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Rain:

--- Quote from: Wipe on May 20, 2012, 07:37:50 pm ---People who usually takes care about content are busy with other stuff, not fonline-related; in the meanwhile we focus on things that are hardly, or absolutely not visible by players. And descriptions of these are boring and useless, if they don't affect gameplay but works somewhere in background, sometimes used before/during events. Even then, you won't spot a difference as final results will be the same. Other things are preparations for planned things, rework of some old code, or just having fun with new AngelScripts features. Technical details of any of them could be discussed on .ru, in mods section - but here, where people are waiting for content added/updated/fixed, it would be just wasting their time :(

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More ammo s with farming,more patrols, and i m fine with this game even if there weren t any updates anymore.

Malice Song:

--- Quote from: Roachor on May 20, 2012, 07:07:12 pm ---Support perks are largely useless. cautious nature, ranger and magnetic personality are great but hardly game changing.

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Actually that is highly debatable, when it comes to Magnetic Personality. If you get into merc use, at all, Magnetic Personality is one sixth of your possible pp pool with its significance only going up the more you stray away from pumping 300 sp into speech or if you're ditching Good Natured for slaves. I could be wrong on this point, but I think a build that goes heavily into merc use would consider Magnetic Personality as a perk if it wasn't a support one. While on that topic, while usefulness depends on your ability to make caps, Speaker is far from insignificant.
And if you mention Cautious Nature (not sure if that even does anything) and Ranger, why stop there? Throw in Explorer and Pathfinder, too. Point being, any perk related to OD is now sitting comfortably in the support perk category, freeing up more options for level perks



--- Quote ---The doc/int related support perks related to health regen and lower min health are useless in combat since the regen timer is paused
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The one about lower min health is actually only useful in combat. Not much, mind you, and I don't think you or me could argue for increased hybridization capablities of medics due to medic support perks. Those are mostly icing, but that's about it.



--- Quote ---I have a specialized medic, it's a non combat sneaker/merc build. With all the medic related perks that leaves 3 free perks which isn't enough for any kind of combat char (he's skilled so it's one perk which of course is silent running).
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So your specialized Medic is a sneaker/merc build?
That explains the confusion. Mine is a medic/pseudotaxi/merc build. Thought I had a hybrid there for a moment.

On a sidenote, I'd recommend dropping Living Anatomy, since your "3 free perks" comment suggests you have it. It's really not that good for a medic. If you're unsure what to substitute, Gain Luck helps on both ends of FA crit rolls and would synergize well with the merc part of the build.

Roachor:

--- Quote from: Malice Song on May 20, 2012, 08:03:22 pm ---Actually that is highly debatable, when it comes to Magnetic Personality. If you get into merc use, at all, Magnetic Personality is one sixth of your possible pp pool with its significance only going up the more you stray away from pumping 300 sp into speech or if you're ditching Good Natured for slaves. I could be wrong on this point, but I think a build that goes heavily into merc use would consider Magnetic Personality as a perk if it wasn't a support one. While on that topic, while usefulness depends on your ability to make caps, Speaker is far from insignificant.
And if you mention Cautious Nature (not sure if that even does anything) and Ranger, why stop there? Throw in Explorer and Pathfinder, too. Point being, any perk related to OD is now sitting comfortably in the support perk category, freeing up more options for level perks

The one about lower min health is actually only useful in combat. Not much, mind you, and I don't think you or me could argue for increased hybridization capablities of medics due to medic support perks. Those are mostly icing, but that's about it.

So your specialized Medic is a sneaker/merc build?
That explains the confusion. Mine is a medic/pseudotaxi/merc build. Thought I had a hybrid there for a moment.

On a sidenote, I'd recommend dropping Living Anatomy, since your "3 free perks" comment suggests you have it. It's really not that good for a medic. If you're unsure what to substitute, Gain Luck helps on both ends of FA crit rolls and would synergize well with the merc part of the build.

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magnetic personality is a no brainer for mercs or slaves, thats why i listed it as one of the 3 useful support perks. cautious nature + 10 pe means you spawn like 2 hexes from the exit grid and are far enough away that 150 sneak allows you to be invisible to almost all npcs on encounter load. Since its a merc build I already have 10 luck since merc hp seems to depend on luck and charisma(endurance does nothing as far as i can tell). I havent taken my last perk, i was going for LA just because ghost doesn't do much with 290 sneak and there are no other perks worth taking since im 100% non combat. FYI leveling to 24 solely using fa takes a long ass time. That being said in about 12 hours of constantly using FA I remember seeing the crit success heal like once with 10 luck so I'm sure LA is equally useless. Right now I heal from 180-230 hp every 52 seconds with 176 fa. I don't really consider a sneak/healer/merc build hybrid, it's just a merc build. Not like sneak nader is a hybrid, I'm super specialized at doing one thing. As for min health how many times do you think that 10 health will matter? It's pretty rare someone knocks you into negatives only to die themselves with no other hostiles around, even then you don't regen hp until combat ends. It would be only be useful for a low int hth char with max health but the int requirements make that impossible.

Gimper:

--- Quote from: Wipe on May 20, 2012, 07:37:50 pm ---.....in the meanwhile we focus on things that are hardly, or absolutely not visible by players. And descriptions of these are boring and useless, if they don't affect gameplay......

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Exactly. It Doesn't affect game-play. Game-play is what you should be focusing on to help lags and constant server downs every 5 minutes. Correct me if I'm wrong, but things not visible to players is much less significant then EXTREMELY visible lags and downs.....

Malice Song:

--- Quote from: Roachor on May 20, 2012, 09:21:34 pm ---FYI leveling to 24 solely using fa takes a long ass time.
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I know, I've been doing that quite a bit.


--- Quote ---Right now I heal from 180-230 hp every 52 seconds with 176 fa.
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105-236 HP
Unless public formula is wrong. Which is possible.


--- Quote ---That being said in about 12 hours of constantly using FA I remember seeing the crit success heal like once with 10 luck so I'm sure LA is equally useless. Right now I heal from 180-230 hp every 52 seconds with 176 fa. I don't really consider a sneak/healer/merc build hybrid, it's just a merc build. Not like sneak nader is a hybrid, I'm super specialized at doing one thing. As for min health how many times do you think that 10 health will matter? It's pretty rare someone knocks you into negatives only to die themselves with no other hostiles around, even then you don't regen hp until combat ends. It would be only be useful for a low int hth char with max health but the int requirements make that impossible.

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So it's a conflict of definitions. Fine with me, no point going into that any further.

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