Other > Suggestions

Perks and Traits balance/rework

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Lordus:

--- Quote from: avv on October 20, 2010, 04:47:52 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.

--- End quote ---

 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.

avv:

--- Quote from: Solar on October 19, 2010, 08:46:44 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)
--- End quote ---

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.

Solar:
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.

theyseemetrollin:

--- Quote from: Solar 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.

--- End quote ---

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.

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

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