you. By all means if you want to add stuff to the ingame system, definitely not going to protest to that.
If the recipes are already made, ain't too bad to just plug them in
 
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Deleted member 7576

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Totally disagree with scavenging. It really is not complicated. It takes about 10 seconds to figure out what to create. Removing it is out of the question entirely with how many people have applied for it, have been accepted for it, and have been waiting on apps to be accepted.

People [only staff] keep saying scavenging is complicated, but never actually tell me which parts, or what they don't understand.
The way it’s overview is worded makes it complicated and painful to read.

Me and FreeSpy spent a long time trying to figure out what to roll, why roll it, what it gives, and how much, and in the end we concluded nothing and only got the player pissed cuz apparently they didn’t get what they were supposed to
 
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TheInnkeeper

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If the recipes are already made, ain't too bad to just plug them in
The issue arises is when we want to do a quick patch to something, or restrict something, it relies on you being both around AND free to actually do it.

That being said, if it's super easy, go for it.

The way it’s overview is worded makes it complicated and painful to read.

Me and FreeSpy spent a long time trying to figure out what to roll, why roll it, what it gives, and how much, and in the end we concluded nothing and only got the player pissed cuz apparently they didn’t get what they were supposed to
You roll a d100.

From that, you determine the tier based on the table.

You roll up to the maximum of that tier [say if you rolled 61, you'd roll up to 7], and then if you roll higher than 3, you roll again with a maximum of 1 less than your previous roll. [If you rolled 7, you would do a /roll 6], and continue until you hit 3 or less.
 

constantdisplay

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as someone whos been scavenging constantly i honestly dont think its thats complicated lol? although one thing i dont get is why it says you should state what your looking for/with what tools seen as it doesnt really make a difference, ive mostly been /me'ing and finding different locations for flavour

that being said for crafting, i think lowering the cooldowns and making the cooldowns item specific instead of section specific would be preferable to the situation now, especially considering it doesnt seem like there are many active crafters

(also having the recipes in the crafting menu instead of spreadsheet would obv be nice)
 
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constantdisplay

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going to add, maybe gary could add a command that automates the scavenging rolls by inputting the players roll and it spits out a list of scripts for the staff member to spawn from the appropriate sections? dont know how hard that would be. seems a bit much for a pretty simple system though
 

TheInnkeeper

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although one thing i dont get is why it says you should state what your looking for/with what tools seen as it doesnt really make a difference, ive mostly been /me'ing and finding different locations for flavour
holdoff from when the admin used to choose what you'd get, the document went through about six iterations
 
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Deleted member 7576

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that being said for crafting, i think lowering the cooldowns and making the cooldowns item specific instead of section specific would be preferable to the situation now, especially considering it doesnt seem like there are many active crafters
cooldowns are arbitrary roleplay restrictors, we don't need them

just add timers (that aren't super long) for workstations like the reloading press or something
 

Gary

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going to add, maybe gary could add a command that automates the scavenging rolls by inputting the players roll and it spits out a list of scripts for the staff member to spawn from the appropriate sections? dont know how hard that would be. seems a bit much for a pretty simple system though

Have considered this, given the odd list of rolls it’s a perfect place to throw in some automation, but up to innkeeper how he wishes for it to be handled
 
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Komchan

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cooldowns are arbitrary roleplay restrictors, we don't need them

just add timers (that aren't super long) for workstations like the reloading press or something
For timers, sure that works, but the issue is that when I rp, I do all the rp, then the script-related stuff after the fact.
 

Deleted member 7576

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For timers, sure that works, but the issue is that when I rp, I do all the rp, then the script-related stuff after the fact.
I think you can type while a timer is running (i just checked you can)

Racing against the clock in crafting /mes :p
 
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