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About alts, casual players, one-char-only and other

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avv:

--- Quote from: RavenousRat on June 11, 2010, 06:47:09 pm ---Yes, but is it possible to find something that will force players to not use all the roles at the same time, if this is multiplayer internet game, where you can create other character, then again and again, and you alone can take all the roles.

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Alt problem is mostly crafting and fighting efficiency related. This can be fixed by making requirements for fighting powerbuild less steep so that you don't need so big investments to become best combat build. Rest is up to your skills ingame. And to become best crafter you need to do other things (fighting, questing) than just have the crafting profesion and mats. New chars wouldn't help because maybe you can spend some time with your inexperienced armorer and get some low tier stuff, but if you used that time playing your experienced gunsmith-fighter you'd get hight tier stuff which could be traded for high tier armors.

RavenousRat:

--- Quote from: avv on June 11, 2010, 07:21:59 pm ---Alt problem is mostly crafting and fighting efficiency related. This can be fixed by making requirements for fighting powerbuild less steep so that you don't need so big investments to become best combat build. Rest is up to your skills ingame. And to become best crafter you need to do other things (fighting, questing) than just have the crafting profesion and mats. New chars wouldn't help because maybe you can spend some time with your inexperienced armorer and get some low tier stuff, but if you used that time playing your experienced gunsmith-fighter you'd get hight tier stuff which could be traded for high tier armors.

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Well if your character is a crafter, it doesn't mean you'll get all mats/resources/whatever else by this character. All you need from this character is give him resources, then go to workbrench/machine/whatever else, press some buttons and then give item to main character/someone else. You don't need to do with pure crafter alt anything else.

avv:

--- Quote from: RavenousRat on June 11, 2010, 07:32:48 pm ---Well if your character is a crafter, it doesn't mean you'll get all mats/resources/whatever else by this character. All you need from this character is give him resources, then go to workbrench/machine/whatever else, press some buttons and then give item to main character/someone else. You don't need to do with pure crafter alt anything else.

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Let's say you need some special mats that are in the posession of san fransisco npc faction. To get these mats you need good rep with san fran. You get a good sf rep by selling items to them, questing for them and killing the enemies of sf and defending sf members and its allies. You need to do all of this to get the best mats and crafting schematics, you can't just farm one section. To get these mats your character has to be pretty damn well rounded to achieve all these goals. But still focused on some profesion because you want to craft the highest tier stuff.

That's just for crafting.

To discourage players from giving their craftables away they would - first of all - be always busy getting more reputation and secondly you could also unlock perks and buffs with the reputation. These perks and buffs would be helpful in pvp so that your balanced char would be equal to freshly created powerbuilds in combat. Because combat powerbuilds couldn't properly get rep due to lacking questing abilities, nobody would want to make "pure anything" chars.

But combat in general should be less dependent on builds and more dependent on player's skills. Then combat powerbuilds wouldn't be so absolute must for serious pvp and players would stick to one chars out of sheer leisure.

Elmehdi:

--- Quote from: avv on June 11, 2010, 08:00:55 pm ---To discourage players from giving their craftables away they would - first of all - be always busy getting more reputation and secondly you could also unlock perks and buffs with the reputation. These perks and buffs would be helpful in pvp so that your balanced char would be equal to freshly created powerbuilds in combat. Because combat powerbuilds couldn't properly get rep due to lacking questing abilities, nobody would want to make "pure anything" chars.

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These must be quite powerful combat boosts to make people play PvP with crafter ;). Somehow it reminds me this topic, where we were discussing about buyable character adjustments. Here are some examples of what I had in mind back then:

·   VC medics could be able to buy combat implants, giving them 10% bonus to all resistances – it would make it worth for PvPer to be one.

·   Having good reputation with raiders could enable an option to buy a special weapon training, giving you a little chance to cripple a target, no matter if a critical hit was scored or not.

·   Trappers could teach you how to track your target better, slightly reducing its FoV towards you and giving you extra chance of detecting a sneaking character.

Of course such extra boosts must require working for some particular faction (not necessary belonging to it), and what’s related – not being a hideous powerbuild. These are just examples, but the rule is simple: in order to make a well-rounded characters take part in PvP, there must be some important combat boosts available only for them. It's also important for these adjustments not to interfere with a character build, so they can't be just simple f.e. +10 to your gun skill or + 1 to agility and so on. It's wider explained in the topic.

Unfortunately it means A LOT of time and effort to implement such features and balance them properly. As for now it’s much easier to achieve a similar goal by just letting players advance further traditional way. Even a primary fully combat oriented powerbuild will become a crafter/fighter hybrid on some high enough level, which means less alts, and more comfortable gaming, without having to switch characters every 5 min.

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