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Gathering? Waiting?
Josh:
I think that there should be, as someone previously suggested, many small and specialized locations on map. Like having ore mines, mineral quarries, HQ ore mine, HQ mineral quarry a ways outside each town that would be likely to support them(ie located in mountains/rocky terrain). While other non-infinite resources would be best left to the encounter scenario to encourage roaming the wastes. Most recipes, excluding bullets, use a combination of both mined and gathered materials and would require the player to obtain both.
On the topic of alting, I noticed a majority of the people do alt but personally I have never felt the need to. Perhaps this is because I, being the older brother, made my and my brothers character. I designed my character to be a small guns user and crafter while my brother's build is more of a tank capable of using small guns but also able to fend for himself in the wastes. This has worked out nicely as I craft and mine with slave *cracks whip* while requesting, with varying levels of success, that Ben look for a particular resource in his encounters. We are the same level and have played the same amount of time because while he may gain more combat experience in his searches, I have the crafting experience to supplement the experience I earn on slave runs. I don't need alts to make stuff from other professions because I have gotten a few of my friends to play and take various professions and the rest I can buy/trade with the few nice people I have run into.
Lordus:
AAVV: "But remember, small gunners can't use flamers and the game shouldn't encourage making sporeplant killer-alts like that."
Look at this problem from other side. Does have the game adapt to every individual player's character, or do the player's chars adapt to game?
In your example of smallgunner that he is not able to kill sporeplants... he have the choice: he can invest some skill points to BG skill (even little, because flame thrower dont need high skill) and then he would be able to mine (scanvege there). He needs to adopt to the game mechanism, not oposite.
The consequence of this, is minimize of mininng (scavenging) alts. How? If you want to mine (scavenge) res (items) in every locations, you have to first create alt with enough skill points in needed skills. If i.e. one resource place needs small guns, lockpick, other big guns, doctor (to heal sporeplants poison wounds..), you are not able to create dozens of mining alts only by simple registration, you would need to level each one char to adequate level (because even more HP are needed for higher tiier mining/scavenging).
Numerical cooldown should be replaced by "gameplay cooldown".
This time equal to level up your mining char = kind of cooldown time, single investition, also (in my view of path is the destination) portion of fun.
Well known current cooldowns could be eliminated and replaced by "fake cooldowns", by time you need to get adequate stuff, time needed to move to res (scav.) location, time to get thru "dungeon", time to mine (find) res. (stuff) and time to leave back to base (city). Because there should be still some threat (respawning beasts you kill, lower ammo,...), you would be limited in some way of mining.
But i agree, that as a player, you should have more choices than one. So even you would not create special mining or scavenging alt (and please, there are a lot of people, in factions maybe majority, that think that creating, balancing and using special purpose alts for special situations is very popular part of fonline .. for the PvP, for PVE .. so this alternative is not necessary evil, as many of you thinks), you can create and balance your single alt that he would be able to get stuff he would need. Dont tell me, that your small gun char needs acces to locations with res. or parts. needed to craft energy weapons.. why?
And even if you dont want to invest points to all needed mining (scavenging) skills, you can invest to one and barter with other players (or join factions). And even if you dont want to barter with players, you can barter with NPCs.. Or you can PK... Or you can beg for stuff...
So there is a lot of possibilities, depends on you which choice you choose (harder, easier). I disagree with idea, that solitaire players should have same game difficulty than multiplayers. This is multiplayer game, and as in real world ... just read The Wealth of Nations from Adam Smith. If you choose solitaire gameplay, you have so specialize and barter with others.
RANDOMNES: Yes!, But! .. i think that devs forget their roles of game mechanics scripters, directors and let everything on dozen of years old game mechanism. Critters have HP and damage, players have HP and damage, who have more wins. This game has much more potential in scripting of some situations that could bring more entertatinig gameplay.
I.e.: mining place full of ants, constantly respawning, so even with zilion ammo you cannot kill them all and mine (scav.) some resource. So what to do? Use flares, put them on ground and set up light borders, because ants are afraid of lights and until flares are burning, you are safe...
So yes, randomnes.. i.e. in conditions, when flares would be burned (1-3 minutes), randomnes in paths or obstacles in tunnels (sometimes you would need to use dynamite,..), but not randomnes in the way, that easiest way to mine is avenger build with a lot of ammo to kill all kind of critters (because does not matter what kind of critter is randomly spawned (from rat to floater), you can everything killed by most powerfull weapons).
Well, dont tell me, that you dont like this and you want rather counting until 5 minutes cooldown is done. :/
avv:
--- Quote --- Look at this problem from other side. Does have the game adapt to every individual player's character, or do the player's chars adapt to game?
--- End quote ---
In my opinion every char should have default abilities to fulfill it's basic requirements. Getting stuff is one of them. I personally don't like relogging and switching characters to do every task because it depletes the role play aspect and waiting for relog isn't fun.
In addition it doesn't hurt the gameplay if one char can do the same things as 10 alts. What's the difference? The players get access to those activities anyway with the alts, so why make him waste time levelling a char and relogging?
Instead of changing character, the char could just change gear like you described with the flares and dynamite. It shouldn't require a special alt to use either. This way all materials are possible to reach with all characters if you got the required gear.
Need to repair something - bring super tool kit instead of your repair-alt
Need to lockpick a door - bring extended lockpick instead of lockpick alt
The whole system where char does something better because of invested skillpoints works only in singleplayer because you can't bring your alts in that world. In singleplayer you make real tradeoffs.
JovankaB:
--- Quote from: Reiniat on August 19, 2011, 04:58:35 pm -----People playing alone NEVER, and i mean NEVER:
-have a lot of stuff in his bases
--- End quote ---
You would be surprised with bases of some solo players I had seen when I was a GM ;D
Of course many of them double logged and so on, but it's not like gangs don't cheat.
Reiniat:
--- Quote from: avv on August 19, 2011, 07:58:54 pm ---But the problem is: the only way soloist can get lots of gear is either cheating or being super careful. I don't think soloists suddenly change their mood to: "hehe I lost all the gear I worked my ass off for hours for the 5th time in row but least we had fun, I guess".
--- End quote ---
It my first game in the present era, (being sincerously i only play like 3 times in the first era) i get killed multiple times by a PK called 28DaysAfter, i dont get mad, i actually admire the guy, "if he can do it, i can too".
So soloist must think something like "yes he kill me, i learn from my errors and i kill him next time"
One stupid patriot said sometime: "Dont get mad, Get even"
(also isnt hard to get armor and guns, with the apropiate build everything can be a murder tool, this is my think: if low stuff is really easy to get then people will not care of lose it, and we all have small scale PvP....maybe)
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