Introduction: As a player with combat experiences from the beginning of the open beta, i think, that combat needs improvement in some ways. The main problem i see, is balance of current "fighter classes", respectively consequences of multiplayer unbalancing of naturaly singleplayer game. It leads to situation, where exist only 2 PvP usable figher classes and only minority of existing weapons are useful in PvP.
Many ideas were written, many responses too, but there was almost zero output. So i dont want to make only suggestion with another ideas, but whole process with many succesive stages. This will allow to involve many players, their own ideas, also response from community and i hope, from developers. Developers, can, naturaly, but i hope, that they will, watch this process, enter into discussion and at least, give us feedback of possibility of game implementation of our suggested changes.
The result of this process is not only one or two particular ideas, but whole view on the future PvP image and playstyle, with background of many supporting players across Fonline community. So the result of this process cant be basicly implemented in this era, aim is next era. But this should not be barrier for testing of our concrete ideas in Fonline engine this era.
P.S.:
1) I think that until devs and core players will make meeting in some pub in the middle of Europe, this forum and this process is most "democratic" way how to involve players and get response from them. This is beta. Beta means at least little responsibility. Nothing hard, only to tune this forum and read some text, maybe add their comment. If players will not be satisfied, but they will not read this official forum, it is their fault. They will have plenty time to react here. I am little disapointed that many players dont want to add their constructive ideas here. Maybe it is because this stage is very abstract, maybe because they dont care.. But if i compare it to other, very concrete threads, this thread looks abadoned
But maybe it is better for "constructive ideas creators".
2) I know that there is no duty to realize the results of this process. This is project of devs. But they named it open beta test, so they want respons and new ideas. If they want to make entertaining game, they have no other choice.
3) I am little disapointed, that my old teamates but also old enemie does not care about this project. I heard them every day (on Mumble) complaining about some game mechanism, that is not perfect (not just because we lost in combat, we never lose
), and they have no time to put their ideas here.
Boys (girls), until you will fuck Cvet/Lexx/Ghosthack's and other devs sisters (brothers), this is the far best chance how to change something.
The process will have this major
stages:
Stage 0) Ideas about process itself, not about the PvP
Stage 1) PvP Constitution - the major ideas, ideas standing over ideas, the basic principles. Supportive question is: "What kind of PvP in fonline we would like to have?"
Stage 2) Ideas concretization - the measures, concrete ideas, changes,.. Supportive question is: "How can we realize the PvP Constitution ideas?" Proposals at stage 2 must be compatible with PvP constitution ideas.
Stage 3) Integrated players idea lists - every player/developer involved into this process could post his own list of changes, compatible with result of stage 1 and stage 2
Stage 4) The winner player list minor changes
Stage 5) Result of process. PvP fonline community integrated ideas suggestion to our mighty, powerfull, almost with god's power disposing developers
Note 1.: After every stage, there should be a vote about stage content. Not every time obligatory (in early stages - democracy has own limits), but we will try to listen to the vote result.
Note 2.: If you dont want to be construtive, please, leave this topic or at least, dont spamm nonseses. You will still have possobility to vote after every stage. Thank you Vedaras
(actualy, you are welcome).
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Stage 0) If you have any ideas about this process, put it in your post like i did right now
Stage 1) PvP balancing, part 1. PvP Constitution We need basic principles, so write your ideas. If there is opposite idea to yours, now problem, put your too. After we will collect as many ideas as we can, we will, reduce them by eliminating similar ideas, more concrete ideas, ... and we will post the list of them. Then we can make vote. The idea should be abstract, have a form of question, or answer, we will transfor im to right form in right time (
i.e.: i want longer fights, should fights be longer or quicker?, i dont want to die soon is = this is the same abstract idea, about duration of combat).
List of basic ideas:
* Should we create multiplayer PvP system or not?
* Should we balance the current system or desing new (balanced) one?
* Should fights be longer, or quicker?
* Should there exist balance over the weapons or some of them will be better with all (most) of their aspects than others?
* Should economy balance the weapons or not.
* Should there exist a at least 2 kinds of guns in every weapon skill usable in PvP or not?
* Should the future pvp be balanced for "everybody", not just pvp builds?
* Should the result of PvP combat depends on the player skill or avatar skill (stats)?
* Should there exist variety in combat or not?
* Should there exist at least little similarity between real world and game world? ***
* Should we design this system to realtime combat?
* Should there exist a turn based combat?
*** I.e.: if you have pistol, short barreled gun, you expect that the gun will not fire to longer distance than rifle, long barreled gun. Or at night, you perception will be reduced than in day time.
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PvP constitution:1)
Fonline should be a multiplayer game.
2) We should
create new PvP system (but use current SPECIAL, guns 3D models, enviroment,...). Because we want to
make system, that should not be hard to realize. Only few changes (trait, or some minor perk) should be allowed.
3) The
fights should be longer than now. Not quicker but also
not neverending story.
4)
The combat should be more tactical.
5) There should exist
various combat. This will allow to create combat more tactical.
6) There should exist
balance. Now, we have various combat classes, weapons.. but without balance, combat is not as much tactical, as it can be.
Requirements of tactical combats, various combat and balance results into this:
a)
characters - There should
not exist universal soldier class at one side (one char can use sniper riffles and minigun too), and also, there should
not exist reduction like this one char = only one weapon = only one fight style. I know that you cant change your char stat and "purpose" (big gun, sg, ew) of your char if you reach level 21, but you can use various weapons
b)
weapons - almost every combat char (at level 21), should be able
to use more than one weapon with very different kind of effect, that will allow you to choose your fight style. Also most of weapons should have ability to choose at least 2 kinds of their fire ability (single shot, burst,..)
c)
fight style -
the result of combat should not depend on your character stats, but it should depend on your fight style. Even if enemy has bigger firepower, you should be able to defeat him, if you use your merits and enemy disadvatages
7)
The economy. Time the player spend in game.
a)
Economy benefits. Benefits from player ingame wealth, plurality of resources, should mean that
player has bigger variety of choices, not that he has possibility to get more powerfull gun (in all or major attributes).
b)
Economy (the weapons, ammo price, avaiability (of professions/weapons/classes)
should be balanced at the end of balance process. 8 )
Everybody, not only power builds,
should be able to join PvP combat.
a) Everybody is wide term, in my point of view, it is
somebody who has enough hit points, chars skill to
use weapon's best effect and
brain to use player fight style and maximalize the effect of this gun. Everybody is not nolifers only.
b) This has also economy effect. Not only the expensives weapons and armors should be the neccesary items to join PvP and win. (point 8a)
9) There should exist at least
little similarity between game world and real world. I.e.: if you have pistol, short barreled gun, you expect that the gun will not fire to longer distance than rifle, long barreled gun. Or at night, you perception will be reduced than in day time.
10) We should balance 3 firearms classes and melee and unarmed class together, or at least, we should find the role for melee and unarmed.
11) We should
focus on realtime combat, not turn based.
Turnbased is part of the game,
we would not disable it, but it is not priority for us. So we will focus our attention to realtime only, if there will be any
negative side effect in turnbased PvP, we dont care, but we dont want to intentionaly destroy the TB. Turnbased is good mostly for PvE. We are unable to fix turnbased too.
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Link for voting:
http://fodev.net/forum/index.php?topic=4257.0