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TC in the next session

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Marko69:
No millitia and decent rewards. Pre-calculated rewards for all the people staying in towns, so people won't think that doing something else elsewhere will give them higher material reward than staying in town. (I can craft 5 miniguns or so which value 5000$ while I'm staying in town for 500$ for same time; people in that case won't waste time in towns, i hope you understand) Town control which balances economy, rewards players for their time spent there, and no millitia guards, only players.

Archon93:
Hello, "DEV"-s and wastelanders!

"DEV"-s:
I think if you need lot of active players, you need delete all militia, becouse the players can't go inside to towns, becouse one shot and militia kill they... -.-' It's very shit. Only we can play single PvP in Reno... Not enought city for PvP. Before ~1,5-2 years you dont made the militia and:
 
And Now? NObody in Modoc, BH, Redding (only whos controling the towns).

And what about the towns sence? If you take the town the population give you mony and 1-2 little drugs? Fakin' nice... And the ppls go to take the town whit BA (15k), Avenger (11k), Durgs (~2k), ammos (~1k)(=25K+). And if they win they get ~600caps/hour and other low stuffs... Why not QH ores? 5k/hour? Lot of man have mare million caps, becouse you broke this whit FLC.... Who had brain get out before you froze the banks. They now go whit mecs around San F. and kill the players who cant play from mercers... Its not enought! They can lvling the mercs! 255 HP! Not bad! 1 man can kill 7-8 in RT encounter... Ohh other problem! PROXY!!!!!! They use always proxy! Not one 2-3 proxy alt. Little math: 3x1 character= 15 MERC! 3 fakin' character!! They sand distress and If we go inside the trap and if we can kill the mercs he coming whit his proxyS and kill us whit other 10 merc OR he stand all character inside the trap. 1 trap whit 15 mercs who have 15 rocket launcher... Great job DEVs! Watch the status checker! 220 players! GOOOD!?!? No, 220 character... this game is dead! And you cant heal, BUT you can make some things what good the players!
Example: Delete all militia! Concern somebody when time you do the militia system? NO! Delete and do what need the players, they pay your server or not? Have deleterious effect? NO! Hmm... and what effect have? Good effects:
The players can go anyone town to play PvP whitout Controlling.
On requiem where you saw militia? And what fights there? Watch This video: http://www.youtube.com/watch?v=BRNR0tFMFFk&feature=related In RT you cant use proxy, exept, if you are very hardcore :)
And here? http://www.youtube.com/watch?v=k9yH0O7mBd4&feature=related We need 40 player and mercs  to kill the militia and ~8-14 enemy player? Where you find other 60 vs 60 video from 2238? Haha, not anywhere... It is good for you for us? NO!
Make something or the players going to go other servers (example Req. or !!Desert Europe, yes come here, we know what need the players :P!!)!

Can you give me back my banned characters? PredoPedo93 and Predator93 ^^ I got lot of year banns... Correct!! Thanks Voland! You are the best! All players like you! Keep It Up! One day you will DEV! But, you can't bann anyone, becouse the server will empty.... HAHA-HA!

Thats all "DEV"-s! Cogitethe this suggestions, and do something! This server need little changes, what need the players and they will come back to play FOnline:2238!!!

avv:
Archon93 what are you trying to say exactly?

Militia best not disappear entirely. That's because it encourages players to stay inside the town. If you want player interaction in towns, there has to be npcs doing the guard duty, no player gang will uphold a garrison of 10 players all the time. Militia creates a feeling of relative safety so that when only some gangmembers are online, they dare to enter the city and hang around.
If there was no militia at all, small number of gangmembers would never enter the city because they would be good bait for enemy gang. Attacking is generally more effective in fonline pvp because they get the advantage of surprise.
What needs to be done to militia is to be made sure that it's never stronger than the gang that upholds the town. Currently a gang of 5 can cap a town and raise incredibly strong militia that can devastate a swarm of players in open ground combat.

What comes to players using militia as pk tool, well that's because they are not encouraged not to shoot random towngoers. A guy who wants to mine, shop or buy a profesion is no use to the guys who control the town.

Lordus:

--- Quote from: Sarakin on October 16, 2011, 01:59:06 AM ---On the other hand, I dont like the idea with dog tags, just another item you must not forget to bring on fight, making soldier´s life a little bit more complicated. Id prefer a switch maybe, with a certain cooldown (30m?)

--- End quote ---

 Switch means, that "switch" place will be the guarded place and most of fights will be around this place. So again, instead of using whole maps, players will fight in the same locations again and again. Boring aproach :P

 But if you dont like dog tag idea, because od another useless stuff that players would forget to take, i have different idea.

 Influence will raise only if you have weapon in active hand. That means, that you can simply tell newbies or other players to hide your weapons. Also so called roleplayers will need to protect players with hidden weapons, if they dont want to loose their influence. Also it is very real life related idea. You can scare people with weapons in your hand, not without it.

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