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Author Topic: Los Alamos Project (some kind of a BarterTown)  (Read 8687 times)

Arminius

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Re: Los Alamos Project (some kind of a BarterTown)
« Reply #30 on: January 07, 2010, 03:03:39 am »

No, we can't build a fancy barter town just because of a lack of safe cities, that's no excuse. As said above, there are MANY safe cities in-game, they're just completely abandoned.

The cities in-game weren't designed for an MMO. MMO's cities usually have places to retain the people, to keep them there, depots, warehouses, shops, banks and so on. NCR has those, Hub had some movement before but not so much right now. We must think of ways to attract people to the unoccupied cities, for that we have to think about city design, regional resources, etc. Whatever we can think of to distribute gaming population.

I think that if the devs can't test the scripts, there are huge risks: imagine your game crashing from a script, already implemented, and you end up with a blocked log in or something? Only the devs can know what might happen due to script bugs, I won't even go there. I think we should focus more on making the other cities more attractive to players, and thus giving a meaning to them, rather than building entirely new ones.

skejwen

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Re: Los Alamos Project (some kind of a BarterTown)
« Reply #31 on: January 07, 2010, 03:51:23 am »

No, we can't build a fancy barter town just because of a lack of safe cities, that's no excuse. As said above, there are MANY safe cities in-game, they're just completely abandoned.

The cities in-game weren't designed for an MMO. MMO's cities usually have places to retain the people, to keep them there, depots, warehouses, shops, banks and so on. NCR has those, Hub had some movement before but not so much right now. We must think of ways to attract people to the unoccupied cities, for that we have to think about city design, regional resources, etc. Whatever we can think of to distribute gaming population.

I think that if the devs can't test the scripts, there are huge risks: imagine your game crashing from a script, already implemented, and you end up with a blocked log in or something? Only the devs can know what might happen due to script bugs, I won't even go there. I think we should focus more on making the other cities more attractive to players, and thus giving a meaning to them, rather than building entirely new ones.

Wise words ;)

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Reconite

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Re: Los Alamos Project (some kind of a BarterTown)
« Reply #32 on: January 07, 2010, 05:20:11 pm »

I agree very much with Skejwen and Arminius.

I think the solution to abandoned towns is to move some of the most needed things out of NCR to places like San Francisco and Hub.

NCR is really the capital of the whole 2238 Wasteland, almost nobody ever goes anywhere else except for quests and other stuff like town control. NCR has everything needed; a bank, workbench, population for trading, merchants, quests, better guards than other places. San Francisco has almost none of this.

Another idea is to make NCR more of a target to gangs, give it town control capability for example. The newb population wouldn't think of it as so safe if the stronger gangs were always trying to take over the place.
« Last Edit: January 07, 2010, 05:26:18 pm by Reconite »
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Re: Los Alamos Project (some kind of a BarterTown)
« Reply #33 on: January 07, 2010, 06:06:35 pm »

I guess this isn't problem of city as ingame place, but place for automatic sellers, some mart when I can leave my char with stall for night to sell what I got. Some place to unite all players, some nice place designed for MMO Fallout, not choosen one adventure. Something more than current cities. Where if someone try to kill other, will be sent to thunderdome to fight ( :D :D :D ). This city can be available for players for example once a week for one day, just to meet togheter, to make some fun, dancing and related. ble ble ble etc. :) That's my point.

Yes, We can! Toghether! make this city to be something really new in fallout world, without lost of fallout vibe, but with something more exotic. New buildings, new features. This could be something for what players will be waiting whole week.
« Last Edit: January 07, 2010, 06:15:52 pm by baaelSiljan »
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Reconite

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Re: Los Alamos Project (some kind of a BarterTown)
« Reply #34 on: January 07, 2010, 06:19:13 pm »

just to meet together, to make some fun, dancing and related.
But see, other cities could be used for this, New Reno is a place for people to meet together and have some fun when it's 'Comedian Night', and that's open to people all day. It's just we need other cities to become useful for people to leave the newb haven of NCR. Adding this in every few days will just be like New Reno, they go, but after the event is finished, they go back to NCR.
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Re: Los Alamos Project (some kind of a BarterTown)
« Reply #35 on: January 07, 2010, 06:25:45 pm »

Yep, but this cities are standard, always available and we all know it very very very good - some of us known it for years (more than 10). I'll be happy to see something fresh and what makes this game little more interesting. But as I told before - city is not so important, more important is mechanics. I'm also very disappointed with The Hub - it should be market city, but it is empty, even with players, there are only few shops.

But as ruins scavenger, I love Boneyard very much :)
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Alvarez

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Re: Los Alamos Project (some kind of a BarterTown)
« Reply #36 on: January 07, 2010, 08:32:50 pm »

This is a good idea, and I'd rather it were on another location to force people a bit out of NCR. Way I see it, the game's population is too concentrated in NCR, and other cities end up as ghost towns. Though this just creates another focal point, if it stays outside of NCR perhaps it forces people to other places. If strategically placed around California, it could spread the game population to other cities, like say, making it in the middle of the map, so Redding, New Reno and maybe Navarro would become stop over points.

I agree. Trading should be spread over the Wasteland, cities specialized on resources, like raw materials and knowledge, but not monopolise them, like Modoc with jerky production table. Such services could be either more expensive or less effective like: "Oh shit, PKs are in Modoc again. Well then i pay some caps for a trader in SanFran, who can make some Jerky for me, if i give him meat." or "I could learn that profession from some ghoul in Necropolis, because mad shooters are camping in Reno again."
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