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HAL
Administrator

Senior RPA
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Posted: Mon Jul 22, 2013 11:19 am |  |
| ApocalypseCow wrote: |
Formulate liquid soap takes 10 vials of chemicals + 1 vial of crystals (.5 vial) to make 5 pieces of product at an amateur level of a craft.
It seems pretty expensive for such a low-level, rp-oriented object.
(Making a barrel of astringent takes 20 vials + reuseable barrel, just to give a comparison, while making flavoring crystals uses 2 chemicals to create 4.) |
I agree. There is plenty of work to be done doing craftset audits. Please send an email to staff. It might be well over a week before it gets worked on, but it'll be on radar.
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| "Was a Niner once, then I took a gato bite t'th'knee," a bald, gaunt-faced lanky young fellow says a bit randomly as he looks his knee over. | |
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wirsindallein
Registered

(ノ◕ヮ◕)ノ*:・゚✧
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Posted: Mon Jul 22, 2013 3:19 pm |  |
| HAL wrote: |
| ApocalypseCow wrote: |
Formulate liquid soap takes 10 vials of chemicals + 1 vial of crystals (.5 vial) to make 5 pieces of product at an amateur level of a craft.
It seems pretty expensive for such a low-level, rp-oriented object.
(Making a barrel of astringent takes 20 vials + reuseable barrel, just to give a comparison, while making flavoring crystals uses 2 chemicals to create 4.) |
I agree. There is plenty of work to be done doing craftset audits. Please send an email to staff. It might be well over a week before it gets worked on, but it'll be on radar. |
Out of curiosity: Is there any sort of information we, from the playerside of things, might be able to gather for you all in order to help out with those future audits? It sounds like it might be a crazy amount of (mostly boring) material checking, and I'm sure there are plenty of players who would be happy to try and help out.
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Posted: Mon Jul 22, 2013 4:23 pm |  |
Mostly it's just about pointing out unbalanced things. Sometimes a craft gets added that produces something that used to be rare, and then a different craft's materials were calibrated after the assumption that that thing was rare only it suddenly no longer is and nobody thinks of that. We're always happy to hear about things that are unreasonably easy or hard. We might disagree sometimes, especially about something being too hard, but it's always worth checking.
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Posted: Mon Jul 22, 2013 4:46 pm |  |
| Throttle wrote: |
| Mostly it's just about pointing out unbalanced things. Sometimes a craft gets added that produces something that used to be rare, and then a different craft's materials were calibrated after the assumption that that thing was rare only it suddenly no longer is and nobody thinks of that. We're always happy to hear about things that are unreasonably easy or hard. We might disagree sometimes, especially about something being too hard, but it's always worth checking. |
Charged batteries.
Radios are great. They're a fantastic construct on an OOC level, in that they enable a lot of stuff to happen, and PCs to get together and coordinate for things. There's an issue, however, when the in-game reality is that keeping a radio switched on is an unsustainable luxury for many characters.
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Posted: Mon Jul 22, 2013 4:53 pm |  |
What's the exact problem? Batteries are rechargable but I've never personally done it so I don't know what it takes. We also made crafts to create batteries so that scavenging isn't the only way to get them. If this is still insufficient, we'd like a report with as much details as possible.
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WorkerDrone
Registered

Duke Attitude
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Posted: Mon Jul 22, 2013 5:00 pm |  |
I think the problem is the IG mentioned inability to find the power cell (or similar item component) needed to make the charger object. You also -need- to be a technical person to run the recharge craft.
So--even recharging batteries can be a luxury if you're lacking skilled people to craft and make use of the chargers, or just have really shit luck at finding the items you need.
So I guess the complain Aken is raising, while I'm not aware of the problem because I don't have my radio switched on 24/7 and therefore haven't actually run out of power on a battery before--I uh, think the question raised is--
Can constant radio contact be maintained easier? Which honestly--given the fact you can scav up new batteries, apparently craft your own, and even recharge them with some effort--
I think the problem experienced is varied in portions of the playerbase, and again not everyone (read: me) has or wants to maintain radio contact at all play hours, and generally hanging around a room with a mounted radio receiver is enough.
My own 2 chips.
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Posted: Mon Jul 22, 2013 5:03 pm |  |
Would be nicer if the batteries had a little more juice. The start off at what, 100? And the handhelds drain 2 (1?) unit every 10-15 minute tick. And the ear radios drain 4 (2?). So people who play a few hours a day and like to keep their radios on, suck through batteries really quickly.
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Posted: Mon Jul 22, 2013 5:29 pm |  |
Batteries start at base 200 IG hours, lose 1 hour every IG hour that you are logged in. Battery chargers that require a tech should put you back at 200 IG hours of charge, make an easier to make charger like the ones that were in Atonement that anyone can use and have those put you at half of the charge.
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Posted: Mon Jul 22, 2013 5:49 pm |  |
The sleek batteries in the newbie shop start with 100 units, so maybe that's something that needs to be adjusted?
And the ear radios drain at 2 units per game hour.
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Posted: Mon Jul 22, 2013 6:12 pm |  |
Normal radios drain at 2 units per tick, too. This isn't entirely consistent, either. I once observed perhaps 14 units drained in an RL hour. Even being really optimistic about it, a battery permits 12.5 hours of radio contact, tops. Many people are online for four hours a day, if not more.
I'll be conservative, though, and suggest that, under ideal conditions, where a PC gets to just use their radio whenever they want, but doesn't have it on all the time because they don't want to, the average character might go through a battery per week. It's essentially necessary, then, to either luck out and scavenge a fresh battery, or to find one rather rare fusion cell, and hope you have a sufficiently skilled PC available to recharge your batteries with it.
Sure, it's possible to get by, if a group dedicates some particular effort to it. I just don't think that something as basic as usage of radios is something which should require particular effort from PCs, though.
A rework of radio power drain would also work out, too, rather than of batteries.
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