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Poll

Do you like this suggestion?

Yes!
- 34 (36.2%)
With some changes but yes
- 22 (23.4%)
I don't know
- 7 (7.4%)
It does not sound so good
- 7 (7.4%)
No!
- 24 (25.5%)

Total Members Voted: 94


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Author Topic: Combat medic - long range healing!  (Read 27539 times)

Sarakin

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Re: Combat medic - long range healing!
« Reply #90 on: May 30, 2010, 02:29:52 am »

+ 1 ,I like both healing "darts" and poisoning "darts", it will add more diversity in this game. We need to move on in FOnline, this isnt your beloved Fallout anymore, this is something constantly evolving and I think this is a good step forward.
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Re: Combat medic - long range healing!
« Reply #91 on: May 30, 2010, 05:43:24 am »

We need to move on in FOnline, this isnt your beloved Fallout anymore,
the day thats true i bet myself and a good few others will quit playing FOnline.

as for more on topic things.

Do you like this suggestion ?
Yes !


In (almost) every mmorpg, there are ranged healers. Those heals are made by a caster summoning a specific spell. That's logical in these games. And to bring the idea of the ranged medic in Fallout, the only one logical way is the needler pistol. That's an excellent idea I think.
I'm very surprised to see as many opposition to it. Ranged healer is a classical and essential thing in mmorpgs. I'm disappointed to discover a such reaction to this logical feature. Because it's really logical, it's unavoidable.
"Each 'bullet' is a small hypodermic designed to inject a target with its contents upon impact.", it means what it means, and it's already in game.

And, just a word about realism and things which sounds or not fallouty.
In the Fallout world, there is a corporation that everyone know. It's Vault Tec. Every fallout player would agree that Vault Tec is a fundamental element of the Fallout story plot. According to the fact that, as players, you agree with existence and sense of Vault Tec as a normal element of the scenario, what element could seem unrealistic to you ? Vault Tec has made the G.E.C.K, the Water Chip, they worked on FEV. Which one of those things is realistic ? None, I guess. But, as fallout players, you just said "that's ok, that's a plot, I like it and I accept it", so now, still as fallout players, you can't claim that you're looking for realism. Realism in Fallout is fucked from the beginning of the whole story. That's just sci-fi : you take a scientific or historic idea, you make it evolve in a future and you have a new world, an imaginary world. And there, only there, the story begins.
So, if the substance which is contained in needler cartridges is changed, that's not a problem for us, we know that's possible in this world.

in the fallout world there is still a bit of realism, but, it uses the time tested "it happened many many years from now, who knows what we'll really be doing than?" bit, which, in away is a free pass to write all sorts of crazy stuff. which while it works alright with some games, and sits well with some gamers, anyone who has role played in any sort of game, or is just a fan of classic RPG story lines just hates it one the story goes off to its own little world and leaves you to wander around and scratch your rear.

oh, and if you want to talk about other "MMOG" games, i think FOnline is a bit more like a very high tech "MUD", rather than a full MMOG. since its not really made like most other crappy WoWC clones, and is made off of a well loved single player game.

as for the G.E.C.K, if you take whats been posted on the NMA forums, its basicly a "insta farm" with plants and all sorts of crap to turn a slice of desert in to a semi rich farm land. etc.

Well I see YES options are prevailing. Anyway, this is a good idea, and Ulrek said the fallout is not about classes, well it is. There are different types and should be equally strong/helpful for the faction/world. Im strongly for making clear divisions between players as it will help/improve combat/gameplay as it is now making the battlefield more varied, leading to new tactics and so on

and to answer this, what you're talking about is changing the entire style of how FOnline works, since its based off of a very free points and skills system, rather than "classes", and not to mention, it makes alting even worse, since now people will have one character for every role in case some one else is not around to heal or fight at the front. heck i already know a guy that has "sniper" or "tank" or "trader" infront of his main character name, since he has a few characters of different types.

Sius, it's not about bringing realism in the game as much as it gets, it's about  verisimilitude, a constant "flow" what can be done and what not into the fallout world. And sorry to say that again, but shooting needles like a badass to heal people is far from plausible...

+1

(slow big gunners :) ).

+1 that i could get behind i think..
Lordus. Once again game>reality. Think about it. Process it. And then tell me wtf is wrong with this idea other than you don't like it. As said bazillion times before there are way more critical errors in logic/realism than some stupid needle penetrating armors in FOnline so please stop posting "technical flaws" on this suggestion because it has none.

Thats the beautiful thing about the games. They don't have to follow logic or reality and FOnline does not follow them in shitload of cases so why did you pick this one to suddenly care about the stuff like penetrating depth of a needle vs certain armor? Just be a man and admit that you such as some other people here are looking for flaws on this suggestion because you simply don't like it. And thats kinda lame don't you think?
I'm not saying that you should like it but you certainly should not kill the idea that could improve the game with minimal work required just because of your personal opinion. So imho technical arguments on thisone are kinda irrelevant when it comes to FOnline background.

he's not killing the idea, he's posting his thoughts about why its a bad idea, if you want people to like your idea try to point out the good points, and changing the first post with updates to your idea untilll most of the people vote for it as is, since roughly half of the people you got a "yes" out of said "with some changes" rather than a straight yes.

anyway thats all for now, cheers.

-Ulrek-
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Sius

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Re: Combat medic - long range healing!
« Reply #92 on: May 30, 2010, 09:51:02 am »

the day thats true i bet myself and a good few others will quit playing FOnline.

Bye bye then.

what you're talking about is changing the entire style of how FOnline works, since its based off of a very free points and skills system

Actually FOnline is all about classes or specializations if you wish. If you have not noticed north vs south argues around the forums, miners vs PKers etc. Compare users which play mostly near Klamath/Den//Redding with those from NCR/Adytum. Even if you have completely free choice how to develop your char, you are limited with special, perks and skillpoints and the choices where to spend these will determine what "class" you are. Mainly you are either one of the powerbuilders or "regulars" and if you are PB then it would be mostly SG/EG crit sniper, BG (crit build, brof build or bonus ranged dmg build). There are tons of mini versions of each PB I've mentioned such as builds with light/heavy drugs, more dmg based or more survival based etc. But in general there ARE classes.

he's not killing the idea, he's posting his thoughts about why its a bad idea

No he is posting reason why he does not like the idea not why the bad is idea. And the reason is "its not realistic / its not fallouty". And as far as this argument goes its only up to each and every one of us to decide whenether the suggestion is fallouty or not (God how many times did I said this? I'll ctrl+c next time...). And all that stuff about realism is getting really boring too so once again: There are way more critical errors in logic/realism in FOnline than the gun that works as the original description sais might be.

Edit: 1st post modified
« Last Edit: May 30, 2010, 11:46:21 am by Sius »
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Surf

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Re: Combat medic - long range healing!
« Reply #93 on: May 30, 2010, 03:28:26 pm »

Bye bye then.

Don't be an asshole. You might not have noticed this, but there are still people actually caring about keeping FOnline and it's "Roots" special and not becoming a generic MMO as we find it everywhere these days.
And that's where my following question comes from:

Do we really NEED that Long Range Healing?

I am not even talking about this needler-stimpak stuff, I am more talking about having a long range healer itself. For what?
Just because "every other MMO has longe range healing"? There already is a way for combat medics, and as far as I can see barely no one is complaining about how medics behave in fights. It's actually "realistic" the way it is at the moment. Why then change it with magic potions flying through the air and instantly healing someone?


Quote
And as far as this argument goes its only up to each and every one of us to decide whenether the suggestion is fallouty or not (God how many times did I said this? I'll ctrl+c next time...). And all that stuff about realism is getting really boring too so once again: There are way more critical errors in logic/realism in FOnline than the gun that works as the original description sais might be.

You have it right here. "As far as the suggestion goes". But it's not up to us to decide whether things are fallouty and so worth implementing or not. Still people can have their own opinions. You should expect that when you open a thread here.
And I can see many many people complaining about it, even my stomach feeling says  it just doesn't fit. And then you say "bye bye then"? Seriously, next post with such stuff I will just delete. We can discuss here and all, but don't piss people off just because they don't like your suggestion.

Sius

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Re: Combat medic - long range healing!
« Reply #94 on: May 30, 2010, 04:01:26 pm »

Don't be an asshole. You might not have noticed this, but there are still people actually caring about keeping FOnline and it's "Roots" special and not becoming a generic MMO as we find it everywhere these days.

Quote
We need to move on in FOnline, this isnt your beloved Fallout anymore. -> the day thats true i bet myself and a good few others will quit playing FOnline. -> Bye bye then

FOnline does not equal to Fallout. It never did and it never will just because that "little" fact its MMO. And tell me will introducing long range healing be such an invasion into FOnline roots so it will start becoming another generic MMO?

Do we really NEED that Long Range Healing?

If you ever want to have decent PvE, healer is the elemental part of it. Even tho in "dungeons" it would be possible to heal at close range, but still long range healing could be useful in various situations even in dungeons and when we talk about open world PvE then its completely different case, where once again long range healing has its part. And as for the PvP, well possibilities are endless. The main goal of this idea is to make medics useful and viable role to play in combat because right now medics have no other purpose than supply others with drugs. But with this, they could have their spot in every battle no matter if its PvE or PvP.

Besides even if there wouldn't be any reason at all to introduce this but devs would still do it, whats the harm? Will the game be ruined by it so it will become unplayable and players will start to flee in hundreds? What reason other than "it does not fit in" (which I don't really understand why) is there so you are so strongly against it?

Izual

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Re: Combat medic - long range healing!
« Reply #95 on: May 30, 2010, 05:39:04 pm »

I want tactics, and long range healing is the opposite of a tactical feature.
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Re: Combat medic - long range healing!
« Reply #96 on: May 30, 2010, 06:05:37 pm »

If you ever want to have decent PvE, healer is the elemental part of it. Even tho in "dungeons" it would be possible to heal at close range, but still long range healing could be useful in various situations even in dungeons and when we talk about open world PvE then its completely different case, where once again long range healing has its part. And as for the PvP, well possibilities are endless. The main goal of this idea is to make medics useful and viable role to play in combat because right now medics have no other purpose than supply others with drugs. But with this, they could have their spot in every battle no matter if its PvE or PvP.

Besides even if there wouldn't be any reason at all to introduce this but devs would still do it, whats the harm? Will the game be ruined by it so it will become unplayable and players will start to flee in hundreds? What reason other than "it does not fit in" (which I don't really understand why) is there so you are so strongly against it?

to reply to the first part of this, in PvE you don't really need a long ranged healer, since if you shoot some one with a big old needler round, you might very well mistakenly miss the spot you are aiming for and kill them, -that- would be "fallouty" i think heh, but i think you know what i mean, as for it making PvE "decent" i really cant see how it would really make it all that better, you'll still fight the same monsters in hordes, and if you live you live, and if you mess up you die, what would make PvE better would be adding more places with powerful mobs or other lasting hunting grounds like Sierra. also, yes, you can use medics for real combat medic duty, if a team mate dies and runs back with a new load of gear, you're medic can First aid him and get him back in the fight without a waste of drugs to heal him, at least for gangs that don't use fast-log alts.

to reply to the second part, the "harm" it would do is not really the problem here, its that it just doesnt sit right with people who don't like getting shot by their enemys, let alone their team medic. no people won't leave in massed waves, but some hardcore fans, and probally some GMs won't like it, as we've seen some of them on this topic saying it doesnt quite sit well with them.

There are way more critical errors in logic/realism in FOnline than the gun that works as the original description sais might be.
you're right about that, but we're talking about this right now.

FOnline does not equal to Fallout. It never did and it never will just because that "little" fact its MMO. And tell me will introducing long range healing be such an invasion into FOnline roots so it will start becoming another generic MMO?

 it probally won't make it just another MMOG, but i don't think thats really the problem here, but also i think people who say that we should have some form of ranged healing due to the fact that other online games have them, is flawed in away, since FOnline is not built like a pure MMOG, its more like a custom and "upgraded" in some ways massive multi player online mod for fallout2, and thus, i think people who play it, play it to play a MMOG, thats close to the game they love, but is single player only unless heavily modded. as for logic and realism problems with stuff already in Fallout/FOnline, to me its quite simple, those things stay since they were part of Fallout, and most of them are kept due to them being already in the game, and widely known to the players as part of the "lore" of Fallout, what you're talking about is adding in a new thing, which you have done a poor job at selling to the player base in some areas.

Don't be an asshole. You might not have noticed this, but there are still people actually caring about keeping FOnline and it's "Roots" special and not becoming a generic MMO as we find it everywhere these days.
And that's where my following question comes from:

Do we really NEED that Long Range Healing?

I am not even talking about this needler-stimpak stuff, I am more talking about having a long range healer itself. For what?
Just because "every other MMO has longe range healing"? There already is a way for combat medics, and as far as I can see barely no one is complaining about how medics behave in fights. It's actually "realistic" the way it is at the moment. Why then change it with magic potions flying through the air and instantly healing someone?

as to commenting on this bit of text, theres no need to delete posts quite yet, i was a bit of a drama queen one i said that myself and others would likely leave FOnline, and i think he was just annoyed for that, i'll try to stay on topic more.

as for needing long range healing and it turning FOnline in to a random low quality MMOG, its not really about that, since if the devs really did add in "healing darts", than they'd be weaker than a normal stim pack, which it takes a few of to heal some one, thus, unless you want to make the stim darts stupidly powerful, healing 50+ damage per shot, than i do find a flaw here that others did not point out.

if these "darts" really are smaller than a normal stim, as far as "feel good juice" goes, than they'd be weaker, and you'd have to use quite a few of them to heal some one with higher HP, which basicly brings its level of usefulness down quite a bit, since unless you're trying to heal the guy to keep him from dying in turn based mode, which could still likely kill the guy you're trying to heal, since darts going in and healing perfectly every time -is- quite "un-fallouty" to me. so it'd probally be easier to just make first aid work with a "combat medic" perk that allows a faster cool down timer for your doc and FA skills. and allow healing in combat mode for turn based etc, if its really that needed, which i don't think it is.

and to sum it up, the arguement i'm putting out here, is that they'd be to weak to be hugely useful.

cheers.

-Ulrek-
« Last Edit: May 30, 2010, 06:10:12 pm by Ulrek »
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Dakhanavar

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Re: Combat medic - long range healing!
« Reply #97 on: June 05, 2010, 09:14:37 pm »

As it stands you almost can't heal anyone at all in combat. You can't use either healing skill in turn-based mode, and real-time combat usually boils down to everyone running around bursting at each other in my experience. Getting someone to stop so you can heal or stim them usually results in you both getting blown away on the spot.

When I look at the way it is now, I really see zero use for the medical skills in a multi-player environment other than for sitting in a town all day to heal people. First aid in PvP is mostly a self-use affair. Why have a medic in your team when you can just insta-restore 100+ hp to yourself?

I'd love to see these abilities branch out and become more functional in combat settings. Medics/Doctors can be so much more than simply stimpack factories.
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Re: Combat medic - long range healing!
« Reply #98 on: June 05, 2010, 10:57:21 pm »

As it stands you almost can't heal anyone at all in combat. You can't use either healing skill in turn-based mode, and real-time combat usually boils down to everyone running around bursting at each other in my experience. Getting someone to stop so you can heal or stim them usually results in you both getting blown away on the spot.

When I look at the way it is now, I really see zero use for the medical skills in a multi-player environment other than for sitting in a town all day to heal people. First aid in PvP is mostly a self-use affair. Why have a medic in your team when you can just insta-restore 100+ hp to yourself?

I'd love to see these abilities branch out and become more functional in combat settings. Medics/Doctors can be so much more than simply stimpack factories.

In original Fallout FA = patch yourself after combat without sleeping/using stims or other chems.
Here FA = healing spell on self to restore HP, but you have CD instead of mana.
In TB you can't use FA, one of devs somewhere said that it'll be possible later, but... I think they shouldn't add it in TB, but remove it in RT while combat mode. So it won't be a combat skill. And of couse the same about doctor, who can fix his hand instantly after it got shot.
Making needler able to heal some HP will be useful then. And make needler itlsef more useful, because someone used it for lvling on mobs, but after nerfing cartriges crafting... ^_^ noone is using needlers anymore.
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Solar

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Re: Combat medic - long range healing!
« Reply #99 on: June 05, 2010, 11:04:31 pm »

Quote
noone is using needlers anymore.

Not true, theres still quite a bit of needler use.

As for the actual topic, I'm afraid I'm in the camp that doesn't love the idea. Not because of any realism gripes, but because I like the thought of people having to get into cover to heal up their party and use their heads to make it work for them.

I understand this is probably very easily said but difficult to do at the moment, but my view is any changes should be towards that direction
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Izual

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Re: Combat medic - long range healing!
« Reply #100 on: June 06, 2010, 07:46:20 pm »

And then, closed.

Note 1 : The idea of needlers shooting stimpaks is closed itself, but topic is still readable for further use.

Note 2 : If you have another idea about healing (or long-range healing or whatever) write another thread. One idea per thread. PM me if there's any problem.
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