Other > General Game Discussion
How much do you enjoy playing FOnline?
Alvarez:
The hell...
I also feel somewhat ignored on forums and have that gnawing feeling that i shouldn't make any suggestions, 'cause nothing out of it would be implemented anyway. Perhaps they are considered stupid by the devs.
Lags, PKs, 'fixes'... I play FOnline anyway. Don't know why, but i can't stop it.
It's only about mining at early hours and gathering XP by walking aimlessly in the Wasteland - thanks for the high Outdoor i gather more than with crafting, my favourite part of the game. *Insert a sarcastic suggestion of nerfing Outdoor here*
I feel somewhat empty right now about the gameplay. Nothing to strive for. Just killing critters. And how comes that the game becomes so laggy after one update?
But thanks for the new mining system, it's really great!
RestarT:
This wipe was ''1step forward 2steps back''... Some new features like encounters when you are entering location, surprising encounters and other things. But most of changes are bad. Less XP from monsters, less XP from crafting! So how can I make my char 21 level? The best exping way is cleaning brahmin shits. Anyway, exping isn't the biggest problem of this game.
The biggest problem is: GAME IS PRETTY BORING! If I want normal iron, I have to find mining site. Nice, i have 14 ore but for better stuff I don't need normal metal parts! I must have GOOD metal parts. So I must go, and find unguarded mining site. There are 2 options:
1. Some guy with minigun kill me with 1 burst. So I must go to unguarded mining site AGAIN!
2. I have 4 better iron ore. Nice but I need 6 good metal parts-I must wait 20 minutes for cool down, then I must go to mining site AGAIN(!) and AGAIN there are 2 options... Without outdoorsman you can meet 6 encounters on way from base to mining site and back, if your base is near site. If it's far, you can meet much more boring rat encounters. I DON'T WANT PLAY THIS GAME! THIS GAME IS OUT OF FUN!
On 1 fight, you need 1 day crafting. This game is for NO-LIFE people or FOnline ADDICTED people. Normal people who have work or school haven't got time on runing from mining site to base.
But thank you, this wipe released me from FOnline addict, so I have much more time to my life, school and friends.
I liked OBT3 FOnline, I liked pre-wipe FOnline, but I don't like after-wipe FOnline, it's time-eating and boring game...
Atom:
--- Quote from: Badger on April 01, 2010, 03:20:18 pm ---Because editing FOnline's guns and ammo definitely isn't just editing proto files. No sir.
--- End quote ---
Not even "editing" guns is purely proto work. Simple fiddling with numbers there might not be enough to achieve any kind of balance. Mechanics has to be extended to allow flexibility beyond what can be done in old fo2 proto data. Consider the armour piercing ammo. Contrary to what you've claimed, it has seen a lot of use already. Certain ammunitions were given special "ap property" (it was nowhere to be found in original protos), so that firing a weapon with such ammo results in dividing target's DT by 5 (this is equivalent to firing a weapon with the "penetrate" perk). Together with (standard proto) DR mod property, damage output from the ammo is affected by the target's armour only to a small degree, thus making it more effective than non-AP ammo fired from the weapon against heavier armoured targets (fresh CA and two toughness perks, for instance). With this simple and small addition (which had to be done either by adding one line to the combat algorithm, or by creating new proto property and very similar line in code) it's now easier to make two competitive ammo types used by the same weapon. It would be pretty much impossible to do something like that using only vanilla mechanics + changing original proto values (remember what was the nature of AP vs JHP imbalance in FO/FO2: AP's DR mod was starting to become useful only against armours, that had their DT high enough to stop AP bullets from doing any damage completely).
So for the most localized weapon balance problem (two ammunitions in one gun, none of which is strictly better than the other one), we already need a little extension of mechanics, adding one line to the code. Another problem: aimed shots vs. burst - it can be (for better part) boiled down to fiddling around with criticals. But not only the tables, but underlaying formulas too. That would be 2-3 lines somewhere. And then there's different damage cone for shotguns. Two lines.
This "programming" part it is about isn't something humongous. Like mentioned above, eventually it's just few more lines. The point is, adding those lines is inherent part of "editing". And before you add them, you have to find and specify the problem (which comes from shortcomings of what's already in) you are trying to fix.
And that's how it is about guns and ammo editing.
Alvarez:
--- Quote from: Alvarez on April 01, 2010, 04:18:04 pm ---I also feel somewhat ignored on forums
--- End quote ---
That's it.
Okay, just ban me too.
Right now.
Please.
Don't forget IRC.
Surf:
--- Quote from: Badger on April 01, 2010, 03:56:32 pm ---Turns it does. Funny world. Now get me the fuck out of here.
--- End quote ---
Pal, what's wrong with you? ???
Someone hacked your forums account?
Always thought you're a bit smarter than the little troll/crying kids. :-\
There is sure some pointless rage in the last few days over here...
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