Other > Suggestions
Buff FA
NDH1187:
Lower the cooldown could be a good enough buff for FA. For example, FA at 300% + Medic Perk should be around 20s. The current cooldown of FA is too long, nobody considers it for combat, except "Hinkley experts". And I like the idea of FA be able to help a friend stand up from KO.
More than that and FA will be too powerful and there will be complaints.
avv:
--- Quote from: NDH1187 on October 18, 2012, 06:41:15 am ---Lower the cooldown could be a good enough buff for FA. For example, FA at 300% + Medic Perk should be around 20s. The current cooldown of FA is too long, nobody considers it for combat, except "Hinkley experts". And I like the idea of FA be able to help a friend stand up from KO.
More than that and FA will be too powerful and there will be complaints.
--- End quote ---
If the skill only heals damage, it will never be better than superstims without being overpowered. Even full health per 20 seconds would be worse than superstims that fully heal most builds in few seconds. Furthermore, a build with 300 points spent in FA is largely useless because of so massive investment in one skill.
LagMaster:
This is a good sugestion, if you, kind developers of the FOnline2238 game, can implement at least a part of this suggestion it would mean a lot for the comunity
Johnnybravo:
--- Quote from: T-888 on October 13, 2012, 04:23:00 pm ---Science and repair is nothing similar, being a mechanic or a scientist, apples and oranges and no you don't need to cap either of them to use them in game somewhat effectively, disassembling gear is not the only mechanic science is tied to and even then you can science equipment with less than cap and still gain a lot of resources. If someone see it as a necessity to have a 300% science alt to gain just a little bit more resources from "dead" equipment then it is his choice. Same thing for repair, currently more than 200 is over kill.
--- End quote ---
Because I totally did not said the only purpose of those are to reach certain value. There is no play value tied to it. It just all means you have to create 2 characters if you want to do two parts of the same thing in best possible way.
All those stats and skills are created for singleplayer game anyway, hard to figure out for some...
T-888:
--- Quote from: Johnnybravo on October 19, 2012, 12:44:31 am ---Because I totally did not said the only purpose of those are to reach certain value.
--- End quote ---
--- Quote from: Johnnybravo on October 19, 2012, 12:44:31 am ---It just all means you have to create 2 characters if you want to do two parts of the same thing in best possible way.
--- End quote ---
Now that i put it in this order, do you see it?
What is the "best way?" To me that resembles capping a skill, not tagging, but capping.
Be more precise and conditioned, otherwise a character can have both of the skills and current game mechanics allow to be the "best" at both at some extent, that extent witch furthermore i would like to refer as the "gap", it might need some shortening. This has been already done in other projects by simply decreasing the total amount of skill-points possible to invest in a skill, revolving and balancing each skill on a different scale of magnitude where a character can be just simply more effective with both by investing less skill-points, in this case that would be science and repair. Complicated way how to say a character is just as effective with 200% skill as with 300%, that way the character literally can be the best at both.
--- Quote from: Johnnybravo on October 19, 2012, 12:44:31 am ---There is no play value tied to it.
--- End quote ---
There is, might not be good or enough for you. Each time a quest requires science or repair, disassembling equipment, dungeon requirements etc. etc. it is all play value, something you get out of by playing with those type of skills.
So, when content is added to this game, some sort of play value is added along it and sometimes it does touch the skills science, repair.
Though by all means i don't see how this is in any way related to merging some sort of skills, i just don't see any connection. By merging skills you will not add more play value, just put more emphasis on one skill. If you think they separately doesn't have enough weight on them, then the rational way is just to look at them as they are and just simply attach more game mechanics, twist something so the player doesn't feel all too punished by not investing in science instead of repair and the same thing goes for doctor and first aid, yet necessary to have differences of both because that way it allows more variety of how to specialize and make more choices.
Merging skills is the easy way, though it will not improve or add something new.
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