Other > Suggestions
A way to lesson the blow of dying early on.
Trokanis:
One of the key issues most new players and some seasoned players have with this game is dying at low levels, losing possibly hours of work. Now yes the wasteland is harsh, and open pvp and full loot drop aren't going anywhere. So how do we make things less difficult for players without losing anything people cherish? My suggestion is NPC armor drop. Now read carefully before anyone panics please. First of all what npcs wear which armor would have to be addressed, and whether or not certain npcs should drop any at all.
So after the npcs are worked out on who drops and who doesn't a few things should be considered.
Armor taken off of npcs should be deteriorated just like the weapons if not more so considering you're likely filling them full of lead, hot gases, plasma, lasers, or your own fist. This can be done in a way to maintain npc AC until they're dead (meaning the act of killing them is what reduces it)
Npc Guards in towns should be excluded from the armor drop system, the same as they are from weapons. It was made that way for a reason, no point changing it now. Yes Rangers and Hub guards might become a huge target, but they already are. It could be said to make them more difficult since they come from actual trained and powerful places.
A way to help regulate it slightly is to add a % chance to the drop, so not every armored npc that can drop armor does drop armor. A flat table for % would suffice, and could even be changed to make the better armor less likely to drop.
For Power Armor, it could be argued they can be excluded from drop, for various Canon and non-canon reason, for example the act of killing the person inside renders the armor beyond current Wasteland science's ability to repair.
If players have another means of getting armor like they do weapons, it's just one more chance they have of getting back into the fight. The armor won't be the best and it won't be perfect but it's way better than skin. Just like with guns, people will still craft and mine, it just gives low level players a leg up out there. If they can kill some Marauders outside NCR, and get some Leather Jackets they won't be nearly as pissed when someone blows them away just after getting Busters quest reward. Of course there are some drawbacks like the market will probably get flooded with low level weak armor, but it's no different than radios. To help maintain the market, the times broken relation to value should help since armor off an npc isn't going to be brand new.
OskaRus:
IMHO thats not the problem here with low levels. Actual problem with low levels is taht there are very few quests which are impossible to find without wiki which can bring you to level where you can actualy shoot some NPCs in encounter and survive.
avv:
Npcs already drop their armors in cbt server.
Marko:
Main issue as i see it: no newbie protection period.
5-Day Newbie Protection would be optional and only protect you until you do one of the following:
1) forfeit it by targeting another player
2) build your first tent
3) play 5 days
During that time, no other player could target you for weapons hits or stealing. Once expired, you get 5 more days of protection during which time thieves can steal from you but at a high risk the guards will shoot them, and players can hit you but damage is 1/10th normal which ruins their reputation there. Expires when either:
1) you hit another player with weapon or Steal
2) end of Day 10
Eternauta:
I don't think that NPC droppin armors will make it easier for the low lever character to survive. The character still has to survive the combat and that's the tough part. Low levels are very weak and not only against other players.
I think the best would be to make up a new Hit Points formula to make the gap between your total HPs at lvl 1 and at lvl 21/24 not that big. However such a formula sounds a bit too hard to develop...
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