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Author Topic: Travelling Speed - new solution of old problem  (Read 11994 times)

Lexx

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Re: Travelling Speed - new solution of old problem
« Reply #30 on: April 28, 2011, 02:56:07 pm »

Say "hello" to these little numbers here and here. They don't repeat some random crap, just prove something I guess.

Say "hallo" to I don't care. If there would be 0 people playing the game, we would still work on it. Beside this, we aren't a commercial game that needs to have 100k players all the time. So, yeah. I don't give a shit and therefore the numbers aren't an argument.
« Last Edit: April 28, 2011, 03:00:40 pm by Lexx »
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Re: Travelling Speed - new solution of old problem
« Reply #31 on: April 28, 2011, 03:12:51 pm »

Say "hallo" to I don't care. If there would be 0 people playing the game, we would still work on it. Beside this, we aren't a commercial game that needs to have 100k players all the time. So, yeah. I don't give a shit and therefore the numbers aren't an argument.

Big words from a guy who needs cash from players to keep the server running.
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Lexx

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Re: Travelling Speed - new solution of old problem
« Reply #32 on: April 28, 2011, 03:38:17 pm »

The donations are solely used to keep the server running *for the players*. Switching back to closed beta isn't something that needs hard work. It would just mean that nobody except us is able to play the game anymore.
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Johnnybravo

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Re: Travelling Speed - new solution of old problem
« Reply #33 on: April 28, 2011, 04:36:40 pm »

If I remember what we did correctly, then it was to boost the base rate - so that those with low outdoors weren't so slow. In general WM speed will be faster, but it was done a while ago and I forget the details :P
I'd love if encounters were more like current caves - you can search for them as they may be in arbitary mountain grid you enter, you don't know what's in them and they do not bother you at all if you don't want them.

If idea of slow map movement was to keep logistic in check, it'd be great if we could've ignore the annoyance with encounters and just don't watch what's going on. Or whatever else that won't feel repetetive and annoying would be welcome - since it is MMO it'd be nice to see some player interaction on world map I guess.
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Re: Travelling Speed - new solution of old problem
« Reply #34 on: April 28, 2011, 07:27:29 pm »

If I remember what we did correctly, then it was to boost the base rate - so that those with low outdoors weren't so slow. In general WM speed will be faster, but it was done a while ago and I forget the details :P
Certainly a step towards better gameplay.
Re: Travelling Speed - new solution of old problem
« Reply #35 on: April 28, 2011, 09:37:07 pm »

The donations are solely used to keep the server running *for the players*. Switching back to closed beta isn't something that needs hard work. It would just mean that nobody except us is able to play the game anymore.

Shut it off, then, if it's "not something that needs hard work". >:(
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Lexx

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Re: Travelling Speed - new solution of old problem
« Reply #36 on: April 28, 2011, 09:38:50 pm »

It's called "open test" for a reason.
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Re: Travelling Speed - new solution of old problem
« Reply #37 on: April 28, 2011, 09:42:47 pm »

You make it sound like "If you don't give us money, we will shut the open beta with a flick of a finger. Simple as that"
Now, it sounds like: "Be grateful that we let you play it"
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Graf

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Re: Travelling Speed - new solution of old problem
« Reply #38 on: April 28, 2011, 09:51:11 pm »

Now, it sounds like: "Be grateful that we let you play it"
It sounds as it should be. This is the best running Fonline-based project so far, so you should be happy that these people are working in their spare time to let us play.
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Lexx

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Re: Travelling Speed - new solution of old problem
« Reply #39 on: April 28, 2011, 09:52:59 pm »

@Lizard: You exaggerated a little bit here. Or maybe I did- If the server isn't paid, it's off "with a flick of a finger" because it doesn't lie in our hands. As for the "if you don't give us money"-part, some of us paid for the server already as well, so it's not like we didn't gave anything to the poll (except worktime and stuff, heh). Sorry if that sounded too negative.

In any case, I am now doing, what I should have done months ago already: Stop posting about game details and similar things. It's just not worth it for me and some folks might be happy about it anyway.

/Edit: But to do something for the topic: I think the wm travel speed suggestion isn't a bad one. It definitive has positive aspects.
« Last Edit: April 28, 2011, 09:57:51 pm by Lexx »
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Izual

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Re: Travelling Speed - new solution of old problem
« Reply #40 on: April 28, 2011, 09:59:35 pm »

Travelling Speed - new solution of old problem
What problem?

Anyway. There was already a topic (still open...) about this, and I have the same answer:

I like current travelling speed, for many reasons.
Players are more likely to settle in a location rather than to travel through the whole worldmap for no reason.
We meet and use cars more often.
A journey around the wasteland is now almost a real journey, it's not just "I go to mine and come back in 5 minutes". And if we want to go faster, we can always use solutions like cars, trains (nobody see them anyway), and taxi alts - they're still here, unfortunately.
And yes, I play with a normal char, and I enjoy not walking at 88 mph on the worldmap :)
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Re: Travelling Speed - new solution of old problem
« Reply #41 on: April 28, 2011, 11:15:55 pm »

Say "hallo" to I don't care. If there would be 0 people playing the game, we would still work on it. Beside this, we aren't a commercial game that needs to have 100k players all the time. So, yeah. I don't give a shit and therefore the numbers aren't an argument.

I'm sure you do care really Lexx...

If you dont your missing the point, your little project here has the potential to be huge (it's not like fallout isnt a popular franchise... come on now)

If you turn the project off now then thats what? Five years hard work down the drain all so you and your small Dev team can control access... Not to sound unreasonable here but you NEED us new players to put a fresh spin on things, we're here to tell you how new players see the game and to make suggestions on how to IMPROVE the experience... Because Lexx, if we're being honest mate there are some things that need improvement with FOnline, especially when it comes to balance and streamlining.

That's my two cents worth over.
« Last Edit: April 28, 2011, 11:25:27 pm by Radman2307 »
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Re: Travelling Speed - new solution of old problem
« Reply #42 on: April 28, 2011, 11:27:14 pm »

Quote
Players are more likely to settle in a location rather than to travel through the whole worldmap for no reason.
Yeah, no reason. There is always a reason. If all the quests were in one location, a newbie would definetly settle down, but he can't because there are so few quests and these are far away. If you want to mine some HQ ore, you can't settle down in NCR or Hub. If you want to kill some Enclave, you definetly can't settle down in NCR/Hub. This argument is invalid.
Quote
We meet and use cars more often.
We meet more often. Heh, of course... How didn't I notice it? /sarcasm... We use cars more often. So what. Some people don't care about cars. So many of them in a postapocaliptic world is also very weird...
Quote
A journey around the wasteland is now almost a real journey
Hah, that made me laugh the most! Click on a place on the world map, alt tab, when having an encounter run to the grid, click, alt tab etc. Very entertaining, ALMOST like a real journey you could have in your real life!
Or another way: stare at the fucking red dot moving on the world map. Encounter? Same procedure.

« Last Edit: April 28, 2011, 11:30:12 pm by Floodnik »
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vedaras

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Re: Travelling Speed - new solution of old problem
« Reply #43 on: April 29, 2011, 06:54:23 am »

when people set in shitty places like ncr and soon realize that there are no such thing as HQ resources for example nearby they are forced to travel. Current situation of game, number of inhabitants in each town makes the situation so that players are travelling and will sure travel if the situation wont change. One simple thing needed most - stuff to do in ALL towns. So i think it should be added first, and before that travelling speed should be high enough to make travelling comfortable.

JovankaB

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Re: Travelling Speed - new solution of old problem
« Reply #44 on: April 29, 2011, 07:20:05 am »

What problem?

For me it's not speed, for some other people it is. For me powerbuild alting is a problem. I don't like to deal with 10 incarnation of the same person, so I would like solutions that at least don't encourage alting and dual logging. Making only one character skills matter on the world map encourages it. I just think real scout character but capable to do other stuff (150-175 outdoors) alone or with other people with some outdoors should be faster than 300% taxi powebuild transporting 9 drugged PvP apes on his back. They can take a car if they want to go faster. I know there were people playing that way as a main character, but they are minority in the ocean of taxi shared alts. That's all.
« Last Edit: April 29, 2011, 07:35:56 am by JovankaB »
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