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Stranded III Crafting Poll
28 replies
Poll
Which crafting system do you prefer?
Only registered users are allowed to vote
Guess and try combinations (like in SI and SII) | 64.04% (73) | |
A list with combinations | 35.96% (41) |
114 votes cast
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craft a "crafting book"
Yes and then not tell them how to craft it and say they can look it up in the crafting book! Genius troll. I approve 10/10
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My thought to the first problem: At some point you just want to know every single possible item and I hold it to be impossible to give hints (maybe even growing in detail) to a huge variety of items (even though once again this would be a great idea).
So keeping also in mind the second problem, to me a checkbox seems to be the best solution so far. Discover mode: Yes/No. Maybe even a third mode, in which at some point the professor appears and offers you the recipe list
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TL;DR: The player should be able to choose whether discover mode or not and not be forced to replenish a recipe list every single game.
Edit: It’s also possible to implement the list of all recipes somewhere in the main menu or so. So if you forget a recipe or are too lazy to test out every combination, you can access it (without a forum post), but then of cause, you have to remember them… which sounds worse than it is, i think, when I regard my SII- and minecraft-experiences
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PS: Back to my idea with showing multiple possible recipes/results - I figured out you can tune the difficulty by showing a limited amount of possible recipes in the list. For one you can leave it unlimited which will be a close approximation to a complete, static list of all recipes (e.g. NEI mod in Minecraft).
On the other hand if you only show the first occurence out of all possible combinations, it'll make guessing harder and thus make it closer to the original S2 crafting but still with more assistance than just blind guessing (as for the Hardcore mode, none of the possible combinations will be shown until you selected 100% correct items).
PPS: A really mean way to f*** with players is to introduce accidents into crafting: the lower the skill the higher the chance of breaking materials in the process and screw up the currently crafted item.
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Therefore I would like the option of trial and error, with the unlocked recipes saved in your handbook or whatever our character will have at his disposal. If you want to make it even harder, just add the possibility of "failing" the crafting process, this is present in The Long Dark for example. Or if you plan on making more difficulty settings, you could include it in the hardest one.
The problem with having a trial and error system is that it just incentives the player to go to google and look up all the recipes. If it comes to that, I would prefer a given list-but some of the items required are hard to find.
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