Crafting Timers, Ups And Downs

So spam clicking or using mouse macros should be faster than selecting to craft multiples through the crafting interface? Why eliminate crafting times when adding singular items to the crafting queue? If the crafting time for an item is short enough not to matter on such a small scale then it wouldn’t matter anyways, and if it’s long enough that it would matter even when crafting small batches, then that’s probably intentional.

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Did you not read what the post was actually about…
There would probably be some way of actualling preventing macros or somethin

I did and then I responded to some of the actual content of the post. If you’re having trouble finding it I’ve conveniently placed it in a quote box.

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It’s really hard to make a way to prevent macros without screwing over people who just click really fast.
Also, people who click really fat

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The concept of crafting timers is stupid. Realism doesn’t always translate into fun mechanics. “Realistic” games need to take some concessions in order to preserve that thing called “fun”. Having to wait 3 days to craft building materiel isn’t going to enhance the experience or add depth. It isn’t going to make the game necessarily “harder” either.
After all, arguably the hardest part of building bases is collecting resources and you’ve already done that. Being forced to wait an arbitrary amount of time for your building materials to assemble themselves just so you can get on with the next step is asinine. It would force you to kill time when all you want to do is construct a base and store your damn loot. And due to the nature of game, you could very well die half-way or more through that crafting timer. Which would be frustrating beyond belief.

TL;DR

No. It’s dumb.

tbh, I consider it more fun. I dont know why everyone dislikes it so much…

For one, doesnt everyone want the game to actually be harder? I see a whole bunch of people disagreeing with a game mechanic specifically because they dislike it, rather than it being practical for a survival game.

Who in the world mentioned timers taking days…

That’s like mobile game level of timers

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Okay know what, since theres seems to be some confusion, heres the idea for crafting timers we have…

Say you make 30 arrows, it would take 1-2 seconds per arrow, making it take a minute or 2 to craft them all, meanwhile you can do other things in the game (Walking around, killing zombies, putting on clothes, ect)

It wouldnt take DAYS, it would only take a few minutes.,… Play 7 Days to Die and you will have a general idea of how this would work.

I’ve played 7 Days To Die. The craft timer is really annoying and unnecessary there too.

No, it isnt.

You literally can craft 30 arrows in like 15 seconds. Its not annoying. If anything, it shows that you are impatient.

You can also leave stuff crafting, (Workbenches, forges and fireplaces, ect)

If anything, its advantageous. You can let something craft at home while you go find resources.

Also, if your only reason that it shouldnt be ingame is because resources are a limiting factor… its just disappointing

But what is the point? You know what is already a limiting factor on crafting? Resources.

Didn’t see that.

Also what? What’s disappointing about resources being a limiting factor? it’s intuitive and it needs an extra mechanic to complicate things?

added it after in an edit, just decided to quote it in case you didnt see it when I edited.

So you are saying you would be fine with people refilling every mag in their inventory almost instantly if they run out during a gunfight, and because of that they have several hundred more bullets to easily kill the other person with?

tsk

Yeah. Actually. I don’t really see a problem with the way mags are refilled in 3.0, atleast conceptionally. It’s not exactly easy to do under pressure anyway. Go ahead, try to sift through your inventory to refill mags during a firefight, you’ll probably die. I’ll tell you from experience.

I didn’t know that mags being refilled instantly was a point of contention.

It promotes pvp, which is not something we want to happen constantly in 4.0.

People hate the fact that 3.0 is a pvp fest here, not sure if you knew that yet or not (Since Im pretty sure you’re new here), but yeah

Edit: eh, you’ve been here a couple months… though I dont think many people really have talked about how mucht hey dislike 3.0s pvp fest in the past couple of months anyways

The very foundation of the game promotes pvp. Adding minor annoyances to the mix isn’t going to stop people from shooting each other. If the aim is to bring the focus away from pvp, then flesh out the survival mechanics some. People will have less time to try and hollow out eachother’s gourd because they’ll have to tend to their needs. And as a side-effect it will make the pvp that does happen scarier and higher stakes.

Also I am not new here, I’ve just been rather inactive.

Thats sorta the plan if you didnt know…

(ex. Bigger maps, better food system, rarer loot, need to manage gun parts possibly, seasons effecting how hard it is to survive, ect.)

I cant recall everything rn, but unturned was meant to be a survival game, not a pvp game.(It became a pvp game because nelson was trying to add most of the stuff that was suggested on steam) Nelson is trying to make it more based on survival.

Yes, I do know. That’s why I pointed it out.

I know the comment doesn’t really imply that I know what direction Nelson is trying to take UII in. But believe me, I am acutely aware.