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Author Topic: PK solution  (Read 16707 times)

Re: PK solution
« Reply #90 on: June 13, 2010, 11:48:05 am »

Jesus H. John... Why the hell did you awaken this god-forgotten topic :/ Check the dates lol.
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Michaelh139

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Re: PK solution
« Reply #91 on: June 13, 2010, 11:25:09 pm »

You took this idea from Runescape.... And we all know how that game turned out.....   >.>...  Nuff said.
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kraskish

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Re: PK solution
« Reply #92 on: June 14, 2010, 12:26:37 am »

if there was no name colorizing Id like to see the colors depending on your overall karma, killing bad karma guy would add to your karma and make the pkr karma go up a little depending on the difference of karmas I dont know, the thing is as for now this game is a grief competition, no one is punished for killing players just for no-one-caring NPCs yes its ludicrous a bit, but at least factions with name colorizing have fun :/
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Re: PK solution
« Reply #93 on: June 14, 2010, 04:40:05 am »

lol just make it so level 21 players cant shoot a level 1 player until he reaches atleast level 3 or shoots first.....

noobie protection for the first couple of levels nuff' said every other game does it lol
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Re: PK solution
« Reply #94 on: June 14, 2010, 08:36:07 am »

Just let this terrible topic die, please.  :-\
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kraskish

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Re: PK solution
« Reply #95 on: June 14, 2010, 11:13:14 am »

lol just make it so level 21 players cant shoot a level 1 player until he reaches atleast level 3 or shoots first.....

noobie protection for the first couple of levels nuff' said every other game does it lol

I dont think thats possible, but would be nice. At the moment Fonline has no newbie policy...
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JovankaB

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Re: PK solution
« Reply #96 on: June 14, 2010, 01:03:20 pm »

lol just make it so level 21 players cant shoot a level 1 player until he reaches atleast level 3 or shoots first.....

noobie protection for the first couple of levels nuff' said every other game does it lol

Then 21 level players wouldn't be able to shoot enemy scouts or suicide bombers.
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Michaelh139

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Re: PK solution
« Reply #97 on: June 14, 2010, 06:13:14 pm »

Then 21 level players wouldn't be able to shoot enemy scouts or suicide bombers.
Suicide bomber part doesn't make sense because you would need a high Trap skil anyways to do any damage or make the bombs.

Scout thing I can't really comment on....
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Re: PK solution
« Reply #98 on: June 14, 2010, 08:08:23 pm »

The End-all Be-all solution to PK:

More options for non-PK play.

As it is, there are a few quests, shit-cleaning, box-moving, and some crafting.  If there were far more quests, and ones that could be done without killing anyone, the game would naturally attract less PKers.

Other than that, the other solution is just not to trust anyone until you can take a few punches.

Tho it would be nice for lvl 1 characters to be un-pk-able... It would give people a chance to get used to the controls and the game before they got totally pwnt.  I died 5 times in 5 minuites when I first started... but then again I expected that.
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Re: PK solution
« Reply #99 on: June 14, 2010, 09:42:33 pm »

Suicide bomber part doesn't make sense because you would need a high Trap skil anyways to do any damage or make the bombs.

Scout thing I can't really comment on....

oh yeah it's so hard to make that and give it to an alt. Take a whole 2 minutes.
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rax

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A vindictive solution....
« Reply #100 on: June 19, 2010, 03:55:13 pm »

I got a big list of pk-s I am going to destroy. I don't want their stuff although it is vitally important that they lose it. I just want an option that when I kill someone I can decide to either open loot dialog of him or dump on him without looking in. So he will stink for let's say two days, and everyone notices it including NPCs coments like: Did you notice that smell?. It is an expensive option but it's great for role playing, it also disables dumping on someone if he is without lootable items. It also defines who is a looting pk and who is a pk psycho.
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Surf

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Re: PK solution
« Reply #101 on: June 19, 2010, 04:57:05 pm »

With that option in 2-3 days the whole server would "stink". :)
Re: PK solution
« Reply #102 on: June 19, 2010, 04:57:40 pm »

Then 21 level players wouldn't be able to shoot enemy scouts or suicide bombers.

Yep + everyone would have 1 lvl char looting everything from every battlefield in the north
Re: PK solution
« Reply #103 on: June 19, 2010, 08:59:55 pm »

I suggest PK system from others mmorpgs.

Neutral player - nick white , Hostile players - nick pink ,  Player Killer - nick red

Neutral player never drop any items upon death.

When Neutral player attack other Neutral player his nick goes Pink. For attacking Pink player you also goes as Pink and if Pink player is killed he do not lose items. For killing Pink nicked player you do not become Payer Killer (red nick). Pink nick becomes white after some time ( 1 minute exemple).

Player who succesfully kill Neutral player (player who do not fight back to have Pink nick) becomes Player Killer - red nick. Player Killer drop all items upon death and he lose level. After 1 death for 1 innocent kill he becomes Neutral again ( 2 kills of Neutral plyers is 2 levels).

Ps: Player Killer can become neutral again without losing level or items after certian of time (10 minuts exemple)

Benefits this system bring to FOnline:

- it will greatly reduce numbers of psychopatic killers that lurks on harsh wasteland
- it will encourage players militia in ungarded cities and mines
- players who have too much items will lose them as it was intended on Town Control event

Those are 3 big pros of this system.

How do people "know" which are which, and how do items drop or not drop, levels get lost, etc.? I mean, the in-game rationale?

Is it magic?

(Yes I know we respawn after death)



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I wish there were bags, backpacks, etc. in Fonline.

rax

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Re: PK solution
« Reply #104 on: June 20, 2010, 03:32:59 pm »

It should stink. It should stink in the bunkers, and in the wastes, it should stink in bazaars and in the hunting grounds,stench should never surrender ... I got myself carried away};->
Right now I am interested only in my hit list and I want to send message.

You know, in one Islamic country before war with its neighbor it used to be a shame to not have a hand because it generally meant a guy was a thief. After war started it changed to a common thing, no shame, there were a lot of people that did not have an arm because of fighting. But it stayed in the back of the mind of everyone that a said person might be a thief.

Being saved by some farmers in the middle of nowhere actually fits well with preservation of stench. And it would give an idea of how many truly vindictive guys are there.

And you can apply brahmin manure for it. That way it would stil have use even though some new new guy did not know how to use the showel... he he he  ... carried away again....
And besides, if somebody treats that way a fallen enemy he has to do it in time before replication so both parties know what happened and by whom.
It is a clean, but stinky solution, to personal vendetas.

Hope you had as much fun reading this post as I had writing it. I am very vindictive, but I hope at least I have some sense of humor.
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