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Author Topic: Some changes in Traits and Perks  (Read 3078 times)

Re: Some changes in Traits and Perks
« Reply #15 on: November 22, 2012, 07:54:17 pm »

Trait changes:

- Remove fast metabolism and chem resistant traits since they are usless.
- Create "Mule" trait (-1 AG +33 CW) and "Handy" trait (+10% to none combat skills -15% to combat skills)

Drugged looter builds? Take "Mule" and eat nuka-cola? ;D

Perks changes:

- Move Pack Rat and Strong Back perks to the support perks. They could be obtained at the Gym in New Reno.

Not bad idea about moving them to Gym in Reno.
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TKs-KaBoom

  • The Usual Suspect (according to Surf)
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Re: Some changes in Traits and Perks
« Reply #16 on: November 23, 2012, 08:59:48 am »

*sigh*
What people will suggest to make fast pvp looters easier....

Why not just make one build possible  (max hp bg tank with 20 SS)  and make them fully geared and not lootable?  Then you can Fack your brains out going boom boom pew pew repeatedly ad nauseam forever and ever.... solves balance, looting and fastrelog issues, your welcome :)

Then make "real game" for the rest of us that think the whole PvP thing is just a bunch of stinking brahmin shit, like it really is...
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manero

  • FO:Reloaded
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Re: Some changes in Traits and Perks
« Reply #17 on: November 23, 2012, 09:39:27 am »

Trait changes:
- Move Pack Rat and Strong Back perks to the support perks. They could be obtained at the Gym in New Reno.

It could be obtained after finished box lifting job(cash quest) in Scavenger Camp, Hub and NCR Station.

I like that idea. Biggest carry on ape, less proxy looters in play.
« Last Edit: November 23, 2012, 09:41:16 am by manero »
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Gruik

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Re: Some changes in Traits and Perks
« Reply #18 on: November 23, 2012, 12:26:38 pm »

Perks changes:

- Move Pack Rat and Strong Back perks to the support perks. They could be obtained at the Gym in New Reno.


In my opinon those changes would improve the gameplay.

I agree too. I think that many others "environmental" perks -dunno if you see what I mean there ; I'm talking about the perks that aren't for combat or defense mainly- should be obtainable only via a quest, should be support perks. It will balance builds, so that even PVE chars could be a bit competitive, and PVP chars could avoid those support quests and focus on char building.
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DocAN.

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Re: Some changes in Traits and Perks
« Reply #19 on: November 24, 2012, 12:26:15 pm »

Fast metabolism is a very useful trait, for hinkley builds for example it's a must. Chem resistant however is completely useless in PvP, but maybe some newcomers who don't want to have jet negative effect for them this trait can make sense.

Just checked the Fast Metabolism trait - it should give +5 HR
I made an alt with 10 EN (12 HR) plus FM trait - it should be 17 HR but its only 12 so looks like its not working,

Faster Healing support perks works fine.
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Re: Some changes in Traits and Perks
« Reply #20 on: November 24, 2012, 04:17:11 pm »

Fast metabolism makes drugs shitty, this is only good for pve.
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DocAN.

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Re: Some changes in Traits and Perks
« Reply #21 on: November 25, 2012, 09:29:37 am »

Fast metabolism makes drugs shitty, this is only good for pve.
It's another reason why it could be removed/changed.
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Hawk Looter

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Re: Some changes in Traits and Perks
« Reply #22 on: November 26, 2012, 04:15:02 am »

Yes more space for loot in pvp ale would be good. +1
And also there should be 2nd patchfinder
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Re: Some changes in Traits and Perks
« Reply #23 on: November 29, 2012, 03:20:15 pm »

Yes more space for loot in pvp ale would be good. +1
And also there should be 2nd patchfinder

I dont like that. Power builts should have some nagative impact on your character, besides, if fast reloggin would be fixed gangs could not loot fast, that low CW would give noobs the chance of looting (stealing) some gear, which would give them some joy and some role in PvP.

About the pathfinder, i think devs should make travelling much harder. Crossing the world map in 2 min with only 100 od   is stupid...and cars should be luxury items. Thats my point of view
« Last Edit: November 29, 2012, 03:22:44 pm by Furior »
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Killer Rabbit

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Re: Some changes in Traits and Perks
« Reply #24 on: November 29, 2012, 03:26:23 pm »

luxury ?:D cars? man please...every pvp player need can not out skill
and u still can loot stuff after huge tc fight. use ur sneaker
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Re: Some changes in Traits and Perks
« Reply #25 on: November 29, 2012, 06:14:20 pm »

I dont like that. Power builts should have some nagative impact on your character, besides, if fast reloggin would be fixed gangs could not loot fast, that low CW would give noobs the chance of looting (stealing) some gear, which would give them some joy and some role in PvP.

About the pathfinder, i think devs should make travelling much harder. Crossing the world map in 2 min with only 100 od   is stupid...and cars should be luxury items. Thats my point of view

First off noobs in stolen gear would impact pvp in no way, taking 10 minutes to cross the map is retarded. Whats that? event at v15? But you're at sf? sucks for you buddy. Slow wm travel doesn't benefit anyone and cars are useless for combat unless you want to throw them away every time(unless you are with a large group obviously). Even 200 outdoor with all the perks is slow as hell.
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Re: Some changes in Traits and Perks
« Reply #26 on: November 29, 2012, 06:43:20 pm »

Cars are cheaper than ever and you are complaining about slow world map speed? Cars useless for combat?

Stop typing man, just stop.
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Re: Some changes in Traits and Perks
« Reply #27 on: November 29, 2012, 06:48:00 pm »

Cars are cheaper than ever and you are complaining about slow world map speed? Cars useless for combat?

Stop typing man, just stop.

Solo players arnt going to use cars to arrive at hostile locations, just because you are a nublet that gets handed everything from your faction doesn't mean that is the case for everyone.
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