Other > Closed suggestions

Giving crafting character bonus over PvP only characters

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EvilMinded:

--- Quote from: FischiPiSti on March 31, 2010, 03:30:35 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.

--- End quote ---

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.

Roachor:

--- Quote from: avv on March 30, 2010, 04:34:01 pm ---But what advantage would doctors and armorers have?

--- End quote ---

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

Sius:
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.

blahblah:

--- Quote from: Krej on March 31, 2010, 11:53:13 am ---Ok so what if I'm lvl 21? :P

--- End quote ---
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.

EvilMinded:

--- Quote from: Sius 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.

--- End quote ---

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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