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Author Topic: How much do you enjoy playing FOnline?  (Read 59338 times)

Lexx

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Re: How much do you enjoy playing FOnline?
« Reply #240 on: April 04, 2010, 10:50:02 pm »

We get negative replies every day in every topic. A bunch more will not fasten up anything, if at all.
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Sius

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Re: How much do you enjoy playing FOnline?
« Reply #241 on: April 04, 2010, 10:57:38 pm »

We get negative replies every day in every topic. A bunch more will not fasten up anything, if at all.

But some replies here and there would certainly help to calm down (or upset) some people.

Lexx

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Re: How much do you enjoy playing FOnline?
« Reply #242 on: April 04, 2010, 10:59:55 pm »

Well, what do you want to hear? "Sure, will be done tomorrow."?
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Re: How much do you enjoy playing FOnline?
« Reply #243 on: April 04, 2010, 11:03:35 pm »

We dont say it. But many players dont like 2238 like we have now. You want lost every players beacuse now its "Eden for no lifers and crafters" ? Personally i want hear if you WANT any changes or not.
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bikkebakke

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Re: How much do you enjoy playing FOnline?
« Reply #244 on: April 04, 2010, 11:08:52 pm »

I'd really want to see a lvlbased experience system instead of diminishing xp. But, its the devs call. If they want to work on the current one and fix it a bit, thats their decision. But I think it is a bit too lame lvling via creeps atm, but thats what i think.
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Gussiplurr - activehttp://fo2238.fodev.net/status/STATUS
Re: How much do you enjoy playing FOnline?
« Reply #245 on: April 04, 2010, 11:11:57 pm »

what the fuck are you doin? seriously
go argue at chatroulette with webcam
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Just play hello kitty online!

Sius

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Re: How much do you enjoy playing FOnline?
« Reply #246 on: April 04, 2010, 11:17:10 pm »

Well, what do you want to hear? "Sure, will be done tomorrow."?

I want to hear your opinion on it. What do you think as a developer about it. Are there any major drawbacks that we didn't think of? Will you consider this during your development? If so what are the prognosis this will get implemented and if they are good when we can expect that (or will it be priority?).

When you communicate with people then its mainly about technical issues or just some general chitchat but you can hardly see some dev actually saying what they think about our suggestions. Yea its time consuming work as pretty much anything connected to game development but some basic idea what you consider good/bad suggestion would help us with out future ideas. In suggestion board topics get moved to closed suggestions with verdict like once in a month or so. Tell us what you (dis)like about our suggestions and how they will most likely end. Imho authors of suggestions will appreciate any verdict from the developers (does not matter if its positive or negative) more over not knowing.

Wichura

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Re: How much do you enjoy playing FOnline?
« Reply #247 on: April 05, 2010, 01:26:50 am »

We dont say it. But many players dont like 2238 like we have now. You want lost every players beacuse now its "Eden for no lifers and crafters" ? Personally i want hear if you WANT any changes or not.
Weird, exactly the same (about losing players), you can hear from crafters and no-lifers, but they complain and whine because of "damned Russian PK's". And amount of players is increasing.
Critical miss with weapon dropped, sir.
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Nie biegaj za stadem.

Re: How much do you enjoy playing FOnline?
« Reply #248 on: April 05, 2010, 01:30:29 am »

Bad argument. Devs cant change players behaviour. If someome is russian and want be PK nobody can nothing with it. And increasing ? Maybe, its few days after wipe. Wait some time, and dont worry. With this style they come, see and go out. We had this many times before too.
« Last Edit: April 05, 2010, 01:32:59 am by Hololasima »
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Re: How much do you enjoy playing FOnline?
« Reply #249 on: April 05, 2010, 01:48:29 am »

And yet the game exists. So you can just QTF.

As for devs' replies: Don't expect any. If Lexx says "Sure, we'll do it." Then 5 million players will pop up saying "nooooo. this iz shit" and if devs finally decide that it wouldn't work out, another 5 million will pop up and say "why you not do this? you promise. I hate game."
So just post suggestions and make sure a dev reads them. That's enough. If they like it, maybe they'll do it. But you never know. Because if they told you, but changed their mind, then you'd complain. So they keep quiet.

But it can't be HP=EXP based since exp income would be pretty much the same no matter what your lvl is. Those most bad ass creatures like centaurs/deathclaws/desert stalkers have no more than 120-180 hp and gaining lets say 200 exp per kill of such bastard mob is not enough reward. Man with this system you could get more exp by crafting ammo you will waste to kill them than from kills themselves :D. I thought it would be similar to what we have now. There is base exp set for every mob type and every mob level and exp degression is based on your level and what you kill rather than on how many you kill.
Why I wanted HP-based EXP is because right now we have centaurs that have 400+ HP that appear on most wasteland, and also 270HP centaurs that appear in two hexes on wasteland. Also baby deathclaws are treated as adult deathclaws. So if you kill a 400HP centaur you right now get the same exp as if you killed a 270HP one. And they have identical stats. Only different HP. Much like Brahmins all over wasteland. That's why I say it should be HP-based. To reward killing higher-hp critters instead of punishing players for not finding the easy ones. But with different levelled critters that shouldn't really matter as they would have different HP.
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Solar

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Re: How much do you enjoy playing FOnline?
« Reply #250 on: April 05, 2010, 01:56:04 am »

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.

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.
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Sius

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Re: How much do you enjoy playing FOnline?
« Reply #251 on: April 05, 2010, 10:31:28 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 ;)

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.
« Last Edit: April 05, 2010, 10:55:12 am by Sius »
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RestarT

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Re: How much do you enjoy playing FOnline?
« Reply #252 on: April 05, 2010, 10:45:08 am »

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!
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bikkebakke

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Re: How much do you enjoy playing FOnline?
« Reply #253 on: April 05, 2010, 10:52:30 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!

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

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Re: How much do you enjoy playing FOnline?
« Reply #254 on: April 05, 2010, 10:56:44 am »

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