fodev.net
15.08.2009 - 23.06.2013
"Wasteland is harsh"
Home Forum Help Login Register
  • December 23, 2024, 05:11:35 am
  • Welcome, Guest
Please login or register.

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

Author Topic: Remove Workbenches from bases and tents  (Read 2761 times)

DocAN.

  • Testing FO: Reloaded
  • Offline
Remove Workbenches from bases and tents
« on: March 17, 2012, 02:33:40 am »

As in subject.

It will force players to visit same places, more activity in towns and other locations.
More players interactions and much more...

Caving is bad!
Logged
FOnline: Reloaded - Post apocalyptic mmorpg

ToxiCAVE

  • Guest
Re: Remove Workbenches from bases and tents
« Reply #1 on: March 17, 2012, 02:36:42 am »

another "briliant idea" lest force them to go to one place.
this serv have small amount of players not because they have everything and they can sit in their tents,
serv is dieing because :
-bugs
-no update for 1.5mont when wipe was 2months ago
-serv is unstable
-they force people to do something like "bp" and other "great ideas"
-pvp is dead because of great no life toile control
Logged

Sarakin

  • Zmikundik
    • Vault šílené brahmíny
  • Offline
Re: Remove Workbenches from bases and tents
« Reply #2 on: March 17, 2012, 03:04:26 am »

Even now, you can craft only basic items using normal workbenches. I dont see a reason why should I travel hundred pixels just to craft one tool.
Logged
The sanctity of this forum has been fouled

[19:41:06] <@JovankaB> einstein said we dont need name colorizing

Michaelh139

  • Goin for 900,000...
  • Offline
Re: Remove Workbenches from bases and tents
« Reply #3 on: March 17, 2012, 03:07:00 am »

and lengthen the gap between them uber pownzers and lowly Nubzz even more!11

Unless you are honest about this truly, I feel you just want this to happen so you can kill moar bluesuits, cus you are bored now.
Logged
Whenever I say something, imagine \"In my opinion"/ being in the front of every sentence.

avv

  • Offline
Re: Remove Workbenches from bases and tents
« Reply #4 on: March 17, 2012, 03:13:28 am »

It will increase the visits to safe towns and overcrowd the workbenches there. Yet unsafe towns remain empty. Safe town trolls rejoice and rage spreads. Wouldn't exactly increase the quality of gameplay.

Caving is bad but it's the crafting alts who do it. They can't fight and pvp alts don't have enough carryweight or abilities to perform unsafe town crafting. Besides, best stuff can only be crafted at advanced workbench already. Some quite harmless stuff like tools and exping gear which are important for nuubs are crafted in base and safehouse in real caving style.
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.

JovankaB

  • Guest
Re: Remove Workbenches from bases and tents
« Reply #5 on: March 17, 2012, 04:48:37 am »

All towns are unsafe especially if workbenches were crowded.

I agree with DocAN but then many more basic items shouldn't require workbenches, maybe only a tool in inventory.
For example:

healing powder: broc + xander + (laboratory kit in hand OR workbench)

10mm pistol: wood + metal parts + alloys + (super toolkit in hand OR workbench)

medium tier items should require at least normal workbench and the top tier advanced workbenches/terminals.
« Last Edit: March 17, 2012, 04:57:39 am by JovankaB »
Logged
Re: Remove Workbenches from bases and tents
« Reply #6 on: March 17, 2012, 06:34:53 am »

Yeah I love spending 2 minutes running across ncr and back every time i want to make something.
Logged
 

Perteks

  • It's made of vague and to do lists!
  • Offline
Re: Remove Workbenches from bases and tents
« Reply #7 on: March 17, 2012, 07:38:11 am »

All towns are unsafe especially if workbenches were crowded.

I agree with DocAN but then many more basic items shouldn't require workbenches, maybe only a tool in inventory.
For example:

healing powder: broc + xander + (laboratory kit in hand OR workbench)

10mm pistol: wood + metal parts + alloys + (toolkit in hand OR workbench)

medium tier items should require at least normal workbench and the top tier advanced workbenches/terminals.

Actually first time i need to say Jovanka have good idea.
Logged
Re: Remove Workbenches from bases and tents
« Reply #8 on: March 17, 2012, 11:47:37 am »

Nice way to remove the recent improvements of gameplay. (safe house, campfire, advanced workbenches)

The first thing you learn from every wiki, tutorial, other players advices it to avoid any town if you're not ready for it.

If you put a scout at every advanced workbench, you'll be sure to meet some other gangs, that have the ability to fight back. Not endless number of bluesuit that would do nothing but quit...
Logged
Re: maintainable Forges in tents
« Reply #9 on: March 17, 2012, 12:02:12 pm »

I have a better idea.

Let at least the campfire be there, which is fired with wood and require a Tool and Sledgehammer for low-tech items or Super Tool Set for crafting better weapons, which can be used a certain amount of times. This way at least you have a additional cash sink and realistic crafting place.

By using a certain amount of wood, alloys, metal parts and Super Tool Set on campfire, you make a Forge to produce a certain amount of weapons. More sophisticated items will wear off the Super Tool Set more (you will need to buy it again) and you will need wood to sustain the fireplace.

Or you go to the public workbench.
Logged
Wasteland is a tricky business.
Re: Remove Workbenches from bases and tents
« Reply #10 on: March 17, 2012, 09:15:46 pm »

I see a lot more thieving and killing, were this idea implemented.  We still have the advanced workbenches we have to venture out to use.  How about adding more locations of these?
Logged

Lordus

  • So long and THANKS for all the fish!
  • Offline
Re: Remove Workbenches from bases and tents
« Reply #11 on: March 18, 2012, 12:07:50 am »

 I agree with Doc An. Get out of the caves! Myself i though about soft solution: double output of crafted things on city located workbench, so players could still craft at home. It is logical, that workbenches in cities, where live people (NPCs) are in better condition => double output.

Logged
So long and THANKS for all the fish!

Haraldx

  • This forum... The memories... The history...
  • Offline
Re: Remove Workbenches from bases and tents
« Reply #12 on: March 18, 2012, 01:44:52 am »

If anything then what Lordus said. How to troll newbies with Doc.An idea:
1) find a friend
2) get explosives
3) blow up everyone at WB
4) friend goes looting
5) ???
6) PROFIT!!!

Jovankas idea is fine too, but like if crafting wasn't boring already.
Logged
I still can be reached over e-mail if you somehow need anything from me. Don't see a reason why you would, but if you do, e-mail remains the safest bet, as I do not visit this forum reliably anymore.

avv

  • Offline
Re: Remove Workbenches from bases and tents
« Reply #13 on: March 18, 2012, 02:00:05 am »

I agree with Doc An. Get out of the caves! Myself i though about soft solution: double output of crafted things on city located workbench, so players could still craft at home. It is logical, that workbenches in cities, where live people (NPCs) are in better condition => double output.

This is good aswell. It's better to reward risking rather than force it.
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.

Eternauta

  • Beyond repair.
    • Crazy 88 Official Forum
  • Offline
Re: Remove Workbenches from bases and tents
« Reply #14 on: March 18, 2012, 02:08:01 am »

Thieves (who are, in most cases, just trolls because it seems it's better to steal from NPC's than from other players in "Noob California Republic") would get the best part out of this... However Lordus's idea isn't really bad because it kinda gives you a reason to take chances.

But anyway, let's say this gets implemented, will the game really change? I think we'll have the next situation:
-Player A wants to craft, travels to NCR
-Player B is a known thief, so A knows he has to avoid B
-A runs to the workbench and craft his stuff as fast as possible
-Player C comes to NCR to craft, he is a friend of A so he says hi
-A just answers "hi" and runs away because he doesn't want to get stolen

Nothing is added, no real interaction.
Logged
Pages: [1] 2
 

Page created in 0.105 seconds with 27 queries.