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Author Topic: Perks and Traits balance/rework  (Read 7811 times)

Solar

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Re: Perks and Traits balance/rework
« Reply #30 on: October 19, 2010, 08:58:39 pm »

So you're saying that increasing the amount of useful perks, whilst leaving the ones already taken would somehow make there be less choice?

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Re: Perks and Traits balance/rework
« Reply #31 on: October 19, 2010, 09:15:02 pm »

Leaving the ones already taken? Ah, so these 7 perks we have(5 with skilled) + additional 4 perks to choose from these you said about? That's ok.
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Solar

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Re: Perks and Traits balance/rework
« Reply #32 on: October 19, 2010, 09:21:35 pm »

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Different perk "branches". Ie Tank, Anti Crit, Dodger, Burst, Sniper, HtH, Sneak, Medic with around 4 levels each.

For example, the Sniper Branch would be

1 - More Crits
2 - Even More Crits
3 - Sharpshooter
4 - Better Crits

4 Perks per branch type, roughly.

So you'd have 8 Branches, with 4 each for a total of 32 (ish) ... then with other perks that don't fit into this structure (Pyromaniac, Bonus Moves, etc)

You'd still have the same number of combat perks as you do now, 7 normal and 5 with skilled, just more options to choose from.
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Lordus

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Re: Perks and Traits balance/rework
« Reply #33 on: October 19, 2010, 09:33:34 pm »



So you'd have 8 Branches, with 4 each for a total of 32 (ish) ... then with other perks that don't fit into this structure (Pyromaniac, Bonus Moves, etc)

You'd still have the same number of combat perks as you do now, 7 normal and 5 with skilled, just more options to choose from.

 So if you will want to take sharpshooter, you have to take more critical first?
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Solar

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Re: Perks and Traits balance/rework
« Reply #34 on: October 19, 2010, 09:37:55 pm »

Nope

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Specialise in one or two or mix and match between them.


You could take all different crits from all over the place, if you wanted. The aim is for freedom to create lots of different builds.
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Re: Perks and Traits balance/rework
« Reply #35 on: October 19, 2010, 11:40:49 pm »

Skill trees are the worst thing to happen to rpgs ever, it narrows down your options to the point where everyone has the same spec.
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Surf

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Re: Perks and Traits balance/rework
« Reply #36 on: October 20, 2010, 01:28:12 am »

Skill trees are the worst thing to happen to rpgs ever, it narrows down your options to the point where everyone has the same spec.

Isn't this already the case?
Re: Perks and Traits balance/rework
« Reply #37 on: October 20, 2010, 05:02:07 am »

Isn't this already the case?

Of course, it's hard to balance classes when you design them from scratch to be balanced let alone convert a totally unbalanced single player combat structure for pvp that was never intended.

I just think trees limit the players ability to create a character tailored to how they want to play the game, and that higher stats don't make the game fun, interesting abilities do.
« Last Edit: October 20, 2010, 05:03:51 am by theyseemetrollin »
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avv

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Re: Perks and Traits balance/rework
« Reply #38 on: October 20, 2010, 11:19:09 am »

Different perk "branches". Ie Tank, Anti Crit, Dodger, Burst, Sniper, HtH, Sneak, Medic with around 4 levels each. Specialise in one or two or mix and match between them.

Alright but hopefully anti-crit doesn't mean that a char that specializes in crits simply cannot beat an anticrit build no matter what. Differend fighting styles are very alright, but hard countering in fonline wouldn't be precisely good setting. For example big gunner wins sniper in close range, but sniper pwns him at distance is good balance. Example of bad balance would be: anticrit pwns sniper everywhere, but always loses to burster.

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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

Now we're talking.
« Last Edit: October 20, 2010, 02:10:24 pm by avv »
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kraskish

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Re: Perks and Traits balance/rework
« Reply #39 on: October 20, 2010, 12:59:45 pm »

What about classes' perks? Like "medic" perk would have some bonus to cooldown and healing but decreased dmg. some tank perk would give bonus %DR (ok like stonewall) but decreasing AC. Burster perk adding to burst like bonus ranged damage and maybe decreasing damage with single shots. I mean perks with disadvantages for specialised class
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Solar

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Re: Perks and Traits balance/rework
« Reply #40 on: October 20, 2010, 01:11:39 pm »

Skill trees are the worst thing to happen to rpgs ever, it narrows down your options to the point where everyone has the same spec.

Indeed, which is why freedom to choose any perk you meet the requirements must be retained. Giving the maximum amount of diversity in char types.

Quote
Alright but hopefully anti-crit doesn't mean that a char that specializes in crits simply cannot beat an anticrit build no matter what. Differend fighting styles are very alright, but hard countering in fonline wouldn't be precisely good setting. For example big gunner wins sniper in close range, but sniper pwns him at distance is good balance. Example of bad balance would be: anticrit pwns sniper everywhere, but always loses to burster.

Well, you can see one of these perks already, in the new Stonewall. There will be no Terminator equivalent (Immunity to crits perk from TLA) so Sniper vs guy with anti crit builds is less efective, but not an autoloss

What about classes' perks? Like "medic" perk would have some bonus to cooldown and healing but decreased dmg. some tank perk would give bonus %DR (ok like stonewall) but decreasing AC. Burster perk adding to burst like bonus ranged damage and maybe decreasing damage with single shots. I mean perks with disadvantages for specialised class

That would be a Trait, perks are all good.
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kraskish

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Re: Perks and Traits balance/rework
« Reply #41 on: October 20, 2010, 02:48:55 pm »

Yes! I thought about putting it to traits, but theres no place there, heh, maybe a perk screen appearing on level 1 with classes selection would be also good. Of course one may just select "Freestyle" or sth like that not choosing any advantages and disadvantages of a class. Sounds good anyway
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Re: Perks and Traits balance/rework
« Reply #42 on: October 20, 2010, 03:57:00 pm »

Yes! I thought about putting it to traits, but theres no place there, heh, maybe a perk screen appearing on level 1 with classes selection would be also good. Of course one may just select "Freestyle" or sth like that not choosing any advantages and disadvantages of a class. Sounds good anyway


Please no classes in FOnline. Leave us the freedom of special and free character development. (Even though classes practicaly exist but are very variable.)
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Lordus

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Re: Perks and Traits balance/rework
« Reply #43 on: October 20, 2010, 04:44:30 pm »

There are classes in Fonline right now. You want to be sniper? Take 3x more 1x better + sharpshooter => and you create sniper class. Difference among fonline and other games are that you can combine this perks and create your own "class".. but after months of testing, every PvP gangs independetnly created very similar class of pvp builds, so de facto, there are class right now.
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avv

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Re: Perks and Traits balance/rework
« Reply #44 on: October 20, 2010, 04:47:52 pm »

There are classes in Fonline right now. You want to be sniper? Take 3x more 1x better + sharpshooter => and you create sniper class. Difference among fonline and other games are that you can combine this perks and create your own "class".. but after months of testing, every PvP gangs independetnly created very similar class of pvp builds, so de facto, there are class right now.

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.
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