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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