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Why we need merged crafting.


Seero

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Merged crafting is a feature that you can craft stuff from other DLC in a specific one, Like crafting regular ROG/Vanilla pig houses in hamlet.

It's a feature some say would be OP, Personally i think its a well deserved reward and has huge potential for late game.

One of the reasons being is that the farming potential is pretty unmatched, You can use bunny hutches and pig houses for all sorts of insane things in ROG that you can do in hamlet Generic meat/carrot/pig skin farm? Go for it!, Raiding a town with 15-20 pigs and destroying everyone and everything? You would be able to do that to with merged crafting. It's more of a late game luxury then anything and would severely boost us players that are going far with there world (take me for example, i have to use a mod to enable recipes from all dlcs on my day 300+ hamlet world because i have alot of plans that require merged crafting).

It also allows us to do things such as make proper doy doy farms in ROG or put the Sea lab in those little lakes you see in hamlet, Unmatched potential.

Heres a way that i think how it would work (To prevent crafting clutter and constant scrolling for the right item, and to balance it out)

There would be 3 crafting stations, 2 are available to craft for any given expansion your in (like in hamlet i would have the shipwrecked and ROG variant)

If i craft these and place them, and use them like any other station, it would give me access to the corresponding expansions recipes. For example.

 If i place an SW variant in hamlet, i can now make things like the sea lab, or dragoon den. or if created the ROG variant i would be able to craft items like the walking cane, Bunny hutches, moggles (or maybe even craft ancient psuedo items if i have the brain of thought)

Overall, i think its a really good idea that klei adds this feature to the game, would really expand upon late game potential.

This is something I've been wanting since the early days of Shipwrecked. A feature like this would add nothing but pros and a multitude of new possibilities. This would also greatly benefit Wilbur and Woodlegs as both characters can't make full use of their perks outside of SW (Primeape Hutches + Sea Legs and Lucky Hat).
 

I would rather prefer if recipes became instantly merged the moment you traveled to another world by either the Seaworthy or Skyworthy. 

I have to agree with this as well.

I used to use a mod back in early SW that allowed me to have merged crafting recipes. It wasn't a workshop mod (found it here on the forums) and it eventually became out of date and stopped working. It's something I sorely miss tbh.

Here's hoping in the future it's something Klei would at least consider OR even give us feedback to why its not a feature yet.

2 hours ago, Griver84 said:

I have to agree with this as well.

I used to use a mod back in early SW that allowed me to have merged crafting recipes. It wasn't a workshop mod (found it here on the forums) and it eventually became out of date and stopped working. It's something I sorely miss tbh.

Here's hoping in the future it's something Klei would at least consider OR even give us feedback to why its not a feature yet.

On a side note, there's more workshop merged crafting mods that should be up to date.

9 hours ago, SandvichSpy said:

This is something I've been wanting since the early days of Shipwrecked. A feature like this would add nothing but pros and a multitude of new possibilities. This would also greatly benefit Wilbur and Woodlegs as both characters can't make full use of their perks outside of SW (Primeape Hutches + Sea Legs and Lucky Hat).
 

I would rather prefer if recipes became instantly merged the moment you traveled to another world by either the Seaworthy or Skyworthy. 

Yeah thats ideal but i have a mod were i get all the recipes from all dlcs, and there's alot of items and its kinda big and confusing people probably would get used to it but my idea compensate for those who think "merged crafting" is too op.

Edit: these "crafting stations" would be pretty prestigious and you would want to decorate with them, so thats another cool thing about it

9 hours ago, oCrapaCreeper said:

I think crafting recipes should be merged, but only after you've prototyped a DLC item in its respective world. That way progression remains intact.

Thats a pretty good idea, So you would have to go in another world, prototype all the items you would need and go in to your main world and indefinitely craft them (if you have the resources for them)

Honestly, really anything idea of merged crafting is fine, i just really want klei to consider this (and hopefully add it too)

1 hour ago, Osbalop said:

Maybe the skyworthy and the seaworthy could be used as crafting stations for prototyping any item of the other DLCs

Oh thats a great idea! but then the seaworthy would need to be craftable in hamlet, which its not (maybe they should add it?)

45 minutes ago, Averagewx78main said:

Oh thats a great idea! but then the seaworthy would need to be craftable in hamlet, which its not (maybe they should add it?)

 

I think it would be a good idea to be able to craft both in all worlds, that way you would have to find the special items ( like the silly string) if you want to use items from the other worlds

2 hours ago, Parusoid said:

They are not merged for balance reasons. You can still use mods for that anyway. Just download them after you completed self-set goal, so it does not feel overpowered

This type of reply was bound that happen sooner or later.

There's nothing overpowered about having a merged crafting system. Maybe you are thinking of stuff like icemaker, but I find that claim highly ridiculous since we recently got bundling wraps which are grossly overpowered and the devs don't care a bit.

However it kills endgame diversity to not have it. And I feel like the people that claim that merged crafting is overpowered don't know much about the grand scheme of things in this game.

2 hours ago, Parusoid said:

You can still use mods for that anyway.

"Screw console players!"

2 hours ago, Parusoid said:

They are not merged for balance reasons. You can still use mods for that anyway. Just download them after you completed self-set goal, so it does not feel overpowered

What's so unbalanced about it? We can already transport any item that fits in our inventory anywhere we like so why not structures as well?
It is also a huge inconvenience having to travel to Shipwrecked just to build a particular item even if you have all the necessary resources at the moment.

4 minutes ago, SandvichSpy said:

What's so unbalanced about it? We can already transport any item that fits in our inventory anywhere we like so why not structures as well?
It is also a huge inconvenience having to travel to Shipwrecked just to build a particular item even if you have all the necessary resources at the moment.

well if it wouldn't be unbalanced then it would be already implemented,as simple as that

1 minute ago, Parusoid said:

well if it wouldn't be unbalanced then it would be already implemented,as simple as that

That's a poor excuse and you know it. 

Otherwise you need to go to the suggestion section section and tell on every single topic on there that everything suggested in existence is overpowered because said suggestions aren't in the game yet.

2 minutes ago, Atsumame said:

That's a poor excuse and you know it. 

Otherwise you need to go to the suggestion section section and tell on every single topic on there that everything suggested in existence is overpowered because said suggestions aren't in the game yet.

I dont need anything

For those who are saying it's overpowered, we already have merged worlds. You can bring whatever you want, except for the structures. It's just so time-consuming. The only balancing argument you can make is some of the items from other dlcs makes early game easier. This can be fixed by making the skyworthy a craft station for the items. If you are able to craft skyworthy you already have the ability to go and craft an item and come back. It saves a lot of time and makes the late game more enjoyable. 

16 hours ago, Atsumame said:

Otherwise you need to go to the suggestion section section and tell on every single topic on there that everything suggested in existence is overpowered because said suggestions aren't in the game yet.

Its not like any suggestion ever made into the game so, your argument is invalid in so many ways 

3 hours ago, Parusoid said:

Its not like any suggestion ever made into the game so, your argument is invalid in so many ways 

It's funny that you say that, because this was the premise of the QOL update. Bringing changes and features that were long requested from DST.

There's also some stuff like Beard hair rug (Added solely on the request of having a black color to work with for pixel art), magi restoration with nightmare fuel...Hell the fact that shipwrecked not being a standalone game and turned out to be an explorable DLC is also a request from people.

On 11.02.2019 at 6:07 AM, Averagewx78main said:

It's a feature some say would be OP, Personally i think its a well deserved reward and has huge potential for late game.

Raiding a town with 15-20 pigs and destroying everyone and everything? You would be able to do that to with merged crafting. It's more of a late game luxury then anything and would severely boost us players that are going far with there world

Imagine, how would that enrich the end game. Plus mega bases would be just AWESOME!

On 11.02.2019 at 7:39 AM, SandvichSpy said:

This is something I've been wanting since the early days of Shipwrecked. A feature like this would add nothing but pros and a multitude of new possibilities. This would also greatly benefit Wilbur and Woodlegs as both characters can't make full use of their perks outside of SW (Primeape Hutches + Sea Legs and Lucky Hat).

Since Shipwrecked I also wanted such feature. Almost endless possibilities :)

On 11.02.2019 at 7:57 AM, oCrapaCreeper said:

I think crafting recipes should be merged, but only after you've prototyped a DLC item in its respective world. That way progression remains intact.

Very simple and good idea.

20 hours ago, Atsumame said:

There's nothing overpowered about having a merged crafting system. Maybe you are thinking of stuff like icemaker, but I find that claim highly ridiculous since we recently got bundling wraps which are grossly overpowered and the devs don't care a bit.

However it kills endgame diversity to not have it. And I feel like the people that claim that merged crafting is overpowered don't know much about the grand scheme of things in this game.

Exactly! When You reach the end game you are pretty much invincible anyways (unless You do something really stupid). This would be a nice additional reward for a player who gets there. An ability to introduce even more variables and exciting constructions/ farms. AND MEGA BASES OMG

3 hours ago, Atsumame said:

It's funny that you say that, because this was the premise of the QOL update. Bringing changes and features that were long requested from DST.

There's also some stuff like Beard hair rug (Added solely on the request of having a black color to work with for pixel art), magi restoration with nightmare fuel...Hell the fact that shipwrecked not being a standalone game and turned out to be an explorable DLC is also a request from people.

oh wow 4 things out of 24k suggestions posts, thats like 0.02% chance, you have more chances to drop krampus sack, than make suggestion a feature in game, so take that into consideration

4 minutes ago, Parusoid said:

(snip)

Get back on the topic please cuz it's about merged crafting not how much Klei listens to suggestions.

Also...

Stop circling the subject. You still didn't prove why merged crafting would be overpowered. Instead you used pathetic arguments of "whatever it won't be added anyway'

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