[Suggestion] Learn building/clothing sets instead of pieces
I found it tedious spending my points in random building parts, If i wanted to build leather gear i would have to individually learn how to create each part - that isn't fun especially if you solo. I'm not sure if it's meant to make it feel like you're progressing (it doesn't) i think it (clothing/building) should be learned as sets like Valheim. Things like food can be learned in pieces, drone repair, weapon building, tools, alchemy the list goes on.
Comments: 17
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30 Aug, '21
NorbuI like being able to decide which pieces I want to learn and e.g. save points on trap floors/doors and learn only basic construction for a specific material.
Maybe the basic set (beam, floor, wall, ramp) could become one node and doors/lids another one, but more specific parts like trap door/floos, ladders, stronger foundation, and maybe later more fancy parts like curved walls should still stay separate nodes.
However, like others noted too, the tech points are too less. -
13 Sep, '21
ChrisMake a set cost more points than one but not have to learn each piece. Maybe three points, equivalent to an entire level, for the entire set whether it be building or armor. That would free up a lot of space in the tech tree as well.
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13 Sep, '21
IOI agree with OP on armor pieces on a general level, but since armor is very valuable and dramatically increases your ability to do things, setting those pieces individually make sense, as this means every armor set costs 5 points to learn, but still lets you use individual pieces before learning how to make everything. I disagree with making buildings a set though, since this generally makes actually making a base much, much more difficult in the long run.
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14 Sep, '21
NoNameMaybe separate the parts from the material?
Make it so that you need to learn the parts (wall, floor, door, etc) but also need to learn how to work with specific materials.
If that makes learning new stuff to easy, you could create material techniques that are required for certain parts.
Eg. you need to learn how to make holes in wooden walls without collapsing the wall before you can use window and door walls with wood. -
14 Sep, '21
ChickensaltLearning a weapon without the ammo feels wrong
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14 Sep, '21
KyrodaI would like this feature. As is I will ONLY spend my precious points to build a shelter for utility. When you have to repair your base I'm never going to spend extra point to make it look nicer just to have more tiles that break and need repair. Perhaps make it cost fewer points than there are total pieces, that way its equal to the price people pay for the most practical pieces and you get the nonsense ones free for those who want to put in the double time on hammering repairs into roofs that occupy 4 tiles instead of 1 for example.
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16 Sep, '21
UlfI like the system as it is.
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10 Oct, '21
Pink CottonballI think in the long term it consumes too many tech points to skill walls, windows, roofs for every material separately. It would be cool to have one point for each building element (wall, floor, door etc.) and then only 1-2 skillpoints for each new material (wood, stone, concrete etc). Like you learn how to build a door in general and with progress you learn how to use better materials.
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12 Oct, '21
MattUltimately this is because there are too many dead items in the tech tree. Ex: It doesn't make sense to spend a point on trap floors to begin with, and then another point for the floor trap door itself? Pass. At this point I'll take even minor improvements like learning floors should automatically unlock all floor variants, same with walls automatically unlocking windows and doors, and ceilings unlocking angled pieces, ladders, and stairs.
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28 Oct, '21
GigiI would like to see more points awarded per level.
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02 Nov, '21
zwd MergedThe Tech Tree has too many unlocks for housing in my opinion.
How about you do it this way
tier 1 - unlock thatch (you get all types of walls, floors, roof) - limited to 1 story bldg
tier 1 - unlock wood I - (prereq thatch) (you get all types of walls, floors, roof) - limited to 1 story bldg
tier 1 - unlock wood II - increased structure stability (ability to add 2nd floor and you get stairs)
tier 2 - unlock stone I - (you get all types of walls, floors, roof) - limited to 1 story bldg
tier 2 - unlock stone II - increased structure stability (ability to add 2nd floor and you get stairs)
tier 2 - unlock stone III - max structural stability (ability to go 3+ floors)
tier 2 - after carpentry opens you can do all the original items you have. Maybe for things like stairs you have in stone and wood...rough/unfinished wood stairs and for carpentry version you have finished stairs.
Same idea for aluminum and concrete.
Goes to like 15-20 instead of nearly 60 points. -
07 Dec, '21
Rasmus T MergedI completely agree. Too many blueprint points needed for "unnecessary" things, like triangular pieces.
I am a very creative person that loves to create realistically and interestingly looking builds.
BUT I simply refrain myself from this pleasure because I don't want to spend precious Blueprint points on thing I don't really need to survive, but would like to have to enjoy the game more.
The tire and floor limitation system suggest by ZWD here is honestly a great way to go at it! -
02 Mar, '22
casipausenI really like Pink Cottonball's suggestion:
"It would be cool to have one point for each building element (wall, floor, door etc.) and then only 1-2 skillpoints for each new material (wood, stone, concrete etc). Like you learn how to build a door in general and with progress you learn how to use better materials." -
16 Oct, '22
East City Survivor MergedI think having a single point price on every blueprint is good, but this comes with the obvious downside that not all blueprints are created equal. For me personally, this is especially true with building pieces - conserving the points for more useful blueprints seriously limits my options when building. Base building is one of my favorite aspects of the game, and I'm forced to keep it simple due to excessive blueprint costs.
In my opinion, the less useful blueprints, such as building pieces and "cosmetics" should come bundled. For example, a single blueprint for a roof should provide both the straight piece and the corner piece. Wall blueprint should come with triangular wall piece included. And so on. Cutting building piece cost by roughly a third by bundling the pieces would bring the price to an acceptable level. With the more ornamental things, such as furniture and internal building pieces, the bundling should be even more aggressively and cut the cost by a half or so. -
16 Oct, '22
Elissa - Producer Admin"Rethink building piece (and other "non-essential") blueprint cost" (suggested by East City Survivor on 2022-10-16), including upvotes (1) and comments (0), was merged into this suggestion.
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27 Jun
Elissa - Producer Admin"[Suggestion] Housing Implementation - blueprint reduction to 15-20 vs 60" (suggested by zwd on 2021-11-02), including upvotes (7) and comments (1), was merged into this suggestion.
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21 Aug
Sabre070 - Designer AdminWe've merged building pieces but are keeping clothing pieces seperate for now - the reason being that unlocking many of the building pieces was unnecessary so merging them made sense to allow players to interact with the system more without hindering their other game progress, while clothing pieces having a larger investment still made sense to gate some of that power.