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Changelog 19/07/2012
BOS Armorer:
--- Quote from: avv on July 20, 2012, 09:59:39 pm ---I'm thinking the exactly same. Was gonna make a thread about it but might aswell write it here.
Some items are simply pain in the ass to get, so players choose to abuse them.
Example: nuka cola. It's horribly slow to craft, which was reported and explained. Also its price remained the same as last session, while caps farming was made 10x slower. So nothing was done about the "fair" ways to get nuka. Then there's exploit where nuka could be received rather easily, someone reported it and the exploit disappeared immediately while nothing was done about the way nuka could be received with normal methods. Only tc players have easy access to nuka cola.
There was also a way to get cigarettes for free, but someone reported that too, it got "fixed" and now nobody except tc players can get cigarettes because the fields don't regenerate and it's still damn slow to get even if they would.
Do you realize that his kind of game management simply encourages us players to stay hush hush about abuses?
Another example: enclave isn't so abusive anymore. Well, it is still but guess what? I'm not going to report it before there is some fun and balanced feature to receive avengers and gatling lasers. If the exploit was reported, all that would happen is that the abuse would be shut down but normal method to get those guns would be nowhere to be seen and we players would have to figure a new abuse.
Also 5mm, rockets and superstims from BOS are supposedly harder to get. Not exactly, still exploitable but I'm not going to report that either before there is fun and balanced way to get those items.
So please: Don't shut down abuses before there is fun normal way, accessible to everyone to receive items in question. Don't try to force teamplay, encourage it but don't force it. Don't try to limit players with cooldowns, let players be their own limit. And don't, for heaven's sake make farming more time consuming, like was done with junk. It can be made more dangerous so that players have to risk better equipment or have to travel to pk-infested zones.
--- End quote ---
Amen, brother. I liked fallout the way it was last session. We are certainly walking on new ground here, but not in the right way at all. I sadly have to agree with all the complaints here. Abuses are being used because non-abusive methods are unfair, crafting was hard enough without this shit, and I think it would still be balanced if you could loot EVERYTHING you killed. Guards are fucking looters, they take anything, let it be lootable, but refreshed like every in-game midnight. And ares mutants, give them more ammo so you dont have an army of unarmed mutants, but let them be lootable. I want a bozar :c It redefines BG completely
BOS Armorer:
--- Quote from: codave on July 21, 2012, 08:27:51 am ---I forsee a time when finding a lone Enclave patrol will be called an 'exploit', and 'fixed'.
--- End quote ---
I think it IS an exploit. If you actually played Fallout 2, you can see they mean business. You don't go farming them unless you are THE shit. They always travel in groups, and unless you are godlike they RAPED you, and I'm sorry but this gear control seems stupid. Overall with everything....in Fallout 2, everything that made sense to loot was lootable. And how can the devs take out pulse rifles or power armors or vindicators and call them too cheap to implement, when we have AC trolls running around avoiding fire from town guards and anything else, lvl 1 noobs wearing combat armor mark 2 and holding avengers/m60s etc because they found lucky encounters, or people raping everyone with mausers and 10mm pistols? I was followed to an encounter once by someone who shall remain nameless, he shot me in the head for 80 damage knockout despite my chmk2 with a 10mm pistol. Then did 100+ eye shot. And no, it wasn't AP, it was JHP. So at least give all our gear back to make fallout what it was. With all of these updates and everything happening, it feels like you are just trying to censor the game...Anyone else feel this way?
BOS Armorer:
Armor looting completely changes the value. It makes crafting armors poointless, as people can indeed have carpets of combat armors by just finding a couple encounters. But it is all in horrible condition, so I guess that still leaves armor crafters to be SOMEWHAT useful. Not trying to advertise it or anything, but take a look at FOnline: australia. No matter how hard, every item is craftable with certain skills. Even the power armors. You say it would be too cheap to have PKs in power armor running around? How about CA trolls with camk2 minigunning everyone? There should be power armor training perk, to be able to loot/equip it. Requirments should be high to limit it, idk like 175% repair, 225% science, Member of bos/enclave, 1500+ rep with such? Just a suggestion, but that would be better, with all these other items.
Eternauta:
--- Quote from: BOS Armorer on July 23, 2012, 05:02:29 pm ---Requirments should be high to limit it, idk like 175% repair, 225% science, Member of bos/enclave, 1500+ rep with such?
--- End quote ---
Which means alt.
avv:
--- Quote from: T-888 on July 23, 2012, 01:55:48 am ---Players have always been limited by some sort of "cooldown", you are talking about candy land that doesn't exist, never has, never will. The only difference is how the cooldown is experienced, as lexx said very precisely, finding ore in encounters or a global cooldown for ores in mines, or finding a weapon in encounter like gauss pistol, it's just experiencing the same timer in a different way.
--- End quote ---
So if we had that hidden timer previously during this session, where do we suddenly need the crafting cooldown?
--- Quote ---By cooldown don't understand only the raw amount of minutes added upon crafting an item, but also the time needed to obtain resources for it, movement between locations (currently more time is added, since we have to move to public places that workbench is relatively far), obtaining blueprints, it could be completing a quest for a rare resource, finding encounters etc. etc. time consumptions. That all just adds together and make the total time needed to get the final product- item. That's how item availability is controlled, player-dependant, yes, i say availability is flexible due to that.
--- End quote ---
But if we have a nice and flexible player-dependent gathering, can't it only be the limit to crafting speed? Did people complain that cooldowns were removed? I can't recall they did. Only major thing players were against in the current crafting was the blueprints.
--- Quote --- Someone who grinds more/spends time, no matter what system he will gain more, can't invent a new wheel, it's already there.
--- End quote ---
So the crafting timer limits nothing.
--- Quote ---Remove all time consumptions and that will happen.
--- End quote ---
But it didn't happen during the newest update, so where do we need the crafting cooldown?
--- Quote ---Bluesuit CW alts in comparison to a potential force of players that are able to defend themselves. It's what they/you are doing while you meet them, if you are going to carry some iron ore none cares ... if 5 newly crafted MAmk2, that's a different story.
--- End quote ---
Murder in unsafe zone happens, that's a cold fact. A gang of 10 probably doesn't swarm a lone farmer but we do have individual players who do nothing but hunt down miners. Unfortunately the danger present in unsafe mines is directly dependent on player ammount.
--- Quote ---So if you have some mad ideas about ideal crafting systems, go ahead, share them, none is forcing you to keep quite.
--- End quote ---
Now that you ask: Remove crafting cooldown. Nobody asked for it, it just came out of blue. Crafting speed exists in the ammount of time it takes to haul and gather mats. You know it yourself. If it takes me 3 hours to kill enough vc patrols, science their stuff and craft some Cas what's the purpose of additional timer if I already spent 3 hours gathering?
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