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Author Topic: Inability to attack PLAYER teammates. Team exp sharing.  (Read 1779 times)

jonny rust

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Re: Inability to attack PLAYER teammates. Team exp sharing.
« Reply #15 on: September 16, 2011, 11:24:46 pm »

Depends if we want falloutish environment (bursting a "friend" for loot/lulz) or we wanna make teamplay something that is FUN (some abuse-free teamplay system with several loot mechanics (round robin etc.)).
Id really like to see that system, even with some "betraying" (if you think it is so important in Fallout mmo)

Its the chance of a backstabbing that makes it feel falloutish imo, not the lulz.

But even with this system, I manage to find people I can trust for partying up all the time.
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Johnnybravo

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Re: Inability to attack PLAYER teammates. Team exp sharing.
« Reply #16 on: September 17, 2011, 12:10:26 am »

Well at least do something so that "newbz" don't stand in NCR all day long. (Because they can chat there, see other players, but not going to die in several seconds).

It's not even fun how everyone just care to kill each other, and in fact it's much profitable than working with others.
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Cold_Fusion

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Re: Inability to attack PLAYER teammates. Team exp sharing.
« Reply #17 on: September 17, 2011, 12:31:39 am »

Jeez, how come some of you still think the original idea was to protect people from friendly fire!?

Its not about not being able to accidentally hit a teammate (critical miss) or disable burst/splash damage that hits friendly target. Its all about an option to make people safe from getting backstabed every fokin time they go into wasteland teamed up with strangers.

Even if the system I'm offering here sounds restricting, it only prevents an event (treason) that would happen in "realistic" setings like once in a couple thousand times. Currently in this game it happens all the time because there's nothing to prevent this.

Sad thing is its not actually the mechancs that are broken, but some (too many IMHO) people just being dumb deepshits knowing nothing about RPG or Fallout in general. Say statistically, how many "silent 1-Charisma ice-cold killers" are there IRL? Problem with immature players who failed at life and attempt to become pixel-machos ruining everyone's shit for the lulz is they'll do anything they CAN do to troll and profit. If something can technically be done (like proxy alts), there's nothing to prevent that kind of abuse unless an army of GM would watch over everything. But since this is not the case, small compromises in the form of built-in restraints can be introduced for the "greater good". That is of course unless everyone's idea of fun  becomes screaming "FAP FAP FAP" all over the NCR and shooting each other just to watch the death animations again and again (because thgey've been relieved from their posessions a minute ago anyway).

Its not like I want to suddenly go all rage-mode, its just loving Fallout - I see a lot of non-PvP potential in this game getting simply wasted. And let's face it - Fallout doesn't recquire any real "skill" in 1 on 1 PvP combat, its all about who hits first or who gets the better crit first (blind/knockdown/knockout/cripple/weapon dropped), so its pretty much only about lulz at another's dude misery without any feeling of accomplishment.
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jonny rust

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Re: Inability to attack PLAYER teammates. Team exp sharing.
« Reply #18 on: September 17, 2011, 01:47:07 am »

I can tell you that any mechanic which 'lightens' the game will never get adopted. This game needs a sense of risk with every decision (in fact what it lacks now imo is more risk).

On the bright side you don't need to feel like everyone here will kill you without a mechanic preventing them from doing so. As I said. I find new people to travel with all the time who are good natured. just out of curiosity, do you live in NCR?
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Johnnybravo

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Re: Inability to attack PLAYER teammates. Team exp sharing.
« Reply #19 on: September 17, 2011, 03:06:10 am »

Quote
Its not like I want to suddenly go all rage-mode, its just loving Fallout - I see a lot of non-PvP potential in this game getting simply wasted. And let's face it - Fallout doesn't recquire any real "skill" in 1 on 1 PvP combat, its all about who hits first or who gets the better crit first (blind/knockdown/knockout/cripple/weapon dropped), so its pretty much only about lulz at another's dude misery without any feeling of accomplishment.
Well there are some things you can do to click on other guy first, like clever usage of environment, but that's not on the topic here.

The problem of no-pvp activity is the lack of it. You can do some quests, you can do some crafting, you can catch slaves and you can trade. And of course, you can chat. But let's face it, non of those are really that much exciting.

Another problem is the open-pvp character of the game, even if they added some nice PvE challenge - like Glow or something else, you would still face killers. And what worse - without restrictions applied to Glow (radiation - ton of it), it will be always more lucrative to just camp entrance and wait for others to finish the job and take stuff from PvP combat completely ignoring the PvE challenge.

Quote
Say statistically, how many "silent 1-Charisma ice-cold killers" are there IRL?
IRL you do not have to trade other attributes, if charisma was choice unrelated to other attributes and both low and high values would have some advantages, ratio would be very different.
And another thing -think of all those 'freedom fighters' in Africa/South America - they are all like PKs in Fonline.

Quote
people just being dumb deepshits knowing nothing about RPG or Fallout in general
Interesting, I would not say all of those guys never played Fallout and got it to play this. But then again most of my friends in the game are hardcore Fallout fans so I have no idea about all those kids around.
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Fizzle

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Re: Inability to attack PLAYER teammates. Team exp sharing.
« Reply #20 on: September 17, 2011, 04:39:03 am »

Friendly fire or collateral damage is not shooting/being shot at the back every time one sees the opportunity to get away with it.

wow then you must seem to be in the wrong crowd of people  :o
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Re: Inability to attack PLAYER teammates. Team exp sharing.
« Reply #21 on: September 17, 2011, 05:06:30 am »

I'd allow a Protected/Party Mode if it was 10% xp penalty at lv1, -10 per level beyond 1.

Level being of each character, not average party level- to prevent party level squatting tricks.

You also have to be able to leave Protected/Party Mode at will to betray if you like.

Also, splash damage not blocked, only accidental targeting.
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Re: Inability to attack PLAYER teammates. Team exp sharing.
« Reply #22 on: September 17, 2011, 08:24:11 am »

I dislike this. Currently when you do find some people that are trustworthy you go out of your way to hunt with them and probably eventually make a faction, its good because like a lot of things in fonline you have to think it through rather than just wandering out with any random geezer.
Removing the risk element would just see people stand about spamming NEED GROUP or suchlike.
No i havent betrayed someone like this, Yes i have been betrayed like this but i have also met people and formed alliances through the current system that wouldnt feel as important if it were a safe one.
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