fodev.net
15.08.2009 - 23.06.2013
"Wasteland is harsh"
Home Forum Help Login Register
  • December 23, 2024, 01:40:50 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: Crafting, economy and anti-alting  (Read 8908 times)

avv

  • Offline
Re: Crafting, economy and anti-alting
« Reply #30 on: February 22, 2010, 07:35:22 pm »

Looks like noone here has tought that many people (that includes me) make alts not for providing their mains with endless supplies, but for getting bored to play with their main. Using one kind of weapons or crafting all the time gets old soon. Always wanted to make a melee fighter :P

Well it was said that characters have too high potential to be good at something, this strongly encourages players to make very powerful fighting characters who can't do anything else but fight with their chosen weapon skill. For example it would be logical that a big gun dude would be decent a fistfighter, or a recon sniper could be a good backstabber, but to be good at something in fonline it requires very high investment in skillpoints and perks, not to mention careful stat and trait buildup.
« Last Edit: February 22, 2010, 07:40:55 pm by avv »
Logged
Based on evidence collected from various sources by trustworthy attendees it is undisputed veritability that the land ravaged by atomic warfare which caused extreme change of the ecosystem and environmental hazards can be considered unpleasant, rugged and unforgiving.
Re: Crafting, economy and anti-alting
« Reply #31 on: February 22, 2010, 07:42:48 pm »

Here is the point, Quentin.
The purpose is not to be the Best in many domains with one character.
So if you dont want to be specialized, just dont do it...
Mix his character is all the interest of a system like the SPECIAL.

Yeah, of course you can mix the character, but you cant have a character that has SG, EW, BG, melee, FA, outdoorsman high enough. So alts are still required.
Logged
I give a fuck.
Re: Crafting, economy and anti-alting
« Reply #32 on: February 22, 2010, 11:08:03 pm »

For me the problem is in your "to be good" and "high enough" mind.
If you mean for PVP, for sure a specialist will have the advantage.

I hear your "high enough" as be a God, Quentin.
There is a lot of game that allow you to be one (near all... hum),
so everyone can see the result of this choice...

Are you sure to see an interest in a FO with all player at 10 in each SPECIAL and 300% in all skill ?
Logged
Re: Crafting, economy and anti-alting
« Reply #33 on: February 23, 2010, 04:44:39 pm »

For me the problem is in your "to be good" and "high enough" mind.
If you mean for PVP, for sure a specialist will have the advantage.

I hear your "high enough" as be a God, Quentin.
There is a lot of game that allow you to be one (near all... hum),
so everyone can see the result of this choice...

Are you sure to see an interest in a FO with all player at 10 in each SPECIAL and 300% in all skill ?
My ''High Enough'' stat ''Seal of Approval'', that i worship so much, is about worthy skill point investment in an particular stat. Now, what i mean with this ''worthy investment'', is, that, in my opinion (oh, praise the democracy), it is worth to invest your hard-gained, limited skill points in a particular stat only if you reach a particular percentage of the stat where that stat begins to get/gets useful. What i mean with that epic, philosophical line, is that it is some good investing your skill points in, as an example, repair only if you get it at 40% (because of junk), 80% (because of electronic parts) or more (for profession, or simply succesful repairing (wich needs atleast 150%)). That means, i'd quite really call anyone, that has invested his skill points into repair until he gotten 40 to 80 (not talking about forced 41%'s) or more than 80, tough he doesnt need a profession or being repairman, a retard.
(Go go trolls, troll me!)
Same with other stats - science - 40/60/80. Outdoorsman - 40, altough, it should be as high as you can get it. FA atleast 80, because only then you get normal heals (well, actually they aint, but well, il just call them normal). To afford all thoes stats, you need quite the INT, but hey, you also need other SPECIALS... Now use one of the character creator tools and show me a char that could supply himself, would be any good (in my terms) in combat and so on.

Logged
I give a fuck.
Re: Crafting, economy and anti-alting
« Reply #34 on: February 23, 2010, 06:09:57 pm »

Hum, not sure to have well understand your mind.

But in case,
with a standart SPECIAL (not optimized) 5/8/5/4/6/6/6,
you can have at lvl 21 :
Smallgun : 200
FA          : 80
Science   : 80
Outdoors : 40
And you keep 67 skill points in stock....
So it seems like you can have a mixed Char with a poor IN at start, isnt it ?

About gathering (junk etc) this is Science,
but maybe Repair does the same work I dont know.
Logged
Re: Crafting, economy and anti-alting
« Reply #35 on: February 23, 2010, 09:14:30 pm »

Quote
About gathering (junk etc) this is Science,
but maybe Repair does the same work I dont know.
Nope, junk and electronic parts require repair. 40 and 80.
Logged
I give a fuck.
Re: Crafting, economy and anti-alting
« Reply #36 on: February 23, 2010, 10:31:41 pm »

Not to create a new topic, I hope this'll be read by some mod and forwarded to some dev if deemed interesting.

My solution to everything (TM) but mostly just alts:

It is based on the assumption that creating a database record which will list who made which item is possible and won't stress the server too much. Otherwise this won't work and should be ignored.

I know people hate nerfing stuff so I focused on adding bonuses rather than penalizing players.
Alts are used because the main character is not as powerful if he has to multitask. Of course it is very playable to have a doctor/armourer/gunsmith combo but whatever. Some want godlike chars or nothing, so they need alts nao or they ragequit for 5 minutes and spam forums, but I digress.
In order to make your crafter a main character, he needs more advantages. So why not keep track of who crafted what?
The logic behind this is that if I made a gun, I know it better than some random dude. I know the handle was made without much care and it shouldn't be treated too roughly, etc. So if you are using a gun you made, it deteriorates at 75% speed compared to what it would if used by someone else. Self-made guns also are 15% more accurate if used by owner. That's not justified by any logic, but it gives another advantage.
Going further, armour worn by the person who crafted it deteriorates at 50% speed because since you have like 150% repair, you can patch it up on the spot or know how to move so as not to damage it further. +1 threshold and +20% AC is added as well but only if worn by the person who made it.
I've no idea how drugs work so I'll leave it up to mods to adjust if it's needed.
Repairing will also be influenced. This can cause some protest, but it doesn't seem too unbalancing. If you are not the person who repaired an item, each time it was repaired causes it to deteriorate 20% faster. So that if it was repaired 3 times, it deteriorates at 160% normal speed. If once, then 120%.

Profession requirements could be lowered for the first two levels, but slightly if anything. I don't think there's a need for that as they seem low already, but it could help people be even more motivated to stop alting.


Yay, nay?
Logged
<Izual> Let's crash server
Re: Crafting, economy and anti-alting
« Reply #37 on: February 24, 2010, 12:35:00 am »

It is based on the assumption that creating a database record which will list who made which item is possible and won't stress the server too much. Otherwise this won't work and should be ignored.

Considering the number of items in-game, I'm afraid that it could stress the server much. Something simpler comes to my mind though - if a character that can craft a certain item (has it on his craft list) gets some boost for using it, it would also make sense and perhabs would be easier to implement. Generally, I think the idea is worth discussing, but why not a separate thread  ::)?
Logged
Re: Crafting, economy and anti-alting
« Reply #38 on: February 24, 2010, 04:50:57 am »

Generally, I think the idea is worth discussing, but why not a separate thread  ::)?
I agree with it, need another treqd to developp your mind.
And as Elmehdi, I dont like this concept.

Bonus instead malus... not a bad thing, very effectiv in most case.
But this technic tend to be very pervers too with time....
This is a too much marketing way in my mind... Better to consider player as "adult" than "kid", to impulse adlut behaviour.

I hope that FO will not tend to attract "player that want to be God".

----------------
@Quentin
My char have less than 30% in repqir but over 40% in Science, and he can find Junk...
« Last Edit: February 24, 2010, 04:52:29 am by Amrok »
Logged
Re: Crafting, economy and anti-alting
« Reply #39 on: February 26, 2010, 07:42:46 am »

Indeed it seems I would have done better creating a new thread. But it fits this topic and all...
Logged
<Izual> Let's crash server

Marko69

  • SLASH!
  • Offline
Re: Crafting, economy and anti-alting
« Reply #40 on: February 26, 2010, 12:00:56 pm »

Nice_Boat lol whats name of that anime in your signature  ;D

back to topic:

Attero idea looks to complicated I don't even bother to read.

For me economy is working fine for now, I manage to sell fibers at normal price for the time I gather it, which is a steady gain of income. You should just rework the item base prices at traders so it fits the time spent on gathering materials.
You could also add more different encounters with different drop, so newbies can hunt something too. For example rat meat :D
Logged
Anti-pk, protector of the law in wasteland.

Solar

  • Rotator
  • Offline
Re: Crafting, economy and anti-alting
« Reply #41 on: February 26, 2010, 01:09:31 pm »

Nice_Boat lol whats name of that anime in your signature  ;D

back to topic:

Attero idea looks to complicated I don't even bother to read.

For me economy is working fine for now, I manage to sell fibers at normal price for the time I gather it, which is a steady gain of income. You should just rework the item base prices at traders so it fits the time spent on gathering materials.
You could also add more different encounters with different drop, so newbies can hunt something too. For example rat meat :D

The way prices are calculated will (at least this is intended at the moment) be that the trader ignores all barter modifications to price *if* the item is on that traders list.

For example Eldridge in Reno would be SG/BG 2 and 3. All these items he would both buy and sell at base cost. All others would be affected by Barter.

This allows you to sell and buy things at a reasonable price whatever your barter skill, however keeps Barter as a usful skill because with a high skill you can trade accross the traders without having to rely on trading items for caps at traders to then retrade somewhere else.

This, combined with better restocking mechanisms should enable anyone to be able to use traders and also actually have useful items at traders as well. Without needing to make the Barter skill completely useless.
Logged
Quote from: Woodrow Wilson
If you want to make enemies, try to change something.
Re: Crafting, economy and anti-alting
« Reply #42 on: February 28, 2010, 01:08:29 am »

If the server can't handle all the items, how about this for a bright idea? Get rid of the damn full loot. If you don't have to craft an endless stream of items then people won't.
Logged
 
Re: Crafting, economy and anti-alting
« Reply #43 on: February 28, 2010, 01:25:13 am »

If the server can't handle all the items, how about this for a bright idea? Get rid of the damn full loot. If you don't have to craft an endless stream of items then people won't.

I like this. Most of a guy's items and all of his cash should be lost forever when he dies. The game needs a lot more means of economic deflation.
Logged
Pages: 1 2 [3]
 

Page created in 0.077 seconds with 22 queries.