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Author Topic: Footlockers - 50% chance  (Read 1465 times)

DocAN.

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Footlockers - 50% chance
« on: July 08, 2012, 01:25:09 pm »

To Devs,

Change some value when map with footlocker is generated to allow none imba-lockpicker chars to have some chances to find the loot.

50% maybe 25% that footlocker wont be locked.
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Spotty

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Re: Footlockers - 50% chance
« Reply #1 on: July 08, 2012, 01:55:49 pm »

I second this.
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avv

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Re: Footlockers - 50% chance
« Reply #2 on: July 08, 2012, 02:11:21 pm »

The whole blueprint finding mechanism needs redesign. The way it currently works, based on encounters and high lockpick chars is simply so metagamish that it's not even funny.

A hotfix what docan suggested could be aplied to help the poor and blueprint-less, but less abusive version how they can be obtained is necessary.

Then again, if this new version ever comes out or the system is changed in any way most of us already have the blueprints we want. Once you got, you never have to look for it again.
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Wichura

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Re: Footlockers - 50% chance
« Reply #3 on: July 08, 2012, 02:33:10 pm »

It will be abusable with alts.

Oh wait.
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Re: Footlockers - 50% chance
« Reply #4 on: July 08, 2012, 02:33:52 pm »

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Lexx

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Re: Footlockers - 50% chance
« Reply #5 on: July 08, 2012, 02:38:13 pm »

The whole blueprint finding mechanism needs redesign.

It was never meaned to be the main blueprint source. It just happened to become, because blueprints had been added before we had places to give them out...
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Re: Footlockers - 50% chance
« Reply #6 on: July 08, 2012, 03:04:45 pm »

It was never meaned to be the main blueprint source. It just happened to become, because blueprints had been added before we had places to give them out...

Oh, so places like this are in development? Awesome.
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Kool-Aid

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Re: Footlockers - 50% chance
« Reply #7 on: July 09, 2012, 05:50:37 pm »

Actually this blueprint hunting stuff adds to the variety of the game and is a great idea in itself.

 It's just the current state of general things which makes it a poor feature, forcing you into a terribad 23/6 grindfest, and I go so far to blame the depart and lack of most crafters on this crappy BP concept.
Starting from the inevitable vexation of making an additional, well-built alt just to make the BP hunting worth your while and not prematurely ragequit due to frustration, over to unpickable lockers to the actual (horrendous) low success rate.
Also the immense vertical distribution amongst the different BP type rarities makes it a rather unpleasent feature. Don't have to tell how I was fed up with those moments when I found a BP during some hours of finding&grinding, rejoicing for a tiny second before my cheer was crushed after it turned out to be another useless FN Fail, shitpack or another BAWS manufacturing plan.
Some Items are not craftable at all. I miss BA's and MKII ca's badly, and the lack of easy obtainable improved flamers/MKII fuel (they are regarded as 'rare' now, are you kidding me) drives me nuts when it comes to leveling BGers.  And speaking of which, why do obviously craftable items, available to everyone regardless of profession/specialisation, have their own BPs ? I have enough crap to decorate my base and its shelves, dafuq I need a freaking super sledge BP? Seriously, even a brahmin hide bp or that shitty suggestion which would enable you to 'craft' alts would be a better joke.

That all is not even the worst. Imagine you accomplished the unreachable task of finding all available BPs , effectively rendering your BP hunter useless. What are you going to do with that alt afterwards ? Running aimlessly around in wasteland, pking newbs and hoping for that rare instance where you find a lonely car ? If those lockers would sometimes spawn rare or hard obtainable items, weapons like bozars or some ammo like tiny amounts of 2mm EC heck even decorational items would do the trick, I would mourn considerably less after all that wasted time I've put up leveling those one-purpose alt.

If all those points would be taken into account while redesigning this whole BP/trunk hunter matter, It had the potentialto become an awesome and fun addition to the game.
In its current state, tho, it is complete garbage enjoyable solely by enthusiasts or nolifers.
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Re: Footlockers - 50% chance
« Reply #8 on: July 09, 2012, 06:00:14 pm »

It was never meaned to be the main blueprint source. It just happened to become, because blueprints had been added before we had places to give them out...

Quests, i'm looking forward to it.

Until then i hope i will never have to obtain more blueprints in current fashion.
« Last Edit: July 09, 2012, 07:44:50 pm by T-888 »
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Mike Crosser

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Re: Footlockers - 50% chance
« Reply #9 on: July 09, 2012, 07:28:19 pm »

Maybe make random merchants sell random BPs?
Re: Footlockers - 50% chance
« Reply #10 on: July 09, 2012, 07:51:50 pm »

I would rather settle for something solid , reliable to work , easy to understand and implement , that i believe would satisfy most of the players. I don't see how complicating things will help , everything i read above is very plausible , it might or it might not work. Developers don't need to gamble.

Buyable blueprints at gun runners for raw cash. Blueprints for sale would be quite random and they would change time to time , let's say 3 blueprint types at a time with a fixed price and amount. Any blueprint could show up for sale , they would cost accordingly to how rare and useful they are ranging from few thousands of caps for some cattle prod BP to 500 k for a combat armor BP.
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Ox-Skull

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Re: Footlockers - 50% chance
« Reply #11 on: July 09, 2012, 11:01:17 pm »

i feel its more the enc rate of lockers that kills it. i hav 140 LP with picks and hav found 11 blueprints. sometimes its like 10 encs b4 find locker. that is demotrivating.
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