fodev.net
15.08.2009 - 23.06.2013
"Wasteland is harsh"
Home Forum Help Login Register
  • November 17, 2024, 12:24:07 am
  • Welcome, Guest
Please login or register.

Login with username, password and session length
Play WikiBoy BugTracker Developer's blog
Pages: 1 ... 9 10 [11] 12 13 ... 28

Author Topic: Changelog 19/07/2012  (Read 86242 times)

Re: Changelog 19/07/2012
« Reply #150 on: July 22, 2012, 12:07:26 pm »

Those weapons will never be craftable, they are meant to be top high tier weapons, hard to obtain. That is what i understood from Solar.
Logged

avv

  • Offline
Re: Changelog 19/07/2012
« Reply #151 on: July 22, 2012, 12:13:26 pm »

advanced workbench => public places => crafting cooldown to encourage frequent visits to public locations.

I refuse to accept that increasing "player interaction" has to be done with the cost of reducing fun. Cooldowns aren't fun. It's funnier to craft big deal of items in one go rather than 1 every hour.
Logged
Based on evidence collected from various sources by trustworthy attendees it is undisputed veritability that the land ravaged by atomic warfare which caused extreme change of the ecosystem and environmental hazards can be considered unpleasant, rugged and unforgiving.
Re: Changelog 19/07/2012
« Reply #152 on: July 22, 2012, 12:30:03 pm »

I refuse to accept that increasing "player interaction" has to be done with the cost of reducing fun. Cooldowns aren't fun. It's funnier to craft big deal of items in one go rather than 1 every hour.
Craft cooldown is shit, another cause of alting. Crafting must be regulated by time spent to gather mats, not by craft cd.
Logged
Re: Changelog 19/07/2012
« Reply #153 on: July 22, 2012, 12:35:30 pm »

So you rather not visit public locations frequently, because it's boring? Player interaction isn't fun itself? It's easy to craft big amounts of items in one go, but then the whole idea of advanced workbenches in public locations are drained down the pipe. By your logic, it would be better if you could do all that in some cave, waste of time to go to advanced workbenches since players visit them so rarely because they can make large amounts of items in public places and not return for a long time, that's why there's no player interaction, wasn't. So you refuse increasing "player interaction" because it's more casual, fuck player interaction, fuck features that makes you go out of your cave. Isn't this what the community has been asking for a long time? Many suggestions revolve around hardcore discussion about how to increase player interaction, now that it's done somehow, it's not good enough ... pfff.

Craft cooldown is shit, another cause of alting. Crafting must be regulated by time spent to gather mats, not by craft cd.

Sky, blueprints ...  do you want to try to find another CA blueprint? :) and there's another matter about player interaction, and you know very well that most of our mats comes from sciencing equipment, what doesn't take much time.

Maybe i'm really wrong about this, maybe it's really better to encourage players to sit in caves, that way everyone is happier.
« Last Edit: July 22, 2012, 12:44:12 pm by T-888 »
Logged

avv

  • Offline
Re: Changelog 19/07/2012
« Reply #154 on: July 22, 2012, 12:47:44 pm »

So you rather not visit public locations frequently, because it's boring? Player interaction isn't fun itself? It's easy to craft big amounts of items in one go, but then the whole idea of advanced workbenches in public locations are drained down the pipe. By your logic, it would be better if you could do all that in some cave, waste time to go to advanced workbenches since players visit them so rarely because they can make large amounts of items in public places and not return for a long time, that's why there's no player interaction, wasn't. So you refuse increasing "player interaction" because it's more casual, fuck player interaction, fuck features that makes you go out of your cave. Isn't this what the community has been asking for a long time? Many suggestion revolve around hardcore discussion about how to increase player interaction, now that it's done somehow, it's not good enough ... pfff.

All I know it's not fun. It just isn't. If I've got mats for 10 ca, then I want them now, not in the course of ten hours. Skycast had it right: crafting needs to be regulated with the output of mats. But that don't need cooldown either.
When farming, there's no time to talk to other players so there's no player interaction in first place. How many times have you stopped talking to someone for 20 minutes when you're hauling stuff in town? Mostly you just meet guys named "crafter02" and "Barter" who aren't even interested in talking anyway.
Logged
Based on evidence collected from various sources by trustworthy attendees it is undisputed veritability that the land ravaged by atomic warfare which caused extreme change of the ecosystem and environmental hazards can be considered unpleasant, rugged and unforgiving.
Re: Changelog 19/07/2012
« Reply #155 on: July 22, 2012, 12:57:14 pm »

From my experience you cannot enforce player interaction, if players want to interact they do it, if not they don't.
Logged

codave

  • Professional Noob Trainer
  • Offline
Re: Changelog 19/07/2012
« Reply #156 on: July 22, 2012, 12:58:32 pm »

I would consider PvP player interaction.

It seems to me the complaint here, is that it's taking too long to properly... interact with players, in PvP.

If you could gear up for 4 hours of PvP in 2 hours, is that better or worse than gearing up for 2 hours of PvP in 4?

Which scenario has more player interaction?
Re: Changelog 19/07/2012
« Reply #157 on: July 22, 2012, 01:00:07 pm »

Definitely the latter (means i prefer gearing up for 2 hours and enjoy 4 hours of PvP).
« Last Edit: July 22, 2012, 01:04:13 pm by Kelin »
Logged
Re: Changelog 19/07/2012
« Reply #158 on: July 22, 2012, 01:04:34 pm »

All I know it's not fun. It just isn't. If I've got mats for 10 ca, then I want them now, not in the course of ten hours. Skycast had it right: crafting needs to be regulated with the output of mats. But that don't need cooldown either.
When farming, there's no time to talk to other players so there's no player interaction in first place. How many times have you stopped talking to someone for 20 minutes when you're hauling stuff in town? Mostly you just meet guys named "crafter02" and "Barter" who aren't even interested in talking anyway.

No resource is rare in fonline, makes crafting really easy, equipment looses worth. If rare resource for crafting CA is needed to obtain, it still can be calculated x time needed to obtain the resource to craft y items. Now as i said no resource is rare, so 1 hour cooldown works as a regulator for item scarcity, that's a bad solution yes, but there's nothing to replace it in 2238.

For me personally it's less fun to PvP if most items enemy has, i basically swim in those items of how much i have them already. Higher risk/reward is needed for PvP to be exciting, if equipment is too easy to gain = no fun for me.

But that don't need cooldown either.

There is already cooldown(global cooldown), how do you control the output of resources if there's no cooldown? Dog mule+high CW alt and just farm farm farm farm farm, kill dog in some location in your base. Is that fun? If there's random encounters and resources in it with a fixed amount, it's still X amount of time to find Y amount of encounters(only this is a shorter cooldown, and you can still find encounters with multiple windows) So it would be the same to reduce the CD gained from crafting items at workbench.
« Last Edit: July 22, 2012, 01:21:37 pm by T-888 »
Logged

avv

  • Offline
Re: Changelog 19/07/2012
« Reply #159 on: July 22, 2012, 01:27:38 pm »

No resource is rare in fonline, makes crafting really easy, equipment looses worth. If rare resource for crafting CA is needed to obtain, it still can be calculated x time needed to obtain the resource to craft y items. Now as i said no resource is rare, so 1 hour cooldown works as a regulator for item scarcity, that's a bad solution yes, but there's nothing to replace it in 2238.

Who said there needs to be regulator for item scarcity? Let players regulate themselves.

Quote
For me personally it's less fun to PvP if most items enemy has, i basically swim in those items of how much i have them already.

Top gear is always wanted. The more you have, the more you risk and lose. Then you don't have that much anymore. Besides, even now we have lots of gearless bluesuits spamming themselves. If gear was so easy to get, you'd expect everyone to be in ca without being afraid to lose it but that's not the case.

Quote
There is already cooldown(global cooldown), how do you control the output of resources if there's no cooldown?


By risk. Presented either by players or npcs.
Randomness could also be a solution in this case, it's good for farming. It's more exciting to find random ammounts of materials or even random treasures than always the same stuff.

Quote
Dog mule+high CW alt and just farm farm farm farm farm, kill dog in some location in your base. Is that fun?


Adding cooldowns surely don't make it funnier.

Quote
If there's random encounters and resources in it with a fixed amount, it's still X amount of time to find Y amount of encounters(only this is a shorter cooldown, and you can still find encounters with multiple windows) So it would be the same to reduce the CD gained from crafting items at workbench.

Yes but you can do it as long as you want, which creates a feeling of freedom.
Logged
Based on evidence collected from various sources by trustworthy attendees it is undisputed veritability that the land ravaged by atomic warfare which caused extreme change of the ecosystem and environmental hazards can be considered unpleasant, rugged and unforgiving.
Re: Changelog 19/07/2012
« Reply #160 on: July 22, 2012, 01:37:10 pm »

Who said there needs to be regulator for item scarcity? Let players regulate themselves.

What does that mean? Gauss pistol rarity is regulated by it's scarcity, it's a rare item and powerful one, exotic item that involves higher risk/reward when fighting with it.

Top gear is always wanted. The more you have, the more you risk and lose. Then you don't have that much anymore. Besides, even now we have lots of gearless bluesuits spamming themselves. If gear was so easy to get, you'd expect everyone to be in ca without being afraid to lose it but that's not the case.

Invalid argument, there's always is going to be some kind of CD, time needed to gain items, if you could get all equipment for a month in 1 day, that wouldn't be better, even worse. The more equipment you have the less worth it has, if everyone was running around in BA's and avengers only, and those items were too easy to get, no risk/no reward. No point to sell them, trade them, no value in them.

By risk. Presented either by players or npcs.
Randomness could also be a solution in this case, it's good for farming. It's more exciting to find random ammounts of materials or even random treasures than always the same stuff.

you don't understand, it's the same CD only in a different way, you just waste x time to get y items, no matter what you implement. Average time to find x encounters can be calculated, same thing for lockers in encounters, it's just your fooling yourself.
 

Adding cooldowns surely don't make it funnier.

By this logic, it would be much better if there was infinitive amount of resources in mines, with no cooldown for crafting, nothing whatsover, only time needed to haul ore in a dog mule and go to work bench, the shortest "cooldown" possible.

Yes but you can do it as long as you want, which creates a feeling of freedom.

What this has to do with item availability?
« Last Edit: July 22, 2012, 01:49:23 pm by T-888 »
Logged

Jytz

  • Guest
Re: Changelog 19/07/2012
« Reply #161 on: July 22, 2012, 01:37:24 pm »

Its just pointless to put in crafting timers this late into the game, that is the issue I have I could care less about the timer, its just like crafting BA last wipe. It just seems way too late to implament something like this when the players who have stuck around are super rich and stockpiled.
Logged
Re: Changelog 19/07/2012
« Reply #162 on: July 22, 2012, 01:57:38 pm »

Super rich and shit like that, in the pace of how fast armors break down, you don't have to worry about someone being ultra wealthy. Not for a long time, trust me.

Crafting timer was in the game since ever.

My point exactly.
Logged

Lexx

  • Rotator
  • Mexican Apple Thief
  • Offline
Re: Changelog 19/07/2012
« Reply #163 on: July 22, 2012, 01:57:55 pm »

Its just pointless to put in crafting timers this late into the game, that is the issue I have I could care less about the timer, its just like crafting BA last wipe. It just seems way too late to implament something like this when the players who have stuck around are super rich and stockpiled.

Crafting timer was in the game since ever. We even tried various forms of timers already, see what T-888 wrote a few posts above. If you have a timer to craft items or a timer to find items in encounters- technically it doesn't make a difference, both are timers, you just experience them in a different way.
Logged
Re: Changelog 19/07/2012
« Reply #164 on: July 22, 2012, 02:01:22 pm »

Damn, it's so nice to see someone understand what i'm talking about.
Logged
Pages: 1 ... 9 10 [11] 12 13 ... 28
 

Page created in 0.128 seconds with 25 queries.