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Author Topic: Perks and Traits balance/rework  (Read 7802 times)

Lordus

  • So long and THANKS for all the fish!
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Re: Perks and Traits balance/rework
« Reply #45 on: October 20, 2010, 04:53:13 pm »

Indeed. There's not much freedom to modify a sniper char when certain perks already take so many slots and skillpoints must be invested in needed skills.

 Thoes builds were kind of secret previous eras. We posted our builds only on members part of our forum. With awareness, post mortem inventory check (for drugs), video review, we were capable to recognize even enemy builds. With programs like fonline calculator it takes only few minutes to create new build. But build is not only passive statistics, it is kind of gameplay you have to choose.

 Now, after drug rework, individual player and his build is not the key to victory, it is tactics you need to create, train, apply.. it is bigger challenge than before. So i like it now and i hope future changes will be in the same spirit.
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So long and THANKS for all the fish!

avv

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Re: Perks and Traits balance/rework
« Reply #46 on: October 20, 2010, 06:08:41 pm »

Then the alternative system to allow a PvP build to actually have some ability in other areas, to cut down the need for alts (or actually to allow the character types which are now Alts to be power build level themselves)

Quoted this again because another issue came to my mind.

I want to be absolutely certain that the plan here is to:
Make it so that builds can fight and live normal life (quest, crafting) equally well without being able to sacrifice from either side to boost another.

Example: it is not possible to make oneself worse crafter to gain better combat abilities.

If this is true, then basically we got a principle for character building. I don't want to misunderstand this because it's pretty important guideline.
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Solar

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Re: Perks and Traits balance/rework
« Reply #47 on: October 20, 2010, 06:13:38 pm »

The aim is to make it so that you can do anything you want in the support role without giving up combat ability.

Think of it as two halves of the character, the combat side and then (for want of a better word) his "job". Crafter/Outdoorsman/Dismantler/Repairer or a mix of these things.
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Quote from: Woodrow Wilson
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Re: Perks and Traits balance/rework
« Reply #48 on: October 20, 2010, 11:37:48 pm »

The aim is to make it so that you can do anything you want in the support role without giving up combat ability.

Think of it as two halves of the character, the combat side and then (for want of a better word) his "job". Crafter/Outdoorsman/Dismantler/Repairer or a mix of these things.

Maybe have a system where points are divided into combat points and profession points, giving a higher total % to work with than we have no but making it so you just don't end up with 300% gun skill. I mean I have 2 chars that are flamer builds, one can craft mk2 flamers/fuel but he sucked in combat, and one who is devastating in tb but can't make anything. If I had the points to have the extra skills high enough to craft I would have just needed the one char, not to mention I need to craft, drop off at base, wait ten min, log in and equip. When my faction is involved in pvp and I can't log for 15-20 min by the time I do its all over.
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Solar

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Re: Perks and Traits balance/rework
« Reply #49 on: October 21, 2010, 01:40:06 pm »

The aim is to allow those 2 chars to be merged into 1 yes. (And to boost Pyromaniac ;))
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Quote from: Woodrow Wilson
If you want to make enemies, try to change something.
Re: Perks and Traits balance/rework
« Reply #50 on: October 21, 2010, 09:27:34 pm »

The aim is to allow those 2 chars to be merged into 1 yes. (And to boost Pyromaniac ;))

Awesome, I'm pretty excited by the new perks. I wish they were weaker but you got one every level and there was a vast selection. But yeah I took pyro for fun basically and the extra 5 damage isn't noticeable and you already get the best animations with flamer mk 2 so its pretty much wasted.
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