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Poll

Do you think these fixes should be integrated?

Yes, all of them.
- 3 (23.1%)
Yes, but not everything.
- 3 (23.1%)
Some of them, maybe.
- 1 (7.7%)
Is this some kind of joke?
- 6 (46.2%)

Total Members Voted: 13


Pages: [1]

Author Topic: Suggestions for fixing the game  (Read 1094 times)

Suggestions for fixing the game
« on: July 26, 2012, 02:13:48 pm »

So I decided to post my view on what is wrong and what should be fixed. It's just my opinion, based on playing the game and discussing on forum. I will focus on individual elements in game and describe my opinion on it.

Crafting
The first bad thing on crafting is cooldown. It's too low. It should be more then 1 hour, in 1 hour you can craft just a few items and you can't craft anymore. It can be fixed by rising it on some firm value (about 10 hours for example) or make cooldown cap based on repair skill (more skill - more cooldown cap) or combine both ideas (some basic crafting cap which is slightly rised by repair skill).
Advanced workbenches, it's fine but too much items require it. AdvWB is required even for 10mm smg which isn't quite high tech weapon. In my opinion advWB should be required for these items:

Tesla armor + helmet, Combat Armor + helmet and upgrades of Combat Armor (if blueprints will be added)
.223 pistol, Sniper Rifle, H&K CAWS, Pancor Jackhammer, P90, XL70E3, 14mm pistol (but I can't decide if Assault rifle and FN FAL should require advWB too)
Improved Flamer, M60, Minigun, (Avenger minigun and Bozar if their blueprints will be added)
Laser Rifle (Ext. cap.), Plasma pistol (Ext. cap.), Plasma Rifle (Pulse pistol and rifle if their blueprints will be added)
Super Sledge, Super Cattle Prod, Ripper, Mega Power Fist, Plastic Explosives, Plasma Grenade (Pulse grenade if it's blueprints will be added)
Micro Fusion Cell, 7.62mm , 5mm AP, 14mm AP, Rocket AP (Some slug type shotgun ammo if it will be added)

Mines, it's fine that there is now no mining cooldown and ores are depleting instead. But they maybe should regenerate faster becouse if new players come, ores will be depleted in no time (specially uranium ores).
I don't have willpower to write about every item's crafting price but some items are too expensive to craft for sure. For example stimpacks and super stimpacks. Both are crafted from Bio med gel and Chemical components, both items are heavy and large. From 1 chem. comp. and 1 gel we get 1 stimpack, maybe it should be 2, I don't know but stimpacks are common drop in encounters so it's not too hard to get them. Super stimpack costs 2 chem. comp. and 3 gels. That's too much. I would like to suggest to change recipe to 1 chem. comp. and 1 bio med gel and instead of empty hypodermic it will use stimpack.
And if it is possible, make FIX button repeatable. It's boring to close and reopen fix boy after every item. With this fix you could remove recipes for 10 gunpowders and metal parts.

Professions
It's good as it is now. I would do only some minor changes. Stimpack recipe should be in Doctor 1. M60 should be in Big guns 2 (and maybe in blueprint) becouse it's now really better then LSW. LSW should be in Big guns 1 (without blueprint) and .223 FMJ should be in Big guns 1 too. In Small guns .223 FMJ stays in level 2, maybe 10mm SMG could move to level 1 I'm not sure here.

Blueprints
Blueprints are interesting, I think they should stay but definitely there should be some trader with them, maybe in some libraries like library in Hub.

Books
Seems like books doesn't have any use now. Still you are getting them from profession teachers. Maybe they could serve their original purpose again. Let them raise any skill (exept 3 main skills taged by character) by 5 to 10 % per book with cap 5 books of one type per character. Traders at Libraries could then sell books not by conversation but by barter like other traders so you can sell books to them too.

Repairing
It's fine but it needs some npc repairers which could repair any item (or maybe specializate on armors, small guns etc.) which is not beyond repair up to it's max repaireble value.

Trading
Well when some traders buys only Small guns, he should buy small guns ammo too. Traders should have more caps in their stockpile, mainly becouse doctors buys drugs only so practically only way how to buy drugs from them is to use caps. High level Traders can ignore shitty weapons and armors or offer some ridiculous price for them but low level traders should buy high level equipment too, but they will have less caps and less valuable items so players will still sell better weapons to high level traders. Also traders should have some cap for items so they won't buy millions of bbs. That can be for example 2 or 3k for ammunition, 100 for drugs, materials and other junk (and junk too ;D), for weapons and armor make it 10 max. Once they reach their cap, they don't buy that item until they sell it. For prices there are few ways:

1) Price is affected only by barter skill. On max skill with max reputation and max other things the sell price equals buy price.
2) Price is affected by traders stockpile. The bigger amount of item trader has, the lower is it's buy and sell price. Barter skill virtually affects barters stockpile cap. Normally barter won't buy more then 10 mausers, but if he trades with player with barter 150%, trader's cap will temporarily rise to 12 (for example) and he will buy more of them. For selling it will have effect like trader has 12 mausers instead of 10 in reality and he will sell them for lower price then he would normally do.
3) Price is affected by trader's stockpile and directly by players barter. Still max buy price equals max sell price.

Also trader which is teaching some profession should buy materials (becouse trader himself is basicaly crafter too).

Farming
Making encounters harder, make them less often or make unlootable npcs is all stupid ideas. What I understand, If something is farmable and you make it appear in encounters less often, you won't make it more rare. Players will farm it anyway in the same amounts becouse they need it. If something is harder to farm, the only result is players will spend more time with farming and less time with pvping and interacting. So stop making npcs tougher, they are though enough, there are easy npcs for starting and quite strong for high level players.
Return back weapons variety. 14 mm pistols and 10mm smg were more often to see in npc hands and I don't know why now they are only in a few encounters. Also where are ghouls with assault rifles? Why riders have mostly mausers? They have some fetish for mausers or what? They don't want shotguns or 10mm pistols? And why not add some small chance that npcs in encounter will have better weapon then they should, you can give riders one hunting rifle or tommy gun in every 10th or 20th encounter.
And return back caravans, I liked them :).

Stealing
The same as farming, the harder is something to steal, the more time will player spend in stealing it. And that means mostly alone on some alt, ignoring players (exept from stealing them). So when someone have 300% steal skill and some of that nice stealing perks, his probability to success should be at least 95%. Not failing every 4 tries like some players complain about.

PvP
Here I want just notify about possibility of greater weapon selection for pvp. You can add pulse pistol (and maybe rifle). It has short range and it's interesting energy weapon. Also you can add some more armor piercing ammo for shotguns and add knockdown to them. Pancor Jackhammer and H&K CAWS are quite hard to get and they are good enough to use in pvp if they had some better ammo then just buckshot shells.
And when I'm writing about new weapons, maybe add some shitty 9mm uzi? 9mm is now very useless ammo (except selling) and I'm sure that new players and raiders will love that gun :D.
Almost forgot to mention players can't run with M60 but they can with minigun. Thats stupid. M60 is not the heviest gun in game so I don't know why you can't run with it. I would say that there are 3 options for this:
You can run with every Big gun or
You can not run with miniguns or
You can run only with flamers and bozar.

Town control
What I understand, now it works like this - You capture a town, and when you are in it you get every once in a while some items in box. The longer you control the city, the more items you get.
Well what I don't know is why you are getting that items for. If there would be some contract between town and faction, there would be some duties faction should do.
I was thinking of town control like this:
When you capture a city, "reputation" of your faction in the city rises. The higher is reputation, the more items appears in box every hour (or half an hour or whatever). When you are protecting the city, it's mayor want it to be peaceful right? That's why it needs protection. So every death of player (exept players who attacked or failed in stealing and players in your faction) will reduce your faction reputation of a small amount. Death of npc in town (exept mercs, companions and slaves of course) will reduce reputation of a bit greater amount. When about 1/4 of town's population is dead in the same moment, mayor will cancel contract with your faction and you loose the city. You can then capture it again but your reputation will be zero again. Of course every other faction can take control of city even if it's under control of someone else.


Well, these are my suggestions how to improve the game. I hope someone from developer team will read this or else our suggestions on this forum are useless :-X.
« Last Edit: July 26, 2012, 04:11:58 pm by Enguzrad »
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Mike Crosser

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Re: Suggestions for fixing the game
« Reply #1 on: July 26, 2012, 03:05:05 pm »

Crafting
The first bad thing on crafting is cooldown. It's too low. 
Are you kidding me?
If anything it's too long.
There should be no cooldown for crafting.
Re: Suggestions for fixing the game
« Reply #2 on: July 26, 2012, 03:57:59 pm »

Are you kidding me?
If anything it's too long.
There should be no cooldown for crafting.
That's misunderstanding, I was trying to say that 1 hour cap for crafting cooldown is too low, that it should be longer like 10 hours maybe. (mistake fixed)

Hello stranger, new in town ?
Yes and no, start playing when beta started, quit, start playing again, quit again, and so on.
« Last Edit: July 26, 2012, 04:12:54 pm by Enguzrad »
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