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Author Topic: Raise lvl cap  (Read 15574 times)

Re: Raise lvl cap
« Reply #60 on: May 01, 2012, 06:44:41 pm »

and possibly 91231 things I missed right now.

yep , i failed to make that point.

So what nice bot said.
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Re: Raise lvl cap
« Reply #61 on: May 01, 2012, 07:01:20 pm »

Do you really think that there is a difference for a newbie wheather he is killed by lvl 15 or lvl 50 guy? Just trust me - there is no difference.

If you don't count dual/tripple logs on 2238 it will seem like there is something like 100 players here anyway. 30 is not that bad number - I would definitely prefer 30 dedicated rolepayers than 9999999 nameless trolls as on 2238 atm.

I see no point to be so newbieish to be killed in encounter by 15 or 99 lvl countless times, it is even not possible with fonline mechanics
it is no difference in players number, because not all players you meet is pvp or rp or pk or trolls, i see difference in quality of players, and yes, 30 true-rp-monsters is way better than even online atm.
That'd be sweet if the lvl-cap was raised to 28.
Id be able to take a few more support perks, if that were the case.

Do people agree that a higher lvl cap like 28 or 32 would decrease the need for alts.

It'd make my character more versatile.

totally agree with this opinion, even 28 can make game expierence better, if this can be implemented with next update this can be great, i dont think all this game is about powerbuilding of character and gun skill
More advantage for players like me , set up triple log , two mercenary leaders with 8 mercenaries both of course have radios , find enormous , big encounters that NPC's get's bugged up , freeze and don't attack you because of the many targets ( mercenaries and 2 alts ) with their simple AI. Level up to 24 in 1 hour and less than 30 minutes ( let's say i level up 3 hours a day and 2 times in a week , what would happen after 2 months ?). Then there would be age of really hardcore builds with almost no str , because most of the penalties could be balanced out with 300 weapon skill.

I'm not saying this to sound badass , but this is how i would " adapt " to all this.
i see no problem in powerleveling, and where is problem in 1str pvp trolls ? i ll never take 1 str for crafter or miner. even with 300% gun skill and 99 lvl
More levels = less alts.

Who would create new alts if he could have all at one?

All crafting proffessions, thief, barter, looter, lockpicker, etc.

BG/SG/EW/Melee/Throwing/Unarmed - players will have 2 maybe 3 main figthing skills and few otheres which will allow them to use diferent weapon when they got bored.

Again more lvls will decrease number of alts.

With current system max HP is 290 at lvl 99 it would be 665 hp. With more HP the fights would last longer.

More HP will help vs critical hits with the expetion of Gatling crits.

I dont see why couldnt we try it. Not many players left in this game and no lvl cap (99lvl) system should bring new blood in to the server.




exatly what i m trying to tell. more lvl - more ways to invest sp, get all support special perks, reduce character planning - like sniper or doctor , now you can have sniper+doctor+sneaker+crafter in one char :D * not available atm, just talking about 99 lvl :D
This thread is going nowhere because raising lvl cap in itself is a change to basic gamedesign and as such would imply changing other shit around. This leads to new issues like introduction of lvl caps for perks, possibly reduction of new SP after a certain lvl, managing HP (does it keep increasing until 99, is it hardcapped or is there a softcap meaning your HP stops growing after a certain lvl etc.) and possibly 91231 things I missed right now. Obviously, certain solutions won't fare too well with alts being allowed and the way the rest of the game is functioning, ie. capping HP or combat perks would make leveling up to get a crafting profession completely unviable because it'd be way easier to make a level 10 crafter from a scratch. It's a TREMENDOUSLY complicated issue and most of you are trying to tackle it in a childish manner, which makes this suggestion even less likely to be implemented. Furthermore, keep in mind that the devs have just come up with a mechanical overhaul as to skills/perks/levelcap and all the assorted stuff, so do you really think it'd be reasonable to yet again say "ah, fuck it" and start all over again? Balance doesn't come with frequent revolutionary changes, it comes with letting the game mature and making tweaks that aren't even noticeable for people who aren't much into metagame.
oh, come on. where is balance atm ? any pvp character can kill any doctor, when in other mmorpg healer class can pwn party of fighters. what is point of keeping 24 lvl and getting satisfied by 8 perks + 1-10 int builds, MIN/MAX system in fonline is not balance, it is just MIN/MAX, i played by character with 200+ fa 200+ doc prev session, and i cant call him doctor, because it was sick to heal and play by that character at all (1 str 1 luck )
why to min max all features ?
and what the point of non-allowing 99lvl to play, no point to cap perks at all i think.
99 lvl allow you to think of build you make, if players gonna not exploit lvl-up perks but report - 99 lvl can be gained not by bugs and just by hard power or slow leveling.

just imagine level cap removed - what character you gonna make ? 1luck1str1en10in10ch10pe~~~ doctor ? or build which can be usefull in all situations at server.
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Re: Raise lvl cap
« Reply #62 on: May 01, 2012, 07:44:50 pm »

(...) in other mmorpg healer class can pwn party of fighters (...)

And you say it's good, huh? :P
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Games are meant to be created, not played...
Re: Raise lvl cap
« Reply #63 on: May 01, 2012, 07:58:42 pm »

And you say it's good, huh? :P
I m trying to say that doctor here can just heal once in 30 seconds with min/maxed skills, cant hunt, repair, and use all other skills.
actually not min maxed character can be good, i was playing about year by 1 character 21 lvl, was nice.

the main thing in all other mmorpg - get max vll and best gear. here - get alot gear and alot alts (for some players)
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Re: Raise lvl cap
« Reply #64 on: May 07, 2012, 04:46:43 pm »

Not many players left in game, thats why we could try something new and remove lvl cap.

Main reason is that it will helps with alts problem and will force players to play fair.

I can imagine "whine" when someone will get ban on lvl 45  or something similar.

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Re: Raise lvl cap
« Reply #65 on: May 07, 2012, 06:41:32 pm »

1. every troll/pvp pchar can affor insane FA skill
2. easy levelin up, using FA bot/script
3. AS ALWAYS: regular-casual players cry hard, but gangs can produce hoards of pvp chars.
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Re: Raise lvl cap
« Reply #66 on: May 07, 2012, 07:01:14 pm »

1. every troll/pvp pchar can affor insane FA skill
2. easy levelin up, using FA bot/script
3. AS ALWAYS: regular-casual players cry hard, but gangs can produce hoards of pvp chars.

1. so what? we have it already (max fa is 300 it gives 30sec CD, many this kind of Troll HtH alts are in game)
2. catched - banned
3. Where are this hoards of pvp chars? cant see any since a long time. I think you have no idea how long it will take to reach the lvl 99 (4850k)- long enough to get out of ammo/guns or get catched by gm while BOT-FA exping.
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FOnline: Reloaded - Post apocalyptic mmorpg
Re: Raise lvl cap
« Reply #67 on: May 07, 2012, 07:33:11 pm »

1. every troll/pvp pchar can affor insane FA skill
2. easy levelin up, using FA bot/script
3. AS ALWAYS: regular-casual players cry hard, but gangs can produce hoards of pvp chars.
a. each troll gonna troll forever, game is not about players and trolls
b. it is banable, and bot is retarded at all. you ll get bored of 24hours fa for 50 lvl, and maybe gonna get brain damage and nightmares :D
3. big gangs can produce what they need, game is not about abuse and exploits
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Let the Force be with You.
Re: Raise lvl cap
« Reply #68 on: May 07, 2012, 10:06:51 pm »

b. it is banable, and bot is retarded at all. you ll get bored of 24hours fa for 50 lvl, and maybe gonna get brain damage and nightmares :D

You dont get it, that there is no need for your presence. thats why its called script. The only thing you need is to check from time to time, if you need pick some perk, redistribute SP. Yeah, GM checking your base, and seeing char beating mutie and healing him - ban! thats how it works:)))
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Re: Raise lvl cap
« Reply #69 on: May 07, 2012, 10:12:30 pm »

You dont get it, that there is no need for your presence. thats why its called script. The only thing you need is to check from time to time, if you need pick some perk, redistribute SP. Yeah, GM checking your base, and seeing char beating mutie and healing him - ban! thats how it works:)))
i was using bot to lvl up 9 chars in one time in one party in lineage 2, it was sick, even start bot to lvl up was borring.
i hope some players gonna report/send bot software to devs can fix that problem in fonline :D
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Re: Raise lvl cap
« Reply #70 on: May 07, 2012, 10:20:09 pm »

Just make 2nd XP from FA equal to 0, if there were no other XP source.
So if you're using FA and getting at least any XP, you need to get XP from crafting/killing/quest/outdoorsman/any other skill usage except FA, to be able to earn XP from FA again.

The same can be done with crafting, but there can be a limit something like 1k XP from crafting max, then you need to get XP from something else to be able to get XP from crafting again.

The same can be done with killing grinding :D Killed mobs on 2k XP, go and XP on something else to continue grinding.

There can be XP limits on everything, to force players earn XP by different ways and totally disable botting.
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Re: Raise lvl cap
« Reply #71 on: May 07, 2012, 11:31:54 pm »

but its wrong. I have char with low AG, and no weapon skills, and im 14lvl now, thanks to FA (but no script, just playing from time to time).

Removing XP from same critters, doesnt hurt so much, because you can simply move to other area, and use SAME skill on different critters. If you remove possibility to FA leveling, non-combat docs are fucked up.
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Re: Raise lvl cap
« Reply #72 on: May 07, 2012, 11:51:16 pm »

Just make 2nd XP from FA equal to 0, if there were no other XP source.
So if you're using FA and getting at least any XP, you need to get XP from crafting/killing/quest/outdoorsman/any other skill usage except FA, to be able to earn XP from FA again.

The same can be done with crafting, but there can be a limit something like 1k XP from crafting max, then you need to get XP from something else to be able to get XP from crafting again.

The same can be done with killing grinding :D Killed mobs on 2k XP, go and XP on something else to continue grinding.

There can be XP limits on everything, to force players earn XP by different ways and totally disable botting.

i cant even imagine how frustrating it would be :o
fail
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Re: Raise lvl cap
« Reply #73 on: May 08, 2012, 03:47:05 am »

Just make 2nd XP from FA equal to 0, if there were no other XP source.
So if you're using FA and getting at least any XP, you need to get XP from crafting/killing/quest/outdoorsman/any other skill usage except FA, to be able to earn XP from FA again.

The same can be done with crafting, but there can be a limit something like 1k XP from crafting max, then you need to get XP from something else to be able to get XP from crafting again.

The same can be done with killing grinding :D Killed mobs on 2k XP, go and XP on something else to continue grinding.

There can be XP limits on everything, to force players earn XP by different ways and totally disable botting.

You do realize that the object of fonline is not to troll the user, right? What would making leveling even slower and boring accomplish?
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Re: Raise lvl cap
« Reply #74 on: May 08, 2012, 04:48:05 am »

here is my thought

free 5% per lvl to tag skills, this would make tags much more important, as well as allowing for more free points over all, atm it seems like having two skills about 200% can be pretty tricky, leaving not much wiggle room for things like crafting and outdoors, two skills that im sure every player could do with a few extra % in.

example, player tags small guns, and gains 5% to small guns every lvl

if no points are spent skilling it, it would be a bit over 150% at lvl 24
lets say this player spends points getting it about 200% fast, where the cost to skill up starts to cost alot, lets say player gets his small guns to 200% around lvl 15
at lvl 15 he still gains 5% small guns on lvl, so going from 15-24, he has skill points to spend on other skills he/she may want, and still end with just under 250% smallguns.

same player has outdoorsmen tag, spends no points in it, and at lvl 24, he/she will have around 150% outdoors, leaving those skill points left secondary skills, repair/fristaid/traps/lockpick
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