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Author Topic: Issues of FOnline  (Read 20583 times)

Izual

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Re: Issues of FOnline
« Reply #15 on: May 16, 2010, 12:58:21 pm »

And what is your solution ? To remove the "skill points limit" ?
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avv

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Re: Issues of FOnline
« Reply #16 on: May 16, 2010, 01:12:12 pm »

Uhh this thread is doomed, we can't discuss all issues in one thread.

And what is your solution ? To remove the "skill points limit" ?

Well now that you ask there's many solutions.

Skill point limits in gerenal should be lowered, they are the one reason why we got so much alts. To get one skill up to 300 it takes so much investment that you can't do anything else. Nobody wants to play that kind of char all the time.

Make pvp efficiency less dependent on builds. Because to be equal against pvp players, you need equally effective build. Because this build can only fight, you are encouraged to create crafting builds.

Make it more productive to play one char all time time than split this gaming time between many chars. Reputation has potential for this, you rack reputation for one char and get benefits from rep. If you start playing a new char, he has 0 rep everywhere and doesn't get as good benefits.
« Last Edit: May 16, 2010, 06:43:15 pm by avv »
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Drakonis

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Re: Issues of FOnline
« Reply #17 on: May 16, 2010, 01:23:29 pm »

And what is your solution ? To remove the "skill points limit" ?

I allready created a reworked system(on paper). I'm just waiting for SDK to test it out.

Why I won't suggest it for 2238? Becuase 99% of suggestions is turned down and flamed anyway. People don't want to change. It would be just furtile, as devs won't bother with going SO FAR from original fallout(and yes. its hell far from what we have in 2238)
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avv

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Re: Issues of FOnline
« Reply #18 on: May 16, 2010, 03:05:17 pm »

Why I won't suggest it for 2238? Becuase 99% of suggestions is turned down and flamed anyway. People don't want to change. It would be just furtile, as devs won't bother with going SO FAR from original fallout(and yes. its hell far from what we have in 2238)

Majority's opinion isn't heard in these forums. In addition I doubt nobody wants to do things exactly as you do, we gotta discuss these things together and come up with agreements. If we all just plan our visions alone we never end up having any conclusions. In Lordu's pvp proposal we managed to agree on some things which is rare when it comes to suggesting completely new features.

Besides, flaming and vague comments have nothing to do with proper reasoning and should be simply ignored and moderators should punish from such behaviour. Surf Solar has done good job here at forums by hunting down immature comments and Izual is doing it in irc, we're betatesters we should have some class and intolerance against snide nonsense.

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Michaelh139

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Re: Issues of FOnline
« Reply #19 on: May 16, 2010, 03:28:52 pm »

I honestly don't understand why you can't make a normal Character and just play the game with just the character....  I don't craft, almost ever, except to make ropes.  All I do is go to a shop with shit and switch them out for the good stuff after raids.... ( NPC raids such as, Junktown scouts, Broken Hills Caravans etc.... )  And I have never even thought, " Hey I need a crafting alt to be better at the game, better git to it!"  It hasn't crossed my mind at all.  

Even when it comes to repairing I just take my smg, assault rifle, or some other shit to a shop and trade it for a 0% det one....  I can understand when it comes to snipers your kinda fucked but....  hey they're snipers they dont grow on trees, but miniguns 0% and  5mms, 10mms, and so on do.

I have no comment on energy weapons. ( I have absolutely no friggin idea ).

So if someone could explain to me why people MUST use crafting alts to play teh game? ( Well play it without being a total noob apparently.... )
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Drakonis

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Re: Issues of FOnline
« Reply #20 on: May 16, 2010, 04:00:31 pm »

Majority's opinion isn't heard in these forums. In addition I doubt nobody wants to do things exactly as you do, we gotta discuss these things together and come up with agreements. If we all just plan our visions alone we never end up having any conclusions. In Lordu's pvp proposal we managed to agree on some things which is rare when it comes to suggesting completely new features.

Besides, flaming and vague comments have nothing to do with proper reasoning and should be simply ignored and moderators should punish from such behaviour. Surf Solar has done good job here at forums by hunting down immature comments and Izual is doing it in irc, we're betatesters we should have some class and intolerance against snide nonsense.



I know that, man. I am aware that all good suggestions should be discussed to come up with some agreements but the thing i would suggest is a completly reworked fonline. Devs would never do any of the changes I have in mind, because the want to keep 2238 as close to original fallout as it's possible. Unfortunately 2238 will never become alt-less without BIG/diffrent changes.  I mean there could be something done with karma and shit, but I rather concetrate on leveling and character creation system itself.
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Alvarez

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Re: Issues of FOnline
« Reply #21 on: May 16, 2010, 05:24:31 pm »

Majority's opinion isn't heard in these forums. In addition I doubt nobody wants to do things exactly as you do, we gotta discuss these things together and come up with agreements.

Nevertheless, some things were implemented.
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Re: Issues of FOnline
« Reply #22 on: May 16, 2010, 05:37:51 pm »

The point is stats are useless untils you reach 120% and this is a big nonsense.
Now from this, you have to max 3 stats to be strong and you can do only one single thing with this kind of build.
So you have alts to be able to do something else :/

In fact till you stay out of other players sight, you can manage a char with 1 or 2 stats at 120% and a bunch around 100, but yeah be prepared to die frequently and not be able to match players who do not balance and prefere alts, crafter, gather, PvP, taxi ... Finally you will be limited in jobs with a balanced and not be able to craft best stuff than alters can do.
And since everything is done to have PvP/PK big majority prefere alting.

Now the issue would be to make the system usefull if you have 100% or less but not nerf it for those who have 200%, so you have a real choice between over specialisation or being a bit polyvalent, which is not really the case now. (look repair skill :/)
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Slim Charles

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Re: Issues of FOnline
« Reply #23 on: May 16, 2010, 06:32:16 pm »

avv's ideas are nice huhhhh
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Re: Issues of FOnline
« Reply #24 on: May 16, 2010, 07:14:11 pm »

And what is your solution ? To remove the "skill points limit" ?

My idea is to not remove but limit maximal skill% level. For exemple maximal skill% in small guns is 150%, maximal first aid 80%, maximal big gun 100% etc.

Also add bonuses for living and playing 1 character:

-kill 50 scorpions, rats, geckos, mole rats - gain 50% to outdoorsman
-kill 5 ghouls - gain 5% to small guns, big guns ,energy and melee and unarmed
- kill 10 centaurs, flaoters - gain 10% to  small guns, big guns ,energy and melee and unarmed
- etc

All those bonuses will stay as long as you live after death you need kill the critters again.
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Re: Issues of FOnline
« Reply #25 on: May 16, 2010, 07:51:58 pm »

The biggest issue of fonline is player's ability to use alts for everything and it ruins almost every aspect of the game.

Not so much the ability as the need to, everyone is too specialized to be able to be self sufficient.
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Michaelh139

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Re: Issues of FOnline
« Reply #26 on: May 16, 2010, 07:59:54 pm »

Not so much the ability as the need to, everyone is too specialized to be able to be self sufficient.
TTTTTHHHHHHHHIIIIIIIIIISSSSSSSSS

Fuck that was sorta the point I was trying to make but I kinda got carried away, and forgot to mention that.  Well bravo for beating me to it.   ;D
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Heckler Spray

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Re: Issues of FOnline
« Reply #27 on: May 16, 2010, 11:14:17 pm »

...and dual-logging.


Actually, for some people it seems to be quadri-logging ( we must have some octopus-players on the server ).
« Last Edit: May 16, 2010, 11:53:47 pm by Heckler Spray »
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Re: Issues of FOnline
« Reply #28 on: May 16, 2010, 11:17:52 pm »

...and dual-logging.


Actually, for some people it seems to be quadri-logging (octopus-players probably).

Its funny how server population goes +400 "players" during pick hours at Town Controll event ;D

But exept of that there are also dual+ logged gatheres or crafters or whatever.
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Solar

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Re: Issues of FOnline
« Reply #29 on: May 17, 2010, 01:23:15 pm »

Quote
3. Crafting.

As someone already mentioned about Leather Armor needing plets and not 1 hide despite it being made from brahmin hide. if this is a balancing thing, there is the rest of the game to balance, no need to fuck crafting up for evryone else.

I will change this later tonight to read "You really don't care what its made out of". Problem solved.
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