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Author Topic: Carryweight  (Read 4581 times)

Re: Carryweight
« Reply #15 on: November 13, 2011, 08:09:56 pm »

I understand that but then again now it gives carry weight and needed for some weapon if carry weight rised it will lose one purpose. Personally I wish if it would determine chance for bone breaking when you hit. Anyway I don't want to go offtopic I feel I already did.
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Re: Carryweight
« Reply #16 on: November 14, 2011, 03:36:33 am »

avv is wrong.

carry weight is a major factor in creating builds and in combat as well, and im not just saying that because 90% of my chars are st2 and less. The cw might not be the deciding factor in planning a build, but it surely matters if you are able to carry an rl on top of your burster equipment or if you can carry enough ammo/stims to last in a long fight.

Another factor is looting. As of now, loot is a big strategic factor in tc or battles in general and it should stay that way. We all have experienced it when we waited for the loot to be carried to tents before getting attacked with half ot the fighters in bluesuits, coming back from their tents (though certain gangs have found a failsafe solution for that problem).

There is no way that "cw doesnt matter for pvp" and there is no need to change it.

also, by rendering low ST chars unusable through ST requirements for perks, the specialization of the build system certainly is narrowed.

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Re: Carryweight
« Reply #17 on: November 14, 2011, 10:29:57 am »

(though certain gangs have found a failsafe solution for that problem).

Which is becoming the "normal" solution, yay, yipikay for these awesome features enriching the game...
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Re: Carryweight
« Reply #18 on: November 14, 2011, 11:32:06 am »

carry weight is a major factor in creating builds and in combat as well, and im not just saying that because 90% of my chars are st2 and less. The cw might not be the deciding factor in planning a build, but it surely matters if you are able to carry an rl on top of your burster equipment or if you can carry enough ammo/stims to last in a long fight.

Another factor is looting. As of now, loot is a big strategic factor in tc or battles in general and it should stay that way. We all have experienced it when we waited for the loot to be carried to tents before getting attacked with half ot the fighters in bluesuits, coming back from their tents (though certain gangs have found a failsafe solution for that problem).

It's true that lsw/minigun rocketeer needs cw, but like I said: he needs his cw to carry his gear like all builds. That's his loadout, it's just heavier than in general.
But think about carrying all your combat gear and then going mining or farming. Even the most carry-able combat build owner becomes frustrated to the ammount of materials he can haul per one go on top of his fighting gear. So he relogs to his hauler, farmer or uses proxy.
This is not about just pvp, but general living in wasteland.

Raising the general cw would help to combat those "failsafe solutions that enrich the game". In my opinion higher cw for everyone would make the game much better and enjoyable for everybody. It would reduce the ammount of relogs because one character could do more.
« Last Edit: November 14, 2011, 11:40:54 am by avv »
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Re: Carryweight
« Reply #19 on: November 14, 2011, 12:23:14 pm »

In my opinion higher cw for everyone would make the game much better and enjoyable for everybody. It would reduce the ammount of relogs because one character could do more.
As an uber-woodsman I can only agree with enlarging CW, I could make my main char even more versatile, if I don't have to take all these Strong Backs. Shouldn't this be placed in Suggestion part of forum tho?
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Re: Carryweight
« Reply #20 on: November 14, 2011, 05:57:10 pm »

it is there since ages,

Ill suggest to move Strong Back and Pack Rat to support perks, it will solve the problem.
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Re: Carryweight
« Reply #21 on: November 21, 2011, 02:42:10 am »

Low CW weight is one of the penalties you pay for being pure PVP.  Wasteland is harsh right? Or is wasteland only harsh for more balanced characters?
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Re: Carryweight
« Reply #22 on: November 21, 2011, 09:40:49 am »

Its not penalty, pvp players just use second chars to loot victims. Definately support perks solution is best written here.
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Re: Carryweight
« Reply #23 on: December 03, 2011, 05:03:33 am »

one thing i hated about 1 str. pvp characters and 4 str. bg's, both with weapon handling, was never being able to loot with either because of the strictness required in pvp builds, the best you can hope for is to make a 6 str natural character BG if you wish to loot anything you might acquire from a quest/player or whatever. also why do bb's weigh so much its absurd.
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Re: Carryweight
« Reply #24 on: December 03, 2011, 08:41:39 am »

one thing i hated about 1 str. pvp characters and 4 str. bg's, both with weapon handling, was never being able to loot with either because of the strictness required in pvp builds, the best you can hope for is to make a 6 str natural character BG if you wish to loot anything you might acquire from a quest/player or whatever. also why do bb's weigh so much its absurd.
I still see it as being one of the only downfalls of playing a PvP build.
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Re: Carryweight
« Reply #25 on: December 03, 2011, 08:55:17 am »

Well in the open beta you really only need 6ST for a light support weapon, I'd rather do that than go 4ST + weapon handling personally... just my 2 cents. And yeah if you take 1ST you're gonna be a weakling and thus not able to carry much of anything... same as if you take 1EN and have next to no hp...
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Re: Carryweight
« Reply #26 on: December 03, 2011, 11:47:46 am »

Shonsu and Swag you talk about tradeoffs in char creation. I tell you what: there is no tradeoff. Low CW pvp builds are only used in combat and when you need to loot in combat, for example looter proxy is used or some guys go and drop all their gear in tent and come back in bluesuit.
When you need to mine or haul meat, a hauler char is used, not the pvp build. So where's the tradeoff?
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Re: Carryweight
« Reply #27 on: December 03, 2011, 04:32:10 pm »

Trade off is there, its just overcome by cheating which isn't the same as not having trade off. Btw I still saying that the way to solve it would be to make combat perk require ST as I said previously. Another way would be to give more penality to low ST like making it that low ST give -80% to aim with weapons with that 1 st would be a serious trade off player would go with more ST and could carry more. Anyway I really don't want to see chars to be able to carry more then they do now even if it means people would dual log or use proxy looters I don't care.
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Re: Carryweight
« Reply #28 on: December 03, 2011, 06:28:28 pm »

Quote
for example looter proxy is used or some guys go and drop all their gear in tent and come back in bluesuit.

I guess the "tradeoff" there is waiting to relog or having to make multiple trips back and forth to a tent, I could imagine it would take a while to loot someone who was carrying 70+ lbs of loot.

I know what you mean about the mining thing but you have to have some limitations on each character/build. There's no 100% perfect build that can do it all
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Re: Carryweight
« Reply #29 on: December 03, 2011, 06:32:46 pm »

Trade off is there, its just overcome by cheating which isn't the same as not having trade off. Btw I still saying that the way to solve it would be to make combat perk require ST as I said previously. Another way would be to give more penality to low ST like making it that low ST give -80% to aim with weapons with that 1 st would be a serious trade off player would go with more ST and could carry more.

Perks could have str requirement, but no stat with value of 1 should make a char crippled and unable to partake the basic wasteland activities. Good examples of proper stat tradeoffs are cha and luck. Don't want crits or companions? No big deal, they aren't necessary for everyone. However carrying stuff is something every char should be able to do since the gameplay is pretty much centered abound stuff. If you take a look at any game where carryweight exists, even the least carry-able chars can always carry enough to make basic gameplay possible.

Anyway I really don't want to see chars to be able to carry more then they do now even if it means people would dual log or use proxy looters I don't care.

If you don't care what the gameplay is like, why are you telling what it should be?

I guess the "tradeoff" there is waiting to relog or having to make multiple trips back and forth to a tent, I could imagine it would take a while to loot someone who was carrying 70+ lbs of loot.

I know what you mean about the mining thing but you have to have some limitations on each character/build. There's no 100% perfect build that can do it all

Proxies don't relog. They wait on worldmap in another window. Everyone will gladly win the fight and take longer to loot than lose the fight because they chose to invest combat potential to carryweight. CW is support ability which you can trade off for firepower. Thats not a good tradeoff mechanic because winning the combat comes before looting. Can't loot if you don't win.

I'm not trying to create a perfect build that can do all. Minigunner doesn't get sniper's abilities and vice versa if both can carry more, but who would it hurt if both could mine?
« Last Edit: December 03, 2011, 06:37:47 pm by avv »
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