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How much do you enjoy playing FOnline?

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Solar:
Player trend has been generally constantly upwards, ignoring pre wipe decreases and occasional blips upwards. But then again we had people saying the player base would crash a couple of weeks after we started at the very beginning, guess we just suck.

Still funny when people complain about crafting getting harder/slower when it either remained at roughly the same speed at low levels and increased dramatically if you have the gonads to go out and mine on unguarded maps - shouldn't be hard for a bunch of uber leet!!1 PvPers such as yourselves ;)


--- Quote ---I want to hear your opinion on it. What do you think as a developer about it.

--- End quote ---

Main downsides are having to completely rework the system and go through manually to decide each critters "level" in each encounter. Far easier to create more catagories when we can and autogenerate better base xp from the critters stats, with not much difference in the results either.

There is no problem at all with making it faster for people to level by killing critters, if its done in the right way ... this chip on the shoulder that some of you seem to get when we fix bugs, whilst amusing, is pretty paranoid. You'd stand a far better chance of getting things done for you if you lost ~95% of the moaning from your posts.

Sius:

--- Quote from: Solar on April 05, 2010, 01:56:04 am ---Still funny when people complain about crafting getting harder/slower when it either remained at roughly the same speed at low levels and increased dramatically if you have the gonads to go out and mine on unguarded maps - shouldn't be hard for a bunch of uber leet!!1 PvPers such as yourselves ;)

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You see it's not about crafting being hard/slow its about EXP gained from crafting is too low (I like current crafting system as it comes, but its still cooldown based so it has its drawbacks bu thats not the case here). The reason why we why they seems low for us is mainly because there is nothing to do yet and we have to repeat boring stuff. And that pretty much covers grinding exp from critters too.
If you are thinking about just adding few new critter kinds or sub-kinds to current system then yes, it might help a bit but at the end it can not work. Why? Because you refuse to see the game from bigger picture. Imagine you will stick to current system and as the game develops you would add new critters, bosses, PvE challenges and all that stuff. At that point all what it takes to get rocket exp is just to search for critters you haven't killed that much before and since there would be many critters it should not be any problem to do. It has its flaws you see. Thats why I suggest to rework it to system when players level matters and creeps could appear in like bazillion combinations. But best of all its easy to manage leveling speed through few simple changes once the system is up and running. Lets get it summarized:

Current leveling system
+ rocket exping at hardcore mobs is not possible
- lack of creature variety leading to small or almost non exp gain at all from some
- nothing like stable exp income exists
- imho it has been made slower prematurely leaving casual gamer bored and depended on repetition

Players lvl vs creeps lvl system
+ rocket exping at hardcore mobs is not possible
+ many new creature kinds/sub-kinds available (even without new skins)
+ easy to manage system (you can adjust leveling speed as you see fit without any side effects)
+ stable exp income at all levels yet leveling speed depends clearly on player and his skills and choices
- someone has to create it

You see we have like 4-5 really tough creatures ingame right now so when people focus only on them, diminishing exp will cut their source of exp really fast. Leaving them to farm every other living creature out there. But thats all what you really want to have ingame? Just 5 hard mob types and thats it? But if you want more then with every new hard mob added leveling will become faster and will come closer to rocket exping (even when now its like to compare an ant with an elephant). All I'm saying is that current diminishing exp system just can't work properly when the game reaches certain stage in development. Why don't you focus on something that could last and it has all the benefits of the current system and some additional bonuses on its own.

Simply some compromise between seasons 1/2 and season 3/4 leveling speed would be appreciated by casual gamers until some serious leveling system is done.

RestarT:
I think this is lost battle. NCR noobs-no lifers will always win because they will be crying when they got killed in mine by 21st level boosted PvP char.
It doesn't matter. I'm going to mining site with my char and I will kill everyone who I don't know so they can have reason to cry like: I got killed in mining site! Devs do something with this or I will stop playing! Erase all ammo and guns! I want harmless and peacefull game without player killers!

bikkebakke:

--- Quote from: RestarT on April 05, 2010, 10:45:08 am ---Devs do something with this or I will stop playing! Erase all ammo and guns! I want harmless and peacefull game without player killers!

--- End quote ---

And BAM, we'r back on Hello Kitty Online topic.

RestarT:

--- Quote from: bikkebakke on April 05, 2010, 10:52:30 am ---And BAM, we'r back on Hello Kitty Online topic.

--- End quote ---
Do you know irony man? I don't like FOnline 2238 at this moment, I'm playing because I hope thet some change will come.

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