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Author Topic: Nerfed encounters.  (Read 1712 times)

Nerfed encounters.
« on: January 11, 2012, 03:13:26 pm »

What's the point of taking away miniguns and rl from MA humans from Unity Patrol and giving them flamers or changing .223 pistol for 10mm pistol in SF Mercenaries. (these are examples I spotted so far, probably more out there). Also Unity groups seams to be smaller now, than in the beginning. Why nerfing so much something what was pretty good and at least challenging? 
Now half of Unity is dead from friendly fire (flamers rushing enemies and being killed by rockets + flamers also do many friendly fire) and rest is seriously wounded by enemies because they simply lack the fire power to wipe enemies like before. So now single low level burster can take them down.
I know it was said encounters will be balanced to prevent easy farming good stuff, but right now you enter encounter and with not much effort everything is dead or dying, all you got to do is loot.
 
Please keep wasteland harsh and challenging.

Wallace

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Re: Nerfed encounters.
« Reply #1 on: January 11, 2012, 03:31:18 pm »

When i look upon the changes devs are making it often looks as if they lacked gaming experience (playing as players - not GMs) to include a balanced feature... (for example current armor deterioration; as if metal armors were made from wet toilet paper...)

I must admit they improved much but still i see more nerfing than upgrading

Those unity encounters are no exception as it seems
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craft, Craft, CRAFT! (armors)
sometimes repair dismantle stuff
Roleplay!
...and most of all; DEATH TO NERFING!!!
Re: Nerfed encounters.
« Reply #2 on: January 11, 2012, 06:52:55 pm »

Really, I agree, it wasn't all that easy farming, before you could die, but now, as devs try to prevent easy farming, all they do is make farming way easier.
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falloutdude

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Re: Nerfed encounters.
« Reply #3 on: January 11, 2012, 07:09:28 pm »

am sure the devs have there reasons for doing this am just not sure what it is.  :-\ without a extra rl human or mini human the remaining muties are just a matter of a good shot.
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Roaming the waste again.

Solar

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Re: Nerfed encounters.
« Reply #4 on: January 11, 2012, 07:26:22 pm »

Actually, Unity Patrol was meant to be a Flamer in addition to the other things - they just became linked for some reason and all set to the same equipment. I spotted it just after the update and its fixed for the next one. Numbers should have gone up if anything, not sure what thats about, probably just randomness.

The reason 14mm went to 10mm? The high tech equipment is going from easy encounters, or encounters where vs encounters make it really easy.  Mercenaries are in a square with lots of other human encounters, so they were downgraded to a lower level of item (though will be home to plasma grenades next update).

I'll add in some other encounters which have higher tech stuff to give some variety, the end result should be more encounters which are a bit of a challenge and less encounters that are about waiting round watching npcs then picking up free high tech stuff.
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Quote from: Woodrow Wilson
If you want to make enemies, try to change something.
Re: Nerfed encounters.
« Reply #5 on: January 11, 2012, 07:29:51 pm »

(for example current armor deterioration; as if metal armors were made from wet toilet paper...)

Mhm , even brand new items just wear down real quick. No difference between a 100% MA versus 90% found in mutated molerat encounter.

I've noticed unity starts to die much easier so yeah , less flamers more something efficient.
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Re: Nerfed encounters.
« Reply #6 on: January 11, 2012, 07:39:38 pm »

Mhm , even brand new items just wear down real quick. No difference between a 100% MA versus 90% found in mutated molerat encounter.

I've noticed unity starts to die much easier so yeah , less flamers more something efficient.

Yes the detoriation of new items is insane. emptying the magazine of a 10mm pistol in an encounter brings the condition down to about 80-85%. Same for laser pistols.
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Re: Nerfed encounters.
« Reply #7 on: January 11, 2012, 08:22:12 pm »

Randomness should be random, theres no half way. Randomness would breathe life into this game.
But theres no grass to be grown over here, just grind and neverending pvp where winners having fun and losers who dont. Once you get your winner build, theres not much left.
« Last Edit: January 11, 2012, 08:45:29 pm by None »
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Re: Nerfed encounters.
« Reply #8 on: January 11, 2012, 09:00:38 pm »

Actually, Unity Patrol was meant to be a Flamer in addition to the other things - they just became linked for some reason and all set to the same equipment. I spotted it just after the update and its fixed for the next one. Numbers should have gone up if anything, not sure what thats about, probably just randomness.

That's great, thx. And yes, maybe it was just a lucky day for human race that muties were not as numerous as usual :)

The reason 14mm went to 10mm? The high tech equipment is going from easy encounters, or encounters where vs encounters make it really easy.  Mercenaries are in a square with lots of other human encounters, so they were downgraded to a lower level of item (though will be home to plasma grenades next update).

I'll add in some other encounters which have higher tech stuff to give some variety, the end result should be more encounters which are a bit of a challenge and less encounters that are about waiting round watching npcs then picking up free high tech stuff.

Sounds good, looking forward to it. It would be good to see more challenging and worth looking for encounters around wasteland, not only 2-3 hot spots. Lately you can see many bluesuit voltures.

Solar

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Re: Nerfed encounters.
« Reply #9 on: January 11, 2012, 09:08:17 pm »

Enclave, BoS, Unity, NCR Army, NCR Ranger, Hub Patrol, VC Patrol, Mutants, Raiders near the Raider base - these all should be reasonably difficult soon (I'll keep boosting them til they are).

I'll also take away all the Caravans (hopefully the first thing after the wipe settles down can be the new caravans) and create some rep neutral encounters that have decent stuff in too. Some different Raider groups around the world I guess.
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Quote from: Woodrow Wilson
If you want to make enemies, try to change something.
Re: Nerfed encounters.
« Reply #10 on: January 12, 2012, 11:18:59 am »

About high tier items, as far as I know, we got weapons like avenger, gatling, sniper rifle so realy some top gear, any plans about plasma rifle or will it stay obtained only from blueprints/greedy merchants?

Solar

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Re: Nerfed encounters.
« Reply #11 on: January 12, 2012, 11:44:54 am »

I'm going to try and get everything in somewhere.

Another aim is to increase the amount of different encounters, give a bit of diversity
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Quote from: Woodrow Wilson
If you want to make enemies, try to change something.

avv

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Re: Nerfed encounters.
« Reply #12 on: January 12, 2012, 12:06:30 pm »

I'm going to try and get everything in somewhere.

Another aim is to increase the amount of different encounters, give a bit of diversity

Just a suggestion but a pinch of randomness in loot wouldn't hurt. It's always pleasant to find something you didn't expect to find and keeps us looking for more. For example now it's not very encouraging to go check out a common raiders encounter because you know exactly what they will have. But if they had randomly had for example low tier drugs, mats, better equip or anything useful the whole encounter becomes more useful and interesting.

Just think of the fuel cell regulator encounter. It's rare and even rarer is to find the actual regulator, but because there's a chance people will always check the car.
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