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Gathering? Waiting?

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Bantz:
As for scavenging for materials, looking for them in standart WM encounter should stay limited to basic resources and only very small chance for HQ ones to get in standart encounter. Even with removed possibility to constantly jump in one square to farm them, the activity is not that entertaining.

If you would like to make obtaining materials fun, I recomend idea of scavange in fixed areas, where you would have much bigger chance to meet some players. Lets say they are numerous, with maybe guarded entrances, with a lot of submaps. There would be barrells with their own cooldown that player could try to scavange. Results would wary, they could be tied with skills, gathering standart materials in there wouldnt increase your CD as much as in normal encounter, there could be some more or less dangerous NPCs etc. Options are numerous.

So in conlusion:
0.Players would still have normal cumulative cooldown.
1.Normal materials, like fibers, fruits, wood, still avaiable in random encounters and in fixed locations like Modoc and Waterworks.
2.There could be a chance to meet some HQ materials at random, like there is a chance to meet car with FCC.
3.There would still be fixed locations like HQ mines.
4.There would Scavange locations, lets 8 maps of ruins, connected together like normal town where you could scavenge and find various resources...and meet some players in the process.



avv:

--- Quote from: Bantz on August 16, 2011, 05:24:55 pm ---If you would like to make obtaining materials fun, I recomend idea of scavange in fixed areas, where you would have much bigger chance to meet some players. Lets say they are numerous, with maybe guarded entrances, with a lot of submaps. There would be barrells with their own cooldown that player could try to scavange. Results would wary, they could be tied with skills, gathering standart materials in there wouldnt increase your CD as much as in normal encounter, there could be some more or less dangerous NPCs etc. Options are numerous.
--- End quote ---

This would be the best alternative. Lots of places like waterworks, themepark and so on.

Senocular:

--- Quote from: Bantz on August 16, 2011, 05:24:55 pm ---As for scavenging for materials, looking for them in standart WM encounter should stay limited to basic resources and only very small chance for HQ ones to get in standart encounter. Even with removed possibility to constantly jump in one square to farm them, the activity is not that entertaining.

If you would like to make obtaining materials fun, I recomend idea of scavange in fixed areas, where you would have much bigger chance to meet some players. Lets say they are numerous, with maybe guarded entrances, with a lot of submaps. There would be barrells with their own cooldown that player could try to scavange. Results would wary, they could be tied with skills, gathering standart materials in there wouldnt increase your CD as much as in normal encounter, there could be some more or less dangerous NPCs etc. Options are numerous.

So in conlusion:
0.Players would still have normal cumulative cooldown.
1.Normal materials, like fibers, fruits, wood, still avaiable in random encounters and in fixed locations like Modoc and Waterworks.
2.There could be a chance to meet some HQ materials at random, like there is a chance to meet car with FCC.
3.There would still be fixed locations like HQ mines.
4.There would Scavange locations, lets 8 maps of ruins, connected together like normal town where you could scavenge and find various resources...and meet some players in the process.


--- End quote ---
Cooldowns must go. They contribute nothing, everyone can just dual log with proxy and bypass them easily. They don't stop anyone from getting tons of gear, they don't slow down this process either, only make you mad. Fun > cooldowns. Gathering is used to create stuff later used for PvE/PvP. Mining/crafting isn't fun, it's just getting ready for the main part of the game, why do you want to slow it down and only piss off players? You craft -> you die -> you lose your stuff -> can't proceed because of dumb cooldowns. Stuff is way too easily lost to have cooldowns in this game.

I remember times when items could be found on appropriate WM tiles. Fruits/wood/fibers were ALWAYS at the west of Modoc, ore and minerals were found on mountainous encounters etc.

We already have unprotected locations with resources - HQ mines. You need carry weight to get any decent amount of ore from there, but you also need a gun to defend yourself. So in the end people go there just with sledgehammers so they don't lose much because they know fighting just doesn't work. Loners get screwed again and gangs rape everyone they want again.

Caffeine:
I have only played this game with the cooldown time in effect, so I know no other way. It sounds silly to make no cooldown. I mean I can just go grab my brahmin and mine for an hour and be set with equipment for life (HQ and all). Seeing how I like the cooldown time, Obv would I love the hunting idea. It keeps the cap flow in check. I mean...

1. Mine and wait (No change)
2. Mine and hunt (This is what I do but this will be more useful.)
3. Purchase and mine (Gives you something to look for in fights and not have to wait for cooldown if you want.)

While scaving idea is "differerent". I mean what happens if you encouter another player? Twice the motivation to kill them. This happens already in HQ mines I know but now it will happen in regular locations as well. I don't like this one. :):) ;D

Bantz:
For current economy cooldowns are neccesary. Most of the issues were fixed with cumulative CD, that was great improvement.

You are afraid that that there will be a lot of PKing in scavange location? Yes thats true. But the positive effects would be.

1.Small scale pvp would be more common. That would be good for guys that like to do that.
2.There would be a positive motivation to find a group or a friend and try to gather with them. Because in this game gang and cooperation makes it better. It would be another reason why to interact with people. Yes loners will have it harder. But dont forget that loners in mmporg and especialy in Fonline should be the toughest guys, that choose it because they want a challenge, not because they dont want to interact and craft in their caves.

Dont get me wrong, I am not against that playstyle, but it should be hard, its not single player.

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