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Author Topic: the worse rep the bigger encounters  (Read 4024 times)

Surf

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Re: the worse rep the bigger encounters
« Reply #15 on: October 31, 2010, 02:04:44 am »

So youre saying there shouldnt be any consequence for extreme low rep?

Thats not what I am saying, every suggestion which raises the consequences of bad rep is welcomed with open arms by me and your suggestion is not really horrible - but it can be easily abused as I said. It's just too easy to farm caravans and stuff, you just need one friend and the right equipment and you will kill all of the known encounters right now. This is also one of the biggest incomes of gear and stuff, too easy it is. Thats why I think raising the NPC number (and thus the potential loot) isnt the way to go.

Gatling

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Re: the worse rep the bigger encounters
« Reply #16 on: October 31, 2010, 03:47:52 am »

Nope, encounters that only appear as a result of the increased Hatred the factions feel for you sounds better to me.  No more soft guards, you stalk and kill their men and women, and you start fighting the equivalent of lvl 21 guards.  8)

... Or whatever it is they send after you, which may show up as 'special' encounters or reinforcements to the ones you are farming.

One problem to this is the normal "go in solo and radio in buddies, " where this mechanic by the way fucks many ideas on scaling issues and combating the problems of farming.
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Crazy

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Re: the worse rep the bigger encounters
« Reply #17 on: October 31, 2010, 04:22:54 am »

and combating the problems of farming.

I personnally don't see problems with farming, it's fine as it is. Funniest way to have stuff, with a bit of risk (always). SF is good example: nice stuff farm, but easily dangerous, and often even player encounter to make it a bit more dangerous.
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avv

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Re: the worse rep the bigger encounters
« Reply #18 on: October 31, 2010, 08:56:30 am »

I personnally don't see problems with farming, it's fine as it is.

The problem is that nobody needs anything from other players because everything can be bought from shops with the stuff you farmed alone.
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Re: the worse rep the bigger encounters
« Reply #19 on: October 31, 2010, 10:50:18 am »

The problem is that nobody needs anything from other players because everything can be bought from shops with the stuff you farmed alone.

except BAs, sniper rifles, extended laser rifles, plasmas, avangers, AP rockets.....
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avv

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Re: the worse rep the bigger encounters
« Reply #20 on: October 31, 2010, 12:15:14 pm »

except BAs, sniper rifles, extended laser rifles, plasmas, avangers, AP rockets.....

Sold in shops, they spawn after certain time and are almost immediately bought with farmed crap. Last wipe I had 12 BAs received only by farming encounters alone. If something can't be bought, there's always alt-crafting. Player to player trade is like last resort.
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kraskish

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Re: the worse rep the bigger encounters
« Reply #21 on: October 31, 2010, 04:41:50 pm »

Thats not what I am saying, every suggestion which raises the consequences of bad rep is welcomed with open arms by me and your suggestion is not really horrible - but it can be easily abused as I said. It's just too easy to farm caravans and stuff, you just need one friend and the right equipment and you will kill all of the known encounters right now. This is also one of the biggest incomes of gear and stuff, too easy it is. Thats why I think raising the NPC number (and thus the potential loot) isnt the way to go.

What if, the NPCs' AI would be so that the lowest rep players would be bursted more often. I dont know whats the requirement for a burst, but (playing on TB) you can place yourself so that the NPCs run towards or just in opposite direction of you and even if the angle is acute they fire single shot
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Michaelh139

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Re: the worse rep the bigger encounters
« Reply #22 on: October 31, 2010, 05:04:35 pm »

What if, the NPCs' AI would be so that the lowest rep players would be bursted more often. I dont know whats the requirement for a burst, but (playing on TB) you can place yourself so that the NPCs run towards or just in opposite direction of you and even if the angle is acute they fire single shot
NPCs fire generally in a specific order.

Single, single, aimshot, burst, single single aimshot burst etc.

As far as i know anywys, its what it looks like to me.  and that is just example it may or may not be the exact order.
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Re: the worse rep the bigger encounters
« Reply #23 on: November 01, 2010, 12:21:14 am »

NPCs fire generally in a specific order.

Single, single, aimshot, burst, single single aimshot burst etc.

As far as i know anywys, its what it looks like to me.  and that is just example it may or may not be the exact order.
There's a difference in targets, regulators always bursting centaurs or floaters, and they never burst players.
Hub patrols with ARs first using single shot, then bursting NPCs/centaurs all the time until they will have no more ammo, and I don't know about bursting me, because they starting single shooting and then dying... but combat shotguns patrolers bursted me once.
Marauders starting with single aimed shot, then they bursting like maniacs. To players. Never saw them fighting against critters.
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kraskish

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Re: the worse rep the bigger encounters
« Reply #24 on: November 01, 2010, 03:52:18 am »

I farm Hub patrol so its like Michaelh139 said single, single, burst. With a really low rep they could go burst, burst, burst :D or burst, single, burst so that you have some chance against 8
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Doctor Eex

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Re: the worse rep the bigger encounters
« Reply #25 on: November 01, 2010, 08:38:20 am »

As Surf Said, it is abusable suggestion.
If 1 low rep request friends , so everything is lost for poor NPC.
But... All the patrols have radios !
And if they encounter a REAL BADASS. - Why they dont call for fire support? Some Hub SWAT or Remnats squadron of Death or Elite Unity Forces, high HP, CA, BA, high skills ?
Pain will be more than gain. And somehow farming will be not that safe )

And if more reinforcements from players - more NPC come to outgun them. Hard to balance, but reputation will worth something.
I just remembered 1 wagon situation before wipe. My mates drove a wagon with stuff from ncr tent and entered encounter. Then all boring NCR PK started to punch them and began one of that never-meant -to-end- TB - fight . And some of GM started to inject muties each turn. And soon enough all players were PWNED by tons of muties. And my mates lost all wagon stuff and tones of gear while defending it.

So maybe it could be scripted? I mean reinforcements from npc factions? will add so much spice in farming )
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kraskish

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Re: the worse rep the bigger encounters
« Reply #26 on: November 01, 2010, 11:54:34 am »

As Surf Said, it is abusable suggestion.
If 1 low rep request friends , so everything is lost for poor NPC.
But... All the patrols have radios !
And if they encounter a REAL BADASS. - Why they dont call for fire support? Some Hub SWAT or Remnats squadron of Death or Elite Unity Forces, high HP, CA, BA, high skills ?
Pain will be more than gain. And somehow farming will be not that safe )

And if more reinforcements from players - more NPC come to outgun them. Hard to balance, but reputation will worth something.
I just remembered 1 wagon situation before wipe. My mates drove a wagon with stuff from ncr tent and entered encounter. Then all boring NCR PK started to punch them and began one of that never-meant -to-end- TB - fight . And some of GM started to inject muties each turn. And soon enough all players were PWNED by tons of muties. And my mates lost all wagon stuff and tones of gear while defending it.

So maybe it could be scripted? I mean reinforcements from npc factions? will add so much spice in farming )

This is a splendid idea! You call for a friend? Additional reinforcements in the way! lets say the next turn the player joins another NPC batch comes in an aggroes the newcommer. Hell, hardcore mode on  8)
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avv

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Re: the worse rep the bigger encounters
« Reply #27 on: November 01, 2010, 02:53:12 pm »

I still don't get it what's the actual purpose of hostile patrols. They can be avoided easily, killing them means nothing if you don't plan to ever enter their hometown. The patrols never run out of menpower or equipment. The patrol killing a player doesn't mean anything, the player simply spawns and rearms. So honestly, if someone wants to make suggestions about encounters he should know what's point of the whole feature in first place.

If you think about it, a patrol is supposed to secure areas by preventing unwanted creatures from entering the guarded perimeter. Current patrols fail at this task, everyone can simply run away from them and linger within the guarded area as long as he pleases. Because the threat the patrols pose is "gtfo or get shot" it's not actually a threath at all in fonline world since players don't care about dying.
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kraskish

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Re: the worse rep the bigger encounters
« Reply #28 on: November 02, 2010, 11:25:02 am »

I still don't get it what's the actual purpose of hostile patrols. They can be avoided easily, killing them means nothing if you don't plan to ever enter their hometown. The patrols never run out of menpower or equipment. The patrol killing a player doesn't mean anything, the player simply spawns and rearms. So honestly, if someone wants to make suggestions about encounters he should know what's point of the whole feature in first place.

If you think about it, a patrol is supposed to secure areas by preventing unwanted creatures from entering the guarded perimeter. Current patrols fail at this task, everyone can simply run away from them and linger within the guarded area as long as he pleases. Because the threat the patrols pose is "gtfo or get shot" it's not actually a threath at all in fonline world since players don't care about dying.

In my first post I suggested the NPC forces to grow and become less avoidable (higher outdoorsman check), being, like vilaz said, some kind of assassins or forces trying to eliminate you
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avv

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Re: the worse rep the bigger encounters
« Reply #29 on: November 02, 2010, 01:53:27 pm »

In my first post I suggested the NPC forces to grow and become less avoidable (higher outdoorsman check), being, like vilaz said, some kind of assassins or forces trying to eliminate you

Even if this assasin force would always defeat a hated player, what purpose would it serve? It would only mean that a player trespassing in an area patrolled by his enemy faction would randomly die due to dangerous encounters. What good does it provide to the game world? If someone randomly dies in the wasteland and loses some stuff, it's basically all the same to the rest of the players whether this happened or not.
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