well, when developers develope the game they should have some kinda vision, some kinda working system, which they try to create step by step. So i think fonline 2238 devs could share their own vision, since at least i am really interested how they imagine the game after lets say one year, or after beta stage. Maybe some players could just stop waisting their time then, or maybe others could be more patient and do not leave to another fallout server yet. Also then players would really see where the game is going, if as said before, we get update, which create working game system, or is it a random development.
In the same time I would like to share my own vision of fonline, how i would like to see the game done, how i would feel myself to enjoy playing most. Since i played fonline from start of obt3 and i never tried any other fallout server, neither i would like to so:
MapI will state now, and i will repeat many times more, that the game should be as close to orginal as possible, with tweaks that are a must to make the game successful mmorpg. And if we would read the game 2238 as a somewhere before f2 events start, and f1 happened as it did, but i think that people playing fonline would want the nostalgia they experienced in f1 and f2 games, at least i want, so some non canonical stuff could be made. And for that i want cathedral near boneyard, boneyard as single town, also i would be happier to see mariposa military base working and inhabited by mutants like in f1 rather than destroyed and empty like it is now. Same with vault15, even if game is before events of f2, i would like to see v15 as a prospering place after successful deal with nc rather than random toilet in the desert.
NPC factions and questsIn here i should say that quests should be fuckin canonical, same as factions. in f2 raiders are sponsored by ncr to attack vault city caravans, so that hey could take over the town. in here if you join raiders, ncr hates you, while you are just employer of fuckin them. Here you have a quest from mr westin in ncr to deliver holodisk to vc traitor thomas moore, while lynette in f2 say that roger westin is the only honest man in ncr and he wouldnt fuckin work with some vc traitor. So i feel myself as idiot doing idiotic quest, when something not logical like that has to be done. same with some encounters, in f2, unity patrol encounter near broken hills was a united patrol of humans, ghouls and mutants, which had nothing to do with masters army, unity faction or any other shit. So if it would be up to me, i would restore all canonical factions of f2 (including active hubologists for example) with an adition of masters army, which should be in working mariposa and normal boneyard cathedral.
player factions and town control, npc factionsWell creating player faction is ok in fonline 2238, so i would not require any changes in here, but i think player factions are ment to do town control, so i would make it more simple in here: if a player faction doesnt start town control timer once in one month, their faction base with all stuff in there gets deleted. People should make tents for their own alts, not factions, simple reason and another reason is that this feature would somewhat require few weaker groups that can win nothing more than random encounter fight into some more powerful force. Also i would like to see timed tc windos, like it was before, because they require constant fight, no pussy town takeovers on night, also it encourages to stand till last blood and successfuly take town even if you would die after, rather than run away if you see you will lose. Also rewards for taking towns should be really great, and encouragiing. For example if 10 people gang would have a town for 24 hours, they should obtain more value from town locker than 10 people group who would encounter farm for 24 hours or craft for same time.
NPC factions can be joined by players, and in my opinion npc factions should be separated from player factions, and one player could belong to both npc faction and player faction. Belonging to npc faction would strongly improve PVE, because in PVE you would get real good bonuses for PVP. And for that it should be made, that players couldnt leave npc faction once joined.
Vault city faction members - which are high in vc ranks, should be able to buy permenant combat armor implants like in f2.
Brotherhood of steel members - which are high in BH ranks, should get ability to access one of those: brotherhood armor or pulse rifle or implants of strength, perception, charisma, intelligence like in f2
http://fallout.wikia.com/wiki/Red_Memory_Module .
Enclave faction members depending on rank should get access to one of: vindicator minigun/apa/apa mk2/power armor/hardned power armor. All power armors could be gained in certain time period, for example every once a week, and they should be unlootable after death.
Raiders faction - should have some good way in caps making, since robbing people is what they do.
Unity faction - should get the ability, to get floaters/centaurs as companions. Or make some trades for mutant skin and like +150hp/some resistance and inability to run as a tradeoff.
But that would be only bonuses in PVE part, there should also be npc fctions pvp part. While raiders are enemies with vault city and enclave-bos-mutants are like enemies between each other there should be some regular npc factions pvp every some time. for example, lets say every thursday 18:00 some repeatable event should happen, for example: where raiders would attack vc caravans, and every vc citizen could go to some exact place in world map to join their city and defend the caravan against raiders, while players belonging to raiders faction would join same exact place to help raiders successfuly rob vc caravans. Same should happen between enclave - bos, bos - unity, unity - enclave, and the taking part in such events would increase your rank in npc faction much more than doing stupid quests. Number of people who can take part in such events should be limited, for the events to be balanced.
Also the other republic would be new reno families, and i think all players could belong to a family, while the reward from that would be somewhat similar to f2, a discount in reno arms/renessco or some shit like that.
items in gamei find it really fuckin weird in this place. Fonline has many disabled weapons from fallout 1 and fallout 2 and some weapons are modified to dumb levels.
For example: Laser pistol is 10-22 dmg in f2 35 range. And IN Fonline it is 20-35 dmg with 35 range (magneto laser pistol is 25-40 dmg). Plasma pistol is 15-35 damage in f2 and in fonline its 30-45 dmg. While for example we have a disabled weapon pulse pistol which in fonline has 32-46 damage with 15 range. So what the fuck guys, why you disabled a weapon which was "too good" and in same time improved some lame ass weapons to that same too good level. Just fuckin make it like in orginal fallouts, and make pulse pistol obtainable.
Same with small guns, you nerf range of pancor jackhammer dramatically and then you need to improve some shitty weapons like assault rifle. Also where is fn fal with 20 rounds burst? i fuckin want it from f2, and it would be a good small gun burster balance against bg players.
Also other items like crowbars etc. should be obtainable in game, they arent fuckin op, to be disabled
gathering craftingwell crafting and gathering is and should be boring activity in my opinion, but i liked it more, when people gathered stuff in towns, like junk, flint, wood. I liked that because it attracted pvp players to towns, and we should not only try to make southern noobs visit north time to time, but northern pros come and visit south also.
Also if it would be up to me, i would delete all safe mines and delete hq materials, leaving only the non hq in unsafe mines. Also if mine is unsafe, it means pker can come in there, and kill him. This is unsafe mine, so i think no more fire geckos or whatever are needed in it, since it would be now double and safe. Furthermore after you gather some stuff in unsafe mine, you need to visit some place like mariposa to turn your stuff in hq stuff, which makes it tripple unsafe and in my opinion it makes it fuckin retarded in same place. So some action is unsafe it should be unsafe only one time. Also i think crafting should be more powerful, but with cooldowns, like it was before, because back then you could mine a decent amount of materials and then go do something else, what lowered the needed time for grinding.
tradingi think all npcs should by all stuff, if a trader has some items in his list as his strategic items, so these baught items should remain, all other items should be turned into caps after some time which could be traded again. Also all traders should sell stuff for much higher prices than standard price, for example if you would have 300 barter, you could buy item for 110% max, and if you would have like 100% barter only,then you would buy items for like 220% of their base price. Same with selling, if you have 300% barter you can sell stuff for 90% of items prices, and if you have like 100% barter, you can sell them for 50% real coast only. This would be harsh a little maybe, but it would strongly encourage trading in between players and this is the thing we should try to encourage.
drugsjust return fuckin drugs like they were in fallout 2, allow drug builds like they were before, they were great part of game once, and now they are very very little difference now. and they coast fuckin shit you know!
traits/builds/powerplaying and shit like thatWell guys, character build requires lot of skill, not less than playing itself, and if players are skilled to turn their characters in to a pvp monsters, or some other monsters like fine thieves, dynamite planters etc, its not their problems they are good, and they dont deserve nerfing for that. Do you devs remember how many good builds you ruined with stupid updates?
I remember frag grenades were cool once, when fast shot worked for them, and when they could coast only 2 ap, they were not overpowered, they were just good, people made throwers, normal battle throwers, now you nerfed it, and how many non sneak battle throwers we have now? fuckin total 0, thanks for this balance devs.
Same with heavy handed, it was not op, it was just good, now you nerfed it to shit, no one is playing heavyhanded anymore, is your goal to remove all builds that are good ? Variety of many good effective builds is nothing more than a success for a good roleplaying game, since it does have many various roles you can be equally successful.
What about critical bursters with silent death, why you nerfed them ? They were great feature and improvement to gameplay.
What about merc leaders, which needed special alts, had big coasts, required good tactical organising but were quite effective, why you removed them ?
Also another double is when you buuy mercs and you need to keep paying them after, that is bullshit.
Same i could tell about fast shot trait, people whined that it had no disadvantage, but it had no disadvantage only because people made such builds were only advantage can be shown. And i think its the purpose of traits, to make such traits which you would benefit only. So stop disabling and nerfing everything what people learn how to use well. And give us our fast shot old trait back.
and give is our bozar minigun, which was best weapon for many in fallout2, and now cant be used at all in game, and if even it is used in game, it is used as fuckin faggot sniper rifle, not a normal great weapon we all used to know.
last but not the least thing is shitshoveling, why the fuck devs wanted the lowest payed, lowest exping way to be made harder, while noobs have like 60/90 hp they can shovel like 10 brahmin shits, and then they do not have hitpoints, so you make newbies able to earn only 100 exp, where is your reasoning in this non sense? let the newbies shovel shit safe
now i pretty much stated how i would imagine my perfect fonline game, you could state your own model if you wish, and as i said before i would like to hear devs opinion, how they imagine their fonline?