It'd be nice to have an interface in each crafting station, that allowed us to just toggle which augments we wanted, so we can decorate however we want, keep all augments connected to the crafting station, and then just choose which ones we want to use while crafting an item if we are going to have stations that cap at 2 or 3 + augments etc. Having to move around different pieces of furniture, just so I can craft an item with certain stats is a little tedious and weird. It'd be a nice quality of life feature.
Category Tags | UI/UX, Crafting, Other |
Mode | Both Online & Offline |
Sentiment | Feature Request |
This would be a nice bandaid, but wouldn't make crafting with augmentation much easier.
The Aumentation system needs a revamp of some sort.
Right now it is extremely complex to craft and you have to note down every effect on aguments or cycle all them everytime you need to craft.
I'd suggest also separating crafting yield augments from item buff augments. This would allow you to decorate with augments that provide crafting yield without them also interfering in buffing crafted items. So an augment that buff fishing pole stamina for crafted poles would be separate from an item that increases fish dish yield at the cooking pot. Doing this for all crafting stations would, while adding augments, make the process simpler as you would never have to move the yield augments since they only enhance the station. I would still pair this option with choosing and slotting the augments currently affecting your workbench and sewing station, however.
I quite like the way the system is at the moment - bugs aside - and you can move augments out of the way to a distance where the augment doesn't affect the crafting bench in question. This is what I do at the moment anyway. I decorate my estate with obsolete augments in other parts of the building so they don't affect benches either. I would be a bit sad if the crafting system becomes too simple - I quite like the granularity at the moment and the need to work at it a little bit - I hope that doesn't sound too er...parental?
I like the idea of having to place an augment so that it's within range and 'connects' to the crafting station, as it does currently, but which ones of those that are in range are active can be toggled on/off in the interface of the crafting bench. I think this is the best of both worlds, of being easy to designate which augments are affecting a bench, and also having augments be decorations that serve an actual purpose.
And to those saying they like the current system, this basically WOULD be the current system, just without the weird, fiddly nature of needing to move and re-move and destroy/rebuild things just to make sure the correct augments are applied. If you like setting up separate workstations - such as, for instance, three workbenches for tools, guns, and melee weapons - you can still do that, and there would still be a purpose to it, because now you wouldn't have to go into each bench and hit all the toggles for the specific thing you want every time. This really is the best of both worlds.
I totally agree with you, it would be nice to have a menu on each crafting station that allows you to select which upgrades to use. The fact that they have to be close together is fine, so there is a minimum of strategy in placing them.
An alternative idea: Instead of the workbench having a set number of augments that are active on the station all of the nearby augments are available. When crafting gear you pick a number of related available augments based on the tier of the station. Crafting intermediate materials automatically uses the fastest crafting speeds augments.
This way it's not a separate menu of the crafting station we have to open and fiddle with in between craftings vs quickly selecting augements that are relevant to each craft.
The only downside is if you are crafting a lot of the same type of item, like cloths... Unless it could remember the previous selection for each category?
I am just building different crafting stations for various combinations. It is not quite as annoying as it used to be, but it is still a mess that needs work.
It might be ok if each augment was small, but some of them are bigger than the workbenches.
But the ultimate solution is to have an 'Augment' tab for each workbench, and just have 4 selectable options in there, the Augments have made a complete mess of my base.. stuff everywhere.. and its also quite complex for new players trying to work out which is applying to which bench.. which should be superseded.. yucky.
Crafting benches need a proximity tab that lists all applicable augments they can detect and a way to toggle the ones you want to use off and on.
The decision making process is confusing and has the odd bug. It would definitely be safer to allow people to switch freely.
It is also difficult to see how the order of installation affects the process.
The T3 Fish Extension exists, but it is only available up to T1 in the T3 kitchen. It should have a 60% increase in fish dishes, but it is not available.
I also saw a bug once that somehow T1 and T3 are applied at the same time, even though they should not be available.
It is full of bugs.
There's a minor card that says, “the best of the best regardless of distance,” but this too was completely meaningless, as brightness and other factors took precedence and the essential effects were not applied.
At the very least augments should be grouped by type and sorted by Tier in the build menu.
If you play with 2 weapons + general Tools the 4 places for the workbench are enough for me. Sure... you will maybe not get the best fishing root, but this is your choice, what item stats your prefer.
No sorry, I am not a friend of simplified anything, users should make ONE choice with some kind of planning. The game should have some kind of challenge and individuality. (Before you ask, yes, that we have e.g. 10(?) different weapons now is the wrong way too, in my opinion, too). In opposite to you I would reduce the workbenches to ONE with out the possibility to move augments.
With an On/Off switch, why not a central large augment that give 3+ to anything?
I completely agree. Especially if you are working with limited space in your base, it can be quite a hassle specifically moving things around, you have to make sure you place things in the right order so that your benches have the right augmentations in their slots are full before placing other ones that you don't want a certain workstation to be using. I myself am a builder, so I don't necessarily mind, although like I said, can be a hassle sometimes, but I also know not everyone is into building huge bases and just want to build bare minimum and get into the story, which can make the augmentation process even worse.
The current system is very good, in my opinion. I am not a friend of this idea.
It is absolutely excruciating crafting with augments right now. We have to deconstruct each augment we don't want to be used, just so the crafting bench will select the correct ones. Or have 4 crafting benches strewn about for no reason, along with the additional resources for each bench and all their augments. They aren't even acknowledging this issue.
I personally like the way it is now, being able to set up my work area properly. It feels like a good middle ground between abstract crafting and realistic crafting, I can just move my augments, not need to assemble every single tool and material. It's honestly not that difficult to move things, it's not hugely time consuming nor problematic.
I wouldn't want to be able to toggle my augments on/off, it would remove some of the engagement for me.
However, I wouldn't mind if there were more decorative pieces that were not Augments that could be placed to give additional appearance and aesthetics to things.
- Kahz
This is especially a pain for people who have compact bases. Especially for benches that can craft a variety of tools, the ability to optimize augments is kinda critical.
Oh dang, I just learned and made every augment I could - so they don't stack?