Combat Medic Archive
Thread: Fixing crafting
1) The gap between normal and advanced components is too large. For example, a resilience compound might have 20 potency, while an advanced resilience compound might have 70. When you consider the final combine might end up with a potency of 130, the 50 points of difference is very large.
2) poisons are weapons. As such, there are two important aspects to a weapon, how hard it is to use (potency/range/HAM costs/etc), and how much it hurts the enemy to have it used against him or her (DPS/targeted or untargeted damage/etc.). There should be a trade-off between reducing the former, and increasing the latter.
If the devs gave combat medics new alternate ways to deal damage to the enemy or alternative ways to reduce cost, effectiveness would no longer be the end all and be all. Some specific way to do this might be:
1) experimenting to reduce throw time
2) experimenting to reduce time for the first tick
3) experimenting to increase tick speed
4) experimenting to allow poisons/diseases to give states (probably a very small percent chance, experiment-able to become only a small chance)
5) experimenting HAM costs for poisons
2) experimenting to reduce time for the first tick
3) experimenting to increase tick speed
I agree with you in principle. Combat medics used to have to make range, power, and potency decisions. Fixing all of our subcomponents reduced us to range and power decisions. Capping poisons to 64m (which I am assuming they will get around to eventually)will removeall of our decisions. You correctly point out that basically every crafting profession is in the same boat. I am all for the devs increasing the variety of crafting. The simplest way to do that is to give us meaningful choices. You outline some of them. I would love to see range continue to be a choice *and* have meaningful range experimentation added to weapons crafting. Why not have a rifle that shoots at 80m (as long as it is lower damage, lower accuracy, and higher HAM costs)?
A classic example of where they failed is with doctor buffs. There are essentially two useful properties - duration and power. Yet they placed both on the same experimentation line, so there is no choice to be made.
The notable exception to the one line craftingis chef - all 4 lines are reasonably useful and in different circumstances, high charge, high power, high duration, and low filling varieties of the same item may be warranted. The majority of chef crafting is power related, but there is a market for the specialty goods. Since this was the most recent crafting revamp, I am reasonably hopeful that the devs now "get it", instead of just lucking into it with chefs. The only question is, will crafting for other professions ever get any sort of revamp? I'd argue that it isn't as essential as other changes (get the combat rebalance done already!), but it would make the game a richer experience. Give me back my range/power/potency trade-offs.
jkray8472 wrote:
Lol, silly troll, get back under your bridge and wait for the Billy Goats!
Message Edited by jfang on 06-09-2004 02:42 PM