I am just gonna straight to the point. Here is my proposal design that tinker the current crafting system so the overall experience become much better:
QOL & UI SYSTEM IMPROVEMENTS
+ tag item key/button to lock, buy, sell, disassemble, craft, etc
+ grouping "identical stats" weapons & clothes
+ tag item key/button to compare
+ instant craft & disassemble option (turn on/off)
+ grouping consumable items into sections. From foods, drinks, alcohols, drugs/meds.
+ dedicated key/button to sell/disassemble all foods, all drinks, all alcohols, all drugs/meds.
+ dedicated 2 quick key/button for consume selected food/drinks/alcohols.
+ NEW LOADOUT system. yes a loadout equipment system with max to 10 slots. With this player can change weapons, clothes, consumable/gadgets in one push of a button. the loadout can also be name manually.
+ HIDDEN clothing/armor equipment key key/button. With this, player can use any/full armor parts while also make it hidden visually for "fashion."
+ grouping all items TAB into non quest & quest items sections.
+ dedicated key/button to remove the mark of quest items. This is probably also benefit on automatically fixing some bugs while also make player to remove/move/disassemble all items.
+ ITEM STASH grouping into sections (weapons, clothing, consumable, etc).
*edit to add more stuff to the list:
+ Batch crafting system, especially for grenades, meds/drugs.
OVERHAUL ITEMS & VENDORS
For this section, I already kinda made one thread about it:
https://forums.cdprojektred.com/ind...es-the-consumables-its-vendors-bars.11073881/
OVERHAUL CRAFTING SYSTEM DESIGN
Here comes the main part:
+ making crafting system modular to a one way street crafting & upgrades
+ cheaper & more sensible crafting components required to craft/upgrade
+ All items are upgradeable except "cyberwares" (weapons/clothes/weapon mods/cyberware mods/grenades/meds). This will remove the needs & heavy reliance on recipes while also provides things like FASHION META.
+ modular upgrade system. upgrade system is now a one way "consistent" leveling with each 3 upgrades then "automatically" turn item to a higher level of rarity. The specs:
- Weapons: common/white > upgrade 3x > uncommon/green > upgrade 3x > rare/blue > upgrade 3x > epic/purple > upgrade 3x > legendary/orange > upgrade 3x
- the rest of items: common/white > uncommon/green > rare/blue > epic/purple > legendary/orange
+ item mod slot addition is not randomized upon upgrade. It will always stay the same to its original item mod slot number until legendary level.
+ item effect/perks addition is not randomized upon upgrade. It will always stay the same to its original item mod slot number until legendary level.
+ NEW FEATURE. A manual crafting "add mod slot" system. This is basically replacing the randomization upon upgrading items.
+ NEW FEATURE. A randomization craft for "effects/perks" on items. With this feature, player can have their own preferences on effects to be implemented in the items, removing the save scumming exploits into a proper system. The max numbers to effects are 3 based on required level of crafting components (level 1-3). Having some weapons more than 3 additional effects/perks seems way too OP imo.
+ NEW FEATURE. A crafting WEAPON SKIN. Yes, basically player should be able to craft their own weapon skin based on weapons being obtained & "disassembled." Because disassembling is the requirement to get weapon skin of choices, this will make iconic keep being a special weapon on its own. This is basically a new addition for FASHION META.
I guess that's it. Let me know what do you guys think & maybe also provide some other stuffs like your own design via posts.
QOL & UI SYSTEM IMPROVEMENTS
+ tag item key/button to lock, buy, sell, disassemble, craft, etc
+ grouping "identical stats" weapons & clothes
+ tag item key/button to compare
+ instant craft & disassemble option (turn on/off)
+ grouping consumable items into sections. From foods, drinks, alcohols, drugs/meds.
+ dedicated key/button to sell/disassemble all foods, all drinks, all alcohols, all drugs/meds.
+ dedicated 2 quick key/button for consume selected food/drinks/alcohols.
+ NEW LOADOUT system. yes a loadout equipment system with max to 10 slots. With this player can change weapons, clothes, consumable/gadgets in one push of a button. the loadout can also be name manually.
+ HIDDEN clothing/armor equipment key key/button. With this, player can use any/full armor parts while also make it hidden visually for "fashion."
+ grouping all items TAB into non quest & quest items sections.
+ dedicated key/button to remove the mark of quest items. This is probably also benefit on automatically fixing some bugs while also make player to remove/move/disassemble all items.
+ ITEM STASH grouping into sections (weapons, clothing, consumable, etc).
*edit to add more stuff to the list:
+ Batch crafting system, especially for grenades, meds/drugs.
OVERHAUL ITEMS & VENDORS
For this section, I already kinda made one thread about it:
https://forums.cdprojektred.com/ind...es-the-consumables-its-vendors-bars.11073881/
OVERHAUL CRAFTING SYSTEM DESIGN
Here comes the main part:
+ making crafting system modular to a one way street crafting & upgrades
+ cheaper & more sensible crafting components required to craft/upgrade
+ All items are upgradeable except "cyberwares" (weapons/clothes/weapon mods/cyberware mods/grenades/meds). This will remove the needs & heavy reliance on recipes while also provides things like FASHION META.
+ modular upgrade system. upgrade system is now a one way "consistent" leveling with each 3 upgrades then "automatically" turn item to a higher level of rarity. The specs:
- Weapons: common/white > upgrade 3x > uncommon/green > upgrade 3x > rare/blue > upgrade 3x > epic/purple > upgrade 3x > legendary/orange > upgrade 3x
- the rest of items: common/white > uncommon/green > rare/blue > epic/purple > legendary/orange
+ item mod slot addition is not randomized upon upgrade. It will always stay the same to its original item mod slot number until legendary level.
+ item effect/perks addition is not randomized upon upgrade. It will always stay the same to its original item mod slot number until legendary level.
+ NEW FEATURE. A manual crafting "add mod slot" system. This is basically replacing the randomization upon upgrading items.
+ NEW FEATURE. A randomization craft for "effects/perks" on items. With this feature, player can have their own preferences on effects to be implemented in the items, removing the save scumming exploits into a proper system. The max numbers to effects are 3 based on required level of crafting components (level 1-3). Having some weapons more than 3 additional effects/perks seems way too OP imo.
+ NEW FEATURE. A crafting WEAPON SKIN. Yes, basically player should be able to craft their own weapon skin based on weapons being obtained & "disassembled." Because disassembling is the requirement to get weapon skin of choices, this will make iconic keep being a special weapon on its own. This is basically a new addition for FASHION META.
I guess that's it. Let me know what do you guys think & maybe also provide some other stuffs like your own design via posts.
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