More Crafting, Please!

Post » Sat Jul 03, 2010 12:14 pm

Dear Beth,

In a future DLC, plz plz plz think about making it so we can craft things out of these hides. The gecko hides in particular cry out to made into things. Fire Geck Hides that provide some fire resistance? Ahh? See where I am going with this?

Even if it's something as simple as using a bunch of them to upgrade an existing armor to make a slightly better, differently skinned version.

Like: Leather Armor + Tanned Golden Gecko Hide = something better than leather armor, looks a little different, and provides some radiation protection

Or: Legion Armor + Coyote Hides = something that looks different and has no Caesar's Legion affiliation tied to it (being outside of standard issue)


I'm just saying that Tribal Power Armor in Fallout 3 was frickin' awesome and I'd love to be able to use these in-game items to make my own piecemeal awesome stuff.


Love,
~hooli
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tegan fiamengo
 
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Post » Sat Jul 03, 2010 11:00 am

You know,, i was thinking this is what you would do with hides.. customize your armor, but if this isnt the case.. they should, like you said.
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Hannah Whitlock
 
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Post » Sat Jul 03, 2010 10:55 am

Yeah, exactly - it's so intuitive I can't believe it's not there already.

I know some enterprising Mod guys might go in that direction, but I'm a console player and my only hope would be if they put it in a future patch or DLC.
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Everardo Montano
 
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Post » Sat Jul 03, 2010 9:52 pm

Alright, now that I've played the game a bit more and seen that there are improved armor types in the game, I want to be able to improve armors with hides and stuff even more than ever.

I bumped into a set of combat helmets with improved stuff on them, a suit of combat armor, and a set of reinforced leather armor.


Please think about this, devs! :D
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dav
 
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Post » Sat Jul 03, 2010 12:04 pm

I love what they did with crafting in this game and I want more of it! It would be good to use those hides, I've been hanging onto them just in case but it seems I'm out of luck. But then this is exactly why I play this sort of customizable game on PC, because someone is bound to make a mod that increases the crafting options.
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suzan
 
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Post » Sat Jul 03, 2010 8:05 am

I just wish the crafting had more of a financial pay-off... I just completed a huge session (500 pounds of crafting material dragged out of Goodsprings to the nearby campfire) turning out large numbers of new chems like Slasher and Rocket, but was disappointed to see that all that legwork and material investment netted me chems that were worth a fraction of the starting materials... When I put alcohol (usually worth 10 or 20) together with a chem like Psycho (worth 20) and some third component (worth 1-10) I should get a result that's worth more than 20 caps.... I just lost 11-20 caps per unit.... Maybe I'm supposed to sit on all these new chems until I can craft them into a higher tier item? Am I missing something here, or what?
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Brandon Bernardi
 
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Post » Sat Jul 03, 2010 11:31 am

From what is see, crafting is for personal use only, not for trading. It improves food, chemicals and gives you access some to weapons/ammo.
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Danger Mouse
 
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Post » Sat Jul 03, 2010 3:34 pm

While it's true you can sometimes make more by selling the parts than the finished product, it is nonetheless possible to make quite a profit from crafting.

Since the vast majority of your supplies will be obtained at essentially no cost, any losses from combining some of the more valuable items will be more than offset by the mass volume of items produced from components worth very little. In addition to this some sources provide parts for more than one finished product, which makes harvesting from these a very good return on investment. Admittedly a number of these require you obtain the parts by force, however the cost of doing so tends to be minimal at best (unless you do something silly like hunting Geckos with a Missile Launcher :D).

Now, I typically craft stuff for my own use since I play in hardcoe mode, however I will soon be selling things en masse as my Survivalist skill will enable me to make items that cause large drops in multiple meters at once. Since I also have a high Barter skill I will get good returns on my sales, and the high volume will insure that any 'spot' losses on some of the bigger-ticket items are more than covered. Without a high Barter, though, it might well prove more profitable to sell the parts from some items instead of the items themselves since you are not covering the losses as well.

Unfortunately, getting Repair to 50, making Repair Kits in bulk, and then selling full-CND weapons for boatloads of cash will always be far more profitable than crafting ever could be since weapons are so valuable. On the other hand, since you can make so many crafted items it might be just as well this is the case or you'd have well over 100K caps by L6 or so.
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Laura Cartwright
 
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Post » Sat Jul 03, 2010 9:47 pm

Yeah, crafting doesn't tend to yield much in the market.

I don't know about you guys, but I cannot find nearly enough of those Horse Nettles to do anything. Every recipe that features them wants a lot of them and I've encountered less than 2 dozen of them, and I'm ... hmm. I'm closing in on level 20 and I'm well-known in New Vegas, if that's any sort of mile marker.

These things are pretty scarce and too many recipes want a lot of them. Lordy.


So even if we could make something with hides or improve existing items with hides, I'll never have enough Nettles to do it, I'm sure. :D
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Lavender Brown
 
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Post » Sat Jul 03, 2010 11:25 pm

I look at crafting as more of a, well, a survival type skill.

Take what you can gather, and do your best to turn it into something useful.

I wouldn't consider it a profitable venture at all.
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mike
 
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Post » Sat Jul 03, 2010 10:02 pm

I'm finding the Survival Skill mostly useless, to be honest.

There are no conveniently located campfires. We can't use ovens to cook food (wtf?), and they're very conveniently located near refrigerators in homes and most player housing. Each recipe wants a lot of each ingredient, particularly Horsenettles, which are wanted in numerous recipes in high quantities, but the ingredient itself has extremely low availability.

And on top of all that, I'd even say the skill requirements for cooking things are way too high. I don't have the game on right now, so I can't check, but is anything cookable with just the starting 15 points of Survival? How many points does the Caravan Lunch (essentially packing a lunch in a lunchbox) require?

I feel like the skill is a massive waste of points. I am positive I could have gotten by on found food in hardcoe mode.
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Catherine N
 
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