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thieves overpowered

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Ox-Skull:
The only thief i have respect for is Azura (which i have tagged red) at least she "tries" to sneak up to player.

Having them marked red Helps ALOT IMO.
Or go there with lots of junk and let them steal it hoping they fail.
Quantity and weight of item Raises diffuculty of stealing does it not?


Swarm:

--- Quote from: Ox-Skull on March 13, 2012, 09:57:33 AM ---The only thief i have respect for is Azura (which i have tagged red) at least she "tries" to sneak up to player.

Having them marked red Helps ALOT IMO.
Or go there with lots of junk and let them steal it hoping they fail.
Quantity and weight of item Raises diffuculty of stealing does it not?

--- End quote ---

Yes Azura has caused so much greif, she got me a few times when I started playing. She deserves every town spray her way. I have funny story, one time somebody town sprayed her to -HP and nobody first aided her and just left her there and everybody was writing funny emotes over her including me :P Then somebody first aided her then that person got sprayed then they knocked her back down to -HP.

Why we need stupid game mechanics like town suicide spray for theifs.

Trokanis:

--- Quote from: Bego on March 12, 2012, 11:57:22 AM ---Dude, you're like the biggest bitch EVER. Is there any feature in the game that you actually haven't complained about?

--- End quote ---

Well if you're speaking to me, I think you fail to realize that we're here play TESTING this game, along with playing it.  I am not whining about things I'm bringing up points as to how they may not be working correctly, able to be abused, or are broken.  Thank you for the blatant attack though, is that your opposing argument to the thread?  This is a feature in a game that was never considered to be multiplayer being shoved into a multiplayer system, because of this it's causing far more trouble than the 'fun' it's creating.

Kombajn:  Interesting option, rather than even consider a fix to the issue with this feature in game, I should get a mod that changes the way the dev's made the UI, just to avoid thieves, I almost feel as though that's just spitting in the devs face don't you?  Saying "Since you can't fix this we're gonna make a work around and say F$#^ you."  Well I mean they are only using their free time to make the game so gotta give them some benefit of the doubt I guess.  I don't recall saying this feature was a problem because it was boring, in fact boredom has nothing to do with the thievery issue.  I have learned from my experiences in all the guarded towns, I do not get stolen from anymore, sadly that is mostly because I either don't even bother going to a town, or always have my screen moved and watching people.  These posts aren't solely just for me, (which may be a novel idea to some of you to not think of just yourself) but put yourself in the shoes of someone just finding this game, and what they will have to deal with.  I understand every game has a learning curve I've played dozens, but this one pretty much crosses the line into lunacy to what it forces players to endure just to get rolling.  Yes yes I already can feel the keyboards pounding away on the keys, "The Wasteland is Harsh."  that lovely statement the last refuge of players afraid of change, but this is a game people, if a feature is broken it should probably be looked at.  I am 99% sure none of my posts have said we should 'remove' it, but it does warrant some attention.

Swarm:
Getting your stuff stolen by theifs is not fun I know but it is not a feature that doesn't need to be changed. Nobody knows what the developers intentions where you can't say that "stealing wasn't meant for multiplayer" arguement.

I think the intentions of ever creating the fonline games was to play it multiplayer with people using the fallout game mechanics, and stealing was one of these things. If somebody enjoyed playing theif in single player and having the option to do so with a friend is the intention, and this is based on my assumption.

It is a player issue, not a game mechanic issue people don't have to make theifs and steal from other players but they do, its part of the game. There is nothing wrong with the mechanic, its the person on the computer playing the character.

The stakes are high in this game, having some stupid theif who sits in town all day steal your crappy stuff out of your inventory is nothing, try PvP you get shot by 10-20 players and lose your BEST gear to other players, you do not see us complaining about that. Meeting somebody and adding them to your base in trust then for them to steal everything you own is a worthy complaint than the theif mechanics.

This isn't a game where you have your uber paladin respawns with his godly gear or where you can go back and loot it back off a corpse, and have houses which you decorate which are nice safe places which nobody can touch. This isn't a game where playing a theif is some gay elf with a dagger who backstabs people. This is a game where people well rob you blind dick you over kill you for your stuff or for just the mere pleasure.

I suggest another game to play if you do not like the mechanics in this game. We say the wasteland is harsh because it is, if you do not have the mindset that this is a wasteland where people well kill and steal for survival then you got it all wrong this game isn't fairy elf land with ogres.

Lordus:
 You are wrong Swarm. Fallout and Fonline are similar but also different games. We discused many times about why Fonline could not be only multiplayer version of Fallout, but it has to be a "new" game. I can give you a lot of examples, but one will be enough: look at balancing of weapons in Fallout and Fonline. Fallout was about raising of firepower during your journey. At the beginning, 10mm pistol needed to kill rats, in the middle asault rifles to kill raiders, and at the end plasma rifles to melt down supermutants. In Fonline, there is not journey, so guns must be balanced differently, big, small enerfy, nades... every should have its own reason and strenght.

 And similar are other mechanics, include stealing. Stealing has very negative impact on players behaviour. They stay in "guarded" cities for limited time, to avoid robbery, they dont take best tier, they dont barter among other players too often, as they could if the threat will be minimal or even eliminated.

 Suggestion i wrote few weeks before is fair for both. If you want to roleplay thief, you can, but you cannot rely only on passive ingame character steal (and sneak) skills gained by killing floater by rocket launcher, but you have to develop your own technique, to avoid punishment by your victim. This will cause extinct of average thiefs (=majority). With combination of other changes, we could see a players in cities again, not only at Cpt. Rookie's players counter.

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