fodev.net
15.08.2009 - 23.06.2013
"Wasteland is harsh"
Home Forum Help Login Register
  • November 05, 2024, 06:15:03 pm
  • Welcome, Guest
Please login or register.

Login with username, password and session length
Play WikiBoy BugTracker Developer's blog
Pages: 1 2 [3] 4 5 ... 11

Author Topic: Changelog 26/01/13  (Read 52200 times)

Grimmi

  • Nobody Do that Safe and Fast Trades
  • Offline
Re: Changelog 26/01/13
« Reply #30 on: January 27, 2013, 07:20:04 am »

hey where i can dig the grave?
only special enc?
Logged
Masters Of The World
SaBaToN For Ever Guys !!!!

JovankaB

  • Guest
Re: Changelog 26/01/13
« Reply #31 on: January 27, 2013, 08:30:05 am »

hey where i can dig the grave?
only special enc?

No, all (accessible) graves in public locations, like Den, Golgotha etc.
Grave needs to be closed though or nothing will appear there.


Minus 500 rep and I got a flower and a mauser, you guys sure were right about graves being OP. ::)

I assume you were digging not during night and in the most crowded graveyard (Den).
Penalty should be much smaller in places with less NPCs around or at night. Although
yea, maybe it's too big.

Stuff comes from thing left in encounters (also on dead players), so there is a chance
for much better things but the most common probably will be jackets :)
« Last Edit: January 27, 2013, 08:59:26 am by JovankaB »
Logged
Re: Changelog 26/01/13
« Reply #32 on: January 27, 2013, 08:47:40 am »

Well I like the concept behind this update, pretty cool, Sadly just something the average player will make alts for and just run.  But it's a neat thing, and the Dev's can't be blamed for players noobishness.  Decent update keep going guys.
Logged
City Encounters:  269
Footlockers:  60
Blueprints:  8
Car Wrecks:  3
Fuel CC:  0
Special Encounters:  0
Data collection start: 1-24-13

kompreSor

  • FOnline 3
  • Offline
Re: Changelog 26/01/13
« Reply #33 on: January 27, 2013, 09:21:59 am »

yes update but when add militia in TC town?

Ganado

  • Moderator
  • Dishonest Abe
  • Offline
Re: Changelog 26/01/13
« Reply #34 on: January 27, 2013, 09:24:40 am »

...who wants militia back? Or rather, why would you want them back?
Logged
Error while opening cfg file: spawnnpc.cfg
Shit! Damn admins! Always ruining my fun! I guess I'll talk to them. WITH MY FISTS!!!! No seriously, I will write them a nice email or make a thread on the forums or something. Thanks!

shenbei8

  • Science: 300%
  • Offline
Re: Changelog 26/01/13
« Reply #35 on: January 27, 2013, 09:25:02 am »

thanks updates. it's cool !
Logged
-------------辐射2的发烧友.骨灰级玩家--------------



-----------------生化危机忠实粉丝----------------



--------------- 产品设计师 室内设计师-------------

kompreSor

  • FOnline 3
  • Offline
Re: Changelog 26/01/13
« Reply #36 on: January 27, 2013, 09:31:24 am »

...who wants militia back? Or rather, why would you want them back?
eee my gang? S8 gang maybe more, only BBS and SoT want to not militia.
when we get town, we can't defence this town becouse BBS or TNB have 2x poeple than all normal gangs!
« Last Edit: January 27, 2013, 09:35:09 am by kompreSor »
Logged

sHoW.

  • Who do you think you are?
  • Offline
Re: Changelog 26/01/13
« Reply #37 on: January 27, 2013, 09:43:15 am »

Yea militia was good thing in TC was more interesting and that was more fun with killing them, take town(fight with players), and after it take best mercs what gang do and make them militia. Not just come to town capturing in fight with 1-2 relog waves and done. Think about it.
Logged
Im proud for my Country but shame on Salamander. If there will be NooB award he will have it.
Re: Changelog 26/01/13
« Reply #38 on: January 27, 2013, 09:51:27 am »

In my opinion, militia was a good idea, but merc/slave militia was a bad idea:

Good things about militia:
- It promoted people to stay in town, thus promoting more PvP.
- It gave smaller gangs a bigger chance in TC.
- It allowed to build projects inside towns much easier.
- Normal militia bought by the sheriff was alright.

Bad things about militia:
- Merc/slave militia, the fact that you could add them anywhere, and attack where you desire. Also, the fact that they were ridiculously powerful where you had the option to choose what weapon they yield, especially for weapons like rocket launcher with mutants.
- Perks like: Super stonewall (Not being able to be knocked down by rockets or anything.) and Doom-weapons. (Their weapons don't require reloading, OP with RL.)
- Merc/Slave militias' boost in skills, damage, etc.

Just an opinion.
Logged

Ganado

  • Moderator
  • Dishonest Abe
  • Offline
Re: Changelog 26/01/13
« Reply #39 on: January 27, 2013, 09:56:41 am »

True I remember how it did help with things such as the Redding activity tsar stuff.
Logged
Error while opening cfg file: spawnnpc.cfg
Shit! Damn admins! Always ruining my fun! I guess I'll talk to them. WITH MY FISTS!!!! No seriously, I will write them a nice email or make a thread on the forums or something. Thanks!
Re: Changelog 26/01/13
« Reply #40 on: January 27, 2013, 10:14:36 am »

Thanks for the update !  :) Now ad the drugs in the the craft list and why not more high quality Blueprint such as AVENGER OR BROTHERHOOD ARMOR like before !!!!!!  ;D
Logged
Re: Changelog 26/01/13
« Reply #41 on: January 27, 2013, 10:17:09 am »

eee my gang? S8 gang maybe more, only BBS and SoT want to not militia.
when we get town, we can't defence this town becouse BBS or TNB have 2x poeple than all normal gangs!

If you dont have enough people to control town, you dont deserve it then.
Logged
Avatar: Equality of rights for ghouls!
Re: Changelog 26/01/13
« Reply #42 on: January 27, 2013, 10:22:35 am »

Militia & influence concepts were fine. I repeat: concepts. The only problem was that after they were implemented and possible exploits/flaws were well known, almost nothing was done to alter their mechanics.
Re: Changelog 26/01/13
« Reply #43 on: January 27, 2013, 11:20:48 am »

aaaaaah... updates re the server's fragrant bloom  :-*
Logged
come with me, into the trees, we'll lay on the grass, and let hours pass...

Muslim Obama

  • Guest
Re: Changelog 26/01/13
« Reply #44 on: January 27, 2013, 12:24:44 pm »

Even if u will Have 30militians with current system u wont Have any chance. We will just kill milita and even if few of us will fall down they will just fr to another character. I say - no to militia in prew system. If u want militia they should Have weak-med stuff and max 250-300 hp and Max 8 of Them
Logged
Pages: 1 2 [3] 4 5 ... 11
 

Page created in 0.035 seconds with 22 queries.