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Author Topic: Junktonw massacre - prove that system faild  (Read 2498 times)

Junktonw massacre - prove that system faild
« on: April 22, 2010, 09:21:11 pm »

I think yestradays Junktown massacre proved that gathering, crafting and alt system is not stoping players from being overgeared or from having 'jacks of all trades'.

System only slow down or even stop 'casual' players from being able to cath up with "elite".
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Sius

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Re: Junktonw massacre - prove that system faild
« Reply #1 on: April 22, 2010, 11:20:17 pm »

Shush! Such things are prohibited to be spoken at forums! Be gone whiner!

Now seriously. I can second your opinion on this.  FOnline is in general very solo and casual unfriendly but only solution I can think of is to make game more mmorpg-ish and thats what plenty of people don't want to.
« Last Edit: April 22, 2010, 11:21:53 pm by Sius »
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Re: Junktonw massacre - prove that system faild
« Reply #2 on: April 22, 2010, 11:34:38 pm »

I think a lot of the stuff we cling to stops the game from moving forward. I'd like to try out some standard MMO mechanics, like disabling full loot, just to see how it goes.
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bikkebakke

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Re: Junktonw massacre - prove that system faild
« Reply #3 on: April 22, 2010, 11:46:51 pm »

I think a lot of the stuff we cling to stops the game from moving forward. I'd like to try out some standard MMO mechanics, like disabling full loot, just to see how it goes.

I hope that is a joke :P I would agree on testing partial loss (x% on loosing stuff) but keeping everything in fonline lols
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Lexx

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Re: Junktonw massacre - prove that system faild
« Reply #4 on: April 22, 2010, 11:54:51 pm »

I think yestradays Junktown massacre proved

that the guard ai is still not how we want it to be.
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Drakonis

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Re: Junktonw massacre - prove that system faild
« Reply #5 on: April 23, 2010, 02:24:03 am »

I hope that is a joke :P I would agree on testing partial loss (x% on loosing stuff) but keeping everything in fonline lols

both suggestions sound familiar :P.

But honestly- its a beta TEST- right? Trying some new things for few days would not hurt anyone... right?
Personally I was hoping to try out Weapon/armor  drop disabled where only drugs, misc things, and ammo drops(still a hell good reason to PK)
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Re: Junktonw massacre - prove that system faild
« Reply #6 on: April 23, 2010, 02:26:57 am »

Its true the gaurd AI is lacking but I think you know what he's talking about.Its too common to see people just throwing gear away on retared actions and its usually done by the same players.Nothing wrong with it really except it does point out the simple fact that all the timers and cooldowns have done nothing but slow it down a little and widen the gap between casuals and "elite".
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Re: Junktonw massacre - prove that system faild
« Reply #7 on: April 23, 2010, 02:02:59 pm »

Personally I was hoping to try out Weapon/armor  drop disabled where only drugs, misc things, and ammo drops(still a hell good reason to PK)
How about losing the weapon and armour but keeping misc items?
And it'd be fun to watch it for a day and see what happens. Also, guards and NPCs would be able to fully loot to prevent abuse.

Junktown has proven that guards should NOT move outside the gates where it's easy to kill them in small groups. I say GMs should make 'events' when they spot this kind of actions and go spawn 30 junktown scouts in the attacker's base in return.
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Sius

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Re: Junktonw massacre - prove that system faild
« Reply #8 on: April 23, 2010, 02:28:35 pm »

Some experiments with drop system would be definitely nice. Maybe let it be as it is just add % chance of not loosing your stuff or something like that.
Re: Junktonw massacre - prove that system faild
« Reply #9 on: April 23, 2010, 03:50:48 pm »

If you don't want the game to become more MMO simply make a % of item destroyed on death.

You already don't drop armors, so stuff should be in the same way, that would make some PK rethink about it before attacking cause they still lose everything on death but they are not sure to get all back if they get killed in the process even with a friend around.
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Re: Junktonw massacre - prove that system faild
« Reply #10 on: April 23, 2010, 04:05:45 pm »

shit, just make factions that have cumulative negative karma on player faction "visit" their bases from time to time, that would make sens to put guards up, and would seriously put strain on those pwning whole towns....
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Lordus

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Re: Junktonw massacre - prove that system faild
« Reply #11 on: April 26, 2010, 02:29:56 am »


 I dont know what kind of massacre was in the Junktown, but i imagine situation, where one or more gangs attacked this guarded city.

 My idea is, why not make something like "guarded city player militia". I know, that non stop guarding is not fun, but why not this?:

 * if you have good karma in that city, you can be hired as a mercenary guard
 * if city is attacked (by more than one, two, 3,???) players in special interval, you will be noticed by ingame message, that the city is in trouble and needs your help
 * if you arrive, all attackers, their gang teamates (even if they are not attacking) and all players who arrived to city in the same group, will be marked by red colour (or something like this) and you are able to attack them without penalty that city guards will attack you too
 * if you kill one or more attacker, you will get reward from some NPC, after the battle ends
 * if you kill all of the enemies, the loot could be part of the reward for player guards
 * no Karma reduction because of defending the city is neccesary measure
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Re: Junktonw massacre - prove that system faild
« Reply #12 on: April 26, 2010, 03:41:31 am »

I'd like to try out some standard MMO mechanics

Standard MMO mechanics are what I dislike about MMOs.

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Re: Junktonw massacre - prove that system faild
« Reply #13 on: April 26, 2010, 08:08:34 am »

Standard MMO mechanics are what I dislike about MMOs.



Agreed, just improve the gaurd AI.

What really would help the game are new quests, that's how you lived in Fallout 1-2 via quests. (atleast i did)
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