Please revert crafting - no 'pickups' no timers
mouser9169
usa Join Date: 2016-08-15 Member: 221389Members
After reading the other thread apparently I was supposed to be over here telling the devs everything was fine the way it was. So here I am: Everything was fine the way it was.
If I'm crafting something, I want it in my inventory. I don't want to have to stop the crafting process to have to pick it up then wrestle through the crafting interface to do the same thing again. It was beautiful - I could craft a stack of bleach, then craft a stack of water. Nothing interrupting the flow of the game, so it was IMMERSIVE: I didn't have to stop and think that I was playing a video game.
Now with timeouts and pickups I'm slapped in the face with video game mechanics instead of simply playing the game.
This isn't about "instant gratification". I like having to search for the blueprints and fragments and resources. I don't like standing around waiting for something to finish or having to click through a bunch of steps where it isn't necessary. It was a beautiful setup - each item was crafted individually, but the cursor stayed in the right spot so I could craft a whole stack without stopping. If it ain't broke, don't fix it!
Please go back to the original crafting process, which was cool, immersive, and had just the right amount of realism.
Don't waste any more development resources doubling down on what was a Bad Idea(tm) from the gate.
If I'm crafting something, I want it in my inventory. I don't want to have to stop the crafting process to have to pick it up then wrestle through the crafting interface to do the same thing again. It was beautiful - I could craft a stack of bleach, then craft a stack of water. Nothing interrupting the flow of the game, so it was IMMERSIVE: I didn't have to stop and think that I was playing a video game.
Now with timeouts and pickups I'm slapped in the face with video game mechanics instead of simply playing the game.
This isn't about "instant gratification". I like having to search for the blueprints and fragments and resources. I don't like standing around waiting for something to finish or having to click through a bunch of steps where it isn't necessary. It was a beautiful setup - each item was crafted individually, but the cursor stayed in the right spot so I could craft a whole stack without stopping. If it ain't broke, don't fix it!
Please go back to the original crafting process, which was cool, immersive, and had just the right amount of realism.
Don't waste any more development resources doubling down on what was a Bad Idea(tm) from the gate.
Comments
BUT!!! Processes of constructing building and vehicles looking like a 3D printing too... So - why Devs do not adding this option (difference of creation time) to that consructing process too?
About necessary of picking up some object from on-wall-manufacturer pad - I think that either all or nothing must be pickupable, including Titanium chunks and cooked fish.
I Repeat - its all IMHO...
And that's not a bad thing. Any science fiction has unrealistic elements, or else it wouldn't be fiction. It would just be science. If I wanted a realistic building experience, I'd've bought a hammer and nails instead of a video game. I've always thought being able to click repeatedly to craft things quickly was one of the best anti-frustration features of the game. Realism in a video game should never outweigh playability.
This would be great for doing as you guys are saying and letting the fabricator process a whole stack of bleach with one click, and then a whole stack of water.
As long as we're on the subject, I'm ambivalent about the increased processing times. I have no problem setting a process up and wandering off to do something else, or plopping down on a bench to look out a window. But if they've jacked the interface up, that's points off for me (I say "if" because I too am a Stable player. Don't feel like mucking around in Experimental).
If I wanted mundane repetitive stress injuries, I'd go play Viscera Cleanup Detail.
J
He'll the habitat builder is hand held and makes structures faster that the fabricator does. Should we have to wait 10 minutes to construct a multipurpose room? Should it take in game days to construct a moon pool.
Star Trek never had any issues with food synthesizers being instantanious.
I also have to imagine that if the Devs are implementing longer build times for fabricator items, they must have thought about, or are planning to implement, longer build times for structures as well. It would most likely require a gameplay change like some have suggested, having something like the contructor drones or the scanner room probes doing the building instead of having to float there with your finger on the mouse button.
We have to trust that the Devs are logical beings, and that what we see in experimental builds are only what they have gotten to be in the barest sense playable mechanics.
Most are fighting this change is because "They Changed It Now It Sucks" If the fabricator mechanic had been this way from the beginning, it would be judged more fairly (I'm not saying everyone would like it) without something with which to compare it.
For me immersive = logical and firmly set in the game's reality, so if my character wants to craft a series of items, he goes to the fabricator, fiddles with the buttons the device no doubt has, waits for the item to be crafted, picks it up, then fiddles with the buttons again to make another thing... and so on. That's why I am in full support of the changes made by the devs.
Immersive has a pretty well-defined meaning. What makes something immersive may vary from one person to the next, but the state of immersion is pretty well understood, and very well studied, in fact. Read any good book on cinematography and you'll find a ton of material on it. "Time-compression" would be one example people could read up on.
Immersion is what happens when you watch a good movie: when the movie ends, you look around and remember you're in a movie theater or your living room. The second before that happened, you were immersed in the experience.
Regarding crafting - I had no problems believing a device which magically forms items out of thin air could do so almost instantly. Why not? It isn't like the fabricator is actually making something - it's just 'zapping' all the molecules in place as it scans. Once I start messing around with an awkward UI though, it becomes impossible to ignore the fact that I'm playing a video game.
I can see the lasers. What's more is it's taking one thing apart and generating something completely different in its place, that's nothing like a 3D printer.
It has nothing to do with realism, and nothing to do with gameplay. It's because you want to force people to play the game slower. Might as well just cut the frame rate in half if you want to waste time so bad.
It's not totally reverted, but it's close, with the added benefit of an arm grabbing animation after crafting.
Much joy and happiness here.
Adding an extra click only made the User Interface awkward, not immersive. If anything, it broke immersion because it took you out of the moment to ask "Who designed this thing? Would they change shortcuts to require three mouse clicks too?"
Throw in the fact you could just straight up get what you crafted destroyed, as a side effect of this change? That did not help matters for the opinion on that subject.
No matter how much somebody chants "LOL just pick it up first!", destruction of your materials should not be even a THING.
That sounds more like the sort of thing a bad GM would do to troll their players. "Oh, you forgot to specify you picked up the healing potions you bought! You should pay more attention to detail instead of being so lazy expecting common gameplay concessions."