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Author Topic: Remove diminishing XP  (Read 5981 times)

Re: Remove diminishing XP
« Reply #30 on: January 30, 2010, 06:44:46 pm »

it`s a wasteland it`s not for kids, it`s supposed to be hard and challenging, that`s why i like it so much
remember the words:
WARNING: This game may not be suitable for young players. You may die in this game and there is no save function! :D
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Re: Remove diminishing XP
« Reply #31 on: January 30, 2010, 07:08:56 pm »

Low xp has no effect on the difficulty, just on time. There's nothing "hardcore" about being bored to death.
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Re: Remove diminishing XP
« Reply #32 on: January 30, 2010, 07:09:16 pm »

it`s a wasteland it`s not for kids, it`s supposed to be hard and challenging, that`s why i like it so much
remember the words:
WARNING: This game may not be suitable for young players. You may die in this game and there is no save function! :D
i think you exposed yoruself to too much radiation ...

Now it makes no sense to be able to level by crafting easier then killing. I can uderstand that devs wanna panalty those that make pure fighters but its just too much in my eyes. Either with time passed , different mobs killed or some quests done or smth  the penalty should be removed - maybe not removed totaly but reduced to point where you dont think its waste of bullets to kill the creeps...

EDIT: + its realy stupid that for killing somethign shitty as silver gecko you get yoruself reduced exp for killing fire gecko ...
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Re: Remove diminishing XP
« Reply #33 on: January 30, 2010, 07:09:30 pm »

Is there and xp increase for killing critters whom you haven't killed in hundreds? I mean 100xp for stupid radsciorpion and 160xp for brahmin normal for new players?
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Re: Remove diminishing XP
« Reply #34 on: January 30, 2010, 07:18:50 pm »

Is there and xp increase for killing critters whom you haven't killed in hundreds? I mean 100xp for stupid radsciorpion and 160xp for brahmin normal for new players?
no
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Re: Remove diminishing XP
« Reply #35 on: January 30, 2010, 08:30:47 pm »

kill first centaur - 900 xp, kill 2nd centaur -1000 xp, 3rd centaur - 1200 xp
thats what im talking about yeeeea
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avv

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Re: Remove diminishing XP
« Reply #36 on: January 30, 2010, 08:55:09 pm »

It's true that slow exping is a obstacle in front of high level character testing. Especially because Roachor is interested in the actual testing, unlike some selfish fagots who just want to level themselves an army of alts for personal purposes.
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Nice_Boat

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Re: Remove diminishing XP
« Reply #37 on: January 30, 2010, 10:12:45 pm »

As for crafting, it is not slow at all, so whinging about timeouts is pointless.

The exp rate (as in exp per time spent, not exp per unit crafted) may be good, but when it comes to timeouts and a few kinds of ammo it's painfully slow. It takes 70 minutes to craft 2 and a half Avenger bursts. Get it? 70 minutes + gathering to fire 2 shots that aren't even sure to take the target down. If that's normal or god forbid fast, I don't really want to know what's slow for you... 2 days per a single metal part? You really should think about waaaay smaller timeouts/less exp for some ammo types (as weapons and armors are more less acceptable) if you want to have a game playable without using alts. Because honestly, right now FOnline is more like having an additional job and a bit of fun as a bonus than like a computer game that's supposed to be enjoyed.
Re: Remove diminishing XP
« Reply #38 on: January 30, 2010, 10:34:20 pm »

The exp rate (as in exp per time spent, not exp per unit crafted) may be good, but when it comes to timeouts and a few kinds of ammo it's painfully slow. It takes 70 minutes to craft 2 and a half Avenger bursts. Get it? 70 minutes + gathering to fire 2 shots that aren't even sure to take the target down. If that's normal or god forbid fast, I don't really want to know what's slow for you... 2 days per a single metal part? You really should think about waaaay smaller timeouts/less exp for some ammo types (as weapons and armors are more less acceptable) if you want to have a game playable without using alts. Because honestly, right now FOnline is more like having an additional job and a bit of fun as a bonus than like a computer game that's supposed to be enjoyed.

what you actually talk about is penalty for using big guns
and you got some wrogn info as far as i know avenger uses 40 bullets in burst thats 2.5 per 100 bullets
The cooldown on JHP is around 20 mins and for AP is 25 - so in said 70 mins you can get 300 ammos thats 7.5 bursts ;p

now a SG user get 5 times more bursts from his assult rifle (same ammo ) or alot of single shots - but he doesnt have the firepower ...

be happy that they limit you in ammo not furhter nerfing big guns ..
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Re: Remove diminishing XP
« Reply #39 on: January 30, 2010, 11:40:55 pm »

2.5 h avenger minigun penalty for big gun? 2h for a sniper rifle penalty for smallgun also?
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Nice_Boat

  • I shot a man in Reno just to watch him die.
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Re: Remove diminishing XP
« Reply #40 on: January 30, 2010, 11:47:12 pm »

what you actually talk about is penalty for using big guns
and you got some wrogn info as far as i know avenger uses 40 bullets in burst thats 2.5 per 100 bullets
The cooldown on JHP is around 20 mins and for AP is 25 - so in said 70 mins you can get 300 ammos thats 7.5 bursts ;p
Oh, so it's 50 minutes for 5 seconds of fire. Thanks a lot, that made me see it in a different light.

now a SG user get 5 times more bursts from his assult rifle (same ammo ) or alot of single shots - but he doesnt have the firepower ...
Yeah, like he can't kill me with a critical to the eye or knock me down and slowly finish me off for 10 times less ammo in a small-scale scenario. Oh, and there's stuff like plasma grenades and bazookas that takes about five times less crafting time to deal comparable damage (cause yeah, a bazooka is comparable with best bursters in mid distance, is better at long distance and nades outclass everything else on low distance; you can shoot 10 times per a crafting unit and, in case of the nades, you don't even need a friggin' weapon).

be happy that they limit you in ammo not furhter nerfing big guns ..
Oh, but they did nerf big guns allright - they're shit compared to what they were before the wipe. And why the hell should I be happy? The ideas they implemented are breaking the game in terms of both balance and playability.

Seriously, next time somebody says something along the lines of "be happy that it takes 50 minutes instead of 50 hours to craft less than a single magazine of ammo for your gun and that it shoots more or less real bullets instead of paintballs" I'm going to doubt the collective intelect of a large part of the community here.
Re: Remove diminishing XP
« Reply #41 on: January 31, 2010, 12:10:42 am »

Nice_Boat
ever heard of so said sniper nerf ? it was only big guns that got nerfed ? ...

now more things nades  like you call them - maybe you can throw alot of them but their damage is quite pathetic (frag one ) less then half of RL one.
And the other granade - is plasma ..and plasma is good as long there is no tesla armor... + nades got as awsome range as 16 hex .. thats qutie close to the minigus barrel...

if you think snipers life is so easy go for it ...
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Re: Remove diminishing XP
« Reply #42 on: January 31, 2010, 01:28:08 am »

I find since the last wipe they've implemented a bunch of small good changes and a few huge gamebreakingly terrible ones, ie diminishing xp, crafting times, not fixing TB which should have been done months ago. The problem lies in the game itself, fonline is just a bastardization of fallout 2 and that wasn't designed for any of this. The combat system needs total reworking if we ever want any kind of strategy. There aren't enough worthwhile perks, the level cap is too low, your skills don't really improve much as you level, people should have more health. There is no end game, just a tedious grind for nothing. What is the point of spending 3 hours crafting something if you lose it in a second? Are you going to go collect the resources and craft a new one so you can kill some shit for almost no xp 4 hours later? And if so how many times are you willing to repeat this before you start playing unarmed or stop playing all together. If people didn't lose their gear every time they died and you got xp or rep for pvp then maybe there would be a point to it but as it is its just griefing. Even the organized pvp fights end up one sided because every fight is just "you die or I die but either way its going to last 2 seconds". It's not like pvp in this game requires any skill whatsoever, congratulations you clicked on someone and won a dice roll. There isn't even any skill to making a character because of how limited your choices are. You either have a pvp build almost identical to everyone elses or you have a crafter whose sole purpose is to equip other players while you sit at a bench staring at cooldowns. You don't know if the person who popped into your encounter is hostile or not so you either shoot first or risk having him kill you for nothing. Hell the fing russians don't even kill or loot you, they knock you out and leave letting you lie there for 10 minutes or whoever long it takes the game to bring you to the world map.
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Nice_Boat

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Re: Remove diminishing XP
« Reply #43 on: January 31, 2010, 09:31:14 am »

Nice_Boat
ever heard of so said sniper nerf ? it was only big guns that got nerfed ? ...
You're quite wrong. It went on like this:
- sneak too powerful, people whining -> nerfed
- sniper rifles too powerful, people whining (oh, I wonder why now of all times?) -> nerfed
- big guns too powerful, people whining (oh, I wonder why now of all times?) -> nerfed

... the only question I have is what's coming next. And when is the spear nerf coming. There is a valid reason why Fallout Tactics didn't really change much when it comes to Fallout 2 combat - and that reason was that the game worked, which is not really the case right now. Even until the sniper nerf it used to have a nice "you're seen, you're quite dead" balance, right now it's just tedious with most weapons and the damage output got real friggin' different not only between weapons of the same class, but also between classes - which is REALLY bad and I think I don't have to explain why.

now more things nades  like you call them - maybe you can throw alot of them but their damage is quite pathetic (frag one ) less then half of RL one.
And the other granade - is plasma ..and plasma is good as long there is no tesla armor... + nades got as awsome range as 16 hex .. thats qutie close to the minigus barrel...
Not a single build can withstand 4 plasma grenades without an extraordinary stroke of luck - and you're not going to get hit by any less. And minigun? You mean the one that takes 50 minutes to craft 3 bursts that's going to just scratch the paint on your CA, or the one that takes 50 minutes to craft 2 bursts and unlike the plasma nades doesn't guarantee a kill at 15 hexes, especially if the target is on psycho?

if you think snipers life is so easy go for it ...
Oh but I did go for energy sniper twice. Played it in all rounds of Ares tournament and NA vs DA event, died once - I think that if I say I'm experienced with that build I wouldn't exaggerate.


I find since the last wipe they've implemented a bunch of small good changes and a few huge gamebreakingly terrible ones, ie diminishing xp, crafting times, not fixing TB which should have been done months ago. The problem lies in the game itself, fonline is just a bastardization of fallout 2 and that wasn't designed for any of this. The combat system needs total reworking if we ever want any kind of strategy.
Nah, the combat system was good and works (see Fallout Tactics for refference), it just doesn't need any tinkering of the sort that's been done. As far as the newly implemented stuff I tend to agree - the new economy, xp and timeouts are just a wrong turn. They should just revert to pre-wipe leaving current town control and crafting in (with smaller timeouts for ammo and maybe gathering) and have shops autorestock on nice resources - and we'd have a pretty neatly working game with smooth gameplay experience.

Even the organized pvp fights end up one sided because every fight is just "you die or I die but either way its going to last 2 seconds". It's not like pvp in this game requires any skill whatsoever, congratulations you clicked on someone and won a dice roll. There isn't even any skill to making a character because of how limited your choices are.
Whoah, hold your horses there buddy - no skill whatsoever? Than how come same players generally dominate each fight they take part in unless they're vastly outnumbered or plain out of luck? And making a character ain't that bad - there are innovations surfacing from time to time after all.

You don't know if the person who popped into your encounter is hostile or not so you either shoot first or risk having him kill you for nothing. Hell the fing russians don't even kill or loot you, they knock you out and leave letting you lie there for 10 minutes or whoever long it takes the game to bring you to the world map.
Well I like the tension that comes with the fact that anyone could be hostile. When it comes to the knockout thingie - yeah, there should be a command for suicide.
Re: Remove diminishing XP
« Reply #44 on: January 31, 2010, 09:59:36 am »

Quote
Not a single build can withstand 4 plasma grenades without an extraordinary stroke of luck - and you're not going to get hit by any less. And minigun? You mean the one that takes 50 minutes to craft 3 bursts that's going to just scratch the paint on your CA, or the one that takes 50 minutes to craft 2 bursts and unlike the plasma nades doesn't guarantee a kill at 15 hexes, especially if the target is on psycho?
40-90 dam on plasma  granade - > its 8 to 18 when hiting on tesla ...wtf ?you ahve less then 80 hp ? ><

but then tesla doesnt protect you well agaisnt minigunning ...  a price to pay aint that ?

now second thing is 50 mins =  200 AP bullets = 5 bursts ... dont make up numbers when i already cleared that out ...

and psycho somewhat means he is melee or smth and the fella will have hard time surviving two point blank minigun rounds.


@HTH - i think i heard some perks for it are bugged or smth - does HTH work properly here ?

as for Fallout Tactics - i belive the mechanic was qutie different  - first i rememebr you could crouch or lay down , then IN RT moving costed AP i belive , there was crit modifiers on weapons i think , some weapons were tweaked... and there were deathclaws as playable <3

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