HEYOOO!
We just posted a design-focused article on the changes coming to Crashlands' crafting system. SEE WHAT YOU TESTERS HAVE WROUGHT.
http://www.butterscotch-shenanigans.com/2015/01/looping-recipes-pre-beta-devlog-part-1.htmlThen drop your OPINIONS and THOUGHTS here.
Comments
Each recipe is made up of multiple resources, and breaking down any of those resources gives you some probability of dropping that recipe. As you obtain more recipes for a given resource, the probability of dropping another recipe goes down. Some recipes may be dropped in a particular order, while others will be more random. Remaining recipes will be given as part of the quest system that we're putting together.
The exact breakdown of how many and which recipes go where is still way up in the air.
The points you developed in the forum post are all understandable and justified and correct even if, I must assume, I had not even thought of it that way.
Can't wait to test that
I also spend my time editing my own posts because it's a nice community here.
Having an infinybag makes things less complicated and building in general looks for what i have seen much faster and easier in crashlands!
Well and also curious to hear about the story and quest system which i guess you will focus on sometime in the next updates.
Yeah, story and quests are the first thing we'll be tackling after all this iOS stuff is done. We have a lot of ideas about how to make it work, so we'll be trying to choose a system that provides a lot of interaction for the player if the player wants, but otherwise still allows the kind of freedom expected from a sandbox game.