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boneyard encounters??

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avv:
Whats so good about the whole random encounters system? What are the good sides that make them the best alternative for farming?


--- Quote from: Solar on February 22, 2011, 08:55:08 PM ---The main problem with the Encounters are that they are not very well balanced in risk vs reward. A lot of them you can solo many times with very little risk of losing, so it ends up being a farming session rather than any kind of true PvE.

If it stops being quite so easy then it stops being farming.

I don't think completely chaniging the system away from the original is the answer anyway.

--- End quote ---

Adding more player interaction always ups the risk level. For example faction patrols and caravans could make a distress whenever they were under attack. The number of enemies would be revealed in the message, in addition the progress of the battle. Members could come aid their fellow npcs. Too bad the fights are over so fast in real time and the way players are positioned in encounters is just awful.

Solar:
Nothing makes it better or worse than anything else. A well done Encounters system based upon the old version is possible, so there's no reason to change from the original - which is generally what we try to stick to.


I think having a factor in the NPC generation so that the worse your Rep is with whoever it is, the more of them spawn and the harder Encounters get. The first main job is to edit all the protos so that you don't get so many NPCs who can't defend themselves, then it will be adding Perk capabilities so we can give some NPCs protection against crits (and stop them being crippled so easily, and then Farmed) and then tinker with the amount of NPCs who are generated in the encounter - specifically factoring in Rep and tightening up how it works for multiple people hunting.

After that it would be great to add someone else's idea (I've forgotten who it was, sorry) and have mini quests quick off from inside encounters at random (also increase the dungeon aspect too).

Any system where we can make them more random will just increase the re-playability of them, which is very important when you are going to be getting so many of these encounters over your virtual life.

avv:

--- Quote from: Solar on February 23, 2011, 01:11:27 PM ---I think having a factor in the NPC generation so that the worse your Rep is with whoever it is, the more of them spawn and the harder Encounters get. The first main job is to edit all the protos so that you don't get so many NPCs who can't defend themselves, then it will be adding Perk capabilities so we can give some NPCs protection against crits (and stop them being crippled so easily, and then Farmed) and then tinker with the amount of NPCs who are generated in the encounter - specifically factoring in Rep and tightening up how it works for multiple people hunting.
--- End quote ---

Ok, but even now players do it this way: they split up and do distresses when suitable encounters are met. So if encounters become harsher the worse rep you got, the way out would be to do this: one dude with good rep seeks the encounters, generates easy encounters due to his good rep, makes a distress and his badass awful rep guys come and pwn the easy patrol. Npcs just can't recognize outside-of-the-game relationships.

Surely you could put some sort of backup system when easy patrol was under the attack of guys with bad rep.

Solar:
Yes, reinforcements acting in Encounters is an old idea, but linking it to new players coming in in ambush is something to consider.

Sarakin:

--- Quote from: Eternauta on February 22, 2011, 10:20:40 PM ---Bad Reputation just goes up before you feel any kind of pain because of it. Also nobody is after you, you just keep getting the same encounters like everyone else, with the same NPCs you can kill easily.

--- End quote ---
That is not what I was asking. Not to mention, I was waiting for Surf to answer.


--- Quote from: Solar on February 23, 2011, 01:11:27 PM ---Nothing makes it better or worse than anything else. A well done Encounters system based upon the old version is possible, so there's no reason to change from the original - which is generally what we try to stick to.

--- End quote ---
Maybe sticking to original is the problem.

I would like to see locations, where you not only move slow as hell, cant use car, OD is not working and encounters are so deadly that only the fittest will survive there. Nowadays, there are no places like this, if critters inside an encounter are strong, they are non-hostile anyway (Enclave, BoS, SF caravan). Only few squares from cities should be safe, other areas should be more or less restricted (creatures, radiation ?)

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