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Gathering? Waiting?

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Lordus:
Tomowolf.. i dont want to be personal, but who is: "We dont want it.."? You are the community?

 I played since beggining of fonline at least some part of every era, and every era i found players (in my faction, in other faction, no faction), that liked to PvE for stuff in different ways..

 Brahmin hunters, speleology (examine caves for items, fight with cave beasts..), hunting enclave for stuff, ... . They did it alone or together.

 In second (or third era), when nothing happends, we used to say this sentence every day. "Lets hunt caravans". Few of our VSB players went into one mumble channel to track and kill caravns for stuff. Together, not to kill other players, but to ejoy some challegne. Even WoW (i did not played it for a second and i am proud of it) has its own PvE and PvP.

 On Requiem server (try it). you can play Cathedrall. call via radio stuff support from enclave or brotherhood, wait 15 minutes, than hostile NPC from that faction arrive (you have to kill them, via guns, mines, ...)., than car with stuff arived. You know, it is about the PATH, not the destination.

 I will be personal.. you dislike this idea so you think it would not work.. But this is not the final idea, this is concept that in some small form exist past eras (Caravans, Caves), or it exists on other fonline servers and it works.

 Dont tell me, that for you is satisfiing to use hammer on rock, than iron on work bench and finito. THE PATH IS THE DESTINATION BRO. :P

 And if you want free stuff, go to Hinkley. THere is a lot of fun.

ShemsuHor:
I liked your idea Lordus. But i just cant believe there wont be any abusers that will ruin your idea. If i would want some stuff, id get some of my friends and wait and the entrance to that cave. When someone comes out of there- bam. The stuff is mine, no one's hurt. And this is just my idea of how to fuck players up. There are gonna be tons of them. Besides what about players that are playing fonline for the first time? They dont have any friends, and wont(if they are smart) rely on others to lead them into those locations and trust them enough) its a bit to harsh, even for the wasteland..

Wichura:
Grid camping can be solved by adding more than one grids and random entering spawns.

--- Quote from: Lordus on August 17, 2011, 08:35:27 pm --- I played since beggining of fonline at least some part of every era
--- End quote ---
You remind me Mysterious Stranger - known from stories, barely seen anywhere.

Scavenging locations don't have to be filled with hi-level creatures like aliens or floaters. Toxic Caves are one of my favourite places - few geckos than can be killed by any weapon (even a spear), chemical components to gather, fine enough to travel there from time to time. Moar like this could be fun.

Pozzo:

--- Quote ---Hmm, to find junk you look for a ruin location on the WM, right? You go there, and sometimes you meet someone. What if the WM will have more locations like this for example some really rock-ish tile(s) and on entering filled with ores to dig. If there would be a lot of locations like theese, it enable lonely players to mine without getting their asses shot off provided they are lucky enough not to choose the location filled with minigun campers. Theese locations have to be plenty all around the WM for it work. And, here's a bonus: Those locations with ores to gather will have both normal and HQ minerals. But to get the HQ minerals you'll have to use better equipement. If its all based on %; for example primitive tool will have 75% for normal stuff gain, sledge would provide 95% for normal but only 40% for HQ but then- a super sledge would give you 80% chance to get HQ materials. As for the cooldowns- scrap'em. The only restriction for players will be their weight limitation. Ofcourse some grinders will swarm a mine with mercs for protection and enough cows to get loads of the stuff out, but theres a chance that some other group comes in. Then again, why not make the brahmin carry weight for minerals smaller?
--- End quote ---

That was like that at the beginning. We were be able to find ores in random locations of the worldmap but it has been changed because it didn't work (ores too easy to find and to gather a lot).

But I agree with Lordus about one thing : scavenge is fallout style but mining and crafting is ultima style.
In a post-apocalyptic world what we like is to scavenge and repair the stuff we find. So we can use that stuff to kill people, raid towns or build a community of gentlemen to defend against raiders...

In my opinion the game is currently about "lulz and fight" and it just need to be "lulz and fight for everybody". I think we all agree with that.
This is not currently a "Faction Mod" but this is a "Big Faction Mod". So we a larger amount of areas to control small factions will be able to have fun as the biggest factions have. If a big alliance can control many areas at the same time they can't control ALL these areas so small factions can control other areas and have fun.

Berko:
So crafting need resources, skill and tools.
Crafting timeout is not so bad, I mean the "1 hour limit".

We have now different way to get resources, I thinks they are all good.
In the past we got also some good things like barrels with amount of junk in cities and when empty we have to wait the next "refuel" of junk. We also got encounter with mineral/ore, I think that mine location is better but mine is sometimes to far away .. where these encounter was almost everywhere.

We also had another things in gathering, when we got a lot of science we found more electronics parts or minerals/ore, when we got a lot of outdoorsman we found more fruits/fibers, it was not so bad but we can thinking about gathering in a different way.

Instead of getting more resources with our skill, we will accumulate less time in our cooldown depend of our special. Example : A guy with 10 intelligence accumulate less time than a guy with 1 intelligence to gathering electronics parts. It's don't help with this (i think) useless gathering cooldown but give some fluctuation into the game, and i love when all isn't fixed. (And you will be able to say "the game is not boring you only have wrong stats to collect flint" .. gnehehe)

It's like the "1 hour" cooldown of crafting which can be varied by the number of profession (or the max profession level) like 40-50 minutes max for no profession and we gain 10 minutes each profession(or level of profession). I change almost nothing in the game but it give me the opportunity to ask Why do you remove information about professions in the character window (above perk/trait list) ? :(

About boring cooldown and fixed things why don't change repair cooldown like first aid cooldown ? (i mean change with skill) :(

Going back about gathering resource, I love found them in base, in encounter(ground/corps), in town. Maybe add junk as before in town and some base? Add minerals/ore as before in some (specials?) encounters?

And why not add dialog to some pnj to exchange caps against specific resource, like we pay for uranium at broken hills. And why not get back money against resource, can be nice especially for guys who like to kill people who collect resources, yeah we have to thinks about every people of the community.
The trapper guy in base who go hunt or something else for us was a nice idea but don't know if he still want sometimes kill us or try to make a revolution with our mercs ^^

An another i would to see is found some random things in encounters, why always a dead tribals with 1 stimpack when encounter raiders? why always a dead guys wearing armor with an antidote when encounter geckos?

Adding with that more possibility to slave? We just have to order him to "Go hunt" and after some times he .. damn he never come back! Grr

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