Nineaxis' Weapons Crafting Theory

Discussion in 'Team Fortress 2 Talk' started by Nineaxis, Sep 16, 2009.

  1. Nineaxis

    aa Nineaxis Quack Doctor

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    There's a lot of speculation out there about Weapon Crafting, and more specifically, how it'll work. I've been thinking about it for quite a while, and this is what I arrived at as the most likely, most logical way for it to work, with support from GCF content.

    Firstly, I'd like to say I doubt that you will be able to craft hats. It's not logical, and I'm fairly confident that hats will remain random drops. Also, thoughts about inter-weapon breeding (for lack of better term) seems illogical. There's no way to balance and logically determine what a cross between the Killing Gloves of Boxing, an Axtinguisher, and the Ambassador would be.

    What do I think will happen? Let's take a look at what has already been found. There's a color chart for various weapon "levels". Specifically, unique items (yellow), Valve weapons (purple), community items (green), and then various shades that are labelled Rarity 1-5, and raw backpack data says a Quality number. This gives merit to the weapon level system, but at pre-determined levels and with pre-determined statistics, the most logical way to maintain a fair amount of balance.

    How does this relate to weapon crafting? I'd take a gander that all random weapon drops will be Quality 1, lowest level. Duplicates of the same weapon can be combined with each other to increase the level, or "Quality" of the weapon. If I have a couple of Kritzkriegs, I can craft a Quality 2 Kritzkrieg. From here, it's hard to predict the rate at which they would upgrade. I'm guessing that Quality 6 should be hard to obtain (to give merit to trading duplicates and high Quality weapons), so it doesn't make sense that you can get the highest level with only six Kritzkriegs to combine. Might double or something, I don't know.

    Different Qualities would have improving statistics of course. Depending on how hard high Quality weapons are to craft, and how their statistics improve, they could very well be worthy of trading for a hat, and a hat could be worthy of trading for a cache of duplicates to improve your favorite unlockable. This gives merit to the highly criticized trading system, thought to only be useful for hat-to-hat trades. If the Quality system is valuable enough, I know I wouldn't mind trading an unwanted hat for a high-level Medic loadout.

    That's my thought on it. I put no guarantees on it being accurate to any degree, it's just my interpretation of what little information we have on it. Your thoughts?
     
    Last edited: Sep 16, 2009
  2. NovaSilisko

    aa NovaSilisko L42: Life, the Universe and Everything

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    Interesting.
     
  3. TheBladeRoden

    TheBladeRoden L7: Fancy Member

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    Every spawn room will have a work bench where you craft your weapons.
     
  4. J4CK8

    J4CK8 L11: Posh Member

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    As long as the weapons don't give gameplay changes. I hardly think it's fair that someone's walking around with a triple mounted machine gun with lasers and a cream pie catapult upgrade for the medigun is going to get obliterated by someone who spent a week idling in tf2 and crafted the Chuck Norris.

    Would be awesome if they made, and I hope they will, better looking weapons for upgrades. Different models, skins etc becuase at least then if peopel get that annoyed by someone having a better looking weapon, they can model/skin their own.
     
  5. drp

    aa drp

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    im just worried about balancing issues.

    going up against a heavy with a level 100 minigun vs your level 1 would suck.
     
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  6. drp

    aa drp

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    maybe make the levels purely aesthetic? the golden minigun?
     
  7. Terr

    aa Terr Cranky Coder

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    IMO "crafting" is tricky to get right, compared to "discard X items and randomly get a new random item".

    I had some pseudocode in the SPUF forums a while back for a way to do random weapons based on the existing archetypes, but the search engine is broken today. Every combination would have some pros and some cons, such that the system tried to avoid any obviously-better or obviously-worse guns. (Unlike games like Diablo you can't use the price of the item to fine-tune things.)

    The "rare" items would really just be "extremely altered" rather than "extremely good". like the Rocket Launcher of +30% damage and -40% speed might be rare, while the Rocket Launcher of smaller plus/minus values might be easier to find.

    Edit: Found the [ame=http://forums.steampowered.com/forums/showthread.php?t=846984]thread[/ame] via google, still have the source code (Python + SQLite) lying around somewhere...

     
    Last edited: Sep 16, 2009
  8. owly-oop

    aa owly-oop im birb

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    level 100 sandvich


    you can throw them like a frisbee and it can kill people
     
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  9. MrAlBobo

    MrAlBobo L13: Stunning Member

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    Theory seems sound...though I still doubt that higher level weapons with have any gameplay benefits. Just for the sole reason that idling will be significantly higher then it has ever been, I mean, when gameplay becomes effected is when I start idling.
     
  10. The Political Gamer

    aa The Political Gamer

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    Dibs on the lvl 76 sentry mount.
     
  11. TMP

    aa TMP Abuser of Site Rules

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    Anyways my idea is this.

    I think what you are saying would make sense, but it takes 2 of the same quality to match up. That means for a lvl 6 quality it would require... Uh... I think 64 of the quality 1 items to get it, which sounds right.

    Or valve could be mean and make it 3 :p That creates an astounding 729 of that item to forge the highest level.
     
  12. FlavorRage

    FlavorRage L4: Comfortable Member

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    That's the unique item "Oddjob Sandvich"
     
  13. uma plata

    uma plata L6: Sharp Member

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    Really doubt they would allow variants with "better" statistics. In a FPS balance is king, not so much with MMO/RPGs

    My theory is the levels were going to represent the amount of variation from the original, but the end product would not be any more powerful. So your rocket launcher would have more damage but slower rate of fire, or something

    Crafting would just be buffing one attribute at the expense of another
     
  14. Doppler12

    Doppler12 L1: Registered

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    Here's a scary idea, maybe once they put the crafting thing into effect the unlockables gain a condition attribute and will break if not repaired with other items
     
  15. NovaSilisko

    aa NovaSilisko L42: Life, the Universe and Everything

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    Fallout Fortress 3
     
  16. Caliostro

    Caliostro L6: Sharp Member

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    Fuck. No.


    Anything like this will downright murder this game. This isn't WoW.
     
  17. The Gentlemanne

    The Gentlemanne L4: Comfortable Member

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    Lv.99 Heavy Mount.Instant Uber if you're playing medic.
     
  18. grazr

    aa grazr Old Man Mutant Ninja Turtle

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    Actually, Valve is actively taking inspiration from WoW, where do you think all of these rpg elements came from?

    That said. I'm pretty sure i've watched a podcast where a Valve employee talks about crafting unwanted or duplicate hats into desired alternatives. Due to the "admittadely" flawed system. Hmmm.
     
  19. Tapp

    Tapp L10: Glamorous Member

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    They should just give us everything. Immediately. Except the hats, leave the hats.
     
  20. Caliostro

    Caliostro L6: Sharp Member

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    I'm aware, and it's a bit like having... Fuck, I can't think of an analogy worse than Valve taking inspiration from the shit that is WoW... It's the bottom of the barrel...

    But yeah, THAT is what I'm hoping it'll become... Just change things that exist into other things that exist... No retarded weapon levels...


    (yes, I know weapon levels exist now, but they're a joke... Literally, they're just a joke)