Item Quality - Original

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Piscator
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Re: Item Quality - Original

Postby Piscator » Fri Dec 24, 2010 2:22 pm

I guess one solution would be to base item quality only on the highest skill level of the participating characters (averaged from the values at each project tick).

Another way would be to predefine the difficulty upon project creation and only allow the participation of characters of a sufficient skill level. This would make some level of customization possible (1 point extra damage increases the project difficulty by 100 points, 10% lower rot rate by another 100 points, 10% less energy drain by 200 points etc.), but would also allow for a new kind of sabotage by creating projects of impossible difficulty.
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Re: Item Quality - Original

Postby Joshuamonkey » Fri Dec 24, 2010 8:42 pm

Piscator wrote:Another way would be to predefine the difficulty upon project creation

I'd like to avoid having different projects for each skill level if we can.

Piscator wrote:I guess one solution would be to base item quality only on the highest skill level of the participating characters (averaged from the values at each project tick).

Originally I wanted this, but..well, actually I still like this idea, but I'm not sure it would make sense for awkward workers to work as well as expert ones.

I think Surly's lockable projects idea could work.
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Re: Item Quality - Original

Postby EchoMan » Fri Dec 24, 2010 8:59 pm

Joshuamonkey wrote:
Piscator wrote:Another way would be to predefine the difficulty upon project creation

I'd like to avoid having different projects for each skill level if we can.

It could be a parameter in the build rules, not necessarily a different project.
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Re: Item Quality - Original

Postby Joshuamonkey » Fri Dec 24, 2010 9:05 pm

EchoMan wrote:It could be a parameter in the build rules, not necessarily a different project.

I'm worrying mostly about having old projects that only those of a certain skill level can work on. I feel like it would cause an increase in abandoned projects also.
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Surly
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Re: Item Quality - Original

Postby Surly » Sat Oct 29, 2011 1:44 pm

Bump.

As predicted, merging my thread into an old suggestion killed the discussion. Go figure!

Anyways, I stand by my suggestion on page 7.

One important variant: The deterioration of items is changing, so items deteriorate on use rather than over time. However, this makes little impact on my suggestion.
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