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PvP constitution proposal vote

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Swinglinered:

--- Quote from: Aricvomit on May 02, 2010, 07:00:38 pm --- the guy that throws 4 plasma grenades a round in real time so you can never actually do anything does not seem very tactical to me, just a cheap way to get free gear.

I dont view that as tactical at all, more like your little brother spamming a fireball in a fighting game or something to win just because he knows if he had to come at you any other way youd wipe the floor with him.

--- End quote ---

It IS a tactic.

Perhaps your definition of tactical is manuever fighting, which is cool. I'd like to see more of that.

Ambushes are more realistic: would you,in RL, prefer to simply snipe someone/throw grenades by surprise, or would you want to have a "Chivalrous Engagement" with charges and retreats and so on?

I get the impression that the ideal is some sort of Wild West shootout, with people ducking behind barrels, diving through windows, etc. I would love that, and sometimes it comes out that way, if everyone is low-medium level with low-medium equipment.
Guys with autotargeted laser/plasma rifles bring it to the level of the gunslinger standoff- whoever draws first wins, except the botting predetermines even that.

How about banning some botters?
That would be a good way to start reforming PvP.

No, I don't have Fraps currently installed, so I have no evidence to present.
Maybe a Fraps campaign is in order.



Lordus:
 I will stop the vote right now. I think that people had enough time to vote (weekend). I carefuly watched the voting, there were no sudden changes of votes,.. so it think we cant expect something new in voting in near future.

  Result is:

I agree, absolutely    12 (34.3%)
I agree, but i would change something    8 (22.9%)
I disagree, because of some ideas    6 (17.1%)
I disagree, absolutely    4 (11.4%)
I abstain    5 (14.3%)

Total Voters: 35

 20 votes for this proposal, 10 against, 5 abstains.. the ratio is 2:1 for proposal = 66,6 percent of voting people are supporting proposal.

 Most of disagree but contstructive reactions were about turn based. So i repeat, we will not intentionaly destroy the TB combat in our future suggestions.

 Our process will now enter second stage. I think this stage will be far longer than previous stage. Until i will create special thread, i want to discuss here about the form of stage two. If we look to the PvP constitution, it is divided to some chapters, so one way how to start, is start discuss about every chapters.. But, they are connected, so maybe it will be impossible. But i see major chapters there: balance and fight style  (the result of combat should not depend on your character stats, but it should depend on your fight style). So this could be a good topics to start. So maybe players could post their view over this topics, every player in one (big) respond to thread i will create.

 If you have any idea, go on.

Sius:
I just want to add that you were discussing the combat length as one of the subjects. There were some ideas and so on but the way I see it is that combat should be way more longer in matter of what we can do in fight but it should not be time based like shortest fight will always take you 5 seconds while longest will be 1 min or something like that.
Its logical when 2 attack 1 then loner will quickly meet his maker. My point is that I think current FOnline could definitely use some of "abilities" that were discussed already at suggestion section (my signature, about 3-4 th page + another hth topic elsewhere). I believe that is the good way how to form solid and balanced combat. Make people choose special abilities that will shape their characters in addition to current special, perk, skills system.

+ as I've already posted elsewhere too, I think that current crafting is what ruining the game balance at the first place. When you have to dedicate your whole character to be successful crafter, then it works like magical barrier between PvPers and crafters/average guys and that causes shitload of balance troubles and practically divide playerbase in two. Imho game should be based on combat and no matter what path you take, your char should be always capable of decent PvP activity no matter what build you pick. So in order to reach that, professions should come as something extra to ANY character no matter if you are PB or 24/7 miner.

Ideal FOnline in my head? Thisone:
Take pro PvPer and switch his char with "average" guy who plays from time to time and just for fun (both max lvl).
As a result you should get player that is limited by his character build, skills and abilities but with proper equipment his PvP experience will still make him deadly opponent that can take down other less experienced players even if they are pure PvP builds.

avv:

--- Quote from: Lordus on May 03, 2010, 04:44:42 pm ---Our process will now enter second stage. I think this stage will be far longer than previous stage. Until i will create special thread, i want to discuss here about the form of stage two. If we look to the PvP constitution, it is divided to some chapters, so one way how to start, is start discuss about every chapters.. But, they are connected, so maybe it will be impossible. But i see major chapters there: balance and fight style  (the result of combat should not depend on your character stats, but it should depend on your fight style). So this could be a good topics to start. So maybe players could post their view over this topics, every player in one (big) respond to thread i will create
--- End quote ---

Yeah this is good chapter to begin with.

As Sius said we probably going to have to revisit our perks, stats and skills influences on player character. Because right now our perks and skills decide exactly how accurate, damaging and resilient you character is.
Following changes could take place:

1. Skill maximum reduced to 180-200
2. Skills and stats mainly unlock you perks, crafting options and profesions, rather than strongly change your performance.
3. Perks provide you abilities, passive or active. But not direct damage buffs, not direct hp and DT buffs. Indirect damage, ac and such buffs are okay.
4. Players should get a wider variety of perks to choose and more perk slots. They should also be forced to take not only pvp or utility perks, but both.
5. Minimum and maximum hitpoints are balanced. Same with carryweight and action points.

Reasoning:
1. anything over 200 in one skill is unnecessarily big. Nobody wants to play a character that can do only one thing well, it strongly encourages alts.

2. High skill% no longer means that you always succeed. It will depend on your enviroment and opponent's reactions. Having only some high number decide your success is very bad game mechanic. As was seen by the outrage caused by sneak, steal every now and then and long ago parley. Parley was very good example of what will happen if we let our skills determine the outcome of out conflicts.

3. The reason why perks shouldn't just give +2 dmg per bullet is because the game strongly encourages taking them if a player wishes to participate in pvp. +25 to carryweight won't save you from bullets the same way as toughness. The trade off isn't fair when it comes to pvp and utility perks. The new perks could provide new abilities that were case sensitive and useful only if the player knew how to utilize them. For example you could get additional ac when behind cover, or faster reload when you havent moved for a while or additional damage when shooting stationary enemy. This kind of abilities encourage players to choose a style how to play. Rather than just enjoy the benefits of passive damage enhancers.

4. We need more perks to create differend characters. We also need to force players to choose combat perks and utility perks, not just single type. So I suggest that Player could get around 20 perks overall. 10 pvp related perks which are unlocked by his skills and stats, and 10 utility perks. Utility perks would be like strong back, pathfinder and mr fixit.

5. Nobody wants to pvp with weak character. Like sius said, everyone must have the potential to pvp in his character even if he doesn't want to. But also everyone has the potential to do other than pvp related things even if he doesn't want to. Players musn't be allowed to cripple their character too much from one area and relocate that potential to another. Just like real humans can't just make themselves deaf, mute and retarded but get super duper eyesight. Everyone must have the basic necessities for simple tasks. Like talking to npcs.

Sephis:
@avv

The things you are talking about are not fallout. When you make your character you have a role in mind (you should) People perform the roles they pursue actively well. And the SPECIAL system being marginalized ends up being a horrible thing. When perks are more stat dependent you only remind me of Beth's fallout 3 *shudder*  

  And if you choose to make someone with 1 charisma I think that's fine because some people are ugly as hell and are in no way charming.
It's just how the SPECIAL system effects how the game plays.

As far as more perks and more options. It would be really hard to balance so many added perks. and then there would be nerfs and nerd rages as a powerful unthought of combination occurred and they needed a fix. Then other things would need to be rebalanced. Those kinds of changes may ruin the game rather then improve it.

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