Apartments are garbage, revert crafting change

Okay, pissy rant here. There’s no good reason not to have crafting in the apartments beyond forcing people into higher-tier fabrication, or dealing with higher tier fabricators. Without an auctionhouse, this not only is mechanically untenable on any sort of sustainable basis, it’s just anti-fun. I dislike the crafting, that I’ve firmly established you’re pretty much forced into to start, but to tack on metric ass-tons of running from my apartment to the workshop is just wasted hours out of my day. I get 4-5 hours a day to game, and have no real desire to use them staring at load screens and empty streets. Not to mention the apartment I’ve paid up for the month for the express purpose of having a crafting area next to my storage is now a showroom for useless crap, with no real value to me whatsoever.

Crap change, revert plz.

I am waiting to see what are the mechanical reasons for this change, but i have to say that - for now - i agree with Varryn.

I fail to see the reason for this change as well. It does nothing besides being an annoyance to anyone who doesn’t want to use the base system. If the intent was to give players an incentive to use player workshops, that should already be covered by the crafting bonus they provide.

I’m in favor of reverting the change.

I can understand the reasons behind the changes, but I not agree fully, because:

1 - Is really hard to find a place to build a base / home outside. Practically all places have owner, or are located in places of extreme difficult access, or have to position in some points that border on the impossible, as map borders or other places that can not physically build a base. Remove the possibility of craft within the apartments without generating new maps, and giving more areas for construction is complicated.

2 - Base construction needs a control tower, a building and a silo to keep the tower. Access to this is very difficult, it needs a lot of time to make the skill rise to a certain level, producing things. And finding other specialized players to produce for you takes time.

3 - It would be plausible to remove the workshop if the apartments were compensated in relation to the bases and houses outside the colony in some other way. Increasing the number of objects available would be ideal, or lower the price of the rent / leasing, because if it is not possible to use for crafting, nor have more slots for decoration, having an apartment for security and residence only for the current price is a bit too high.

4 - Poor location between the store and the tradeskill place in the colony. Who works with craft needs agility to sell the products. The impact would be less if the store and the production site were either in the same place or close to each other.

It would be interesting to increase the number of slots of the apartments, or to reduce the price since it will be exclusively only of residence, and it is necessary to have a better attractiveness because of this. Again, the production costs of a base, with the lack of places to “find” a construction area is quite complicated.

The one major advantage I like of the new system is that before, only one person would get the crafting bonus. Now anybody who crafts in there will get it. The main problem I have with it, though, is that when you have a dedicated workshop, you are not going to have as much room for atmosphere placables cause most the space is spent on workstations and storage. So it defeats the purpose of itself. I would suggest instead make the crafting xp bonus in workshops depend on any kind of placable, not just atmosphere. Cause the atmosphere of a workshop IS the workshop items, and those items don’t add atmosphere.

I’ll re-enable crafting in apartments. You can stop with the death threats now :wink:

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Thanks, Zun :slight_smile:

Thanks, Zunath! :heart: