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Author Topic: New Level cap to 30 but with major changes  (Read 5767 times)

Doctor Eex

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Re: New Level cap to 30 but with major changes
« Reply #15 on: March 23, 2011, 01:18:18 pm »

Quote
Yeah, this is not CBT but its still test so i dont know why must suffer when we want test more characters, more variety in combat

And you think munching molerats is good for "purpose of test" ? Sure...  ;)
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Solar

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Re: New Level cap to 30 but with major changes
« Reply #16 on: March 23, 2011, 01:18:42 pm »

To nip this flame in the bud. Diminishing XP won't return, but XP values should be linked to critters stats.

Diminishing XP was an attempt to stop there being "magic" critters - like Mutated Molerats or Centaurs - which gave high XP and were easy to kill. If XP is derived from the difficulty then there should be no such thing as a "magic" critter and no need for diminishing return.


For the OP, the new system is designed already, only crossing the T's and dotting the I's to go with the scripters to go.
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Quote from: Woodrow Wilson
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Graf

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Re: New Level cap to 30 but with major changes
« Reply #17 on: March 23, 2011, 01:20:07 pm »

Yeah, this is not CBT but its still test so i dont know why must suffer when we want test more characters, more variety in combat
Please read my post carefully. There is an another point.

UPD. Ok... since Solar made everything clear, we shouldn't make flame here anymore.
« Last Edit: March 23, 2011, 01:22:28 pm by Graf »
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Re: New Level cap to 30 but with major changes
« Reply #18 on: March 23, 2011, 01:22:50 pm »

And you think munching molerats is good for "purpose of test" ? Sure...  ;)

For me is important final character on 21 which i can use(test) in combat
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Sarakin

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Re: New Level cap to 30 but with major changes
« Reply #19 on: March 23, 2011, 02:46:32 pm »

On topic, your current skill gain formula is wrong, how can you then propose new formula ? We have some big changes ahead, concerning max lvl and perks, so lets see how it will work out and then we can suggest changes.

Off topic, I liked the idea of XP gainng in Hinkley. This will attract more players to Hinkley and gives variety to lvling. Sure it would be slower, but for most of us, it would be less boring. You would still have chance to lvl up by regular means, spending less time, but wasting ammo.

Also, I wish perks like slayer, sniper, terminator wont be introduced, ever. If yes, they should be definitely nerfed.
« Last Edit: March 23, 2011, 08:43:05 pm by Sarakin »
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Solar

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Re: New Level cap to 30 but with major changes
« Reply #20 on: March 23, 2011, 02:50:18 pm »

Slayer, sniper and terminator will never come in
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Quote from: Woodrow Wilson
If you want to make enemies, try to change something.
Re: New Level cap to 30 but with major changes
« Reply #21 on: March 23, 2011, 03:13:27 pm »

Slayer, sniper and terminator will never come in

Why? Any reasons?
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runboy93

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Re: New Level cap to 30 but with major changes
« Reply #22 on: March 23, 2011, 03:18:51 pm »

Why? Any reasons?
One word to say it all.. overpowered.

Johnnybravo

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Re: New Level cap to 30 but with major changes
« Reply #23 on: March 23, 2011, 03:57:10 pm »

To nip this flame in the bud. Diminishing XP won't return, but XP values should be linked to critters stats.

Are we expected to see raised levelling time?

Just to make it clear:

Currently only thing levelling offers is waste of resources and time.
Encounters are either way too risky or way to trivial, there's no way you'd just kill robbers or other bandits to get experience, as this is said to be compensated with loot you recieve ( so in fact instead of xp you get almost always melee and small guns, useful only part of population, and usualy cannot even be traded for what you need ).
Molerats provided quite quick way to level, due to their critical hit tables and relative low damage - meaning you were guaranted quite fast way to level, albeit really unexciting and without just risk of being PKed.
On other hand if one would level up on aliens and perhaps some other FEV filth, they could get radiated, or just have to run away do to monsters being scaled quite up - getting radiated is definetly not fun at all, because of persistence of the affliction, you must cure it manually, while this status also makes it much more harder to get treatment.

While I could also debate about resources (as usual, only SG and melee tier 0 is obtainable without mining, and thus limiting yourself to specific areas ) there is also little clues about destination difficulty and benefits.

For level one guy with a masuer or something he might obtain easily, rats and scorpions will probably be small challenge in TB (but can be still quite dangerous in realtime) and will get fine experience (40 rats to level up is fine), however he must be well placed so he wouldn't run in anything else (like marauders for NCR spawns, or crazies for HUB/VC spawn). But sadly this is when fun ends, EW and BG can't just spend their ammo on critters of this size.

There's quite a bunch of stuff to suggest, while not being insane task ( like adding clues to quest giver locations ). And I'd definetly love to see 'shit shoveling' to be gone, or at least not recommended way to get a level - going from 1 to 2 requires 100 actions, which is completly ridiculous with current spawn rate and Brahmin AI ( they're not moving from their dungs, making players shove them, complication already tedious task ).
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Graf

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Re: New Level cap to 30 but with major changes
« Reply #24 on: March 23, 2011, 08:24:29 pm »

Slayer, sniper and terminator will never come in
Thanks god  ::) It's the worst perks EVER. They actually ruined the whole gameplay idea of Fonline.
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Ganado

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Re: New Level cap to 30 but with major changes
« Reply #25 on: March 23, 2011, 09:49:07 pm »

Slayer, sniper and terminator will never come in
Phew. I'm glad to hear it's being raised though!

Why? Any reasons?
100% chance to critically hit, not to mention finesse trait would be useless. That's not game breaking at all...

@OP: I guess this suggestion is not going to be implemented anyway, but why 30? Just because New Vegas had it at 30? It should be a multiple of 3 as first priority, for perks, and a multiple of 4 as secondary importance, for skilled trait. And your changes are too complicated. Higher level cap = less alts, if a proportional amount of skill points are giving, not decreasing the amount of skill points per level.
« Last Edit: March 23, 2011, 09:54:13 pm by Dishonest Abe »
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Shit! Damn admins! Always ruining my fun! I guess I'll talk to them. WITH MY FISTS!!!! No seriously, I will write them a nice email or make a thread on the forums or something. Thanks!
Re: New Level cap to 30 but with major changes
« Reply #26 on: March 24, 2011, 02:31:22 am »

Wait, what's Terminator?
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Michaelh139

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Re: New Level cap to 30 but with major changes
« Reply #27 on: March 24, 2011, 02:36:16 am »

Wait, what's Terminator?
I second that.
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Ganado

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Re: New Level cap to 30 but with major changes
« Reply #28 on: March 24, 2011, 02:58:50 am »

Wait, what's Terminator?
One of the best movies ever made.

Makes it so all critical effects are ignored for your character. With 10 Strength and 10 Endurance, it is impossible for a critical to land on you.
« Last Edit: March 24, 2011, 03:07:27 am by Dishonest Abe »
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Shit! Damn admins! Always ruining my fun! I guess I'll talk to them. WITH MY FISTS!!!! No seriously, I will write them a nice email or make a thread on the forums or something. Thanks!
Re: New Level cap to 30 but with major changes
« Reply #29 on: March 24, 2011, 02:59:30 am »

Please read whole post before putting your onion on it.


I'll put my onion anyway !
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