Other > General Game Discussion
PvP constitution proposal vote
avv:
You know sius perks, skills and profesions already have potential to make our characters specialized and stand out from each other. Right now it's just too encouraging to spend all skillpoints in combat skills and not to take any profesions for combat chars. If all skills provided use in pvp, players would be encouraged to use them aswell. In addition we lack interesting perks that really make our characters stand out from each other. Additional damage, crit chance and resistance is not interesting, it's just something you have to take if you want to do good.
I agree that level cap could be raised, or we could just give more perk slots. 7 perks is very little, it is enough to make you a powerful fighter but there's no room for any utility.
Sius:
Yeah it certainly is a way to go. Making (every?) skill usable in combat would definitely bring some more variety but the main problem is the lack of choices during character development. Thats why I've wrote all that abilities stuff. When you compare FOnline and other MMOs then there is one main difference. Classes.
They provide ultimate way how to satisfy any player that comes along. One like some fist fights then he will most likely roll Monk. Another guy enjoys burning people from safe distance well then he will roll Pyro mage etc...
In FOnline you can choose your "class" during gameplay but here is the problem. We have only 7/5 choices to do so. In other MMOs you are defined not only by your class but also by your (in most cases) talents and equipment and all that can create countless variations from just one class. F.e. when I played WoW I rolled a priest. With 3 tags in talent tree I could roll discipline/holy/shadow priest but thats not it. Even when I've chosen to be shadow priest there were at least 3 main ways how to play just in PvP. One was mana burner/dispeler, another was survival based, next was pure dmg dealer etc. And I was able to support each build with different type of equipment to suit my situation.
I'm not trying to make FOnline another wow copy, but I lack character development in it since I don't consider 7/5 choices as a development.
Rynn:
--- Quote from: Lordus on May 09, 2010, 03:04:09 pm ---IF YOU HAVE ANOTHER IDEA or YOU THINK THAT THERE CAN EXIST ANOTHER KIND OF COMBAT CLASS, type it here. I think that this is good way how to start. Create idea of combat class and we can put it in the existing one or reduce another.
Then we can modify the weapons or skills needs to each playstyle.
--- End quote ---
What about mercenaries ?
Instead of gun, it could be fun to use mercenaries.
All the "class" that you describe are, IMO, not support class.
What about some "leader" character (maybe know as taxi for now... depend of the point of view ^^) who can help fighter during battle. For exemple:
[*]Ability to share FOV: a character, with some requirment (charisma, perks, maybe speech skill... don't know... and it's not realy important for now), can share his and his teammate FOV with all his group.
[*]Ability to "control" NPC: same character with same requirment could for exemple say to all the civilian NPC in his FOV to stay home (not realy usefull... exept if the penality for killing a civilian is very huge... but fun anymore ^^)[/list]
About mercs control: depending of some requirement (perks? or speech like unarmed: if you have 100% you can use the first hability, 150% the second...) you have new option when you talk to your merks:
[*]Bodyguard: You can promote your merk as your personal bodyguard, and next time someone is shooting on you... your body guard take the damage... not you (of course it NEED balancing... maybe your mercs should get instant kill nevermind the damage he take... but it's not the main subject here).
[*]...[/list]
This is just a little exemple...
IMO, the biggest part of the game is about fighting, so every character should be usefull in battle. I'm sure that medic "class", sneak character and other no-fighter character (Crafter too) can have some support abilities during battle.
Lordus:
My concrete idea about old and new PvP classes.
Motto: lets do at least one little step
Current existing (usable) PvP classes:
1) BIG GUNNER BURSTER
BG char with cca 200+ HP (2x lifegiver), 10-12 AP (depends on perks)... you know it very well, NO CHANGES from current state
2) SNIPER SG/EW , NO CHANGES from current state
Also, i dont need to explain it, everybody knows.
New PvP classes:
3) Assault riffle class .. everything will stay like now, but AR weapons (AR, XL, ...) should have one new perk: per one burst, -2 AP for target
This will make AR players supportive kind of pvp class. This will slow enemy 10-12-14 AP biggunners, but one AR class could not kill them (because AR class needs reload too, and their damage is funny in comparsion with BG). But it will bring new kind of tactic situation, when one or 2 SG can neutralize enemy player and another teamate should kill him. Targed could only retreat then (but he will SURVIVE!!!).
4) P90 class .. make bigger magazine for this weapon, raise it to 50 bullets (like real world P90). Additional perk: one bullet hit target = +1 det. to target armor... 50 hits (all magazine = + 50 det.), Realize that distance of this gun is shorter than miniguns, so this is not as big threat as it looks.
Also, think if P90 in hand will add ability to refresh AP even in movement or during shooting. (if current game system could not implement this change, do not implement this one minor one change)
This current changes are not so radical, current existing builds will stay, they will have all their current ability, new builds will not beat old ones in ANY current ability (firepower, distance, ...). New builds will be powerfull only in cooperation with other players, one new build will be ALWAYS weaker than current builds. This changes could be implemented very fast, because they use existing game mechanism (AP lost, det. of armor,..). So i think this changes should be great test of Developers interest of PvP balancing, I hope that any of current PvP player will protest againts this minor changes and last but not least, THIS WILL ADD SOME NEW TACTIC ELEMENT into the PvP game. Consider it like TEST, if in current unbalanced system we could add new PvP class without nerfing another weapons and builds..
P.S.: If new classes will be too weak, we can experimentaly raise their ability later..
So, what do you think?
Drakonis:
--- Quote from: Lordus on May 11, 2010, 10:16:55 am ---My concrete idea about old and new PvP classes.
Current existing (usable) PvP classes:
1) BIG GUNNER BURSTER
BG char with cca 200+ HP (2x lifegiver), 10-12 AP (depends on perks)... you know it very well, NO CHANGES from current state
2) SNIPER SG/EW , NO CHANGES from current state
Also, i dont need to explain it, everybody knows.
New PvP classes:
3) Assault riffle class .. everything will stay like now, but AR weapons (AR, XL, ...) should have one new perk: per one burst, -2 AP for target
This will make AR players supportive kind of pvp class. This will slow enemy 10-12-14 AP biggunners, but one AR class could not kill them (because AR class needs reload too, and their damage is funny in comparsion with BG). But it will bring new kind of tactic situation, when one or 2 SG can neutralize enemy player and another teamate should kill him. Targed could only retreat then (but he will SURVIVE!!!).
4) P90 class .. make bigger magazine for this weapon, raise it to 50 bullets (like real world P90). Additional perk: one bullet hit target = +1 det. to target armor... 50 hits (all magazine = + 50 det.), Realize that distance of this gun is shorter than miniguns, so this is not as big threat as it looks.
Also, think if P90 in hand will add ability to refresh AP even in movement or during shooting. (if current game system could not implement this change, do not implement this one minor one change)
This current changes are not so radical, current existing builds will stay, they will have all their current ability, new builds will not beat old ones in ANY current ability (firepower, distance, ...). New builds will be powerfull only in cooperation with other players, one new build will be ALWAYS weaker than current builds. This changes could be implemented very fast, because they use existing game mechanism (AP lost, det. of armor,..). So i think this changes should be great test of Developers interest of PvP balancing, I hope that any of current PvP player will protest againts this minor changes and last but not least, THIS WILL ADD SOME NEW TACTIC ELEMENT into the PvP game.
P.S.: If new classes will be too weak, we can experimentaly raise their ability later..
So, what do you think?
--- End quote ---
You didnt really suggest anything besides assault rifle getting a buff and p90c detoriate armor... However p90c burster class is ALLREADY in game and its pretty good too. You stated the "NO CHANGE" in current bg builds and sniper builds. you got me concerned by that, since 2238 pvp will not be balanced without some drastic changes to current powerbuilds. I even think that it's needed to rebuild character creation completly to make it enjoyable, semi-balanced and playable.
I have a sniper, energy sniper and 2 bugguners now. Bigguner with hyperfast deadly long range bursts ON PSYCHO i am a super fast, hard to knockdown/knockback shitload of HP TANK with the biggest damage output to get. As a secondary weapon i use plasma granade bursts only in case my opponent used a psycho too. Snipers will never be that deadly as BG if nothing changes. Snipers raly on armor bypassing crits and knockdowns. and we all know it's not that easy to score an armor bypass/knockdown shot. If you don't get lucky enough to both Crit and then Knockdown with that crit= you are pretty much dead from BG bursts even if you wear a BA. Using psycho on sniper? i would NOT recommend it so snipers are prone to bullets. Oh one more thing: Energy snipers: Good for pve since pve monsters usually dont have much plasma/laser resistance. In pvp you will have worse damage output if your shot didnt bypass armor, because energy weapons reisstances are taken from original fallout and they were there to provide protection from late game critters with plasmas and lasers and shit.
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