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New crafting system details
By Khimitsu, May 27th 2006, 22:52:41

Dear sadists and sadistresses,

here are the details of the soon-to-be-implemented crafting system:

1) A "Sell or Keep" option will be added. A TC willing to craft a trap will have to choose between those two options before the crafting, and won't be able to change it once the trap has been crafted.

2) The difficulty to craft a trap will be lessened if you choose the "Sell" option.

3) You'll be able to retrieve sold traps only by dismantling them.

4) TCs will be able to set a range of durability and kills before crafting a trap. The higher the durability/kills, the higher the difficulty.

Durability : Minimum [5-10; -7 Difficulty], Normal [10-15, +0 Difficulty], Maximum [15-19; +7 Difficulty].

Kills: Minimum [+0-5%, -7 Difficulty], Normal [+5-10%, +0 Difficulty], Maximum [+10-15%, +7 Difficulty]

5) The price of a trap currently depends on the durability. With the new system, it'll also depend on the kills.
The fixcosts will also depend on both initial durability and kills. Minimum kills : Fixcosts -5%; Normal kills : +0%; Maximum kills : +5%.

In conclusion, the issues which are going to be solved are :
-> TCs selling only bad traps;
-> High randomness in crafting.

Note : The "buying priority" system has been replaced with the [Keep] or [Sell] option for TCs.

Khimitsu

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