English Stranded III Crafting Poll

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Poll Poll
Which crafting system do you prefer?
Only registered users are allowed to vote
Guess and try combinations (like in SI and SII)
64.55% (71)
A list with combinations
35.45% (39)
110 votes cast
03.08.16 07:20:32 pm
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hfdghdr
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I think it would be a good idea, if you could craft a "crafting book", that you can use if you want, but you can also play with trying if you prefer that
03.08.16 07:56:49 pm
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Yates
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user hfdghdr has written:
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 √
06.08.16 01:03:03 am
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YuriNikolai
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I'll agree with other posters on that it should be trial and error, but with a list of discovered recipes that can be quickly acessed.
07.08.16 08:21:38 am
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Klirkz
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I agree that trail and error was a huge fun factor in SII. But I see two problems:
• As mentioned before, you really have trouble finding every item earlier or later. When it comes to complex things like a crossbow, the recipe can not be intuitive anymore! And at that point it’s guessing like in “Alchemie”, a game I really liked, but it’s not really the point in Stranded, I think.
• The mechanics of a Stranded-game is every round the same, so you should keep that in mind, when you suggest lists of discovered recipes. It’s not a bad idea, but it gets anoying really quickly, ’cause you’re busy refilling your list every single time you start a new island. And that’s a pain if you already got used to your list of the previous game. So yeah, you could save the list once and for all on the computer, but that would require accounts (e. g. for different persons using the same game on one PC or to start over again).

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 Or just some other in-game possibility to unlock the recipe list at some point. But please don’t make it the player’s responsibility to complete the recipe list!

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
Truth is not an opinion.
07.08.16 08:50:52 am
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VADemon
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@user Klirkz's main menu tips: they can be written with a piece of coal on a palm leaf or scratched on wood bark to fit the setting. This would definitely look cool.

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.
07.08.16 01:18:10 pm
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Insanity
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I also played Warframe just like Starkkz. And the crafting system is simple and efficient (or sort of, thanks to numerous "updates" it's a clusterfuck of items now), however I don't find it fitting the events and location of Stranded series.

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.
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25.08.16 08:33:00 am
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Corvallis5
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Trial and error, with some guidance. Maybe you have a list of recipes you have "learned" and you can learn them through trial and error, or interactions with npcs, or lost notes, etc.

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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04.04.17 05:27:42 pm
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StirlizZ-Fapicon
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Whoops! Didn't noticed befote there is a S3 crafting poll. I hope it s not too late to vote so I voting for first option cuz it has bigger logical base.
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08.11.17 01:54:09 am
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Fresh Software
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I think that you should keep the same style, but maybe have something like survival guide in SII that tells you the combinations. When I first played SII that was what I was hoping for, and I think others will too. Another good Idea: add a coding map that tells you the basic or most practical programming on Stranded II so that it would give people who want to make maps an easy way to make things do cool stuff. e.g. Show someone how to make trees made out of fire or something using the texture code or make things bigger using the scale code or colorful using the color code. It would also be cool if you showed people how to use message boxes on signs. Thanks everyone
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