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Author Topic: Blueprints  (Read 12478 times)

JovankaB

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Re: Blueprints
« Reply #15 on: January 13, 2012, 04:47:58 pm »

I think it would be nice if character with specific profession level 2 had a bigger chance to find blueprints from their craftlist. Even in non-locked chests, or with much weaker locks, so not-a-lockpicker can open it with lockpicks. Maybe add advanced lockpics in some merchant, even if they would be rare or limited number to buy like holodisks.

I don't want to make lockpicker alt and I doubt trading will be option for me at this rate people find them.
They will always be very very expensive.

I like that they rare, but maybe slightly-less alt encouraging approach would be better?
« Last Edit: January 13, 2012, 05:10:39 pm by JovankaB »
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TheGreenHand

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Re: Blueprints
« Reply #16 on: January 13, 2012, 05:20:13 pm »

I think it would be nice if character with specific profession level 2 had a bigger chance to find blueprints from their craftlist. Even in non-locked chests, or with much weaker locks, so not-a-lockpicker can open it with lockpicks. Maybe add advanced lockpics in some merchant, even if they would be rare or limited number to buy like holodisks.

I don't want to make lockpicker alt and I doubt trading will be option for me at this rate people find them.
They will always be very very expensive.

I think that's the point though, that these things are rare and aren't to be found on every single player in the wastes. That's a good thing, I like the idea that times should actually seem tough and that the wasteland isn't full of millionaires with unlimited supplies of everything like it was last season. Even your own signature says "FOnline is not harsh enough!"
It'd be great to see more players bartering for things they actually need, and not "50 BA's for sale" and "offering 100k caps for a Mr. Nixon Doll!" Hopefully things like this will deter what happened last time, with everyone playing for a month and then just building stockpiles in their bunkers.
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Johnny Nuclear

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Re: Blueprints
« Reply #17 on: January 13, 2012, 05:43:38 pm »

it should have lower lockpick needs ~120-150% one of our "treasure hunters" wasnt able to locpick some even with 300 skill
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Wallace

  • "Not a bug. It's a feature"
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Re: Blueprints
« Reply #18 on: January 13, 2012, 05:58:11 pm »

Guys? I am wondering; footlockers are to be found in "city" maps and "skyscraper" maps

Is there any difference where you try to find them? Or for example do skyscraper maps have greater chance to have a blueprint than flat city map?
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codave

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Re: Blueprints
« Reply #19 on: January 13, 2012, 07:10:09 pm »

I've found 3 prints for FALs, but just recently acquired treasure hunter. My lockpock build has 5 luck, so maybe I need to remake.

I have a solid stockpile of crowbars though...
Re: Blueprints
« Reply #20 on: January 13, 2012, 07:13:55 pm »

I think it would be nice if character with specific profession level 2 had a bigger chance to find blueprints from their craftlist. Even in non-locked chests, or with much weaker locks, so not-a-lockpicker can open it with lockpicks. Maybe add advanced lockpics in some merchant, even if they would be rare or limited number to buy like holodisks.

I don't want to make lockpicker alt and I doubt trading will be option for me at this rate people find them.
They will always be very very expensive.

I like that they rare, but maybe slightly-less alt encouraging approach would be better?

Never. I hope the situation will force players to trade blueprints and "hunt" for them together etc :)

But yay to lockpicking thing. I don't want to be actually forced to have a go with alts for the first time since I'm playing :(
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JovankaB

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Re: Blueprints
« Reply #21 on: January 13, 2012, 07:24:20 pm »

Never. I hope the situation will force players to trade blueprints and "hunt" for them together etc :)

And who will take this 1 blueprint found in 1/100 encounters when hunter party finds it?
Lockpicker doesn't need any party really.

Mostly "usless blueprints" (stimpak, needler etc) will be traded. Most people poweruse alts and won't sell good blueprints, because you don't know if you won't make a char that will need it. And you could look for it later for a month. It's very unlikely that you will see psycho or sniper rifle blueprint for sale very often. Which means peole who don't "abuse" alts are screwed.

I'm not saying I want them often, only that locks/traps could be possible to pick if you find them with "normal character", not one-purpose lockpicker alt made for farming from footlockers. And that they could be more often generated to fit the character that created the encounter.

Footlockers with strong locks and traps could have some additional goodies for treasure hunter characters.
Things that could be actually shared in hunting party, like caps or a few good items.
And they should have more enemies and NO "vs" encounters. They could appear only if lockpicker is with a group not alone.
Then you have your proper treasure hunting party.
« Last Edit: January 13, 2012, 07:46:37 pm by JovankaB »
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Re: Blueprints
« Reply #22 on: January 13, 2012, 07:52:46 pm »

How its possible that with 300 lockpick we are unable to open half of the lockpicked lockers?

EDIT: 300lockpick + lockpick set - 16 attempts and still locked!

lockpick set broken at 16 attempt, continue only with 300 skill! 30 attempts on one single locker! We stopped lockpicking. Please some developer, can you explain us a bit??? Thanks
« Last Edit: January 13, 2012, 09:15:04 pm by Hololasima »
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Re: Blueprints
« Reply #23 on: January 13, 2012, 08:26:53 pm »

What if you could use a crowbar to attempt to force the lock, or blow them up at the risk of destroying the contents. Heck itd be good if you could set the damn mines of by throwing crap on them.
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Sarakin

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Re: Blueprints
« Reply #24 on: January 13, 2012, 08:57:05 pm »

I pity the fools (loners) now, even big gangs will have a hard time to find every blueprint for one char / each profession. Loners and not-so-powerful gangs will suffer.
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[19:41:06] <@JovankaB> einstein said we dont need name colorizing
Re: Blueprints
« Reply #25 on: January 13, 2012, 10:04:29 pm »

How its possible that with 300 lockpick we are unable to open half of the lockpicked lockers?

EDIT: 300lockpick + lockpick set - 16 attempts and still locked!

lockpick set broken at 16 attempt, continue only with 300 skill! 30 attempts on one single locker! We stopped lockpicking. Please some developer, can you explain us a bit??? Thanks
Unlockpickable?

I have only ~200% skill but after 20 attempts I decided to give up. Now, I go to look for another locker after 5 unsuccessful attempts because it's almost certain I will not be able to lockpick it.
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avv

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Re: Blueprints
« Reply #26 on: January 13, 2012, 10:19:14 pm »

Meh this cratelockpicking is like pickpocketing bos. Just need 300 lockpick.

The game should get rid of the "300 is the only option" stuff anyway.

Here's some suggestion how to make the crates fun and less alt-requiring.
- They are like random encounters but they can occur anywhere at any time when travelling.
- Quest: Explore vault. Full of either supermuties, endless walkers, fire geckos, aliens, raiders, crazy inhabitants or robots. Reward is always random blueprint. Need 3 to get the quest.

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Re: Blueprints
« Reply #27 on: January 13, 2012, 11:15:53 pm »

I'm with Holo on this one, it would be nice for an explanation to these almost-certainly-impossible-to-pick chests. With my 300% lockpick treasure hunter I've learned to just leave any chests I can't pick at the first attempt, because anything else is a waste of time. Problem is these chests are roughly a third of all locked chests. It's frustrating for sure - if they can't be picked, why are they there to begin with?

Some statistics for you: out of 307 chests (ie 307 encounters), 221 were unlocked and empty (72%), 59 I managed to open (19%) and 27 (9%) were locked but couldn't be opened with 300% lockpick skill. I have found 11 blueprints so far, but many duplicates (4x stimpak and 2x radaway, for example). So it looks like there's about 3%-4% chance that a chest contains a blueprint. It appears about 8% of the encounters are trapped.
Re: Blueprints
« Reply #28 on: January 13, 2012, 11:51:40 pm »

Talk to gm about those unlockpickable lockers. They are just bugged. For example one of this unlockpickable lockers got just 3 junk.
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Re: Blueprints
« Reply #29 on: January 14, 2012, 11:54:55 am »

Quote
- Quest: Explore vault. Full of either supermuties, endless walkers, fire geckos, aliens, raiders, crazy inhabitants or robots. Reward is always random blueprint. Need 3 to get the quest.

^This^
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