My curiosity brought me back, and Smithing's still locked under a crap system.
Basically they've kept the full-rage RNG for unlocking parts apparently, that's just bad design and I won't go further because I've discussed this 2 years ago already and I had enough. Suffice to say that the "feature" remains a massive problem, it's pure RNG nature and somewhat bad implementation makes it either useless or completely broken (you either don't unlock anything you want or that is useful, or you unlock imbalanced javelins and break the economy)
NVM, seems that they are "fixing" this 2 years later with 1.8 xD
It still sounds dumb, though, the more believable and pseudo-realistic move would be to allow full parts with materials and proficiency playing the entire game on success or failure. So if you make, say, a intricate shape but use Iron, it'll become unstable, too heavy and eventually break or bend. If you make it with steel, it works. If you put too much ratio of hardened steel on a sword, it breaks. So on so forth. Making it work as "unlockables" turns it into a mini-game arcade where the player doesn't have any fun, and basically you create hard locks for parts that are more efficient than others, period, destroying any degree or possibility for customization.
There's a reason everybody rolls with the same javelins, the same falx blades, the same 2 handed swords, same 2 handed axes, etc. That's just bad Design.
It'd be nice to see players reproducing real world techniques, for instance, by using low carbon cores on exceptionally hardened steel exteriors for swords, have some guys make iron head javelins with more damaging tips to eco on materials allowing for more ammo but at the cost of it being extremely heavy, etc...
Basically they've kept the full-rage RNG for unlocking parts apparently, that's just bad design and I won't go further because I've discussed this 2 years ago already and I had enough. Suffice to say that the "feature" remains a massive problem, it's pure RNG nature and somewhat bad implementation makes it either useless or completely broken (you either don't unlock anything you want or that is useful, or you unlock imbalanced javelins and break the economy)
NVM, seems that they are "fixing" this 2 years later with 1.8 xD
It still sounds dumb, though, the more believable and pseudo-realistic move would be to allow full parts with materials and proficiency playing the entire game on success or failure. So if you make, say, a intricate shape but use Iron, it'll become unstable, too heavy and eventually break or bend. If you make it with steel, it works. If you put too much ratio of hardened steel on a sword, it breaks. So on so forth. Making it work as "unlockables" turns it into a mini-game arcade where the player doesn't have any fun, and basically you create hard locks for parts that are more efficient than others, period, destroying any degree or possibility for customization.
There's a reason everybody rolls with the same javelins, the same falx blades, the same 2 handed swords, same 2 handed axes, etc. That's just bad Design.
It'd be nice to see players reproducing real world techniques, for instance, by using low carbon cores on exceptionally hardened steel exteriors for swords, have some guys make iron head javelins with more damaging tips to eco on materials allowing for more ammo but at the cost of it being extremely heavy, etc...
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