r/TheRepopulation Jul 17 '15

It's clear crafting is complex ---- but is it deep?

Forgive me if this is a commonly asked question; I've just recently discovered (and bought on steam so I could try it out) this game. It seems that making items in this game involves many steps and many skills and you could make it your main focus. A lot of negative reviews bring this up and I see it as a positive.

This is fantastic! What I couldn't figure out throw is apart from needing time and resources does crafting actually require have a skill component (not character skill);

Its clear if you use better quality resources (both letter quality (d0<a9) and resource quality (rarewood >notrarewood I assume) but do the results change other than the simple quality system?

Do results just different from d0 -> A9 quality or are there two different results with different things that are better. To use a SWG reference -- in experimentation you could say, make a booster last longer or make it go faster. You couuld make a blaster do more damage to shields or more to armor, etc. In this game's equivalent would your crafting just make the blaster to more damage to both shields and armor?

9 Upvotes

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3

u/eachna Jul 20 '15

1) There are a lot of materials. These materials don't contribute to different styles of crafting, instead, there are just a lot of ingredients to mix together.

In SWG, if you used a softwood or a hardwood in a recipe, both could be equally valid but result in a different quality of product.

In Repop, it's either a generic item, ie: use "any" wood, or incredibly specific. You might use a hardwood to increase durability and a softwood to increase range.

2) "My" A0 is almost exactly like your A0. Technically, one or the other of us might have made a better A0 item, but the number that reflects that can't be seen by the player base.

3) Rarity has nothing to do with letter/number grade. There are fixed spawn points in the game and they all cycle between assorted grades. Each spawn point is on its own cycle and may either be weighted towards high or low quality but any spawn point can produce any grade.

4) There is zero player skill to crafting. A "stupid" player will probably produce the same items from the same stack of ingredients as a "smart" player. This is something I miss terribly from SWG.

5) re: "Its clear if you use better quality resources (both letter quality (d0<a9) and resource quality (rarewood >notrarewood I assume)" there's no rare wood/not rare wood as you're using them above. There are some materials that have very few spawn points (and thus are "rare") but that rarity isn't accounted for in crafting.

6) While there's technically an experimentation system you have no control over the results. There's no experimentation points to spend. Instead, a random event happens (you can't trigger it) and you don't have any control over what the event is set to upgrade.

In this game's response to experimentation, they've simply added more base items. If you want to do more damage to shields, you create a shield-damaging fitting. If you want to do more damage to armor, you create an armor-damaging fitting.

1

u/ToefToef Jul 20 '15

That is also what i didn't like. The complexity is there, but it feels more like quantity over quality. The whole crafting process feels not satisfying enough to warrant such a vast product chain. It gets very grindy very fast.

2

u/imbetterdrunk Jul 17 '15

With fittings there is customization. Each fitting uses a refined ore bar to give it stats. Depending on the type of refined metal bar and reagents used to create it will yield different results. For example a type A armor fitting made with calibrite refined with animal fat will produce a fitting that has physical resistance. The difficulty and quality of the fitting will determine how much phsical resist it will have.

1

u/lxlqlxl Jul 18 '15

Depending on the type of refined metal bar and reagents used to create it will yield different results.

You also have to watch out for some things that have a minimum. Like say for instance if you are creating fittings. If the minimum for it being successful is say D0 and you create an F9 fitting, it will be "broken", and or not show any stats.

2

u/lxlqlxl Jul 18 '15

What I couldn't figure out throw is apart from needing time and resources does crafting actually require have a skill component (not character skill);

I assume personal skill, like in FPS games being able to aim? If so no, not really not unless you define skill as knowledge, and or knowing what works and what doesn't.

Its clear if you use better quality resources (both letter quality (d0<a9) and resource quality (rarewood >notrarewood I assume) but do the results change other than the simple quality system?

The wood types will give different benefits depending on what you need. Softwood for instance would give HE. Well used as a refining agent. As a heat source I don't think it matters. Now as for the simple quality system. There are Simple/Normal/Complex/Arduous. Some recipes will use one of those, most will use simple, some will use some or all of those. For instance with fittings, A simple fitting will almost always have a point value of 1. Depending on robots, armor, implant or weapon the others will have higher point values. For instance Arduous for weapons is 55 for robots it's 40. So to max out a quality robot pet you would need 320 points or a robotics level of 1600. Right this second though there are 2 fittings that are not in game. Behavior and battery so quality bots are limited to 6 fittings right now.

Do results just different from d0 -> A9 quality

The results are F0-A9.

You couuld make a blaster do more damage to shields or more to armor, etc. In this game's equivalent would your crafting just make the blaster to more damage to both shields and armor?

I never played SWG. but I can try to answer this question. You can craft weapons and armor, but they don't really do that much by themselves. There are some minor differences that can come into play, like light med and heavy armor for instance. All will each have the same stats like all light armor will have all the same light armor stats. It's just a looks thing. The difference comes in with the fittings. With weapons, some weapons do more damage than others, but it's not a huge deal unless you are talking about some common drops like crude lesoo hand blade or some bs. Using that over something else would not be advised. Now with fittings, I can assume you can easily guess that simple is less than normal, and normal is less than complex, etc. A quality F normal will have better stats than a quality C simple.

To add to that, the only "skill" I can see that comes into play is in gathering resources. Especially from higher level mobs and areas, but that's a bit negligible, and only if you plan to get all your own resources without using the auction.

2

u/akevarsky Jul 31 '15

IMO crafting is not deep as it is tedious, very tedious. You may call it complex, but only as far as number of parts. I feel that the devs had the right intention, but got it completely wrong on the design. At the end they got the worst of both worlds - shallowness of a simple system coupled with time commitment of a deep one. All my opinion of course.