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Author Topic: Giving crafting character bonus over PvP only characters  (Read 2152 times)

Giving crafting character bonus over PvP only characters
« on: March 30, 2010, 04:04:52 pm »

Yesterday I was taking a dump, and I had a idea to maybe eliminate the need for PvP only chars or to lower it.

Most players, especially players without factions, have a hard time against PvP chars, so i propose to introduce a bonus with every Profession lvl to that field of the profession.

Example:

SG crafter would have + 15% durability with lvl 1 SG profession. / + 35% durability with lvl 2 SG prof. / +70% durability with SG lvl 3 prof.
This of course affects only small guns in crafters arms.
Maybe add some bonus DMG to weapons dmg? (+7% /+14% / +21%)

Same for BG and EE, Doctors should get + on healed amount or lowered FA and DOC cooldown. Armorers should get + on resistance and DR according to their lvl and better durability. 

This would in my opinion give "small" player a benefit over large faction PKers.
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Re: Giving crafting character bonus over PvP only characters
« Reply #1 on: March 30, 2010, 04:09:59 pm »

I'd also suggest doctors get a healing bonus/reduced cooldown when using first aid, and increased success rate when using doctor.
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Re: Giving crafting character bonus over PvP only characters
« Reply #2 on: March 30, 2010, 04:15:49 pm »

I'd also suggest doctors get a healing bonus/reduced cooldown when using first aid, and increased success rate when using doctor.

Yes, if you know how to build something than for sure you can use ti better than some "random" user. Old saying: knowledge is power
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avv

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Re: Giving crafting character bonus over PvP only characters
« Reply #3 on: March 30, 2010, 04:34:01 pm »

But what advantage would doctors and armorers have?
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Re: Giving crafting character bonus over PvP only characters
« Reply #4 on: March 30, 2010, 04:37:15 pm »

But what advantage would doctors and armorers have?

Doc would get +on healing amnout and/or decreased FA and DOC cooldown and/or better effects from steampacks and other drugs

Armorer + on resistances and + to DR, with improved durability of armor that is worn.
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Re: Giving crafting character bonus over PvP only characters
« Reply #5 on: March 30, 2010, 04:50:06 pm »

And can we just allow doctors to make Jet? Mordino' druggist sounds nice, but giving it to doctors will mean a lot more people actually use it.
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Re: Giving crafting character bonus over PvP only characters
« Reply #6 on: March 30, 2010, 10:51:55 pm »

Actually, in a related idea, I thought "how about rewarding players for not killing anyone?"

If you haven't killed anyone in RL day, you get 10 experience points. Then, another day passes and you get 20 experience points with a text "You discover that not shooting people on sight is also possible."
After three days you get 40, then 80, 160 after five, 360 after six, and on the seventh day you get 500 experience points.
"Your peaceful ways allowed you to gain a lot of experience by simply talking and interacting with people instead of mindlessly slaughtering them."

And each day after those 7 days you get 500 experience points until you kill a player. Then it is reset and you start from 10 again.

This is a fairly small amount of experience points. You'd actually need over 40 days to reach level 21 this way, and if that is too fast, then maybe you are awarded experience every 24 hours of play time.
The bonus is small, but psychologically I believe it could be enough to prevent some people from killing just anyone. A slight "if I kill that guy for no reason, I'll lose my 500 experience points..."
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<Izual> Let's crash server
Re: Giving crafting character bonus over PvP only characters
« Reply #7 on: March 31, 2010, 11:53:13 am »

Actually, in a related idea, I thought "how about rewarding players for not killing anyone?"

If you haven't killed anyone in RL day, you get 10 experience points. Then, another day passes and you get 20 experience points with a text "You discover that not shooting people on sight is also possible."
After three days you get 40, then 80, 160 after five, 360 after six, and on the seventh day you get 500 experience points.
"Your peaceful ways allowed you to gain a lot of experience by simply talking and interacting with people instead of mindlessly slaughtering them."

And each day after those 7 days you get 500 experience points until you kill a player. Then it is reset and you start from 10 again.

This is a fairly small amount of experience points. You'd actually need over 40 days to reach level 21 this way, and if that is too fast, then maybe you are awarded experience every 24 hours of play time.
The bonus is small, but psychologically I believe it could be enough to prevent some people from killing just anyone. A slight "if I kill that guy for no reason, I'll lose my 500 experience points..."

Ok so what if I'm lvl 21? :P
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FischiPiSti

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Re: Giving crafting character bonus over PvP only characters
« Reply #8 on: March 31, 2010, 03:30:35 pm »

Yesterday I was taking a dump, and I had a idea to maybe eliminate the need for PvP only chars or to lower it.

Most players, especially players without factions, have a hard time against PvP chars, so i propose to introduce a bonus with every Profession lvl to that field of the profession.

Example:

SG crafter would have + 15% durability with lvl 1 SG profession. / + 35% durability with lvl 2 SG prof. / +70% durability with SG lvl 3 prof.
This of course affects only small guns in crafters arms.
Maybe add some bonus DMG to weapons dmg? (+7% /+14% / +21%)

Same for BG and EE, Doctors should get + on healed amount or lowered FA and DOC cooldown. Armorers should get + on resistance and DR according to their lvl and better durability. 

This would in my opinion give "small" player a benefit over large faction PKers.
Bonuses like extra durability is fine as long as it doesnt give combat advantages, so bonus damage, and bonus heals for doctor is a huge no-no for me. PVP characters with high skill in SG for example dont do more damage, they just have a higher chance of hitting, i dont think it would be a good idea to give crafters "free bonus damage"..Leave that to perks. No, crafters and people with non-combat statistics need other methods of survival, like the merc system would be perfect for people with high charisma if it would be tied to speech+charisma like some of us suggested elsewhere, rather then money.

For doctors -as a profession-, it would be cool to be able to build defibrillators, so they could resurrect dead people. Usage would be limited to doctor 3, and -ofc- it cant be used on self. If someone dies a horrible and gruesome death (biological - like severed head etc) it would most likely not work. XD But when a rat bites his toe for 2 HP, and he falls under -20, its kinda sad that a doctor next to him cant do anything..
How this fits in the fallout universe? I dont know, but hey, we have plasma rifles, duh.
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Troll.
HtH suggestions: Melee: +DR(PA)
Unarmed: +AC(active sneak should boost AC as they are "less visible")
General "class" idea pool in the form of new perks with high skillrequirements: http://anarchyonline.wikia.com/wiki/Professions
Re: Giving crafting character bonus over PvP only characters
« Reply #9 on: March 31, 2010, 03:39:11 pm »

For doctors -as a profession-, it would be cool to be able to build defibrillators, so they could resurrect dead people. Usage would be limited to doctor 3, and -ofc- it cant be used on self. If someone dies a horrible and gruesome death (biological - like severed head etc) it would most likely not work. XD But when a rat bites his toe for 2 HP, and he falls under -20, its kinda sad that a doctor next to him cant do anything..

This would make the doctor profession very worthwhile and in demand. It's however been suggested before, and the devs didn't seem interested.
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Re: Giving crafting character bonus over PvP only characters
« Reply #10 on: March 31, 2010, 06:06:16 pm »

Bonuses like extra durability is fine as long as it doesnt give combat advantages, so bonus damage, and bonus heals for doctor is a huge no-no for me. PVP characters with high skill in SG for example dont do more damage, they just have a higher chance of hitting, i dont think it would be a good idea to give crafters "free bonus damage"..Leave that to perks. No, crafters and people with non-combat statistics need other methods of survival, like the merc system would be perfect for people with high charisma if it would be tied to speech+charisma like some of us suggested elsewhere, rather then money.

For doctors -as a profession-, it would be cool to be able to build defibrillators, so they could resurrect dead people. Usage would be limited to doctor 3, and -ofc- it cant be used on self. If someone dies a horrible and gruesome death (biological - like severed head etc) it would most likely not work. XD But when a rat bites his toe for 2 HP, and he falls under -20, its kinda sad that a doctor next to him cant do anything..
How this fits in the fallout universe? I dont know, but hey, we have plasma rifles, duh.

I'm just saying to give a players with 1 char a chance vs pro pvp players... I had like 4 lvl3 crafters and 1 for pvp... but it's time consuming and in the end kinda unnecessary. Stil a PVP char would probably kill a crafter.. but he would think twice about attacking him. And 7-14-21 % dmg isnt 200% dmg extra...

Like a hedgehog has needels so would a crafter have a chance vs ruthless killers.
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Re: Giving crafting character bonus over PvP only characters
« Reply #11 on: March 31, 2010, 06:25:54 pm »

But what advantage would doctors and armorers have?

doctors should be able to heal in TB, maybe some kind of field medic perk that comes with doc training.
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Sius

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Re: Giving crafting character bonus over PvP only characters
« Reply #12 on: March 31, 2010, 08:35:43 pm »

All of you tend to cut the game in two and separate PvP players from crafters... why the hell would you want to do that? Professions should affect skills but not survivability. Maybe that armorer idea sounds nice but still such +bonuses should be rather small.

On one side you hate PvPers because they loot-kill mostly anything that moves. But when it comes to quests, npc interaction, weapon/ammo supply they are useless. And when some PvPer whine about some of these you just shut him up telling he should build more "average" character instead his powerbuild.
But same thing applies to you my fellow crafters. You want to survive more? Make more "average" character and invest something to your fighting skills. Both PK and crafter can roll average build or powerbuild. And its logical that your Armorer with 270 repair will be dead in a second when it comes to shooting'n'looting.

So instead of making your "top" crafter get yourself a gun and invest something in EN too, then your chances will be better. You can't expect, that wasteland will bend for you because you are just too damn weak to survive there now. What 1st post suggests is absolute nonsense (at least those numbers are) and you could expect PvPers to find their way how to morph profession +bonuses with PvP powerbuilds.
Re: Giving crafting character bonus over PvP only characters
« Reply #13 on: March 31, 2010, 10:14:10 pm »

Ok so what if I'm lvl 21? :P
Give yourself a pat on the back and reroll another character to find more bugs or exploits in the game and help devs improve the world for everyone.
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<Izual> Let's crash server
Re: Giving crafting character bonus over PvP only characters
« Reply #14 on: April 01, 2010, 10:33:58 am »

All of you tend to cut the game in two and separate PvP players from crafters... why the hell would you want to do that? Professions should affect skills but not survivability. Maybe that armorer idea sounds nice but still such +bonuses should be rather small.

On one side you hate PvPers because they loot-kill mostly anything that moves. But when it comes to quests, npc interaction, weapon/ammo supply they are useless. And when some PvPer whine about some of these you just shut him up telling he should build more "average" character instead his powerbuild.
But same thing applies to you my fellow crafters. You want to survive more? Make more "average" character and invest something to your fighting skills. Both PK and crafter can roll average build or powerbuild. And its logical that your Armorer with 270 repair will be dead in a second when it comes to shooting'n'looting.

So instead of making your "top" crafter get yourself a gun and invest something in EN too, then your chances will be better. You can't expect, that wasteland will bend for you because you are just too damn weak to survive there now. What 1st post suggests is absolute nonsense (at least those numbers are) and you could expect PvPers to find their way how to morph profession +bonuses with PvP powerbuilds.

The numbers were never fixed, just for explanatory purposes. It's better to have 1 char powerbuild thant 2 char "powerbuilds".

You cant invest and in EN and in IN and in AG and in LK and in CH...

I, myself can survive, 2 of my friends and i had 2 bases and a tent that in a strategic point and all that + learning curve in about a month. So i don't have a problem with surviving and everything... But as i stated before, this would maybe eliminate the need for having a char to craft and PvE and a char to PvP...

And the server could "breathe" better without everybody having tons of chars....
No words from the devs yet...
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