TheTimsko Posted September 18, 2024 Posted September 18, 2024 Just like the warning that will get implemented in the Koumei update when you sell a weapon thats not rank 30 yet, I would really appreciate if DE implemented another warning for selling weapon, that could be used as another weapons's crafting material. Example: I leveled the "Kraken" up to 30, go to my inventory, select the Kraken to sell. Now, I would either like to get a notification when hovering the mouse over the Kraken that lets me see, that there is another weapon ("Kulstar") that needs the "Kraken". Alternatively, when clicking on "Sell" I would want a pop-up reminding me to rather use this weapon to craft the "Kulstar". 13
BurstDaVoir Posted September 19, 2024 Posted September 19, 2024 (edited) I honestly think the best way to do this is showing, instead of telling. I purpose that early-on that new players get blueprints that use their beginner weapons as ingredients. This way new players can have that knowledge and experience that weapons themselves can be used as ingredients for other weapons, while also providing slightly better gear. Another Idea would be the game recording max out weapons that can be used as ingredients as some form of key item in the inventory, so even if they sell the item or not, it would be marked on the blueprint as having one and not take up weapon slots. With items that require duplicate, have them simply make it that so that the blueprint requires more resources. I hate the idea that we have to take up two slot spaces for crating dual wielding weapons, especially when new players dont have many slots to beginning with. Edited September 19, 2024 by BurstDaVoir 2
TheTimsko Posted September 26, 2024 Author Posted September 26, 2024 On 2024-09-19 at 5:16 AM, BurstDaVoir said: I honestly think the best way to do this is showing, instead of telling. I purpose that early-on that new players get blueprints that use their beginner weapons as ingredients. This way new players can have that knowledge and experience that weapons themselves can be used as ingredients for other weapons, while also providing slightly better gear. That would be helpful, if there were not over 500 (and counting) weapons in the game. Like how are you supposed to keep track of what weapons need what other weapon as crafting material, even IF you knew about that mechanic. you would have to go through all weapon blueprints 1 by 1 which just isn't feasible. 2
PollexMessier Posted September 26, 2024 Posted September 26, 2024 I like Teraria's way of doing this where weapons that are used in a crafting recipe are marked as a "material" in their description so you can just look at the item's description and see that it's used to craft something. They could literally just add to the description text "Used to craft" or "is a component of" x weapon(s). 4
-AncientWarrior- Posted September 26, 2024 Posted September 26, 2024 or maybe just do what we oldies did, look up wiki and see what weapons are used to build other things (there is a list).. bookmark the page for other times..
PollexMessier Posted September 26, 2024 Posted September 26, 2024 Just now, -AncientWarrior- said: or maybe just do what we oldies did, look up wiki and see what weapons are used to build other things (there is a list).. bookmark the page for other times.. The issue with that, and why this is a pretty big problem, is that you're likely not going to know some weapons are used as components in other weapons when you first start out and are almost guaranteed to throw some component weapons away and regret it later. It's not the worst thing ever since most of these are extremely easy to craft. But early on when a player's still coming to grips with the grafting timers, this situation is extremely frustrating. "Oh I HAD the weapon I need to craft this other weapon I want but I tossed it cus it sucked so now I have to wait an entire extra day to make this thing cus the game didn't tell me" It's a frustrating and very avoidable scenario if the game just did literally anything at all to tell you if a piece of gear is a crafting component or not. And eliminating reasons to go to the wiki is a good thing. A wiki should not be a requirement to play a game. I'd wager literally every single player has had this happen except for ones that had a friend warn them about it. And "Except for players that had a friend warn them about it" is an exception that pops up infuriatingly frequently in this game. 2
-AncientWarrior- Posted September 28, 2024 Posted September 28, 2024 On 2024-09-27 at 8:43 AM, PollexMessier said: The issue with that, and why this is a pretty big problem, is that you're likely not going to know some weapons are used as components in other weapons when you first start out and are almost guaranteed to throw some component weapons away and regret it later. It's not the worst thing ever since most of these are extremely easy to craft. But early on when a player's still coming to grips with the grafting timers, this situation is extremely frustrating. "Oh I HAD the weapon I need to craft this other weapon I want but I tossed it cus it sucked so now I have to wait an entire extra day to make this thing cus the game didn't tell me" It's a frustrating and very avoidable scenario if the game just did literally anything at all to tell you if a piece of gear is a crafting component or not. And eliminating reasons to go to the wiki is a good thing. A wiki should not be a requirement to play a game. I'd wager literally every single player has had this happen except for ones that had a friend warn them about it. And "Except for players that had a friend warn them about it" is an exception that pops up infuriatingly frequently in this game. Yep been there .. several times before I learnt about the weapons being needed to craft other weapons.. but after the second time of making that mistake.. I took measures to help myself and make a process to ensure I never do it again.. and I havent ever since I decided it is my problem to solve not DE's or anyone elses.. people cant do everything for us, we can only rely on ourselves so why put the blame of our mistakes on others.. do it for yourself is a great motto. 1
TheTimsko Posted October 3, 2024 Author Posted October 3, 2024 On 2024-09-28 at 2:06 AM, -AncientWarrior- said: Yep been there .. several times before I learnt about the weapons being needed to craft other weapons.. but after the second time of making that mistake.. I took measures to help myself and make a process to ensure I never do it again.. and I havent ever since I decided it is my problem to solve not DE's or anyone elses.. people cant do everything for us, we can only rely on ourselves so why put the blame of our mistakes on others.. do it for yourself is a great motto. That's the worst take I've read on here. Then why implement ANY quality of life feature, if people could just do it themselves, leaving things more inconvenient than they have to be. Simply get rid of QOL changes in general like showing people how many relics they have left, what has already been owned, crafted, the navigation wheel and so on and on. Just make a list by yourself on Microsoft Word and keep track of what you own there? Please be for real and think critically. People play games to have fun and selling weapons without any in game way to check wether you need them or not and realizing you DID need it after selling it IS NOT FUN. 2
The_Swaggest_Of_Penguins Posted October 30, 2024 Posted October 30, 2024 Both Putting it in the Description and a warning when you sell the weapon would be good QOL improvements. I also just made the suggestion that building a weapon from the market be a junction requirement so the players get a chance to see the market early on. If the weapon used one of the starting weapons as an resource it would be a two birds with one stone idea. The less I have to go the wiki to find things out the better. Especially if people are playing on console and they are not already on their computer. 2
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