fodev.net
15.08.2009 - 23.06.2013
"Wasteland is harsh"
Home Forum Help Login Register
  • December 25, 2024, 03:29:44 am
  • Welcome, Guest
Please login or register.

Login with username, password and session length
Play WikiBoy BugTracker Developer's blog
Pages: 1 2 [3]

Author Topic: Metal armor on molerats encounter  (Read 3764 times)

Re: Metal armor on molerats encounter
« Reply #30 on: January 18, 2012, 06:07:00 pm »

You said yourself barter alts are useless, now you say you have to use one.

Put some work into maintaining a relationship if you want to trade, that's all.

Didnt say it is useless. I said that it requiers much work just to trade.

Oh! Very good one! Well, for me, getting rid of alts is good, don't you think so?

I dont think getting rid of some alts is bad. But need for barter alt is nonsense. Even if you have one, cant barter because there is no caps. And easy harvest of armours makes armourer alt useless, and whole armourer profession. Now I can see on every step 1st lvl noobs with CA, and mass slaughter of NCR, SF and Vault City patrol. For example, why should I lose a week making 2nd lvl armourer which is good only for making armours, when I can make combat alt and harvest armours? Maybe someone wants 100% det equipment... But it detoriates so fast that making it is ridicilous. And even then must harvest armours to repair it.

Many things must be changed, and when all is at its place it will be next wipe...
Logged
Re: Metal armor on molerats encounter
« Reply #31 on: January 18, 2012, 06:59:02 pm »

Viability of your comments leave no need for mine (as once you set your mind on something you are all-knowing uberwise-ass that will never admit he could be wrong on something)

As i said some time ago in a different occasion: I will not argue with you - can't imagine more pointles/fruitless thing...

I know how to present my opinion and have a strong one unlike you , don't and talk in circles then i won't have to point out the same thoughts , reading your posts it's hard to understand what's your state of mind on this feature. Arguments that don't express a well put thought are without question obsolete.

Exactly my idea Andr3aZ!

For example there weren't always dead MA guards in encounters with rats. Simply switching probability of them appearing to 25-66% (comparing to previous appearences) would suffice

Hear me Solar?

How is that your idea ? ....

yes small chance for them to appear on the body is better now that adds some randomness witch is much harder to exploit.
Logged

The Good Doctor

  • Doctor: 100%
  • Offline
Re: Metal armor on molerats encounter
« Reply #32 on: January 18, 2012, 09:02:19 pm »

It will be returned (as very rare) when the deterioration is further reduced. This is what always was going to happen - the extra det on dead people just isn't ready.

This is what I'm liking about this wipe. Seeing more of these nice rare or uncommon reward encounters. So far only dead NPCs and the footlockers, but hopefully both will be fixed soon and maybe more special types will be added.

Sarakin

  • Zmikundik
    • Vault šílené brahmíny
  • Offline
Re: Metal armor on molerats encounter
« Reply #33 on: January 18, 2012, 09:22:49 pm »

@Zogra - So dont make armor crafter alt if hes useless and farm. Almost everything could be crafted back then, except armors. Now crafters are equal and you seem to have problem with that.
Logged
The sanctity of this forum has been fouled

[19:41:06] <@JovankaB> einstein said we dont need name colorizing
Re: Metal armor on molerats encounter
« Reply #34 on: January 18, 2012, 09:57:11 pm »

I think you are right. Maybe this game should call "Farm" then... :-\
Logged

Reiniat

  • Humanhunter
  • Offline
Re: Metal armor on molerats encounter
« Reply #35 on: January 18, 2012, 10:32:22 pm »

Holy...all this just for a almost broken armor in a rat encounter, seriously you whine for nothing, there are more problems now that deterioration problem, in fact i like this new det system.
Logged
Current char: Oblivion, Oceansoul, Black Tears

Sorry for my bad english
Quote from: Santa Anna
Any action or inaction in a position of power will always grant you enemies

Wallace

  • "Not a bug. It's a feature"
  • Offline
Re: Metal armor on molerats encounter
« Reply #36 on: January 18, 2012, 10:41:32 pm »

I know how to present my opinion and have a strong one unlike you , don't and talk in circles then i won't have to point out the same thoughts , reading your posts it's hard to understand what's your state of mind on this feature. Arguments that don't express a well put thought are without question obsolete.

How is that your idea ? ....

yes small chance for them to appear on the body is better now that adds some randomness witch is much harder to exploit.

maybe that's because i can change my mind when given reasonable argumentation or proof something could do better than my idea... You should try some time ;]

It was my idea - i came to post it and saw that Andr3as posted something very simmilar already.

(...) Now crafters are equal and you seem to have problem with that.

Equal to what/who? Shit-shovelers maybe...


Oh and Solar! I am glad we met somwhere in between our ideas.

Regards!
« Last Edit: January 18, 2012, 11:45:11 pm by Wallace »
Logged

craft, Craft, CRAFT! (armors)
sometimes repair dismantle stuff
Roleplay!
...and most of all; DEATH TO NERFING!!!

Andr3aZ

  • Endless forum lurker
  • Offline
Re: Metal armor on molerats encounter
« Reply #37 on: January 19, 2012, 12:40:28 pm »

We don't need to argue whose idea it was, if it is suitable for the game and also accepted by the devs it is always great if it gets implemented that way.
Logged
Re: Metal armor on molerats encounter
« Reply #38 on: January 19, 2012, 04:41:36 pm »

i like the idea, but 100% metal armor spawn is dumb. metal armor should only spawn maybe 20% of the time on the guard body. perhaps less.

The whole idea of this game is to have full loot.

So if I kill you I get your armor, your guns, your ammo, your random crap and whatever else you may be carrying with you...

But if I kill an npc I may get... nothing? Thats basically crappy design...

Even worse when you consider that NPCs are endless and well... not real so them losing their stuff isnt a big deal... but players that die lose everything they spent time to get.

I am okay with that but its just bogus that when you kill (or find something dead already) you cant loot what it really has and gives it its stats.
Logged
Strength through unity,
unity through Faith.
Pages: 1 2 [3]
 

Page created in 0.085 seconds with 22 queries.