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Author Topic: Travelling Speed - new solution of old problem  (Read 11374 times)

JovankaB

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Travelling Speed - new solution of old problem
« on: April 28, 2011, 08:47:06 am »

There were many complaints about traveling speed during this season. And it is true that it's a pain to travel, mostly for lone players who can't afford a car. Also I believe outdoorsman was nerfed mostly to make the cars better than pure taxi alts. Because taxi alts didn't cost anything, couldn't be stolen, could take more people and had superb outdoorsman, they were superior to cars in every aspect.

This had to change. But I think I found better solution how to solve both problems in a logical and elegant way.

Make people traveling with an "outdoorsman leader" slow him down. There is just now way that a scout traveling with 9 people who have no clue about wilderness, could be as fast as a scout traveling alone.

My proposal is:
 - bring back fast outdoorsman, maybe not as fast as before, but significantly faster than now
 - outdoorsman used to count traveling speed is average of outdoorsman of all people traveling
 - add one or two extra slots to all cars (seriously, if there is not many cars out there people won't care about comfort)

This will make lone "scout" characters traveling as they were true scouts, but won't make them better than cars to move large groups of people.

Some examples:

Scout with 300% outdoors travels as it had 300%/1 = 300% outdoors.
Scout with 300% outdoors and a friend who has 100% outdoors will travel as they had 400%/2 = 200% outdoors.
Scout with 300% outdoors and 9 PvP apes, each of them with 50% outdoors, travel as they had 750%/10 = 75% outdoors.
Two normal characters with 125% outdoors each travel together as they had 250%/2 = 125% outdoors.
« Last Edit: April 28, 2011, 09:03:14 am by JovankaB »
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Graf

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Re: Travelling Speed - new solution of old problem
« Reply #1 on: April 28, 2011, 09:05:40 am »

Sounds good. I vote for it.
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vedaras

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Re: Travelling Speed - new solution of old problem
« Reply #2 on: April 28, 2011, 09:41:02 am »

i vote against, when i make taxi alt i make it not to travel alone all the time, but in groups also. And if it would travel even slower than now then my answer is fuck no, we suffer enough :D

JovankaB

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Re: Travelling Speed - new solution of old problem
« Reply #3 on: April 28, 2011, 09:51:27 am »

Taxi alts created solely for the purpose of moving powerbuild groups around on global map are lame, period  :-*
« Last Edit: April 28, 2011, 09:56:34 am by JovankaB »
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pistacja

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Re: Travelling Speed - new solution of old problem
« Reply #4 on: April 28, 2011, 09:53:00 am »

i vote against, when i make taxi alt i make it not to travel alone all the time, but in groups also. And if it would travel even slower than now then my answer is fuck no, we suffer enough :D
You didn't get it. We got cars so that people don't need to make more alts just to travel. Don't make a (free)taxi alt, get (buy)a car.  
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vedaras

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Re: Travelling Speed - new solution of old problem
« Reply #5 on: April 28, 2011, 09:55:03 am »

no, and after wipe travelling spead will be increased again (i do not know if to the former amount that it was or just increased a little but still), so i think it will be better than your solution :D

I myself find as one of the main reason why travelling speed was decreased, that gangs returned fast from respawn points to battle again after death. But if thats the case then better leave travelling spead as it is while increasing pathfinders to 50% boost instead of 25 for one perk :> Taxi is taxi, if you take 21 level to make your character fast and safe to travel you should get that ability.

Also in same place i want to mention that making travelling speed shitty doesnt make cars any better, just instead of one shitty feature we have 2 now, so i think better is to increase cars power somewhat not nerf outdoorsman.
« Last Edit: April 28, 2011, 09:57:34 am by vedaras »
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JovankaB

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Re: Travelling Speed - new solution of old problem
« Reply #6 on: April 28, 2011, 10:03:30 am »

It's not nerfing outdoorsman, it's making it significantly better for loners and small groups and nerfing it for large groups where only one person has good outdoorsman. You would have ability to travel fast on foot, just not with your 9 imba PvP friends.
« Last Edit: April 28, 2011, 10:05:04 am by JovankaB »
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vedaras

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Re: Travelling Speed - new solution of old problem
« Reply #7 on: April 28, 2011, 10:09:31 am »

It's not nerfing outdoorsman, it's making it significantly better for loners and small groups and nerfing it for large groups where only one person has good outdoorsman. You would have ability to travel fast on foot, just not with your 9 imba PvP friends.

well than you should suggest nerfing speed for 9 imba pvp friends group, not for those who example taxi newbie all along the world to make various quests. There could be for example limit like 5 people, under which your travelling speed is as it is and decreases only after the group is bigger than that. But still i wouldnt say i like it too much.
 Since i see the situation as pathetic as in example what was made about outdoorsman before:

Hey no one uses shitty cars, lets make them impossible to travel on foot so people will use it.
An analog - Hey no one uses shitty slaves, lets make all humants do 0 damage so they will use it.

Second situation shows how first one was pathetic, so i still think we need old speed restored and a car boost at some limit.

JovankaB

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Re: Travelling Speed - new solution of old problem
« Reply #8 on: April 28, 2011, 10:14:20 am »

Quote
taxi newbie all along the world to make various quests
Yea, because mechanical leveling of dozens of new alts is not easy enough... ::)
I don't know anyone who would taxi real newbie to all quests unless it's some gang alt.
« Last Edit: April 28, 2011, 10:16:14 am by JovankaB »
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vedaras

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Re: Travelling Speed - new solution of old problem
« Reply #9 on: April 28, 2011, 10:17:14 am »

me do. And it was just an example that not all travelling with taxi is 9 pvp characters bringing to fight. And those who are not doing that would suffer as good as them :<
Re: Travelling Speed - new solution of old problem
« Reply #10 on: April 28, 2011, 11:12:45 am »

I also think cars should be made cheaper and more economical. Fixed prices, sold in more places than Reno. I'd also like keys to be eliminated. I think the risk of losing your key and therefore your car is the biggest discouragement in people buying them - so let's say you can just pay T-Ray to give several people access to your car, without having a key system. If you don't have access, it'll just say "you don't have a key to this vehicle".

I also think you should just be able to pay people (Gordon's gas station, Junktown, etc.) to refill your car through dialogue - you can't buy cells from them because you could use those for ammo, they literally just 'refill your tank' as it were. Because you're only paying for a car service at a fixed location, I think you can justify it being substantially cheaper than buying enough cells to refill your car.

Right now my character has 130 or so Outdoorsman and that means I have basically no incentive to buy a car.
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Re: Travelling Speed - new solution of old problem
« Reply #11 on: April 28, 2011, 11:15:03 am »

This does not make any sense.

People who use taxi alt to get their PvP char anywhere, would still do it, as (300+30)/2 = 165% outdoorsman which is pretty much reasonable. Taxi alts that are already used will be not specialised in few things (now, 170-220% of ODM is enough for taxi alt), but all points pumped into outdoorsman, which will just lead to more alts needed for "pvp apes".
Travelling in groups would be more complicated as everyone would need average/high outdoorsman to keep travelling speed at some basic level.

So basically, it smells strongly of a nerf of outdoorsman skill, except for solo players (it's a multiplayer game, you know).

Worldmap speed needs to be boosted, without nerfing outdoorsman. But there are some people who do not play this game (or more specifically, they don't use client access while "playing") and would like to see wm speed even lower than it is now. Well, poor alt-tab keys..

@Badger: is it another "make this game easier for me pl0x" post? Also, have you ever heard of lockpick? Oh I see, that skill should be eliminated too, along with steal..
« Last Edit: April 28, 2011, 11:20:21 am by Kilgore »
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Lexx

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Re: Travelling Speed - new solution of old problem
« Reply #12 on: April 28, 2011, 11:23:14 am »

Hint, hint, 2238 travel speed in admin mode is not as fast as TLA / sdk travel speed in admin mode. Beside this, we do play and did played the game without admin mode.

Quote
Taxi alts that are already used will be not specialised in few things

"that are already used" can be ignored, as the next update would include a server wipe, which means everyone starts from 0 anyway.
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Re: Travelling Speed - new solution of old problem
« Reply #13 on: April 28, 2011, 11:24:06 am »

is it another "make this game easier for me pl0x" post?

No, it's a "Nobody uses cars let's make them use cars" post.
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Re: Travelling Speed - new solution of old problem
« Reply #14 on: April 28, 2011, 11:26:04 am »

"that are already used" can be ignored, as the next update would include a server wipe, which means everyone starts from 0 anyway.
People will make new ones, I thought it's obvious.

Quote
No, it's a "Nobody uses cars let's make them use cars" post.
Your assumption is wrong as people DO use cars.
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