FOnline Development > FOnline Projects
Fonline Origins
Wichura:
--- Quote from: Tit0 on September 21, 2016, 05:00:44 pm ---haha " I've been around for a while and I'd like to ask you guys a question" Wichur you should say "Im always around " xD I can find you easily on every fonline forum, maybe thats why you cant finnish your game because you spend a lot of time for adding new respond
--- End quote ---
That is 100% correct, especially the "lot of time to answer" part.
--- Quote from: Tit0 on September 21, 2016, 05:00:44 pm ---btw guys dont worried about our games like we said before we want connect all good ideas from other servers even new races doesnt destroy our concept.
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It doesn't answer my previous question - what makes me play your game instead of any other? Connecting good ideas - who decides if they are good or not? What are those ideas? And where can I read some concept as such?
AnarchCassius:
--- Quote ---It doesn't answer my previous question - what makes me play your game instead of any other? Connecting good ideas - who decides if they are good or not? What are those ideas? And where can I read some concept as such?
--- End quote ---
I don't know what will make you want to play it. :) Seriously a lot of people seem to dislike the idea of another PvP/PvE server but would any of these other ideas have more appeal? Or would each just appeal to a small group?
Personally I am for the survival/roleplay angle but things are still being worked out. A lot of this is testing things to see what works and brainstorming, hence the lack of clear list of features. The project is effectively pre-alpha.
I can you an idea what sort of things are being discussed:
New balance. This isn't just about new content, we're hoping to support a variety of builds and playstyles. There will be a level cap and books will yield fewer points, making Int matter. We hope to have follower robots and turrets, making Repair and Science more useful in the field. We are looking at making Barter less of a pure alt skill. Redundant "even more" Perks will probably be dropped and a greater variety of perks added and balanced. Building a character will be a more flexible endeavor as opposed to just slightly modding one of a handful of viable builds.
The maps will actually be smaller. Tit0 is pushing for this :) Towns and world are getting scaled back to reduce travel. A mixed blessing imo.
New content. Yes, we are taking stuff from other Fallout games. Tactics and Van Buren have some great stuff and we aren't going to ignore it. We are also adding new "games" (like TC, caravans, etc) to give people more environments to use their builds in and more ways to earn different rewards.
So yeah adding stuff from other games is part of this, but ensuring stuff already in engine actually gets use and is balanced is another part of it.
So I am going to flip that question a bit, What would people like to see in a PvP/PvE server sticking close to original Fallout themes that hasn't been done (well) on Reloaded or Fonline2? For me that's followers, more skill use, more varied builds and so on.
Wichura:
Smart move, now it's up to players to write down the concept of your server. Totally opposite to FOnline2 development for example, which has begun in 2012 from clear idea of what we are actually doing here.
Anyway so far I'm not convinced. Changes mentioned so far can be added to any existing FOnline server, with more or less acceptance from playerbase. It's not that difficult, just time consuming to take SDK, add some maps, new items, nerf this, boost that, shake before serving and boom, done. Klamath top left, Glow bottom right, yet another pixel-hungry-rats race on yet another 2238/TLA clone, nothing to see here, move along. Rolling the same ball of turd over and over is boring and repeatable as hell. Announcing "we take all the good FOnline features and mix them together but tell us what these features should be" - well, good luck, you're gonna need it.
Barter and Scavenging skills are passive on FO2, meaning they raise by using them and therefore making a dedicated alt for those is pointless. I guess someone did that anyway, but I cannot explain that poor soul.
TC or caravans is nothing "new" at all, it's been here and there for a longer while. In my opinion TC is one of the most game-destructive features in current shape, it makes TC-towns deserted and useless for majority of players. Simply because majority of players use to have fun solo, believe it or not, so they don't give a flying fuck about things designed and implemented only to keep few bunches of yelling clowns happy. Which never works by the way, those yelling clowns are never happy.
There's a long list of things I like on FO2 and miss on Reloaded and opposite, but most of these can be added with this or that update, so I'm not bothered much. I'm patient enough to sit and wait, I cannot split in two to combine developing an indie game with real life duties.
loord:
Town control is most cancered fonline's feature. I can't imagine why someone would want to add it to his own server.
Lexx:
"Town Control" should never be done in a town location but in a custom one. This way you are also free to design it in a way to make it at least partly competitive.
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