e1.4.2 - Beta Smithing Charcoal works as intended but consider replacement for User Interface

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There are two options if Charcoal Perk is selected

2 Hardwood --> 1 Charcoal
2 Hardwood --> 3 Charcoal

I understand the perk is working as written but wouldn't it make more sense that this perk then overwrites in the GUI the more inefficient version instead of being placed below it, and having two options. There is no difference to the input, the output only changes, and then principles of programming and UX would apply.
 
ever since 1.4.0 mine has always been 2 = 1 and perk 3 = 2... But i did not smith before 1.4.0.. so not sure before then..
 
It was changed in 1.4.2, so now the perk gives you 3 charcoal from 2 hardwood instead of vice versa.

I have no idea if its an intentional change or a mistake. It seems very uncharacteristic for TW to give such a nice little buff. Most of their changes go in the opposite direction.
 
I am on the e1.4.2 - beta branch as I prefer playing the most up to date release as this then helps developers more with any replies
 
I understand the perk is working as written but wouldn't it make more sense that this perk then overwrites in the GUI the more inefficient version instead of being placed below it, and having two options. There is no difference to the input, the output only changes, and then principles of programming and UX would apply.
I think they leave both because sometimes character might not have 3 Hardwoods but desperately need charcoal, so he could turn to the "old ways" and produce just that one with whatever is on hand.
 
It was changed in 1.4.2, so now the perk gives you 3 charcoal from 2 hardwood instead of vice versa.

I have no idea if its an intentional change or a mistake. It seems very uncharacteristic for TW to give such a nice little buff. Most of their changes go in the opposite direction.
If this is actually how it's working now (I haven't played and can't verify myself) then it's a welcome change from my perspective as someone who did the blacksmith grind legit to more than 300 skill. Charcoal is the one commodity you just never had enough of, and while a 50% increase from the perk sounds like a significant boost it just does not match up to the immense demand when refining metals.

The whole progression of smithing as a skill needs some work, but it's still one of my favorite features conceptually. I'll get to making a suggestion post about it one of these days.
 
I always assumed the bug is in the perk description, and the actual formula is correct.
"3 hardwood -> 2 charcoal" made sense because it was 50% more efficient than default formula, the same way that iron ore refining perk gives 50% more efficient formula too.
Strange that they left the description and changed the formula instead.
 
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