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Author Topic: Changelog 19/07/2012  (Read 88123 times)

avv

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Re: Changelog 19/07/2012
« Reply #195 on: July 23, 2012, 08:34:27 pm »

The cooldown was too low in my opinion, it was like "hey let's go craft 1000 plasma grenades","need couple of hundred CA helmets, sure no problem." Completely spoils the atmosphere to the game for me, there were times when combat armors was rare and cool item to have, now they were just comparable to some fucking paper to make.

Maybe for a guy who plays in a big faction full of powergamers who share everything. In regular pvp not nearly everyone has enough top tier gear to do pvp with. Some turbofarmers have no problems, but for many people CA is still a valuable item. It is valuable for everyone, because looting something means you don't have to craft it.
 
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Face it, it's not hard to obtain resources for equipment.


No it's not, but somehow we got people who still can't manage it. Making it even harder doesn't help at all.

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Distribution of blueprints isn't finished, that's a problem now, so you could say the total cooldown isn't balanced yet.

So how will it end up? Easier CA bps for everyone? Okay, I'll just make my CAcrafters 1-10 and live like before the crafting cd.

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Players never report things that makes playing easier, they don't care of consequences, just like the situation with the stealing. Look at how much 5mm, SS, MFC, Rockets players could get, that was totally unreasonable, those 3 items just lost all worth they had, those items were so much it was used as currency in shops, destroying economy.

You still had to farm them. The stuff didn't drop in your base on its own. I agree it was retarded and no-risk but the rate to receive those items wasn't troubling. Superstims are highly necessary in current pvp and get consumed at massive rate.
And what economy was exactly broken? Shops are full of those items? Shops are nothing more than stuff spawning containers where the first guy who spots a good item gets it. Players will never sell good items in shops, unless there's a reason to do it. Shops are always going to be full of useless crap unless crap.

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By the way, i reported that crafting cooldown and scrypior fixed it, because it was a bug and i was reporting bugs. :) Maybe you should go talk with him.

So what are you talking about? No more crafting cooldown? Can't check because server is down.
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codave

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Re: Changelog 19/07/2012
« Reply #196 on: July 23, 2012, 08:37:13 pm »

By the way, i reported that crafting cooldown and scrypior fixed it, because it was a bug and i was reporting bugs. :) Maybe you should go talk with him.

So no crafting cool down was a bug?  Funny, I thought it was intentional from the start...
Re: Changelog 19/07/2012
« Reply #197 on: July 23, 2012, 09:14:32 pm »

Maybe for a guy who plays in a big faction full of powergamers who share everything. In regular pvp not nearly everyone has enough top tier gear to do pvp with. Some turbofarmers have no problems, but for many people CA is still a valuable item. It is valuable for everyone, because looting something means you don't have to craft it.

Okay, so the game has to be done more easier for everyone else, is that what you are saying? *T-888 goes check his couple of ten thousand buffouts*

No it's not, but somehow we got people who still can't manage it. Making it even harder doesn't help at all.

High tier items should be high tier items. I wasn't satisfied with previous item availability.

So how will it end up? Easier CA bps for everyone? Okay, I'll just make my CAcrafters 1-10 and live like before the crafting cd.

Yup, unless the crafting cooldown is just relaxed, then the necessity for alts should lower. I think the crafting cooldown should be like 3 times less it was previous session, since blueprints allow the picture perfect no alt for profession and alts obviously allow separate CD, the crafting cooldown needs to be relaxed quite a bit, that's it. I somehow liked it when they done it last session.

You still had to farm them. The stuff didn't drop in your base on its own. I agree it was retarded and no-risk but the rate to receive those items wasn't troubling. Superstims are highly necessary in current pvp and get consumed at massive rate

Developers need to make them craftable in a sensible manner, it was good how it was previous session.

And what economy was exactly broken? Shops are full of those items? Shops are nothing more than stuff spawning containers where the first guy who spots a good item gets it. Players will never sell good items in shops, unless there's a reason to do it. Shops are always going to be full of useless crap unless crap.

When bullets become currency, i'd say something is broken for sure.
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codave

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Re: Changelog 19/07/2012
« Reply #198 on: July 23, 2012, 09:18:41 pm »

Right now there are a lot of things that are currency that shouldn't be.

Fruit and molotovs are two examples.

Also, it's called Barter for a reason, which is trading one item for another.  So every item is currency, anyway. 

If the value of certain items were adjusted, it wouldn't be too much of an issue.  Tobacco leaves should have never been worth as much as they are.  Neither should fruit, molotovs, 5mm, etc.

If the problem with steal is that shops are overloaded with MFC, 5mm, and rockets... maybe they're worth too much.
Re: Changelog 19/07/2012
« Reply #199 on: July 23, 2012, 09:20:59 pm »

Need it like on fallout tactics, the more items of same type you dump on a trader the less value for each next item sold lowers.

Doctor has 500 healing powder, he wants more!!!!

Also, it's called Barter for a reason, which is trading one item for another.  So every item is currency, anyway. 

Bottle caps were supposed to be the wastelands currency. Come on. ;D
« Last Edit: July 23, 2012, 09:28:45 pm by T-888 »
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codave

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Re: Changelog 19/07/2012
« Reply #200 on: July 23, 2012, 09:36:17 pm »

Need it like on fallout tactics, the more items of same type you dump on a trader the less value for each next item sold lowers.

Doctor has 500 healing powder, he wants more!!!!

Bottle caps were supposed to be the wastelands currency. Come on. ;D

I like this, actually.

As far as bottle caps as currency, that's true.  But I do like that you can trade in items for other items.  I also like that a trader will pay shit for an item, and then charge a hell of a lot more to sell it.  Just like Pawn Shops. 

 ;D

DeputyDope

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Re: Changelog 19/07/2012
« Reply #201 on: July 24, 2012, 12:10:04 am »

you know, i don't get why MFC and 5mm AP ammo shouldn't be used as currency? what? you wanna scroll through pages of 10 mm pistols and other useless items? besides, that ammo you steal will be replaced with items/ammo that is just as easy to get, so basically nothing is solved? except pissing players off of course.
« Last Edit: July 24, 2012, 12:12:18 am by DeputyDope »
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Re: Changelog 19/07/2012
« Reply #202 on: July 24, 2012, 02:40:15 am »

trading with merchants is fucked up anyway , they rarely have caps . and the problem with the ammo stuff i think is that they want too much for each bullet and rocket and MFC ... last season trading system was fine buit this season even with a 300 percent trader alt its a pain in da ass job ... the only purpose for an trader alt is i guess the trading with HQ drugs that werent obtainable via craft but even then u had to give good stuff away because mist sellers dont wanna have ur 10mm pistol , also strange is that u can trade barleys for a good price ... i mean c mon , why then not 10mm pistols or other crap like last season . the whole idea of changing the barter system was a major fail i guess , devs wanted to force players to trade good stuff but there will always be something wrong with the system ...
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Re: Changelog 19/07/2012
« Reply #203 on: July 24, 2012, 03:06:54 am »

that ammo you steal will be replaced with items/ammo that is just as easy to get

Different items, lower tier, less used and those that have less worth, at least should have. Harder to obtain items hold more value, there are considered high-medium-low tier items in the game and tier proportionally holds the items value as how available it is. Upon dumping several ten thousands of armor piercing ammunition in a trader, well that indicates that there's something wrong about the whole picture, simply put that the ammo is too easy to obtain as how valuable it is to the player. Bottle caps are supposed to be the currency, not ammunition witch should be scarce enough for players to not dump it as some garbage in traders in return for free items that aren't that available, or that easy to obtain by just stealing from npc's with no risk. I understand the concept of bartering and accept it, but currently how it was done, i think was quite ridiculous in my opinion.

trading with merchants is fucked up anyway , they rarely have caps . and the problem with the ammo stuff i think is that they want too much for each bullet and rocket and MFC ... last season trading system was fine buit this season even with a 300 percent trader alt its a pain in da ass job ...

Trading system isn't finished, and it's been known for a quite a good while that barter over 150 doesn't add any extra effect.
« Last Edit: July 24, 2012, 03:10:47 am by T-888 »
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Re: Changelog 19/07/2012
« Reply #204 on: July 24, 2012, 03:59:42 am »

T-888, something you should realize is that the game isn't dynamic.  Just because you and your cronies used every possible best method/*niche* to get everything and tons of it thus making certain aspects of the game seem pointless (like your example of crafting dozens of great items) the rest of the game population didn't, and doesn't do that. 

Did any of the uber build players ever stop to think that the reason why the game is so 'easy' or boring to them is because THEY made it that way.  You use the most uber build you and 13 other people can come up with, maybe add in modded ui's to make them even better and then complain because it's too easy, and cry foul when someone else thinks it might not be that easy.  People make dozens of alts or at the beginning farm certain BP exploits and then whine cause now they can craft whatever they want as much as they want, so of course they don't see any issues when the REST of us have to deal with an added Nerf.

And it seems that sadly a Dev has not spoken up about whether it was intended to nerf this hard, so all we can do is guess.  And continue to give our own opinion, and mine is that a cooldown with the current system is an unneeded addition. 



P.S. Rework repair please.
« Last Edit: July 24, 2012, 09:24:40 am by Trokanis »
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DeputyDope

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Re: Changelog 19/07/2012
« Reply #205 on: July 24, 2012, 09:11:31 am »

wow, water bags dont work on water pipes anymore.

great, how am i gonna give water to my brahmin?
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JovankaB

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Re: Changelog 19/07/2012
« Reply #206 on: July 24, 2012, 09:13:51 am »

wow, water bags dont work on water pipes anymore.

great, how am i gonna give water to my brahmin?


Did you try to just click the waterpipes with waterbag in inventory?
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DeputyDope

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Re: Changelog 19/07/2012
« Reply #207 on: July 24, 2012, 09:19:43 am »


Did you try to just click the waterpipes with waterbag in inventory?

doesn't work.
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Lexx

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Re: Changelog 19/07/2012
« Reply #208 on: July 24, 2012, 10:42:22 am »

I am pretty sure it works. You just use the waterpipe now, you don't use the waterbag on the waterpipe.

If this doesn't work, then a GM probably has to regenerate the town maps.
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DeputyDope

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Re: Changelog 19/07/2012
« Reply #209 on: July 24, 2012, 12:32:25 pm »

yeah, i tried 3 alternatives, waterbag on pipe, waterbag + backpack + pipe, and waterbag in INV, and only using the pipe. they didn't work. i tried in my base and at NCR mine. maybe by now it's fixed? i can't play for now so i'll try later.

also what about bases? do i have to call a GM to fix the waterpipes in them?
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