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  1. So there are a few tabs that have nothing in them at all in the crafting window. Is this because more craftable items are to be added later? Or is this a leftover bit of coding from the previous incarnation of the game when the harvester tool was important?
  2. PART 1: General ideas: -Crafting as a levelable skill may be interesting, and there could be a leaderboard. people like leveling skills. Current recipes: Bandages - good Poultice - uses duct tape which is too valuable considering the other items it is needed for Pain killers - 3 pills + pill case isn't worth it considering how easy these are to get as drops Antibiotics - 5 pills + pill case - this is decent and is the best way to use pills medkit - 20 cloth 3 pain killers, 2 anti's, 2 leather, syringe - this would be great if it took more pain killers and no anti's. Currently not worth it as I'd rather have 2 anti's most of the time. Leather - OK Co1 vaccine - OK empty bottle - GREAT Cleaner - GREAT Shank - Weapon isn't good enough to give up rags and duct tape that can be used for silencer or brotherhood Bada Boom - empty can, 5 gunpowder, 6 metal - meh... OK but I'm not likely to make this Brotherhood - GREAT Excessive force - gets rid of some otherwise not useful items to make a 50dmg melle - not likely to make it as it uses valuable duct tape clean sweep - 1 broom, 1 m9 bayonet, 10 metal, - Not going to waste my m9's on an item i can find easily anyways improvised gas mask - this item has no function in the game yet, why does it exist? Wood - 5 sticks - What, am i going to pick up 5000 sticks to make a wood shield?? metal - 2 metal scrap - OK Cano paddle / cricket bat - 75 wood (or 375 sticks) - NTY Stone - 5 rocks - meh, thats a lot of rocks to make not a lot of arrows Pickaxe - nty fire axe - nty police baton - i can pick up a better weapon any time of the day bat - nty metal bat - also a waste of time, damage is still aweful spiked bat - this one isn;t terrible, but id make it from looted bats items, i wouldn't craft this pre-requisites hatchet - OK m9 bayonet - OK, i seem to loot a decent number of these anyways tho machete - OK, and it's a decent melle barbed wire barricade - April fools??? Wood shield barricle - April fools??? *svena's voice is heard maniacally laughing in the distance* sandbag barricade - April fools????? again??? cusom vest - OK, but i can just go pick up a bunch of these anywhere anytime Custom guerilla - OK, id make a couple at this cost m9 helmet &M9 NVG - cost seems right, but then again I loot tons of these so why craft them? Only if i have unused resources. Masks - these aren't actually useful, they are just for lolz light & medium gear, fireman helmet, construction hat - this stuff is everywhere so why craft it.... (maybe to level up your crafting skill?) IBA - the item is too common to bother crafting binoculars - waste of resources, maybe if it at least made tactical binoculars, which is what the recipe seems to have the materials for anyways Code locker - GREAT Arrow - OK Explosive Arrow - GREAT Missing recipes (suggested materials): Rag - 20 cloth 1 thread Bandages DX - 25 cloth - 1 antibiotic - 2 painkillers - 3 bandages - 1 ointment OR 12 cloth - 1 poultice - 1 antibiotic - 2 painkillers - 3 bandages ...Etc Duct tape - 1 glue - 25 cloth Repair kit - 3 Wrenches, 8 metal Gasoline - 20 plastic - 2 oil _______________________________________________________________________ PART 2: OK so here's where we'll get a little crazy. Lets make crafting a levelable skill. 1-99 (yes I played runescape once upon a time). You could make it a single skill, and that would be pretty cool and I would be happy. But lets make it into a few different crafting skills. Skill 1: Medicine crafting lvl 1 - bandages lvl 12 - ointment lvl 15 Poultice lvl 26 - Pill case lvl 31 - Pain killers lvl 37 - syringe lvl 48 - Antibiotics lvl 55 - pills lvl 68 - DX's lvl 80 - Medkits lvl 81-99 - bragging rights mostly Skill 2 - Mechanic Crafting lvl 1 - Wrench lvl 28 - gas lvl 45 - repair kit lvl 75 - deploy-able ATV - very expensive so use wisely. Can be picked up or stolen, regular world spawn vehicles would not. 2 week cooldown before you can make another (account bound, not charachter bound) Requires premium to make, although it is trade able. Fill in the blanks with other vehicle stuff... Skill 3 - Armor crafting lvl 1 - light armor lvl 18 - medium armor lvl 20 - medium backpack lvl 49 - large backpack lvl 55 - IBA lvl 70 - Alice pack lvl 82 - milruck lvl 88 - Hunter pack (2-4 more slots than milruck) - very expensive item to craft Skill 4 - Weapons Crafting lvl 1 - Kruger .22 mag lvl 4 - Kruger mini mag lvl 9 - kruger rifle lvl 15 - mp5 mag lvl 25 - metal bat lvl 28 - foregrip - 12 plastic? lvl 35 - m4 (maybe 100 metal 40 plastic, plus some other materials) lvl 55 - stanag 45 mags (gunpowder, metal, few plastic) lvl 72 - AK drums (materials requirement set for game balance) lvl 78 - FAL lvl 85 - SVD (1000 metal - 500 wood - 250 plastic - 250 sand for glass scope, etc) 6 week crafting cooldown, requires premium account to use this recipe lvl 94 - Blaser (1200 metal - 200 wood - 800 plastic - 250 sand ...maybe more it needs to be EXPENSIVE to craft a sniper) 10 week crafting cooldown, requires premium to use this recipe Fill in the blanks with other weapons, ammo, and attachments. Balance cost for gameplay. Yes I am suggesting craftable snipers; please keep in mind I am suggesting it in a way where it does NOT make snipers much easier to get than they presently are. The requirement for premium (money spent), and a long cooldown make this hard to abuse in any way. Combine this with a new currency for survival mode (already in the works?), and i think survival becomes a VERY robust game-mode. PART 3: misc comments on survival 1) Revive timer should be 3 mins premium 5 mins normal. This is such a perfect amount of time that I'm kinda shocked that it isn't already set there. Any additional amount of time just makes people not want to play the game, but it's still enough so a fight can resolve before people start spawning back in. Also, 10 minute normal timer means non-premium people can't get their loot back after they crash and a zombie eats their face, or after a vehicle glitch decides to kill them. 2) Redo the skill tree and make it unique to survival. Break up hardened into hardened 1, 2, and 3. Currently the hardened vs bambi advantage is too much, considering the bambi's are going to suck anyways!
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