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Future pvp theme

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Badger:
Question to the devs - is redoing perks in this way something that would be considered?

Sius:
So lets make it clear. Profession = your occupation. Class = your character abilities that determine whenever is he dmg dealer, tank, support person or simply all-can-do kinda guy.


--- Quote ---Not strict classes, but rough outlines that people can build on.
--- End quote ---
Exactly. It shouldn't be 1 choice what class you want to roll. It should be chain of choices that will lead you through your path and eventually tell us what have you became. Nothing like - I pick sniper for this season. No, you will have to choose from wide variety of abilities that will determine what kind of character you are. And when you roll sniper build then there should be shitload of combinations how to roll it. One green brain psychopath that will not leave his position until he gets that perfect shot without enemy even knowing where the bullet came from. Another rather "rooftop" killer with backup pistol to cover his ass when things get really ugly. Next sniper would rather use assault rifles and combine them with grenades with boosted range etc.

And these things should be possible also for PvE and RP. I mean docs, miners, thieves, drivers, bounty hunters, barters... everyone should be able to define his character through these abilities.

Also I think that classes should stand apart from professions. Even pure combat big gunner should be able to take care of his guns and repair them a bit.


--- Quote from: Badger on April 17, 2010, 08:05:34 PM ---Question to the devs - is redoing perks in this way something that would be considered?

--- End quote ---

Again I have to say that there are simply not enough perks ingame. You can't count on that 7/5 choices (if 21 remains max lvl as it should not for reasons I've told before) will be enough for your char development. I think abilities should stand apart as completely new feature if they should be successful. Perks should remain as they are now, maybe with some changes linking perks with abilities to balance them properly. But I think special/perks/skillpoints/abilities  is the way to go.

iicca:
Fonline should never restrict character developlment to "classes". Classes are there already if you havent realized. Bad bad idea, very unfalloutish. Big no from me. I support the stances though, but then the whole pvp system needs an overhaul deployment and terrain vice... thats alot of stuff to do.. feels like useless jibberish to me atm.

Sius:

--- Quote from: iicca on April 17, 2010, 08:49:56 PM ---Fonline should never restrict character developlment to "classes". Classes are there already if you havent realized. Bad bad idea, very unfalloutish. Big no from me. I support the stances though, but then the whole pvp system needs an overhaul deployment and terrain vice... thats alot of stuff to do.. feels like useless jibberish to me atm.

--- End quote ---

Its not about restrictions to classes. Anyone could choose anything like it is now but lets say I choose defense and support tree. I can choose anything I want from abilities in those trees only thing that limits me is my level and a need to spend some points in certain tree in order to reach for better abilities.
So you can't talk about anything like classes from the regular mmo point of view here. But if someone decides to choose abilities that affect weapon dmg, burst accuracy, reload speed and more or less ignores other trees then we may say that he rolls big gunner or simply burst dmg class or something like that. So again I have to repeat there should be no initial choices what class to roll at the character creation. Everything you are should be decided though game play and your taste.
I'm simply looking for diversion and variety because characters are now clones not only because they use one model for male/female but they use same builds too. They are simply calculated to be the most effective and there is no reason to play with something else. Sure you can do some small altering here or there but such low level cap and small numbers of perks will not let you to actually build your avatar as you like.

avv:
Sius are you absolutely sure that pvp chars cannot be balanced by toggling the perks, stats and skills? I mean you can honestly make good chars who can do pve and craft at the same time. My current char is actually fast shotting one hander lvl3 smallguns crafter, with 100 throwing and 125 outdoorsman. Very fun class, too bad he's outgunned by big guns at close range and can't stand a chance against current snipers at long range.

If we had additional classes for pvp, it would definitely bring more dept and so on but also lots of work because it is a new feature.

I'm quite sure that balancing the most effective pvp related perks, skills and stats, adding more perks, allowing players to pick more perks for additional builds and thinking roles for differend weapons would be enough. Here's the deal: if stats bore higher role in picking perks, you couldn't fill your perk slots completely with combat perks. Let's say if everyone could choose 14 perks. There's 7 fighting perks which are unlocked by your stat-build, plus additional luxury perks (strong back, cautious nature). This means that everyone is strongly encouraged to take all fighting perks and then they got free hands to choose which luxury perks they prefer. Get it? Because I really think this could solve something. Then again this is just the class-system included in normal levelling.

To add even more dept, you could always have 3 choices every time you want to pick a combat perk, so you got actually 21 combat perks suitable for your stat build, but you can only take 7.


--- Quote from: iicca on April 17, 2010, 08:49:56 PM ---Fonline should never restrict character developlment to "classes". Classes are there already if you havent realized. Bad bad idea, very unfalloutish.
--- End quote ---

So you're saying no to classes, but then you say that the classes are already in the game. This can mean that you're against the current fonline style.

It doesn't matter what's unfalloutish. When it comes to game mechanics, being falloutish is not important because game mechanics have to work properly. Because fallout wasn't designed as multiplayer game, it's not viable to say that mechanics aren't falloutish. If you want to keep the game falloutish, it just means that we keep the same background story.


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