fodev.net
15.08.2009 - 23.06.2013
"Wasteland is harsh"
Home Forum Help Login Register
  • November 17, 2024, 12:04:31 am
  • Welcome, Guest
Please login or register.

Login with username, password and session length
Play WikiBoy BugTracker Developer's blog
Pages: 1 [2]

Author Topic: Dungeons, Instances and many other ideas...  (Read 3376 times)

John Ryder

  • Problem, Surf?
  • Offline
Re: Dungeons, Instances and many other ideas...
« Reply #15 on: October 28, 2010, 05:17:29 pm »

No, my friend. I played this game about year ago. And believe me, I had 2 cars and lots of caravans. I had more money, then you can imagine, Brotherhood Armors, which were available only by gang competition etc.

Lol? How about respond to that part of my post that was actually important?
Logged
 - It's intended!
Typical FOnline roleplayers

avv

  • Offline
Re: Dungeons, Instances and many other ideas...
« Reply #16 on: October 28, 2010, 05:27:00 pm »

And yes, I still think, that cars should be luxury, not necessity. So traveling on map should be slightly faster.

They aren't necessity for players who don't plan to travel alot. In this case the problems you may encounter are still possible to get used to.

No it's not. You have to travel ALOT to achieve something.
 You have to travel Tent -> Mine -> Workbench -> Tent
or Tent -> Junk in city ruins -> Tent
So for making stupid low tier weapon, you have to trave all around map, to get each of materials necessary to make weapon. Junk can be only found in city ruins, which are usually far away from mines, and those are far from HQ mats, which are far from computer parts. So there is alot of travel if you ask me.

The real problem here is that you want to do everything alone. Wouldn't the core issue be that supply and consumption do not meet each other in player to player trading?
Logged
Based on evidence collected from various sources by trustworthy attendees it is undisputed veritability that the land ravaged by atomic warfare which caused extreme change of the ecosystem and environmental hazards can be considered unpleasant, rugged and unforgiving.

vilaz

  • #1 Cat's Paw Fan!
  • Offline
Re: Dungeons, Instances and many other ideas...
« Reply #17 on: October 28, 2010, 05:57:37 pm »

If the game encourages players to settle in certain area, it tmeans that in that area there are other players too. You interact with them and because you get to meet these settler more often, deeper socialization is possible. If players roamed across the desert, they met many people but only briefly. It's worse setting for friendmaking than meeting the same people regularly. 

I have to disagree. It only encourages PK to occupy some areas. Just today few people killed all ncr guards in mine. SQ were trying to fight it back :P that was lolful fight ^^.
Logged
Polskie Pustkowia http://forum.newfmc.pl
Re: Dungeons, Instances and many other ideas...
« Reply #18 on: October 28, 2010, 11:11:46 pm »

Miencho is not from SQ? He killing this guards whith us ;)

And @ topic all idea from Kirkor is good imo. Now is realy hard to start game for new player, espcialy loner.
« Last Edit: October 28, 2010, 11:23:17 pm by Red Dot »
Logged
"War. War never changes"

avv

  • Offline
Re: Dungeons, Instances and many other ideas...
« Reply #19 on: October 29, 2010, 03:46:37 pm »

I have to disagree. It only encourages PK to occupy some areas. Just today few people killed all ncr guards in mine. SQ were trying to fight it back :P that was lolful fight ^^.

Completely differend issue. Pks settling in and killing everyone is directly related to gridcamping, lack of consequences from killing and too fast combat. 
Logged
Based on evidence collected from various sources by trustworthy attendees it is undisputed veritability that the land ravaged by atomic warfare which caused extreme change of the ecosystem and environmental hazards can be considered unpleasant, rugged and unforgiving.
Re: Dungeons, Instances and many other ideas...
« Reply #20 on: October 31, 2010, 06:04:29 am »

It makes sense that PKs should camp resource rich areas.
In RL bandits prey on miners/poachers in non-orderly parts of the world.

Also: having your own safe personal instance for dungeons?

NO

When is this carebear stuff going to end?

Perhaps have 1 instance-dungeon at each skill level as a trainer- like the Lv10 Tanker Quest.
Make a Lv 5 one and a Lv15 one to round out the selection.
Get to have an instance of it once for each character (can still bring others along even if they have done it before)
And that's ALL.

The other ones would all be dangerous places that may respawn (perhaps in partial increments over time, sem-randomized) but anyone can get into.
I am reminded of the back section of 1E AD&D DMs guide, which had random dungeon/encounter tables including dice-charts for rolling up enemy adventuring parties that you could run into. In this case, it would be other players instead of NPCs.
Have multiple entrances to dungeons so teams could miss each other/encounter each other in unexpected directions.

Travel is fine.
I would add a motorcycle, with quest to buy a sidecar and panniers. Either could store cargo, or the sidecar can add another passenger.
Have the number of passengers affect fuel use, especially in the case of the motorcycle.
Logged
I wish there were bags, backpacks, etc. in Fonline.
Re: Dungeons, Instances and many other ideas...
« Reply #21 on: October 31, 2010, 11:01:56 am »

Travel is fine.
I would add a motorcycle, with quest to buy a sidecar and panniers. Either could store cargo, or the sidecar can add another passenger.
Have the number of passengers affect fuel use, especially in the case of the motorcycle.

yeah! I want diz:
Logged
Kill them all and let the god sort them out.
Pages: 1 [2]
 

Page created in 0.061 seconds with 22 queries.