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Author Topic: Production: Skill, Quality, Time and Price  (Read 1472 times)

Jeoshua

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Re: Production: Skill, Quality, Time and Price
« Reply #15 on: March 24, 2011, 07:06:08 pm »

Thing is, if masterwork takes longer to make in the first place, then you're already abstracting away the whole "oops I fucked up, lemme start over" thing.
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iron_general

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Re: Production: Skill, Quality, Time and Price
« Reply #16 on: March 24, 2011, 07:29:23 pm »

Not necissarily, the extra time could be spent planning or "mesuring twice, cutting once", in general being extra carful. Having said that as long giving quality orientated orders wouldn't waste material I'd be fine with it.
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Lord Vetinari

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Re: Production: Skill, Quality, Time and Price
« Reply #17 on: March 25, 2011, 12:44:57 pm »

Exactly what I ment. I totally agree that high quality crafts are too common (i'd say high quality everything, I can't belive that a simple 4x4 room can easily become a royal throne room), my point is that crap-level to low-level quality products shouldn't become more difficult to make (and forcing low level dwarves to work the hard way means making their production more difficult).
« Last Edit: March 25, 2011, 12:53:58 pm by Lord Vetinari »
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dwarf_sadist

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Re: Production: Skill, Quality, Time and Price
« Reply #18 on: March 25, 2011, 02:56:54 pm »

Hopefully the economy arc will fix 4x4 rooms becoming royal quality.

I'm all for this. It adds a little more depth to the economy, having either large sweat shops of dwarfs or guilds of master toy makers.

Production Cost
Production Speed
Production Quality
Production Efficiency

Focus on 1, lose nothing.
Pick 2, lose 1.
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Bohandas

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Re: Production: Skill, Quality, Time and Price
« Reply #19 on: March 27, 2011, 02:54:51 pm »

At the moment, a higher-skilled dwarf produces items of increasingly higher quality in increasingly shorter time.

As the result, legendary dwarves can produce a dozen exceptional and masterwork items in the time that a newbie dwarf will produce a single base quality one.

I agree that this is unrealistic...

HOWEVER, I think that around the Legendary+5 level (the max skill level) this becomes appropriate again. The way I see it legendary status should mean that the dwarf has mastered the art of producing masterwork quality items regularly, and so advanced legendary status should mean that not only can they produce such items, but producing such items has become second nature to them.
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RabidAnubis

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Re: Production: Skill, Quality, Time and Price
« Reply #20 on: March 27, 2011, 03:02:35 pm »

Agreed.  You shouldn't be able to mass produce perfect items without an assembly line, or machines.
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Sfon

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Re: Production: Skill, Quality, Time and Price
« Reply #21 on: March 28, 2011, 08:04:54 am »

Some of this I like, some I don't. So here is my suggestion.

A simpler system, only two kinds of jobs:

Quality: Works like it does now, only higher skill does not give higher speed. Creative dwarves might get mild good thoughts from it such as "Was able to express himself in his work."

Speed: Higher skill gives higher speed, but not quality. Creative dwarves might get mild bad thoughts from it "Has been bored as work lately."

Creation failure in games only adds frustration. Either the player reloads because they can; or the whole game feels delayed for the sake of grinding, assuming they can even grind another Rainbow Thor Plank. It is one of those things mmorpgs like to do, along with rare drops, because they need to keep players playing and nobody plays them to have fun anyway. More time and lower quality is a better way of doing the same thing. Not more materials or unexpected delays on top of all the other unexpected delays that happen in DF. And a boring delay at that, flooded fortresses and zombie chimps are at least interesting to deal with.
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