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Heahsler
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Idea - Deconstructing stuff, or Dissasembling Crafted items
Every Time i mak something i say to myself man i wish i could take this apart and make ??? with these resources... although i see how tis could be exploited tp make carrying more items possible... actually... since there is not Inv wieght system, this exploit would make any regulations or constriction on the inventory system, useless... this is a bad idea... but an idea.. My subject stands...
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sabinati
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Re: Idea - Deconstructing stuff, or Dissasembling Crafted it
this has come up a lot and they don't want to do it because it would require storing the values of each item built into the object.
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chrisrock
- Posts: 318
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Re: Idea - Deconstructing stuff, or Dissasembling Crafted it
would be better if we could deconstruct parts of a house or anything built, since designing a house is complicated and a lot of people mess up.
or rather destroy parts of a house so we can rebuild where we messed up without having to destroy the whole thing.
or rather destroy parts of a house so we can rebuild where we messed up without having to destroy the whole thing.
Last edited by chrisrock on Fri Oct 02, 2015 6:47 pm, edited 1 time in total.
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endiron
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Re: Idea - Deconstructing stuff, or Dissasembling Crafted it
Maybe with the advent of wood & stone variety, there could be a set of resources dedicated to desconstruction. As not to make this too unrealistic, deconstructing an item would tear it up a bit. So, any material input would result in materials 1/2 the quality of the structure when deconstructed, as well as recieving a new generic, shitty type of material so the unique input types wouldn't need to be stored, nor their quality.sabinati wrote:this has come up a lot and they don't want to do it because it would require storing the values of each item built into the object.
For the new item types there could be a few:
Plank Input > Decon > Splintered Plank (at 1/2 quality of structure)
Wood Block Input > Decon > Battered Block (at 1/2 quality of structure)
Hard Metal Input > Decon > Tarnished Nugget/Ingot (at 1/2 quality of structure -- Hard Metal stand-in that can't be re-smelted, but can be crucibled to smaller/bigger parts)
Common Metal Input > Decon > Brittle Nugget/Ingot (at 1/2 blahblah -- Common Metal stand-in that can't be re-smelted, but can be crucibled to smaller/bigger parts)
Stone > Decon > Crumbling Stone (at 1/2 quality of structure)
Raw Clay > Decon > Flaky Clay (at 1/2 quality of structure)
Bricks > Decon > Cracked Brick (at 1/2 quality)
String/Fiber > Decon > Frayed Cord (You get the idea)
And generics like Branches could be as is (at 1/2 quality)
So, I figure there's a way to make it work. This adjustment would decrease the ability and incentive to just disassemble and rebuild things on a whim, as you'll get worse materials realistically.
Also, with the new skills that improve collection of materials and soforth, another good idea that ties into this is a skill that would be something like "Careful Disassembly" which would cost the usual buttload of LP, but when a character with this skill deconstructs, the quality is improved to 2/3 of the deconstructed structure.
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Heahsler
- Posts: 55
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Re: Idea - Deconstructing stuff, or Dissasembling Crafted it
That would take way to much timto implament and be way t much time to do.... why not just give you back half the resorces youve already put in?
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endiron
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Re: Idea - Deconstructing stuff, or Dissasembling Crafted it
How? At all?Heahsler wrote:That would take way to much timto implament and be way t much time to do.... why not just give you back half the resorces youve already put in?
It's literally 8 materials at the moment, which just need (at the most) sprites, models, and item ID's.
8 items of types that are already in the game should be extremely easy to implement.
The structure would have a pre-assigned system, and structures already have qualities.
That's actually much simpler than making every object in the world hold its input items.
Because consider -- what if you make a log cabin with like 8 different types of blocks, 6 plank types, & 4 bough types. That requires the game to remember exactly what you put into that house to give you half of it back. Item types, qualities, etc.
With what I proposed, each structure type has an un-recipe of sorts that is assigned generically and doesn't require massive server storage for every single built item in the world. The generic shitty-mats solve the problem of diverse item types, and the halved quality solves the problem of the server having to store quality, as well as discouraging deconstruction and rebuilding rapidly (the halved quality for each iteration would discourage this), while still allowing some wiggle room if you make a mistake in placement so you're not screwed totally out of your hard-earned metal, logs, & soforth.
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Heahsler
- Posts: 55
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Re: Idea - Deconstructing stuff, or Dissasembling Crafted it
blah, im still in school, but i know that makin 8 new items, writing them in, making Action codes or each deconstuctable object in the game would b a pain in the asss, so stfu.
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endiron
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Re: Idea - Deconstructing stuff, or Dissasembling Crafted it
Well, you do realize that what you're proposing involves that too, right? As well as taking up more server space on an already kinda burdened server?Heahsler wrote:making Action codes or each deconstuctable object in the game would b a pain in the asss
AightHeahsler wrote:so stfu.

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Heahsler
- Posts: 55
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Re: Idea - Deconstructing stuff, or Dissasembling Crafted it
shame that every group of smartasses has to have atleast one smart ass
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endiron
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Re: Idea - Deconstructing stuff, or Dissasembling Crafted it
I mean since you said you're in school (and presumably still at "that" age), I'll give you the benefit of the doubt here.
I'm not trying to attack you. Let's make that clear.
Seriously, look at my prior posts ITT. I wasn't ever bashing your initial idea -- just defending my own when you were like "no, that's too much effort & complexity" -- and explaining that it is actually less effort & complexity, as well as more realistic just to make a standardized system.
I like your idea, and I just think it needs a few adjustments to make the devs (as Sabi brought up) and the players happy.
Realistically, getting back just half of the input items isn't a realistic mechanic -- and doing that would seriously require each item to hold, not just its own quality, but every item you put into it and their qualities too, then a mechanic where the deconstruction would have to determine which of these saved items to spit back out.
Really, if I ever give attitude out, it's because I've gotten it in the first place.
Re-read your replies to me, and just kind of assess why I'm defending my ideas and trying to bring the conversation back to a productive level.
I'm not trying to attack you. Let's make that clear.
Seriously, look at my prior posts ITT. I wasn't ever bashing your initial idea -- just defending my own when you were like "no, that's too much effort & complexity" -- and explaining that it is actually less effort & complexity, as well as more realistic just to make a standardized system.
I like your idea, and I just think it needs a few adjustments to make the devs (as Sabi brought up) and the players happy.
Realistically, getting back just half of the input items isn't a realistic mechanic -- and doing that would seriously require each item to hold, not just its own quality, but every item you put into it and their qualities too, then a mechanic where the deconstruction would have to determine which of these saved items to spit back out.
Really, if I ever give attitude out, it's because I've gotten it in the first place.
Re-read your replies to me, and just kind of assess why I'm defending my ideas and trying to bring the conversation back to a productive level.