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Author Topic: Item Moving Timer  (Read 2680 times)

Wichura

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Re: Item Moving Timer
« Reply #15 on: August 15, 2010, 04:07:39 pm »

Here we go again.

I don't like PvP, I don't have an army of powerbuilds, I don't use alts to avoid gathering cooldowns after I've been punished for such idea once (dual log, to be precise). I have one main char with 2 lvl SG and 2 lvl Armorer profession, one char with 3 lvl Armorer profession (he has also high Barter and of course Repair skill), and third one, which I can call "field medic" with 3 lvl Doctor profession. Pretty long I've been played with one char, now he has almost 700k XP gathered here and there. WTS XP, 1 cap per each 10 points.
First of my humble alt collection was "Mr Fixit", when I realized that 120% Repair on my main char is not enough to maintain things safely, and we had only one char with that skill high enough in whole gang - I cannot force anyone to play "power-repairing" session with all this broken stuff in our base. So there is one alt.
Next was "medic", pretty girl with fast trigger and gentle hands. I made her when I wanted to fight a bit without risk of being knocked down and knocked out quite often, what happens with my main char because of 1 LK. He is settlers, he doesn't fight a lot, so what do I need higher luck for? Anyway, I could merge fight "function" with Doctor profession, so I did it, but even if this would be my main char, I couldn't be a leader or even member of my own orphanage - you need to be a citizen of VC to use medical terminal. So there is another alt.

If nothing will change in professions limit per char or skill points won't rise after reaching 21 lvl (what was suggested couple times already - "waaah, noo, thiz will help powerbuildz!!11"), I'm gonna need at least two chars - one main, "settlers" kind, with high Outdoorsman, Repair and Barter (these skills I use the most in this game), and another to shoot effectively at rats, scorpions and other funny creatures. And maybe even people. I've tried it already - fighting "settlers" is pretty bad idea.

Is there something wrong with me? Am I greedy? Is it against some rules?
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Nie biegaj za stadem.

Re: Item Moving Timer
« Reply #16 on: August 15, 2010, 04:19:32 pm »

Quote
you need to be a citizen of VC to use medical terminal. So there is another alt.
Point. The games mechanics themselves force alts directly or indirectly.

The profession requirments are too large to effectively enough merge some crafters and fighters.
Im not telling ''Why should i make 50/50 crafter/fighter if i can make 100% fighter wich is alot more powerful in combat''.
Im telling that there is only one profession that can be effectively (and that is very effectively) merged with 100% fighter alt and that is EW. Instead of tagging FA or DOC, you tag Science; it needs to be just 120 wich is not hard to get even on 100% fighter powerbuild.
But its different with other professions. BG isnt as hard as SG, but you still have to tag sci and rep while for a fighter FA and DOC is more useful.
And the most terrible thing is demolition profession. I laugh in the face of the one who created the requirments for demolition expert. It needs tagged traps and science, very high PE and INT. PE is the last thing a grenadier fighter needs as it throws <20 hexes away. Science and traps are also a waste.
And you really need a 100% fighting char if the enemies got ones. Its just the way it is, you can hardly beat a powerbuild with a crafter.
« Last Edit: August 15, 2010, 04:22:22 pm by Quentin Lang »
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I give a fuck.
Re: Item Moving Timer
« Reply #17 on: August 16, 2010, 04:00:49 am »

Alright, first off, unless its something like brotherhood armor or a minigun, repairing it is not really worth the time, when you can either craft a bunch of bullets and by a new SMG to use, 10mm SMGs can be pretty cheap if you check through them for the really cheap ones. also If its over 80% det you might as well sell it and let lowbies buy it as a throw away gun, or use it to arm your leveling crafters or keep as a throw away gun for yourself.

Second as for alts, you really don't need to many characters to support one character, heck you can get by without any alts as long as you don't plan to get in to huge fights where everyone has brotherhood armor.
And even than, you can get by with just 3 characters, make a big gunner with BG/DOC/FA tagged for medic/combat duty, a big gun 3/ small gun 1 crafter for lighter PvP and PvE. and a armor maker that could double as a full time taxi if you boost up outdoors with extra points. and than you use him for that. and boom, you have brotherhood armor, medic stuff and drugs if you want to have your Big gunner as a drugie, plus a crafter for you to do most of your stuff with, who can make small guns to protect himself and make big gun stuff as well, the only character you won't use as much is your armor/taxi guy, but you're still getting two uses out of him, and are still going to be wearing brotherhood armor and carrrying miniguns around, and lets face it, if you're not in a gang you shouldn't try to kill every rogues member all at once anyway.

Third, the basic idea i had in mind, is that on many other games moving items from character to character is thought of as cheating, and having characters that could supplie themselves, or trading with others was required. and while i don't think forcing players to do things, but as i've said before, this suggestion is also meant to be food for thought, so if anyone has a suggestion about what would make single use alts less useful a reply with those ideas might be welcomed by the devs who like to hear from the fanbase at large.

cheers for now.

-Ulrek-
« Last Edit: August 16, 2010, 04:02:54 am by Ulrek »
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