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Author Topic: What former fonline 2238 features you miss most?  (Read 6330 times)

avv

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Re: What former fonline 2238 features you miss most?
« Reply #30 on: April 01, 2011, 03:11:45 pm »

Safety timer after entering a grid. It was better than preview.
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Re: What former fonline 2238 features you miss most?
« Reply #31 on: April 01, 2011, 03:23:14 pm »

Man supply bases were great. I think you'd still get people fighting over them if they were still around, even if the reward was just 100 caps apiece. Regular hourly battles. They were great.
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vedaras

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Re: What former fonline 2238 features you miss most?
« Reply #32 on: April 01, 2011, 07:19:30 pm »

current tc is good also in my opinion, but in this session people already have too much stuff, so gangs seem to lose interest in controling town for purpose of getting stuff. Most people now chose random pking.

Crazy

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Re: What former fonline 2238 features you miss most?
« Reply #33 on: April 01, 2011, 07:32:19 pm »

current tc is good also in my opinion, but in this session people already have too much stuff, so gangs seem to lose interest in controling town for purpose of getting stuff.

TC was never about getting stuff, reward are not made for that (if you were looting BA, plasma, ammo and sometimes rare item in locker, yeah, it would be for stuff). TC is: for reputation (everyone love to see his name in Pip boy) and for fight (it's like you were saying on IRC : Hey I am waiting you at Klamath! but with an IG feature).
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Re: What former fonline 2238 features you miss most?
« Reply #34 on: April 01, 2011, 08:52:24 pm »

1: Unlimited slaves/mercs if they're not following you was awesome for slaves at least. you could build a nice collection of useless NPCs.
2: No requirements for TC. TCing with assault rifles against other weaker gangs was fun, since you didn't need to be epic to have a chance.
3: Sierra raids. enough said.

-Ulrek-
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Re: What former fonline 2238 features you miss most?
« Reply #35 on: April 01, 2011, 09:06:12 pm »

Safety timer after entering a grid. It was better than preview.

Now that seems like an interesting lost feature. Any reason why it was removed? How was it exploited?
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Re: What former fonline 2238 features you miss most?
« Reply #36 on: April 01, 2011, 09:10:39 pm »

Quote
2: No requirements for TC. TCing with assault rifles against other weaker gangs was fun, since you didn't need to be epic to have a chance.

Requirements are actually pretty low. AR qualify for example.
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Re: What former fonline 2238 features you miss most?
« Reply #37 on: April 01, 2011, 09:30:01 pm »

Now that seems like an interesting lost feature. Any reason why it was removed? How was it exploited?

It had its bad sides.
1. You could never tell exact moment when that timer was ending, so the person that entered had an advantage. Using BG, he could run to you and just burst you after his timer has ended. If you shot at him while he had timer on, you've lost Action points. Also, if a group entered then 15 seconds was enough to take good positions - sometimes even in building, like in Modoc, for example.
2. As mentioned above, losing Action points was extremely annoying.
3. Some people used it repeatedly just to enter the map, shout some insults at you and then run to the grid.
4. With a bit of effort you were able to block someone that was just running to the exit grid (making him "moon-walk" or just making his path longer, also in theory, while he was loading the map you could surround him with people).
5. Sometimes combination of being spawned far from the exit grid and time of loading the map + a bit of lag was making you dead, because grid campers could already shoot at you and start your combat timer.

Still, it was a lot better than preview, because you were unable to scout the map from the worldmap. If someone scouted you, then you could prepare for a possible attack. Now you don't know when someone is scouting you and usually you don't have an idea how many people are using preview. In addition to that, when you were leaving the map, due to "broken" tracking system you could see who is on worldmap nearby. So basically, there was no option to hide on worldmap completely, while now you have spy-satellite tool while being completely invisible and grid camping changed to worldmap camping. And then, some people want be able to refresh preview via a button.
« Last Edit: April 01, 2011, 09:32:20 pm by Kilgore »
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Re: What former fonline 2238 features you miss most?
« Reply #38 on: April 01, 2011, 09:33:00 pm »

Requirements are actually pretty low. AR qualify for example.

Thats why LSW or Improved Flamers are not count ?

Btw, what i most miss are town without stupid mlitia, as it was in second era. Example = Modoc
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Re: What former fonline 2238 features you miss most?
« Reply #39 on: April 01, 2011, 09:36:39 pm »

Modoc has no militia now, so what's your point? Modoc in 2nd session was different because there was only 1 entrance. Also, more players were showing up in the north towns than now.
Re: What former fonline 2238 features you miss most?
« Reply #40 on: April 01, 2011, 09:39:42 pm »

Modoc has no militia now, so what's your point? Modoc in 2nd session was different because there was only 1 entrance. Also, more players were showing up in the north towns than now.

I meant all towns without militia and full of people like in second era in Modoc
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vedaras

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Re: What former fonline 2238 features you miss most?
« Reply #41 on: April 01, 2011, 09:41:01 pm »

2: No requirements for TC. TCing with assault rifles against other weaker gangs was fun, since you didn't need to be epic to have a chance.
-Ulrek-

But trolls always were starting tc without anything, like  3 blue suits. It wasnt a problem when you could take town only 1 hour per day, but after towns were free for taking all day long it was huge problem :>

And yes i have to agree with other guys, now militia and gear check serves the same function. To make only exact strength gangs able to take the towns. So i think either of those should be removed to make it good system (and i think militia should be the feature needed removal)
« Last Edit: April 01, 2011, 09:43:20 pm by vedaras »
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Izual

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Re: What former fonline 2238 features you miss most?
« Reply #42 on: April 01, 2011, 10:55:44 pm »

Man supply bases were great. I think you'd still get people fighting over them if they were still around, even if the reward was just 100 caps apiece. Regular hourly battles. They were great.

Hell yeah, man. They were always imba when compared with any other PvP feature like TC/arenas. Fight with an economic goal in mind, once per real hour. You were only able to win thanks to strategy, diplomacy and radios :P Anyway I heard it doesn't fit Fallout canon, so it can't be back. :x
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Michaelh139

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Re: What former fonline 2238 features you miss most?
« Reply #43 on: April 01, 2011, 10:59:44 pm »

Hell yeah, man. They were always imba when compared with any other PvP feature like TC/arenas. Fight with an economic goal in mind, once per real hour. You were only able to win thanks to strategy, diplomacy and radios :P Anyway I heard it doesn't fit Fallout canon, so it can't be back. :x
Then why were they there in the first place?

Besides that, TC doesn't fit fallout canon either.  Random gangs taking control of these powerful towns.
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Crazy

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Re: What former fonline 2238 features you miss most?
« Reply #44 on: April 01, 2011, 11:01:10 pm »

Hell yeah, man. They were always imba when compared with any other PvP feature like TC/arenas. Fight with an economic goal in mind, once per real hour. You were only able to win thanks to strategy, diplomacy and radios :P Anyway I heard it doesn't fit Fallout canon, so it can't be back. :x

There is no real fonline cannon already established anyway...
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