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Gathering? Waiting?
ShemsuHor:
--- Quote ---The fixed locations would be the best alternative but skill-dependent gear wouldn't. Players would make science/repair 300 alts and roam those places with them. We had once cooldowns depending on skill and it lead nothing else but high skill alts dedicated to do nothing but that. More relogs, fastrelogs and proxies.
The system is best when you can center it around one character, keep yourself busy with that char without the desire to jump on other character or play multiple ones at the same time.
--- End quote ---
I'm a loner. Well mostly. I enjoy having my char walking the wasteland to kill things, people and critters, but I also enjoy that I dont need to relog to craft gather and use the weapons. I dont like alts at all. My char is prepared to go to gecko mine and gather some ores (or kill somebody who has them already) I would very much like to see more if not all the characters in fonline like this. The fixed locations with skill dependant items to gather could prove challenging for specialized crafting alt if it'll encounter a player like me. My char would pwn the hell out of the alt with ease. My idea from the previous post is just a vision of fonline i would be most satisfied to play. Alts would have problems with even the low lvl players, those low lvl would not be afraid of loosing their stuff so much if its easier to get and those locations would bound to become pretty nasty small pvp arenas
Lordus:
Avv:
I divide gathering requirements into:
1) combat requirements .. it is not only one special, skill, perks, stuff ability, it consist of many of them. In most cases you dont need to fulfil many or all requiremets , but at least one.
2) non combat requirements: .. like previous, there could be two requirements (skills, stuff, ...) or more i need or at least one of them.
I.e: Lordus go to mine to "gather weapon stuff". There are wanamingos, vulnerable to knockback weapons. I have shotgun with this perk (or i can have melee, maybe unarmed with adequate perk,...), or i have friend with those perks.
I pass thru the place with wanamingos and i need to open doors, that protects me so i can "gather".
As a solo player, i could tag it needed skill, add skill points there even it was not tagged (just set adequate level 75, 100, 125), i could do quest that raises need skill, i could use item that raises needed skill (lockpick). As a semi-solo player, i could ask friend or someone at NCR. As a PvP player, i could create "gathering powerbuild" that would be more efficient in geting over that obstacles (locked doors, wanamingos, ..), so if i want to PvP, i would need to spend less time to do it.
I usualy give to my crafters and traders 10 INT, so i can level up this types of char very fast. This also gives me a chance to spend rest skill points to other than main skills i need at the moment, or i think that i would need. And i think this is the way how it should work. If the limits to overcome an obstacle would be set to non-nonsense level (75, 100, 125 skill points), your char, thru your natural (non speeded) leveling would get acces to higher and higher tier stuff. (Roleplay element). If you dont want to wait, you can use friends help (multiplayer element), or you can create specific "gathering build".
For powerbuilders, there could be a special requirement (i.e.) 200 in skill points, 250 .. That would grant you double? outcome, but of course, the time needed to raise your skill by lvling up would be quite longer, but after you would reach this, your suplying of your pvp powerbuild would be more easier.
(I.e.: to get to underground lvl of some gathering location, where you can get more (better) res. (stuff), you need 200 repair (or 150 repair and 150 science) to repair an elevator..).
But again, i dont want to place nonsense obstacles. It shloud be implemented in "path is the destination" philosophy. Instead of 200, 300 skill requirements, i would like to see 100 skil requirement, but many skills needed.
ShemsuHor:
I agree that "weapon parts" like trigger, barrel, container sound better than metal part. I think in past eras, there was something like this. I like the idea, that if i need to craft or assemble some weapon, i could use different weapon, disasemple it and vice versa. I this possibility would be in game, i would have another way how to overcome an "gathering" obstacles.
avv:
Even with 120 to lockpick you'd need an alt. For example snipers need about 230 sg and sneakers are so minmaxed they can't do anything except that. I'd absolutely love to play as solo sneaker but sneaks can't do anything but sneak and shoot.
Best alternative would be that certain items, drugs and equipment would boost your skill to certain level so that you can use it to gather. Or the skills simply have to have a combat purpose or merged with other skills.
--- Quote ---or at least one of them.
--- End quote ---
If it really is at least one, then it better be like that. If the skills increase the benefit, we see alts again. In addition if you for example need either lockpick alt or supermega lockpickset mkIII, don't you think players will just make the bluesuit lockpicker rather than risk expensive item?
But overall there's not much need for skill dependent gathering. It's not matter of balance and the whole system isn't going to break if skill-based isn't included. What the whole thread is about is to get interesting, fluent and fun gathering system.
ShemsuHor:
Scrap gathering. STOP. Scrap timeouts. STOP. Scrap crafting ores into materials. STOP. Get scaveging. STOP. Give limits to traders. STOP. Have fun. STOP.
The whole thread was made to ask players for ideas on how to go with gathering and timeouts. Right now we arent giving much feedback :'(
Luther Blissett:
--- Quote from: avv on August 23, 2011, 08:12:07 pm ---[...]Best alternative would be that certain items, drugs and equipment would boost your skill to certain level so that you can use it to gather. Or the skills simply have to have a combat purpose or merged with other skills.
--- End quote ---
Another alternative is to change the spread of skill points. You know how an unarmed fighter doesn't really need more than about 145% unarmed to get 95% hit on everything - therefore leaving many spare points to put on other things?
Well, if the cap was brought down similarly on the other skills i.e. 200% or 150% is maximum, there'd be a lot more spare points to spread around and therefore the potential for more balanced characters - or in other words, most characters are able to do most things to a very basic level, or to specialise in several instead of just one.
Would need quite a lot of further changes, i.e. how effective certain numbers were - so 100% lockpick would need to be able to do unlock almost anything, 100% sneak would need to be pretty sneaky, 100% small guns would need to be pretty accurate etc.
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