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Author Topic: Start map select / Profession System  (Read 2658 times)

Start map select / Profession System
« on: January 05, 2011, 08:03:23 pm »

When/will we see this in 2238?

http://www.youtube.com/watch?v=RqsD5b04mQE
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Re: Start map select / Profession System
« Reply #1 on: January 05, 2011, 08:40:29 pm »

Why would we? No, we probably won't. 2238 is going in another direction.
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Re: Start map select / Profession System
« Reply #2 on: January 06, 2011, 01:26:24 am »

just seen it, looks pretty good
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kraskish

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Re: Start map select / Profession System
« Reply #3 on: January 06, 2011, 02:19:38 am »

Well its a good idea and its somehow implemented... but some will argue there are no skins ready (ghoul unable to run etc). Personally Id like that to happen, but Fonline is much more freedom-wise that this start-imposed order of things. For RPing, of course, this would be great.
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Sarakin

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Re: Start map select / Profession System
« Reply #4 on: January 06, 2011, 03:37:02 am »

I wish we could see this on 2238 someday, it looks great. On the other hand, that starting equipment is... just... abuseable :P. Concerning not completed skins, well its player choice if he wants to play with them - just he should be warned about the cons of using that skin.

LOL @ Focd  ;D
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Janusz2238

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Re: Start map select / Profession System
« Reply #5 on: January 06, 2011, 11:09:54 am »

Why would we? No, we probably won't. 2238 is going in another direction.

It's very flexible system. Adding a new profession, or removal of existing is very simple. Simply set the skins, stats which will will be modify(You can leave parameters unchanged). So it's the same with the inventory/ It can be added or not. Everything boils down to comment single line in the code.
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Johnnybravo

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Re: Start map select / Profession System
« Reply #6 on: January 06, 2011, 12:28:43 pm »

Floodnik is right: players are not Vault Dwellers, no ghouls, no Armorers, they all start as wastelanders and it's all their choice what do they become.
There is absolutly no problems on this part, it perfectly fits Fallout and don't have to be changed.

Also this hardly solves current problem with character customization. 3d players will allow much needed appearance selection and hopefuly rebalancing perks and maybe even SPECIAL will allow free stat customization.
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Janusz2238

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Re: Start map select / Profession System
« Reply #7 on: January 06, 2011, 01:00:12 pm »

Quote
no ghouls

You have definitely right ;]
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Sarakin

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Re: Start map select / Profession System
« Reply #8 on: January 06, 2011, 04:43:37 pm »

Floodnik is right: players are not Vault Dwellers, no ghouls, no Armorers, they all start as wastelanders and it's all their choice what do they become.
There is absolutly no problems on this part, it perfectly fits Fallout and don't have to be changed.
Players are not, at the moment, but why they cant be in the future ? ? Its a MMO and ghouls or mutants are part of that universe, so if someone wants to play as them, why cant they ? If you want to play as a regular wastelander - fine, its your choice, but you shouldnt decide for all of us.
More variety in the gameplay means more fun, at least for me.
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avv

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Re: Start map select / Profession System
« Reply #9 on: January 06, 2011, 04:54:05 pm »

Players are not, at the moment, but why they cant be in the future ? ? Its a MMO and ghouls or mutants are part of that universe, so if someone wants to play as them, why cant they ? If you want to play as a regular wastelander - fine, its your choice, but you shouldnt decide for all of us.
More variety in the gameplay means more fun, at least for me.

Playing as a mutant also means that you act like a mutant. Right this moment the conduct of players doesn't resemble something how wastelander would act so what makes you think players would suddenly perfectly imitate the role of mutant if given a chance?
The variety from these profesions would be mainly graphical, in every other way players would just assimilate the profesion benefits to support their alting. If you're a vault dweller, players would only see the science bonus and nothing else.

Those profesions offer us character-based tradeoffs. But at this moment such tradeoffs don't exists because we can have as many chars as we want and have all the benefits at our disposal.
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kraskish

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Re: Start map select / Profession System
« Reply #10 on: January 06, 2011, 06:45:10 pm »

Playing as a mutant also means that you act like a mutant. Right this moment the conduct of players doesn't resemble something how wastelander would act so what makes you think players would suddenly perfectly imitate the role of mutant if given a chance?
The variety from these profesions would be mainly graphical, in every other way players would just assimilate the profesion benefits to support their alting. If you're a vault dweller, players would only see the science bonus and nothing else.

Those profesions offer us character-based tradeoffs. But at this moment such tradeoffs don't exists because we can have as many chars as we want and have all the benefits at our disposal.

Oh I can assure you 35% DR would be seen soon in PvP battles (mutant) this would allow cheap fights... and bigger challenge than killing running bluesuiters = more fun?

Thinking of this... mutant is the only properly made char...A good trade off... Ghouls 95% rad resistance is good, but not for MMO and other ones are too unbalanced. However there were talks about this, especially "settler" perk, which would be in fact nice


Annd RP value - priceless
« Last Edit: January 06, 2011, 06:47:04 pm by kraskish »
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avv

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Re: Start map select / Profession System
« Reply #11 on: January 06, 2011, 07:08:32 pm »

Thinking of this... mutant is the only properly made char...A good trade off...

That's right. Mutant is the only char with real tradeoffs because it forces the player to actually deal with the tradeoffs since the benefits and downsides are both combat related. Other chars with crafting or fighting related tradeoffs don't have to deal with them because they don't ever see combat or crafting.
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Re: Start map select / Profession System
« Reply #12 on: January 06, 2011, 08:36:40 pm »

Like it was said, it's easy to edit, of course those values and starting weapons are a bit overpowered for this server

Maybe trading IN for ST or EN on mutants?

As starting weapon for BG, maybe a 50-65% det flamer?

Just examples
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Re: Start map select / Profession System
« Reply #13 on: January 06, 2011, 10:06:40 pm »

Like it was said, it's easy to edit, of course those values and starting weapons are a bit overpowered for this server

Maybe trading IN for ST or EN on mutants?

As starting weapon for BG, maybe a 50-65% det flamer?

Just examples

I would say IN and CH for the ST/EN trade off I don't want to see a very strong Mutant with high resistances leading 5 others
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Johnnybravo

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Re: Start map select / Profession System
« Reply #14 on: January 06, 2011, 10:36:47 pm »

Players are not, at the moment, but why they cant be in the future ? ? Its a MMO and ghouls or mutants are part of that universe, so if someone wants to play as them, why cant they ? If you want to play as a regular wastelander - fine, its your choice, but you shouldnt decide for all of us.
More variety in the gameplay means more fun, at least for me.
Majority of players WILL NOT RP when they select alternate race. That will make devs think out bunch of restrictions to prevent unnatural behaviour to those races. It's muuch more work than adding some running sprites, it's about changing tons of stuff with more possible interactions in mind. Ghoul will not walk in VC, ghoul will not enslave townsfolk, supermutant will not wear armor properly..
I still don't see why would game depth be dispersed into several shallow ways instead of one detailed and fun.
Yeah, hello faction/lowbie/profit quests. Let's have more than just shoveling, TCing, crafting and combat please.
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