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PvP constitution proposal vote

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avv:

--- Quote from: Sephis on May 03, 2010, 08:33:23 pm ---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*
--- End quote ---

Fonline is only based on fallout by its background story. One of our strongest principles in this thread is that because fallouts were singleplayer games their rules cannot work properly in an mmo. Stating that something here is against fallout just won't do because we cannot let a memory if nostalgia slow down advancement. Profesions, real time and many other things weren't fallout either.


--- Quote from: Sephis on May 03, 2010, 08:33:23 pm ---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.
--- End quote ---

Well because you're such a fallout fan you should know that even with cha1 player could talk to some npcs in fallout games. So why are you suddenly against this?
All the same, cha1 or any SPECIAL 1 shouldn't cripple the character too much so that he can move this potential to some other area. This creates powerful powerbuilds that do one thing too well and this encourages alts. It's undeniable fact and cannot be protected by just telling that's the way things are.


--- Quote from: Sephis on May 03, 2010, 08:33:23 pm ---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.
--- End quote ---

That's called playtesting. We've had 2 powerful unthought combinations roaming around forever and nobody has bothered to fix them. This thread exists to solve that issue.

Sius:
I think that more perks will solve nothing. Even if you multiply level cap by 4 => 4x21=84 and lower perk/skillpoint equally to that (with IN 5 it will be 15/4 skillpoints per lvl). And thats still only 28 or 21 choices how to form your char and thats ridiculously low number (sure better than 7/5 but still nothing good.

Sephis:
Yes I understand MMOs work differently. and I agree some things need a change. I believe the 1 charisma point penalty is because we don't have the numerous charisma int and speach checks in Fallout 1 and 2. So it decreased the value of charisma drastically because INT is still used for skill points. I don't think players should be allowed to cripple themselves either. But other changes need to be made to justify not crippling yourself. And those other changes (some of which are being suggested in this very thread) Don't seem a priority for the devs.

I think alot of items need to be changed personally, because certain guns are the best option for situations 90% of the time every time.

avv:

--- Quote from: Sius on May 03, 2010, 08:57:33 pm ---I think that more perks will solve nothing. Even if you multiply level cap by 4 => 4x21=84 and lower perk/skillpoint equally to that (with IN 5 it will be 15/4 skillpoints per lvl). And thats still only 28 or 21 choices how to form your char and thats ridiculously low number (sure better than 7/5 but still nothing good.

--- End quote ---

I was just thinking that more perks will provide more choices of combat styles like support gunner, sniper, grunt, throat slicer or gunslinger. The guns themselves provide wide options but characters should be at least somehow be differend and specialize in certain tasks.
Well what do you propose? You had those special ability suggestions. Just feel free to re-write or link them here. Preferrably re-write so that they are loyal to the current chapter.

Sius:
I'll get onto it but it will take some time so in best case it will be tomorrow.

Anyway I have another suggestion concerning weapons. Currently its a mess. 95% of weapons are useless in endgame combat or in combat at all. Most of them does not have proper range or dmg to be useful. But what if we create weapon categories and support them with perks? I mean something like this:

Few weapon categories
- pistols
- shotguns
- smgs
- combat rifles
- sniper rifles
- energy rifles
- rocket launchers
- miniguns

Each category should have 3+ weapons. Shotguns could be used as an example =>
Shotgun -> Sawed-Off Shotgun  ->  Combat Shotgun  -> H&K CAWS  -> Pancor Jackhammer

First two are obviously low lvl weapons mainly designed for self defense and leveling. They should be easy to get and easy to feed type of weapons. Middle weapons (in this case combat shotgun) is universal so it can be used for offense/defense in both PvE and PvP. But from now on we enter "endgame" equipment zone and we have H&K and Jackhammer here. Both should be designed to be expensive yet very effective weapons. But reality is very distant from this and you can say that any shotgun is kinda useless no matter what you use it for (mainly because of its low range).
Anyway my point is to make people not only choose their weapon category by skills but also divide weapons into classes. Maybe add perks that specify only at certain class (longer range for shotguns, less aps for reload, more accurate etc...) and allow players to choose 1-2 or even 3 weapon classes they want to specialize at and become masters at it. Maybe not through perks but through something like weapon professions. You put your skillpoints into SGs and you would like to roll pistols and sniper rifles. Each weapon class has 3 levels (each lvl will grant you minor bonus) and you have 4 point to spent in weapon professions. So your build could look like this:
Sniper lvl 1 - adds +3 hexes to your weapon range
Sniper lvl 2 - more accurate aiming
Sniper lvl 3 - faster aiming (-1 ap to execute aimed shots)
Pistols lvl 1 - every action with pistols except shooting costs less ap (= switching to pistol, reaload, actions in inventory and stuff like this costs less ap)



This is kinda related to my original "abilities" suggestion so I'm just brainstorming here. Anyway I will try to rewrite that ability stuff and we will see what will come out of that.

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