i see where i got derailed, and i appoligize... I need a ciggerete, i'm in Tech School btw.
You're right adding damaged items might be easier to do, also i know squat of newtorking.. The only real problem would be impementing that feture into every Object in game, plus theres the problem of people using Constrution signs for fencing....
Another big issue would be people making Items just so they can carry huge amounts of items, i would really like to see a weight system impimented, but since there is not there need to be some kind or limitation on what you Carry.
I'll wear this next time im in forum
-
Heahsler
- Posts: 55
- Joined: Mon Sep 21, 2015 11:31 am
Re: Idea - Deconstructing stuff, or Dissasembling Crafted it
You do not have the required permissions to view the files attached to this post.
-
endiron
- Posts: 80
- Joined: Sat Aug 29, 2015 4:23 am
- Location: Sipping from a coconut with a little umbrella while the hole in my palisade is breached
Re: Idea - Deconstructing stuff, or Dissasembling Crafted it
No offense taken, it happens man :^) Tone on forums & in text can be kinda hard to discern sometimes - I know I've done the same before. Lol. And thank you for being civil.
And yeah, it would be a bit of work to get each object to have an un-recipe like I'd mentioned -- I'm not 100% on how Jorb & Loftar have a hierarchy or library of items set up in the code, but it'd be (most likely) a matter of putting a new script into the object's code, and then just the item ID's of what materials to give back out, at a quality set to 1/2 (or 2/3 or something with a skill check) of that object's quality.
They might be able to copy-paste it with some alterations for the item ID's into the rest of the objects in the library/code, but again I'm not 100% on how they have their code set up.
And yeah, it would be a bit of work to get each object to have an un-recipe like I'd mentioned -- I'm not 100% on how Jorb & Loftar have a hierarchy or library of items set up in the code, but it'd be (most likely) a matter of putting a new script into the object's code, and then just the item ID's of what materials to give back out, at a quality set to 1/2 (or 2/3 or something with a skill check) of that object's quality.
They might be able to copy-paste it with some alterations for the item ID's into the rest of the objects in the library/code, but again I'm not 100% on how they have their code set up.
-
Granger
- Posts: 9255
- Joined: Mon Mar 22, 2010 2:00 pm
Re: Idea - Deconstructing stuff, or Dissasembling Crafted it
The deconstruction could yield a fraction (50% give our take) of the materials at q10.
Nothing to store extra, no wonderful q inflation on hard to create with high q items.
Nothing to store extra, no wonderful q inflation on hard to create with high q items.
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
-
Tacheron
- Posts: 837
- Joined: Fri Apr 16, 2010 12:11 pm
Re: Idea - Deconstructing stuff, or Dissasembling Crafted it
Whatever way this gets implemented, it would be nice to see it happen. Redundant tools like cauldrons, anvils and such would be nicely used 
This is not a test of power
This is not a game to be lost or won
Let justice be done
This is not a game to be lost or won
Let justice be done