Thank you for the reply. I appreciate your candour and your effort in trying to help me learn more and put things into perspective.
The type of clothing I was interested in making were for example shirts and pants that will not be a random draw. You would get a choice between style type and colours to match. In my 11 days all I get from the crime jobs was a strange assortment of clothing, Speedos, yoga pants and boob tubes that are not that interesting for me.
The initial idea was that there seems to be junk items lying about that are fabric based. E.g. towels, blanket. Crafting can be based on breaking down these objects into a base material instead of selling them since they provide no utility beyond trading.
But if the clothing are already dirt cheap then it would render my first point moot. I guess it only seems expensive to me due to economics of being new. But I like how you use forgery as an example. That may be a similar mechanic that may work for weapon upgrades.
The weapon quality upgrade can be from e.g. 2 weapons each time of saying XX% quality, they will be disassemble and reassembled into 1 slightly better quality weapon XX+3-5% etc. At the beginning when you are inexperienced, there will be a higher chance of breaking or a critical failure that causes you to lose both items. So the skill will be more profitable as you level up to become more proficient when you sell the better quality items in the market. It should not affect the economy significantly enough to cause the price of anything to skyrocket or plummet. It will also make the weaker and less useful weapons slightly more valuable as they can be used for training rather than being ignored by better equipped and experienced players.
It seems probable that in a crime based game where guns are everywhere, people can become proficient in modding them beyond adding weapon attachments. At least it seems interesting to me that through a lot of skill training and work, once can turn a specific weapon they like due to aesthetics or real world preferences into something more useful.
[image: i.ibb.co] Knitting myself a Beanie...Just a beginner, maybe someday I can knit something better like a sweater....if you send me a stats enhancer to enhance my skills ^___________^
I tried to look around for something nice, but there isn't anything in particular, only dead memories that will never come back, I am rather envious of you most seemingly having a good time. Here is all I have and I wish you all a Merry Christmas.
You are right, I mistakenly thought that the damage and accuracy is reflected directly by the weapon quality. I have been scrolling through the item market for weapons and there seems to be quite a lot of useless junk. The idea of disassembly of the weapons into ingot is a more elegant solution.
I went from Glock and Hammer to Kodachi and there are plenty of weapons in between that are not useful that I skipped. I just feel that it is such a waste as some weapons may be useful for CQB in urban environments, and they may be possible to become more useful if both their damage and accuracy can be upgraded. I apologise that if this is a hare brained idea but your feedback help me understand the game better and I appreciate you taking the time.
I will continue to enjoy this game and in time have a better idea of the mechanics. I look forward to the time when 100m will be considered cheap for me. Thank you for your reply.
The idea is that the grey weapons that are useless can be used for skill training, till the point that the success rate is high and the probability of failure or destruction with RW weapons is very low.
It is exactly because no one really cares about grey weapons anymore. But this will give grey weapons some utility rather than being obsolete. And also for those that seek to own/create the perfect weapon when money is no longer a concern.
Of course, someone more experienced than me will probably have a better crafting mechanic than what I have suggested.
Thank you for the reply. I appreciate your candour and your effort in trying to help me learn more and put things into perspective.
The type of clothing I was interested in making were for example shirts and pants that will not be a random draw. You would get a choice between style type and colours to match. In my 11 days all I get from the crime jobs was a strange assortment of clothing, Speedos, yoga pants and boob tubes that are not that interesting for me.
The initial idea was that there seems to be junk items lying about that are fabric based. E.g. towels, blanket. Crafting can be based on breaking down these objects into a base material instead of selling them since they provide no utility beyond trading.
But if the clothing are already dirt cheap then it would render my first point moot. I guess it only seems expensive to me due to economics of being new. But I like how you use forgery as an example. That may be a similar mechanic that may work for weapon upgrades.
The weapon quality upgrade can be from e.g. 2 weapons each time of saying XX% quality, they will be disassemble and reassembled into 1 slightly better quality weapon XX+3-5% etc. At the beginning when you are inexperienced, there will be a higher chance of breaking or a critical failure that causes you to lose both items. So the skill will be more profitable as you level up to become more proficient when you sell the better quality items in the market. It should not affect the economy significantly enough to cause the price of anything to skyrocket or plummet. It will also make the weaker and less useful weapons slightly more valuable as they can be used for training rather than being ignored by better equipped and experienced players.
It seems probable that in a crime based game where guns are everywhere, people can become proficient in modding them beyond adding weapon attachments. At least it seems interesting to me that through a lot of skill training and work, once can turn a specific weapon they like due to aesthetics or real world preferences into something more useful.
Is something like this already existing that I am unaware about? I am also curious what is wrong with my suggestion. Obviously I am still new to this game and just thought that it be a cool idea, I was initially going to suggest the use of nerve bar but it does not seem to fit the theme, perhaps more experienced players may have a better idea.
Isengrim makes a balloon animal out of it, but it was helium filled and floated away. He is now a sad clown and posted an ad on the newspaper about his lost pet and came back here....