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Gathering? Waiting?

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Bartosz:

--- Quote from: Lordus on August 23, 2011, 02:39:07 pm ---Do you undestand me?

--- End quote ---

Of course, though it's not that easy to 'implement' (yeah, this word do not fit here even). It's not a single idea, rather a 'trend', that also others were noticing and suggesting (obstacles instead of timeouts). So it should naturally progress into (more or less) this direction. Not gonna happen instantly though.

avv:
There's nothing wrong with pvp alts because sometimes you need for example sneak but your gang's sneaker is afk. But gathering alts are just group of unnecessary and pointless alts that don't have to exist in first place.
I see skills, perks and stats as tradeoffs - you put points in an ability which means you are weaker at some other area. It's clearly visible and balanced in combat: you take either lifegiver or bonus rate of fire. You can't bring your alt in the middle of combat when there's a situation that lifegiver would have been a better choice.

But if you put some sort of requirements for gathering in form of SPECIAL, there is no trade off. You just make a char and it's perfectly suitable for its job.

If skills are to be needed in gathering, then they best have combat use aswell. Aside from choice of weapon, doc and FA come right afterwards as tagged skills. So if lockpick, repair and science were needed to gather stuff they best have some direct and visible use in pvp equal to doctor.
But personally I see the current gathering requirements just fine. Any char can collect everything. Only thing that's missing are replacing the cooldowns with correct challenges.

I do not know Lordus why you support alt-based gathering. Wouldn't it be much better if you could just keep logged on your main character named Lordus and travel the world and go to places where you needed to go and do stuff you need to do without the need of relogs. When you need to do something specific you just change equipment, not char.

ShemsuHor:
Whoever mentioned that crafting and digging materials isn't fallout style was right. Come to think of it- if the people of the post apocalyptic world could make high quality metal parts just by tinkering with a workbench they would rise the world from the ashes in few years. So I have to admit that the whole idea of mining and crafting is..well...not fallout canon-ish. I think that the best solution would be to have a lot of specific areas on the world map which would contain some wrecked cars, ruined buildings and stuff like that so the players could use their repair skill for mechanical and science for electronic stuff. If it would be backed by a dependency:the higher skill the better stuff, and by THE STUFF i mean not complete weapons but maybe parts that would work as weapon components. It would result in a situation like:
guy A with a high enough lvl to make and use tier 2 weapons and a guy B at lvl 1 enters a location. A can pwn B but he wont benefit from it in terms of equipement(only lulz) so he could just go about his buissnes and leave, while B can hide until A goes away and scavage for his first pistol and die and the first radscorpion encounter 2 minutes later.
The entire idea would be just fine if there would be a price difference of tiers. For exaple: tier 1 stuff would be rather cheap and available at almost all merchants. Tier 2 would cost twice as much as tier 1 and only a few merchants would be able to buy and sell it. And tier 3 would be available only to certain faction members and maybe those who are best friends forever with the gun runners and still would cost the shit out of players. And last but not least tier 0 stuff would be  sought only by some vendors like general stores and merchants like the bartender in NCR the general store migdet in Hub and so on and on. And only they would by those tons of radios and other stuff that every merchant has now. Another feat maybe; those tier 0 merchants would only trade those radios for parts. Istead of giving X caps for a radio they would offer an almost complete set for a 10mm pistol, for something better they would be willing to give a larger clip for the desert eagle...What do you guys and gals think?

OskaRus:
NPC driven economy is always destined to fail although restricting few traders to junk only and leaving the rest radio free is fine idea.

avv:

--- Quote from: ShemsuHor on August 23, 2011, 05:32:34 pm ---I think that the best solution would be to have a lot of specific areas on the world map which would contain some wrecked cars, ruined buildings and stuff like that so the players could use their repair skill for mechanical and science for electronic stuff. If it would be backed by a dependency:the higher skill the better stuff,
--- End 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.

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