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Author Topic: Roleplaying in FOnline:2238  (Read 56392 times)

Grommok

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Re: Roleplaying in FOnline:2238
« Reply #60 on: September 15, 2011, 04:08:40 pm »

To think of Domination or to be Italian speakin' english better than italian?
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Quote from: Grommok
Chi si ritira dalla lotta
E' un gran figlio di mignotta!

Andr3aZ

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Re: Roleplaying in FOnline:2238
« Reply #61 on: September 15, 2011, 05:41:48 pm »

When i remember the first upcoming of a modoc miltia, that wasnt RP in the classic way but one of the greatest roleplays in 2238 history.
Those guy made shops there, doctors meeting, people trading, newbies were teached (I was picked up and showed the basics by Gazoil there after I tried to steal from him  ;D ), fights occured.
And all the time the players there thought themselves as "modoc citizens" without beeing forced to play a character role. Sure some quit meta-gaming and did pure RP but it was not a problem if you said "lolz" or "look that up in the wiki/ check this channel in irc" - Hardcore RPers and non-RPers got along so fine. It was fun to hang around there all the time and never got boring.

Now the question is, why did it happen?

Because of people? Sure, many of them were good guys but we had some known PKs there too. Those PKs (believe it or not) were amazed by this little community and let their weapons holstered and joined along with the others.

Coincidence? Yes sure it needed a bit luck to become such an awesome in-game community.

Game Mechanics? In my opinion the main reason. (this is my oppionion on "game mechanics limitate roleplay) To that time, modoc had only one entry and could be guarded very easily creating full safety for all peacefull players there (some people said the entrance was camped noobish, but yeah who cares if camped, if you dont instantly try to start mayem and shoot you wont get shot by the people standing at the entrance either, so don't whine if you cant kill those peacefull guys standing around there - besides of this camping, whole modoc-militia was wiped out many times by BBS and others trigger happy groups)


If I had one wish for 2238 i would wish back the old modoc with 1 entrance and no TC avaible there. It would definitly flourish to a (role)player utopia again. This was real fallout, real post-apo. Going to a town with a no-laws but self-justice system, trade, try to rip off people, make friends, shoot thiefs and outlaws, search for hidden stashes or just hang out and wait, almost all 5 minutes something interesting happend. *sheds a tear*
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jonny rust

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Re: Roleplaying in FOnline:2238
« Reply #62 on: September 15, 2011, 06:04:35 pm »

If I had one wish for 2238 i would wish back the old modoc with 1 entrance and no TC avaible there. It would definitly flourish to a (role)player utopia again. This was real fallout, real post-apo. Going to a town with a no-laws but self-justice system, trade, try to rip off people, make friends, shoot thiefs and outlaws, search for hidden stashes or just hang out and wait, almost all 5 minutes something interesting happend. *sheds a tear*

I second this! We need a town that players can have a stake in, which is not run by NPC's or gangs. Reno is a PvP town, Modoc should be a player town.

The great thing about the Modoc militia is that you can be a loner but still take part in the Modoc militia and IMHO loners need that.
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Grommok

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Re: Roleplaying in FOnline:2238
« Reply #63 on: September 15, 2011, 06:45:44 pm »

Maybe addin' a new one, in the middle of nowhere, that is empty. Totally NPCless. Economy there is a player-economy, for obivious reason. A place to have fun, without NCR trolls, and if trolls are found, guards will be TRUE guards, not those NPC that burst trolls that punch players.
Each player can raise an army and conquest it, just for the glory of the act. No real rewards, apart from deciding how the town goes. No timer, can be conquered anytime, can be TRULY player-controlled.
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Quote from: Grommok
Chi si ritira dalla lotta
E' un gran figlio di mignotta!
Re: Roleplaying in FOnline:2238
« Reply #64 on: September 15, 2011, 06:54:48 pm »

Would you only use one character?

Yes! In my opinion it would lead to a wasteland where people stick together a bit more. Imagine some players who are in a great demand by others just because they trained their repair skill a lot. Or others who specialized in creating armory/weapons, which actually would give some "trade-market"-projects a real chance. I'm yet not even talking about roleplay. It'd just lead to some kind of supply and demand -situation, i think. Same goes with the fighters of course. Real "apes" could still do PvP in TCs but now they also could look for some chance to be hired by other players or as guards for some trades etc.

Also the teams themself (factions) would need to stick a bit more together of course, since everybody would have his own specialization.


Would you use one "true" (RP) character backed up by many different crafter/miner/farmer alts?

To be honest, i don't know. But i think as long as i can have alts i can do RP with every single char and i see no reason to do a special char for it then. Except for some special RP project maybe.


Would you "divide" one character personality in different alts, so each alt incarnates one of your characters abilities? (as in, having one SG crippler alt, one SG crafter alt, and one slaver alt, so you can roleplay a "slaver gunsmith with an impressive marksmanship")

Not really. This already sounds a bit schizophrenic to me ;).


Would you try to make a build that reflected your character's concept/personality, or would you make some especialized, minimaxed, efficient build no matter what your character's personality is?

Definitely yes! In the original games i often did that. Of course adding some more skills, which i don't have in real life (especially more Luck for example ;) or marksmanship) but beside this i think that this is in fact the best way to start what some would call roleplay. So, all in all your character isn't "you" but you can identify yourself a bit more with him and thus, its easier to get along (especially if you are not a typical roleplayer).
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Grommok

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Re: Roleplaying in FOnline:2238
« Reply #65 on: September 15, 2011, 07:27:31 pm »

Would you use only one character?
Definitely. Limiting everything to one char will force you to think really hard on what you really want to be - what place take in the wastes.

Would you use one "true" (RP) character backep up by many different crafter/miner/farmer alts?
I dunno, but i dont think.

Would you "divide" one character personality in different alts, so each alt incarnates one of your character abilities? (as in, having one SG crippler alt, one SG crafter alt, and one slaver alt, so you can roleplay a "slaver gunsmith with impressive markmanship")Nah... even if is somethin' needed those times. Actually we could make... mmh... "better characters" by raising some more level cap.

Would you try to make a build that reflected your characer's concept/personality, or would you make some especialized, minmaxed, efficent build no matter what your character's personality is?
No! Both of your possibilities. For me, is personality that is somehow derived by SPECIAL, not the opposite. Make SPECIAL, roll them casually, and then think of a personality for your character! After all, your personality (in real) is a derivate of your personal aptitudes and actual physical characteristics.
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Quote from: Grommok
Chi si ritira dalla lotta
E' un gran figlio di mignotta!

Wichura

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Re: Roleplaying in FOnline:2238
« Reply #66 on: September 15, 2011, 08:04:51 pm »

I second this! We need a town that players can have a stake in, which is not run by NPC's or gangs. Reno is a PvP town, Modoc should be a player town.
Modoc will become another PvP town, just like Reno. It's because barely anyone is interested what's going on in location X, unless there are some n00bz to pwn. That's why our Orphanage never announce player-driven events, except when you can't ruin it in any known way (like Cannonball Run, all in guarded towns, taxi characters needed to participate - now how can anyone ruin that?) - sooner or later bunch of bored assholios gonna come and kill everything, then write "xd" and leave. Welcome to 2238.

GM's driven events? Sure, "cum naked at V15" world message, spawn bazillion angry NPCs, wait 15 minutes, "thanks for participating" world message, done. Oh, someone should also write "fok [put nick of GM here]" with CAPSLOCK few times, every event obviously needs that sort of stuff. "gimme horrigan skin!!111" is also common.
I wouldn't bother with organize anything more sophisticated for this playerbase anyway.
At the moment there's something missing in FOnline to make it a decent MMORPG, to make it as good as the original Fallout in the RPG sector: a good karma system. The reputation thing is too thin.
For now, players rarely have to face the consequences, make a choice... I've never seen any proper "raider" roleplayer. It's a pain to try to be a law enforcement agent.
Not possible if you can just make another alt after screwing Glorious Karma System on previous one.
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Nie biegaj za stadem.

Andr3aZ

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Re: Roleplaying in FOnline:2238
« Reply #67 on: September 15, 2011, 08:22:56 pm »

Maybe addin' a new one, in the middle of nowhere, that is empty. Totally NPCless. Economy there is a player-economy, for obivious reason. A place to have fun, without NCR trolls, and if trolls are found, guards will be TRUE guards, not those NPC that burst trolls that punch players.
Each player can raise an army and conquest it, just for the glory of the act. No real rewards, apart from deciding how the town goes. No timer, can be conquered anytime, can be TRULY player-controlled.

Interesting idea. But that would be like a place like theme park or waterworks. Towns still need some attraction from game mechanics side. NPC traders, quests, profession trainers, brahmins, merc chiefs are a few example. Otherwise it would be just a hangout that needs player to become creative (this problem has been discussed already in this thread) to be attractive, if it is not attractive and needs too much player work it will stay empty or only harbour few hardcore-players who will loose interest in the end.

Modoc will become another PvP town, just like Reno. It's because barely anyone is interested what's going on in location X, unless there are some n00bz to pwn.

Those guys ain't welcome anyway, so i don't see the problem here.

And modoc was attacked by big gangs often enough and nobody cared about some guys rushing through there once or twice the day. Often enough some smaller dumbass-PK groups where fended off victoriously. If someone plans a 15 guys in BA and 5 Merc-Leader swarm then nobody can fend that off unprepeared.


I would like to hear if it is possible to reset modoc to the state it had 2009, not forever of course, but at least until wipe (forever then *ba-dum-tzzz*) just to try out if it goes good again (would be a nice test, and as far as i know we are testing here) So is any developer interested in such a test?

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Tomowolf

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Re: Roleplaying in FOnline:2238
« Reply #68 on: September 15, 2011, 08:46:08 pm »

As in topic: Does not exist with not good players and GMs( sad to say that but only thing its about "kill 9325432 mutants because they are bad"), one more thing that its not a good "server-game" to try a big scale role play.
Thats a word from me.
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Eternauta

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Re: Roleplaying in FOnline:2238
« Reply #69 on: September 15, 2011, 11:55:30 pm »

Would you only use one character?

Yes! In my opinion it would lead to a wasteland where people stick together a bit more. Imagine some players who are in a great demand by others just because they trained their repair skill a lot. Or others who specialized in creating armory/weapons, which actually would give some "trade-market"-projects a real chance. I'm yet not even talking about roleplay.

Exactly, I think the same. Playing with one char per player would lead to a situation of "balance" where people with different interest could enjoy the game a lot. Of course it would not be exactly hardcore roleplaying, but every player would be a lot more dedicated to his/her character.

Also, I'd like to say that not long ago I was online and met some guys in NCR (the capital of Trololand) and they showed good RP skills. I was surprised because I had never seen anyone playing like them, or at least putting so much effort in it.
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Surf

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Re: Roleplaying in FOnline:2238
« Reply #70 on: September 16, 2011, 12:46:38 am »

@ People wondering what those  "Roleplayers" are talking about:

Fallout, the entire cRPG genre was created as a computer emulation of Pen and Paper sessions. This is why you have die rolls in, character creation and such. The only difference is, that your computer (and the predefined variables the game developers put in) is your Dungeon Master/Game Master. When FOnline was created/showcased, many people who loved such PnP sessions were interested, but quickly turned off by the harsh reality of the game (described in my first post in this thread). I don't want to ridicule ceratin parts of the playerbase for that, but I just wanted to give some background why some peiople are disappointed for the lack of these mechanics. Note, that not the players are to blame, such a thing simply doesn't work in a massive multiplayer game. So, either people interested in this rather oldschool approach would agree on some smaller events for only 4-5 people at maximum (it was done a couple of times and worked, although still very stressy for the GM) or simply create own servers only for small groups of dedicated people plus the GM, with predefined scenarios just like you know it from the old campaign settings from D&D for example.

Grommok

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Re: Roleplaying in FOnline:2238
« Reply #71 on: September 17, 2011, 03:45:15 pm »

Interesting idea. But that would be like a place like theme park or waterworks. Towns still need some attraction from game mechanics side. NPC traders, quests, profession trainers, brahmins, merc chiefs are a few example. Otherwise it would be just a hangout that needs player to become creative (this problem has been discussed already in this thread) to be attractive, if it is not attractive and needs too much player work it will stay empty or only harbour few hardcore-players who will loose interest in the end.
You say? Maybe adding a few traders, a merc recruiter and a guy who can tell more 'bout the city?
I mean that almost anything should be player-controlled, with a little or no NPC of any kind ruining the atmosphere by killing anyone they see.
Maybe each, let's say, 30 in-game days a small "attack" event might happen.

ATTACK!
The kind of enemy/the number of enemy  would be decided by number of players in town, something like if more than 30 persons, 60 rats/40 raiders/30 mercs/20 Brotherhood could attack the town (i said random number to show you how it could happen), and if players can defend it they can not only loot the bodies of all their goodies, but also recieve some kind of reward by talking to a particular NPC that shows up after the fight as been won. If they loose, the citi will be ruined, citiezens corpse everyone, and players could have to pay/donate both caps and resourses to have it back in 1 day, otherwise it will stay ruined for 7 days.
As a particular enemy if players "invest" alot of money in their town (adding more NPC with various function, like one that will spawn militia when the city is attacked, one that can build turrets, one that gives weapons to citiezens/players if talked to when city is attacked, and so on) NCR/Enclave/Raider Army might attack the town, since it could damage their territorial/economic domination.
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Quote from: Grommok
Chi si ritira dalla lotta
E' un gran figlio di mignotta!

Tomowolf

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Re: Roleplaying in FOnline:2238
« Reply #72 on: September 20, 2011, 09:34:38 pm »

Quote
ATTACK!
The kind of enemy/the number of enemy  would be decided by number of players in town, something like if more than 30 persons, 60 rats/40 raiders/30 mercs/20 Brotherhood could attack the town (i said random number to show you how it could happen), and if players can defend it they can not only loot the bodies of all their goodies, but also recieve some kind of reward by talking to a particular NPC that shows up after the fight as been won. If they loose, the citi will be ruined, citiezens corpse everyone, and players could have to pay/donate both caps and resourses to have it back in 1 day, otherwise it will stay ruined for 7 days.
As a particular enemy if players "invest" alot of money in their town (adding more NPC with various function, like one that will spawn militia when the city is attacked, one that can build turrets, one that gives weapons to citiezens/players if talked to when city is attacked, and so on) NCR/Enclave/Raider Army might attack the town, since it could damage their territorial/economic domination.
Yes it is real kind of Role-playing, you just showed the level of the FOnliner role-playing skill. Thanks.
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Eternauta

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Re: Roleplaying in FOnline:2238
« Reply #73 on: September 21, 2011, 04:05:12 am »

Maybe adding a few traders, a merc recruiter and a guy who can tell more 'bout the city?
I mean that almost anything should be player-controlled, with a little or no NPC of any kind ruining the atmosphere by killing anyone they see.
Maybe each, let's say, 30 in-game days a small "attack" event might happen.

ATTACK!
The kind of enemy/the number of enemy  would be decided by number of players in town, something like if more than 30 persons, 60 rats/40 raiders/30 mercs/20 Brotherhood could attack the town (i said random number to show you how it could happen), and if players can defend it they can not only loot the bodies of all their goodies, but also recieve some kind of reward by talking to a particular NPC that shows up after the fight as been won. If they loose, the citi will be ruined, citiezens corpse everyone, and players could have to pay/donate both caps and resourses to have it back in 1 day, otherwise it will stay ruined for 7 days.
As a particular enemy if players "invest" alot of money in their town (adding more NPC with various function, like one that will spawn militia when the city is attacked, one that can build turrets, one that gives weapons to citiezens/players if talked to when city is attacked, and so on) NCR/Enclave/Raider Army might attack the town, since it could damage their territorial/economic domination.

Tomowolf was kinda rude but he is quite right, Grommok. What you've suggested would not really add up to the roleplaying possibilities and is a bit similar to the events held by GMs from time to time (the hostile NPCs).

The part about bringing money and/or resources to the community sounds more interesting and something similar has been suggested already, I think. It would be nice to have the possibility of giving resources or money to a town and help it prosper (oops! shouldn't use this word in Fallout) but it would still be more like an Age of Empires kind of thing, and not really roleplaying.
« Last Edit: September 21, 2011, 05:42:05 pm by Eternauta »
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Tomowolf

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Re: Roleplaying in FOnline:2238
« Reply #74 on: September 21, 2011, 01:38:13 pm »

Sorry I didn't wanted to be rude but its the true: Newbies to Role-playing think that making massive attacks from non-sense factions will make it more "rol-plej", but it won't and just destroy it. But I got an anwser that still is good: You can create good role-play system but for closed system group, and mixing pvp server with role-play historical thing isn't THAT good. And if we want to improve something first ask devs - what the server will/would be like: a pure PVP or Role-play* PVP or another type.

*Meaned about player-driver factions but I mean the Enclave, Raiders etc. which I could show system how it could work WITHOUT exploiting etc. but I won't write it in suggestions ( I got one made in wordpad) but my answer would be "no." from person we know all ^^ (cheers!), and I do not know what the kind of server is like.
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