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Author Topic: Non-proportional fun, and grievers  (Read 8823 times)

Re: Non-proportional fun, and grievers
« Reply #15 on: August 04, 2011, 02:03:57 pm »

One thing that sucks is that it takes longer for total noob who has nothing to get a tent than a pro player to get 10 metal armors, plasma, 10 assault rifles and 5000 5mm ap.

Even if some pro suddenly lost everything (bases, chars, items, friends), it'd take him a quita a while to get those ten skins for the tent.
It called experience.
All games except for "Let's roll a dice, if it'll be 1-3 I win, if 4-6 you win!" have that. If you played that game long enough, of couse you'll do everything better than those who just started, it's obviously.
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Re: Non-proportional fun, and grievers
« Reply #16 on: August 04, 2011, 02:16:54 pm »

The thing is that (giving an example y one of my friends quit the game) if a new guy gets a lot of stuff and gets like "MEH IS RICH MEH IS POWERFULL" he goes to sell it then gets shot in the head and gets "ganked". Then he wuld most likely quit the game.
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Re: Non-proportional fun, and grievers
« Reply #17 on: August 04, 2011, 02:18:57 pm »

Then he wuld most likely quit the game.
Then he better not play games where you can lose stuff and die.
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Re: Non-proportional fun, and grievers
« Reply #18 on: August 04, 2011, 02:32:55 pm »

It called experience.
All games except for "Let's roll a dice, if it'll be 1-3 I win, if 4-6 you win!" have that. If you played that game long enough, of couse you'll do everything better than those who just started, it's obviously.

What I meant was that if goal is to hoard items game is too hard in the beginning but too easy in the end.
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Senocular

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Re: Non-proportional fun, and grievers
« Reply #19 on: August 04, 2011, 02:44:16 pm »

I have been playing this game since March of this year, and so far this has only been my only session
There you go, you could say that on the beginning of the first post, it would've saved me lotsa time reading your crap. Problem isn't PvP, dying or "griefers" in towns. Dying isn't an issue, getting all the items back is an issue. If it takes you few hours to get some decent gear from crafting (the first method every newb will try first obviously) yet you die in few seconds then no wonder they ragequit. Lack of quests, stupid 3 charisma requirements, slow WM speed. New players don't even get a chance to explore the world if they have to run from encounters every 5 seconds. I remember times when Brahmins were quite populous around NCR, every newb could make a tent quickly. Of course devs got rid of the brahmins for some reason, you still can find them around Modoc, etc. but who will go there with such shitty WM speed?
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Re: Non-proportional fun, and grievers
« Reply #20 on: August 04, 2011, 08:50:34 pm »

The bigger lot of you is actually missing the point. im not just talking about newbs having it had for the nonexistant learning curve (thats pretty much another issue), Im talking about how the game is designed for grievers. As surf said, theres a big deal of people preying on weaker people just for the Lulz, for a few damn laughs, people camping obviously low level squares (around protected towns, molerats, etc) with powerbuilds on the intent of murdering low level ALTs (lets keep newbs out of this for a while)

Then theres the bursting people that suffere no consequences whatsoever and just burst people over and over, for what could be a few laughs for them and hours of work for another, then the thieves who can just steal-lockpick their way forever since, even if they do get caught, they wont lose a single thing, perhaps die and get back 1 minute later to continue .

This is a consequence free world, and for the sake of a better experience for all of us it shouldn't be like so.
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Re: Non-proportional fun, and grievers
« Reply #21 on: August 04, 2011, 10:33:25 pm »

I think those grievers are part of that learning curve what you don't seem to notice. They teach you to watch your back, don't stand or hunt on spots where they do, and keep everything hidden and safe. One gun is no gun. A pile of it where noone would look, now that's something. I still get gunned down occasionally by combat armored minigunners on my bluesuits, but I never lose much, since I only risk a situation like that when I have really less to lose. And I'm only here for weeks.

Dangers created by players create an irreplaceable mood. Risk generates challenge, challenge creates fun. That's what makes me play this game.
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Re: Non-proportional fun, and grievers
« Reply #22 on: August 04, 2011, 10:53:34 pm »

I got my moments when i rape The Frustrated Artists base, but i didn't do it for my pleasure like others do.
I did it, because i want factions be more cautions to take new players inside faction.

Don't know though worked it or not..
Re: Non-proportional fun, and grievers
« Reply #23 on: August 04, 2011, 11:17:40 pm »

Well im throwing in the towel on this game, i love fallout 1,2 and i thought this was going be awesome. But the people ive met in this game so far are bigist bunch of fuktards ive ever come across. Any time you think your finally getting some where some moron just pops in and kills you takes all your shit i only started the other day and i have zero chance of progression because i have zero opportunity to get my gear together because its constantly being taken by some random high lvl prat after i spent ages just trying to get the resources together to buy it. Then your left to wonder around for another 3 hours trying to do it all over again unable to level up because you have no weapon and just get swamped by large groups of mobs.  i just spent the past 2 hours gather all sorts and making stuff to sell to vendors so i could try and buy some decent weapon and ammo only to have some one unload in face when im about to buy a gun.  >:( and what do i get a 10 min debuff and sent a million miles away with nothing to defend myself this is just a stupid waste of time. .. ..bye (ow and the people saying watch your back etc, the point is you cant watch your back you cant do anyhing to defend yourself i repeatedly had every thing i done ruined by some random prat the last few days and had to start from scratch again)

Fair play to who ever set this game up tho its well done but this game is impossible to get into with shit like this happening constantly.
« Last Edit: August 04, 2011, 11:34:21 pm by Kane »
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Reiniat

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Re: Non-proportional fun, and grievers
« Reply #24 on: August 05, 2011, 02:21:38 am »

guys i dont want to be bad with you, but
It happens in every game no matter the "MATCHMAKING" or the useless TrueSkill
Life is about a bunch of idiot jerks and a few chosen ones who have the balls to win.
If a bad player lefts this game is because HE IS WEAK AND COWARD and he dont deserve the glory of win in this game. If a bad player still playing is because he have the fey in become powerful and he may succes.

SO, STOP OF BE A COWARD AND BECOME A WINNER.
« Last Edit: August 05, 2011, 02:23:24 am by Reiniat »
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Re: Non-proportional fun, and grievers
« Reply #25 on: August 05, 2011, 02:56:51 am »

Oh cut the crap  ::)
There are grievers everywhere, but in other games, they are not allowed so much to do and harm like here.

@Kane - find a group, playing solo is really frustrating
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Re: Non-proportional fun, and grievers
« Reply #26 on: August 05, 2011, 04:03:31 am »

A new player with lack of knowledge may have these problems. Just yesterday I started a new char and by myself with no help in a single morning I got a tent, caravan, armorer profession 2 and hunting supplies. People need to learn some basic things before they get mad at the game or other players. In my new char journey I was constantly avoiding anyone that was holding a gun in town or trying to get close to me, carefully watching out as I was bartering for basic objects holding not enough hides for a tent. I danced with one guy. I step away, he would try to steal, I step away again...for like 3 minutes. He apparently saw my growing inventory.
Buying the caravan was the funnest part. I entered the town amid someone blowing up, as I was trying to talk to the caravan seller, someone kept trying to get close to me so I left. Came back a minute later and someone used a rocket launcher on my cow. Caught another cow, and waited for the town to be empty before I tried to buy again. Point is avoiding theft and death early in the game is very possible.

Game is not hard even without a tent or help. It just takes some knowledge and patience.

Another thing I may add, if someone dies that lost NCR/other town protection or dies from a guard due to attacking someone, they should respawn in say San Fran. Innocent/oblivious bystander should not get same penalty as constant bursters.
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Re: Non-proportional fun, and grievers
« Reply #27 on: August 05, 2011, 04:07:43 am »


Well im throwing in the towel on this game
--------------
spent the past 2 hours gather all sorts and making stuff to sell to vendors so i could try and buy some decent weapon and ammo only to have some one unload in face when im about to buy a gun. 
-------------------
and what do i get a 10 min debuff and sent a million miles away with nothing to defend myself
----------------------------------
 i repeatedly had every thing i done ruined by some random prat the last few days and had to start from scratch again


Brought tears to my eyes

Tears Of Joy!

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Re: Non-proportional fun, and grievers
« Reply #28 on: August 05, 2011, 04:16:36 am »

One thing I have learned about this game is that if you're paranoid, then you'll be very successful at this game. Everybody is out to get you, everyone wants your stuff, EVERYONE wants to ruin your day. Always go through the back door, always travel with friends, NEVER let anyone stand less than 1 hex away from you. Store every item you see, bring only what you need, learn who to trust and who to shoot.
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Re: Non-proportional fun, and grievers
« Reply #29 on: August 05, 2011, 04:34:54 am »

I'm talking about how the game is designed for grievers. As surf said, theres a big deal of people preying on weaker people just for the Lulz, for a few damn laughs, people camping obviously low level squares (around protected towns, molerats, etc) with powerbuilds on the intent of murdering low level ALTs (lets keep newbs out of this for a while)
Oh Shit! Someone has pinpointed the (imho) #1 flaw of this game. There is a great game out there for those who enjoyed Fallout 1 and 2, but its unlikely that most will experience it. This is probably because of the immature shits who have somehow found this game and realized its potential as a grieving ground. If you ask if they have ever played FO1 or 2 they will most likely respond with "no buts i playd 3 and nv" or "never heard of it". The atmosphere they create prevents low levels from partaking in the quests and higher levels have nothing of importance to be gained carrying briefcases and such.
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