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Author Topic: FO AUS has it, WHY DON'T WE!?  (Read 2935 times)

FO AUS has it, WHY DON'T WE!?
« on: August 18, 2012, 03:08:04 am »

Can we have these features RIGHT now? Pleeeease?


Taken from their page on ModDB:
http://www.moddb.com/games/fallout-online-australia/tutorials/your-first-time-on-fallout-online-australia

"Architecture:
To become an architect to Craft Small Towns, Vaults, Trading Posts, Churches Ect you need to find an Architect NPC.
One can be Found in the NAR
One can be found in Broome.
One can be found in Broken Hills
One can be Found in Parkes

Weapons, Ammo, Armour Crafting Ect
You dont need to be trained to make anything, you only need to gain more repair and science skills. this will unlock some items on your fix boy which you can then craft.

Robot Craft
Robots can now be Crafted!

Vehicle Craft
Vehicles can now be Crafted!"
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Eternauta

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Re: FO AUS has it, WHY DON'T WE!?
« Reply #1 on: August 18, 2012, 03:10:12 am »

All those features are fine and dandy, but don't complain about getting warnings if you're then gonna post suggestion with such a title :P
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S.T.A.L.K.E.R

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Re: FO AUS has it, WHY DON'T WE!?
« Reply #2 on: August 18, 2012, 03:30:19 am »

I don't like FO AUS, its weird, crafting sucks, mercs/slaves system terrible, some animals move weird.............................................

and how can you walk on water? It should be deep

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Re: FO AUS has it, WHY DON'T WE!?
« Reply #3 on: August 18, 2012, 04:28:42 am »

I don't like FO AUS, its weird, crafting sucks, mercs/slaves system terrible, some animals move weird.............................................

and how can you walk on water? It should be deep
It's only in it's first open beta, never played it myself, but these features are REMARKABLE!
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S.T.A.L.K.E.R

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Re: FO AUS has it, WHY DON'T WE!?
« Reply #4 on: August 18, 2012, 04:37:37 am »

People can see your vaults too, its weird and no way to open them from the outside, and your alts have to be with you if you

want to make a shared tent or houses
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Ville

  • 2238 Serious business
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Re: FO AUS has it, WHY DON'T WE!?
« Reply #5 on: August 18, 2012, 04:48:24 am »

fonline australia has potential but I agree that posting about it in the suggestion section isn't the best spot and should go in off-topic or in the post already made about it in the off topic section.

The recent beta had a rough start and he is working on fixing it. It is just one guy who is working on it and his first project. It has actually had a lot of progress since I tested his first beta.
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Re: FO AUS has it, WHY DON'T WE!?
« Reply #6 on: August 18, 2012, 05:39:38 am »

As cool as these features are they are extremely unpolished, if FO AUS keeps going I'll give it at least 3 months to start being balanced.
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Re: FO AUS has it, WHY DON'T WE!?
« Reply #7 on: August 18, 2012, 05:42:10 am »

As cool as these features are they are extremely unpolished, if FO AUS keeps going I'll give it at least 3 months to start being balanced.

Sure sure, but these features are so interesting lol. Buildable houses and such, trading posts etc.
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Re: FO AUS has it, WHY DON'T WE!?
« Reply #8 on: August 18, 2012, 07:03:38 am »

It's only in it's first open beta, never played it myself, but these features are REMARKABLE!

I don't see how you can make such a statement without having played it.  I personally have found the features to be very rough around the edges, I also do not wish to see 5000 green dots on the map when I go to travel somewhere (if it isn't a public location what point would having a city/church etc be used for besides the very minor group of roleplayers)

Weapons/Armors/Ammo crafting: I prefer 2238's system over Australia's system.

Robots:  Has been denied many times, please stop asking (this is to everyone in general not specifically you)

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barter1113

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Re: FO AUS has it, WHY DON'T WE!?
« Reply #9 on: August 18, 2012, 10:41:22 am »

Never other's servers features!

They made this new server with new features and now, you must suggest to add this into 2238... Bi... please  ::) Don't copy ideas from others servers, please.

I also do not wish to see 5000 green dots on the map when I go to travel somewhere

Work in progress - do you know that? If its now visible it can be FIXED to be not visible, later.  ::)
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Re: FO AUS has it, WHY DON'T WE!?
« Reply #10 on: August 18, 2012, 12:56:06 pm »

I don't like FO AUS, its weird.

I'll not try that server simply because of its theme.

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Mike Crosser

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Re: FO AUS has it, WHY DON'T WE!?
« Reply #11 on: August 18, 2012, 09:41:58 pm »

No.
Crafting things like cars and vaults is ridicilous in the Fallout universe.
Towns are I guess ok but even that is pushing it a bit.
Oh and crafting robots,no.
Perhaps crafting a buggy or a roach could be ok,maybe....
Re: FO AUS has it, WHY DON'T WE!?
« Reply #12 on: August 19, 2012, 03:59:53 am »

No.
Crafting things like cars and vaults is ridicilous in the Fallout universe.
Towns are I guess ok but even that is pushing it a bit.
Oh and crafting robots,no.
Perhaps crafting a buggy or a roach could be ok,maybe....

Building vaults is stupid yes, but building cars? Why not? SOMEONE makes them in 2238, why can't it be one of us?
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Re: FO AUS has it, WHY DON'T WE!?
« Reply #13 on: August 19, 2012, 08:02:52 am »

Some of these features are pretty cool and personally, I would like to see them ingame (nobody will spawn 5000 cities since it will be much much more expensive than bases are.) Also, we dont need craftable Vaults, actually, we already have it ingame, lol. Just add posibillity to fix elevator at Bunker Base (which is in fact is abandoned Vault) to get to other levels and we got vault base. :P

In my opinion, posibillity to make base visible/non visible on WM (lets say, open/close gates) for leader of the faction on the faction terminal should be enough to get lot of fun.

(of course, i still think that important faction members should've some part of fancy GM magic on their base territory so they can maintain their bases properly and to make it "event-able")
« Last Edit: August 19, 2012, 08:16:23 am by Wiktor_pl »
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TKs-KaBoom

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Re: FO AUS has it, WHY DON'T WE!?
« Reply #14 on: August 19, 2012, 09:01:07 am »

I think all tents and bases should be at least encounterable, and once "found" you can return.  Tents in mountains and trees would be more difficult to find then those on deserts or plains.  Bases should have a bonus to find (they are larger installations) in encounters.  Will this make it more difficult for factions to maintain large amounts of "floor" carpeting, perhaps, but thats the whole point.  Fight to defend your turf.  Only the strongest and most active factions could maintain secure bases, while other smaller ones would routinely get raided however because they would have less wealth, probably wouldn't attract as many mauraders.  This would make you carry around your "prized" possesions rather than thinking you have the luxury of "safety" in the wasteland.
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It's all really about suppression of dissension, consensus through censorship.  Whether through extermination of those who have different or conflicting viewpoints or subtle spin of available media.  If there is only one opinion left, it must be right, right?
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