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Author Topic: Randomness in Fonline 2238  (Read 4848 times)

Sarakin

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Re: Randomness in Fonline 2238
« Reply #30 on: November 01, 2011, 08:30:08 pm »

Randomness is a must in games (FOnline). The question is, how big the effect of those random events should be. And I agree, that when it comes to critical hits, its way too over the bar. On the other hand, there should be more random factors in certain events (looting dead from encounters etc.).
BTW: I like concussion suggestion, been thinking about similar effect.
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Surf

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Re: Randomness in Fonline 2238
« Reply #31 on: November 02, 2011, 06:25:58 am »

Your opinion is so relevant that it expands this discussion with something meaningful... no wait you are just trolling.

Ah, we are classifiying "opinions" into relevant or not, let's delete 99% of this forum then.
Besides, it's funny how you consider something responding to a retarded statement trolling, without you even corresponding to the actual messages. Let me guess, you didn't do it because "it's trolling" hm?

avv

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Re: Randomness in Fonline 2238
« Reply #32 on: November 02, 2011, 12:04:41 pm »

It does not matter how you do critical hits if they are still random, while still being the only way to win the combat.

The reason why I thought headshots only in short range was because they would provide risk-reward situation. Being close to enemy is always riskier but the reward is more damage. It's used in many games and is very working feature because it encourages players to move forward instead of camping. Plus it would be bonus for pistolero characters because they are normally disadvantaged against maxrange snipers. 
In addition head/eyes are the "best" target for snipers because it has the highest critchance and most severe effects. There doesn't need to be "best" target to aim at.

Btw, dunno if anyone uses the targetting doll anymore. It's all hotkeys these days.

Crit damage & effect could actually be directly related to character's luck, endurance and armor. In addition gun's strength req could pay a role, because the more powerful gun, the better effects. But powerful guns have higher ap cost, whereas lighter guns get to shoot more.
So when you got 1 luck, end and no armor, you get most damage and worst effects. When luck and END are 10, you get least damage and least harmful effects. The effects and damages could be pretty much solid so that when player wears a suit of armor and checks his stats, he will know what kind of effects will take place if he gets hit in specific location. But he can't know what gun and perks his enemy will have.
Shooter's crit chance would add more damage and better crits perk adds more effect.
What comes to cripples, they could stack. If you get hit in the arms more and more, your weapon handling strength drops. If it drops below gun requirement, there will be gundrop. If it drops down to one, you get total cripple. Enduring or high strength characters could ignore the first few armshots.
Legshots could drop your carryweight so that you will become overburdened eventually. When you have no carryweight, it counts as crippled leg.
I guess stimpaks and FA could be used to heal these stat decreases, but not cripples.
Groinshots could ignore END in terms of effects. Could be used against "anticrit" characters.
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Nice_Boat

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Re: Randomness in Fonline 2238
« Reply #33 on: November 02, 2011, 01:33:25 pm »

Then there's bad randomness which basically goes like this: "you were critically hit in the head for 120 damage, had your armor bypassed and were knocked out for -20 ap"
Randomness doesn't affect your general DPS all that much. What you've said here isn't necessarily good or bad by default, in the end it all comes down to placing this issue in the proper context of capabilities of other non-critting weapons. Basically, overt randomness of some weapons doesn't change the fact that you expect a few rounds on target to do the job. If anything, it makes combat-related calculations more complicated because you have to include probability-related stuff like risk management in your planning, and having more complicated combat in a game that is already pretty simplistic in that field isn't really bad.

Sounds reasonable. Crits need more reliablity and less over and under the top effects. The reason they are so strong in first place is because chosen one had to defeat groups of enemies alone. We don't play as chosen one.
The "chosen one" argument is false by default because in PvP same rules apply to everyone and besides the system all Fallouts use is based on GURPS which doesn't really promote any character in any way. It all really comes down to balancing everything out, and that doesn't mean you have to default everything to some set-in-stone numeric values.

Johnnybravo

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Re: Randomness in Fonline 2238
« Reply #34 on: November 02, 2011, 01:57:22 pm »

It's sure does not change DPS, but fights are very short so the effect of randomness is way too high for some. Also because of high amount of randomness on single shots, individual weapon power does not necessarily bring notable improvement.
For example once you are done shooting pigrats, you will barely ever feel desert eagle over 10mm pistol, because any meaningful damage will come from high critical effects anyway. And both cripple the same. Big guns, even those with single shots are definitely working much better than that, mostly because of low resistances and low critical chances.
Just imagine that they would fix farming Laser rifles, and make it really weapon with a value. To use it over other single shot weapons you would really want it to do more than just 50+ extra damage on the best possible critical.
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Y0ssarian

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Re: Randomness in Fonline 2238
« Reply #35 on: November 08, 2011, 05:46:48 am »

In a web based strategy game called Utopia there was a randomized factor of 3.5% to either attacker or defense so worst case scenerio if you sent too little forces, your total offensive mod got bumped down and the defense buffed up. A miracle would be sending too little forces but getting both 3.5% bonuses and success! Applying this somewhere in the chance to hit formula might be interesting with all the current varibles at hand.
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