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fonline is not user friendly i guess:,(

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Null:
I'm a newer player (around 2 weeks) so I'll throw in my two bits.
The game itself is fine. Some of the mechanics are annoying (blueprint hunting, town control),
but these are things understood to be in development and will probably change over time.

As Roachor has pointed out, there is a definite surplus of insufferable douchebags.
This is most noticable to new players who enter guarded towns and quickly discover
that the only people hanging around are generally throwaway alts specifically designed
to harass others.
 
Shooting a blue-suited pickpocket/grenadier seems pointless since they have no
real investment in the character. Zero risk to the griefer, %100 risk to the honest player.
Since the trash alt objective is to waste your time and/or annoy you,
they're winning in almost all scenarios even if they get nothing.

So really, the only true barriers to new players are the existing players, a common problem in internet gaming with no easy solution.

Please note that none of this has stopped me from playing, nor will it.
I'm simply suggesting that making "safe" towns a little safer would go a long way towards fostering a larger/fresher playerbase.

A few ideas to flame:
Disable pickpocketing in guarded towns.
Committing crimes causes guarded towns to be inaccessible or possibly guards shoot on sight.
Etc..


Giftless:
I think if a character's pick-pocketing attempt fails they should instantly be launched into turn-based combat; giving the guards and or victim an opportunity to exact swift justice. Sort of like how things were in single-player Fallout 2.

There shouldn't be this crap where a guy can steal from you, the guards see it, and then the guards yell at you when you pull your gun out (while the thief runs off).

Tyler:
Turn based combat in a town full of npc's is not the answer. Imagine having to wait for every single npc in NCR to take it's turn. A better solution would be to limit alts to three per person and make any crime inside guarded cities result in no protection from the guards for one ingame month.

Ive seen both of these ideas suggested in the past and nothing seems to change so the best advice I can give to anyone new to this server is to stay away from guarded towns unless you have business there.

codave:
There are a few veins in this thread, so I'll address them separately.

I agree that the biggest challenge in this game is knowledge, and information.  Whenever I pick up a new player, the first things I teach them are how/where to gather resources, how to craft basic weapons and ammo, where and what to hunt, how to level, and try to help them kill 10 cows for their tent.  I don't like giving tents out, I don't often give out weapons/ammo/armor, but I like making them work for it.  In my mind it fosters a sense of accomplishment, while teaching them the basics they need to survive in the game.  The advanced stuff will come in time, if they stick around long enough to get there.  Sometimes they do, often times they don't.  One thing I've noticed when talking to some of those new players on Skype weeks later, is that they quit simply because they didn't find the game enjoyable.  Not because it was too difficult, or PK's, or lack of content.  Whatever new game was just released catches their attention more, or they have school, etc.  Sure, people ragequit due to harshness, PK's, etc.  But I have a feeling that the large majority of new players who stay a few days/weeks and leave, do so quietly, for no particular reason other than they move on.

New Player Day Care might be of some benefit to new players, but I don't think it'll actually raise the server numbers.  There have been some good, and bad suggestions on this for a while now.  Those threads are still there, if someone wants to find them.  However, the Dev's have stated that it's not gonna happen, so I'll leave it at that.  As far as my thought that it won't affect the sever population, refer to my previous paragraph.  This game simply isn't for everyone, so people often tire of it.  Giving people an easier start won't prevent that.

Lastly, the playerbase themselves.  Yeah, this place is full of insufferable, know it all douchebags.  So are a lot of places I've been in real life - that's how people are.  I feel like the anonymity of the internet just amplifies that, and not just this game.  Other games, forums, you name it... that's how people are.  Nothing can be done to change this. 

Also, when you really think about it... it's possible to have too many players, as well.  Of course I want more people playing, I've enjoyed this game for a few years now.  I hope others enjoy it as well.  I would like new people to play with, and I would like a more populated wasteland.  However that comes with a drawback.  If the server numbers doubled, tripled, or quadrupled - so would the number of douchebags.  It's naive to think that only the people playing now have filled the douchebag limit.  If the playerbase grows, so will all the other good and bad things that comes with it.

A high server population, may actually make griefing, trolling, and PKing worse.

.02


lucas.:
I tried to picture FOnline with a high player pop...

Then I laughed...

Then I imagined what would happen when factions had most of the gear and bluesuits were dying too fast to actually keep anything...

Then I laughed even harder at the picture in my mind of hundreds of bluesuits punching each other in NCR while the NPCs just randomly burst everything because they cannot aim such calamity properly.


It would be hilarious on the first 2 days then it would ruin the game forever.



I think something really should be done in guarded cities though, It's just too easy to create an NCR troll and steal/burst/explode until you're vilified then repeat the same crap with another character.


Why someone does that is beyond my comprehension, what could you possibly gain by throwing grenades in the bazaar all day?

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