New item Bundle of scrap

Started by Dredi, May 23, 2019, 12:04:40 PM

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Dredi

Idea is fairly simple in itself: introduce bundles of scrap, these would work like other bundle items in that when user the item is destroyed and it spawns a number of items.

This item would spawn items of scrap, which are largely unique to this item and cannot be found elsewhere.

Scrap items have no intrinsic purpose, have no unique powers and do not do anything by themselves, but are useful as material components for crafting.

Examples of such items
Length of copper wire
Cracked crystal flask
Pinch of powdered silver
Bottle of coarse sand
Rich soil sample
Iron bands

Their "value" as crafting reagents would vary with some potentially being better than others (Dormant power core and platinum scraps versus length of copper wire and bottle of dirty water, for example)

You would always get a random selection whenever you opened a bag.

Why implement this idea?
Crafting is a long term thing which requires a lot of time, patience and materials. In the last chapter we could produce shards which acted as constants, easily accessible from other objects to be used as reagents.

Without shards crafter's are pushed to use random bits and bats they find, but their usability as reagents is heavily effected by their ability to get things they can find for crafting with, which can be found again  to remake said item if it results in a success.

This is a suitable compromise between shards which were way too common allowing literally thousands of experiments to take place, and our current system to allow a certain level of consistency in crafting reagents.

These bundles of salvage would just be standard loot table drops, fairly common from both NPC remains and salvage spots and you could implement NPC buyers (akin to old animatron parts) which gives the items value to non crafter's making sure they are not considered worthless drops for many players.

Thoughts?

Astegard

Its still to RNG heavy to reliably be used as crafting materials.
What you want is reliable materials you can get on demand.
Which is also why the current warehouse raid items,  that are basically what you are suggesting, are not worth using.
Some deliveries also contain custom materials bag (like sea something salt bags) but these are also not reliable enough to use.

I believe there are  materials already pretty available and would say FOIG.
There is no quality of materials and adding value would probably be a lot of work in the crafting calculations and ruin all existing crafting recipes for current crafters.


Dredi

Few points. No idea what "warehouse raid" is referencing so can't really comment there.

Second, there has to be a good amount of RNG involved as being able to just get whatever you want on demand is pretty much the entire reason the previous system was canned as it allowed people to make too much too quickly with (arguably) little lost in the process.

Finally, as someone who has done no less than about 4000 different crafting attempts with this and the old system (that this is built off) I can say with almost absolute certainty that yes, there is values attributed to items which alter their affect on dc's and that this variable does not (or at least can be made to not) interact with the items use within the recipient system.

Since this system is already in place is adding new items to the system would not break existing recipes anyway, or our DM team would never be able to add any form of new misc items -- ever.

Astegard

The warehouse raid is a random event that can occur that provides a location you can go to.
This is mentioned serverwide by the rumor mill.
In there you find a large pile of misc items with no weight that can be used in crating. Basically the random stuff you want from the bags.