Other > Closed suggestions

Harshing the nonharsh.

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Dyce666:

--- Quote from: Imprezobus on June 26, 2010, 11:06:08 am ---The cooldown system is fine for the most part, its just inevitable.

*Rethink profession system, make it based more on quests than getting money. (For example junktown SG trainer should for start let you know how to make simple guns, achieving possibility of making more complex things should be... More complex. What I mean that one guy shouldnt tell you EVERYTHING bout every weapon, one npc should be able to teach making 1-3 things. The knowledge what you have earned with your life should be "saveable" in cloning factilities (needs implementation too :f), what I mean if your character was once able to make assault rifle, after lvling up and getting skill requirements - should be able to make it once more, without repeating same quest. Saving your memories shouldnt be free too, but not extremally expensive (500 per recipe you can keep after death?). That would lead to characters being able to craft EVERYSHIT ingame, but after hard times of working (and additional time spent on training it back after death). That would benefit playing one character even more than making few alts.

I don't think PvE quests are so much important for fallout Online, more of a single player deal if you ask me.  Online we should focus on PtP interaction and allowing mini storylines to build that would eventually produce good posts of screenshots/logs of quality RP and explosive combat events.

I prefer to call it 'updating' your clone.  So you will update frequently as you feel necessary in order to retain stats/skills but also to remember  players/events/anything really if you are true to your RP.  I know it seems complicated, but simply adding a short description to each character (@ registry) by having players choose a height/weight (nothing overly general, average average is stupid).  Then implementing a memory system that would allow chars to save nicknames to chars at free-will.  Remembering them after death would only be possible if you updated for instance.

Yes, it is complicated but there is quite a few simple fixes and simplifying the complicated ones will make programming them much easier.

--- End quote ---

Sheepify:

--- Quote from: Dyce666 on June 27, 2010, 08:45:24 am ---[Snip]

--- End quote ---

Interesting read, and I definitely interesting ideas. However, I'm afraid you will unfortunately find that to a better part of players here FO is pretty much an extremely competitive substitute for, say, Diablo. With the added benefit of having a gang-supporting system in place.

Take a moment to read this http://fodev.net/forum/index.php?topic=5804.0, in particular point four. Especially, in fact, point four. Just to clarify, I mean the observation the paragraph begins with, not the proposed method of dealing with it.

Ideas attempting to introduce certain degree of "realism" as understood within the definition of the world of Fallout are very likely to be met with strong opposition - from a perspective of a player disinterested in the RP aspect of Fallout such changes would produce no desired effect whatsoever. On the other hand, because of such high competitiveness requiring constant practice to hone particular elements of the game, each change has a likelihood of requiring reinventing approaches to the competitive side of the game.

Frankly, this seems to be the core aspect of stonewalling any discussions about issues that tangentially affect the real-time combat part of the game, as you may have noticed in the discussions about suicide bombers, added repercussions and considerations for stealing, and use of arguably exploitative tactics. That aside, there is also the fact that, from a standpoint of a player treating FO in Diablo-esque way, there is no need for such changes.

I am also of opinion that FO would greatly benefit from a shift toward representing the RP side of the game to a greater degree, but have low hopes of that happening precisely for the reasons above.

Solar:

--- Quote ---in particular point four.
--- End quote ---


--- Quote ---I am also of opinion that FO would greatly benefit from a shift toward representing the RP side of the game to a greater degree, but have low hopes of that happening precisely for the reasons above.
--- End quote ---

I'm struggling to think of anyone who is "good" in Fallout 1 or 2. :P


As for the OP.

Resetting to level 1 is just not an option. We want people to go out and do stuff, if they had the potential to have most of their efforts wiped on each death it would cause most people to exist only where friends are. Ie bases or encounters. Can you imagine what TC would become with this?  :P

Don't see the need for removing cooldowns, under any cicrumstnaces really. Ideally we get to the point where most players don't notice them.

Restricting 3rd tier, sure. Via unguarded specific locations where these things are unguarded. Increases the travel required and increases the risk of crafting such items. Also make them more rare at traders, so its not just a matter of camping them. Net effect is a redutionin numbers.

Best idea here is the profession givers. However this requires dialogue work, so we will see how out upcomimng contest for dialogue writers goes. (There are many things which need dedicated dialogue writers to spend time on them).

Dyce666:

--- Quote from: Sheepify on June 27, 2010, 09:25:30 am ---Interesting read, and I definitely interesting ideas. However, I'm afraid you will unfortunately find that to a better part of players here FO is pretty much an extremely competitive substitute for, say, Diablo. With the added benefit of having a gang-supporting system in place.

Take a moment to read this http://fodev.net/forum/index.php?topic=5804.0, in particular point four. Especially, in fact, point four. Just to clarify, I mean the observation the paragraph begins with, not the proposed method of dealing with it.

Ideas attempting to introduce certain degree of "realism" as understood within the definition of the world of Fallout are very likely to be met with strong opposition - from a perspective of a player disinterested in the RP aspect of Fallout such changes would produce no desired effect whatsoever. On the other hand, because of such high competitiveness requiring constant practice to hone particular elements of the game, each change has a likelihood of requiring reinventing approaches to the competitive side of the game.

Frankly, this seems to be the core aspect of stonewalling any discussions about issues that tangentially affect the real-time combat part of the game, as you may have noticed in the discussions about suicide bombers, added repercussions and considerations for stealing, and use of arguably exploitative tactics. That aside, there is also the fact that, from a standpoint of a player treating FO in Diablo-esque way, there is no need for such changes.

I am also of opinion that FO would greatly benefit from a shift toward representing the RP side of the game to a greater degree, but have low hopes of that happening precisely for the reasons above.

--- End quote ---

Screw Diablo.  Treating fallout like it should be WoW or Diablo simply so you can retain a large number of players who actually care nothing about theme not to mention have no sense of actually RPing a character...  You can either market a game to sell by repeating processes that work or create something new and accept the loss in players as the cost.

No Pain, No Game.

Honestly, I wouldn't even bother to continue playing if it doesn't return to its roots eventually.  I'm sure many already have quit due to this, which probably were the best RP'er FOnline had to offer unless we can manage to bring it back.

Sheepify:

--- Quote from: Solar on June 27, 2010, 10:06:23 am ---I'm struggling to think of anyone who is "good" in Fallout 1 or 2. :P

--- End quote ---

Out of the top of my head? Tandi (F2 - NCR is as much a power play as a genuine intent to help people) and Harold. There was a particular dialog from somebody among Children of Apocalypse that rings faint bell. Hm, Marcus, and the paladin he befriended, arguably.

It's not so much about "good" but rather "not a ravening lunatic." There were definite repercussions for going all gung-ho on every NPC encountered.

Without repeating what one of the Cats wrote too much, right now there is absolutely no in-game incentive to not consider taking advantage of every player encountered, even if it means, in game terms, shooting a non-hostile stranger.

Even considering the history of the Wild West (actual history, not the movie-presented, gunfight-filled farce), there was little tolerance toward such personalities, even if the individuals were not actively presenting them toward inhabitants of a settlement. Bounty hunters were more often than not reviled for the work they did (although, admittedly, this was also because of the cultural conditioning of Christianity that disapproved of it in general).

This is actually what the Karma system in F1 and 2 simulated - the inevitable spread of rumor and gossip that, sooner or later, would pin an individual as either a hero or ruthless villain.

Current reputation system, since it does not protect players until certain conditions are met, makes them logical targets when considering game mechanics.

Just thought I'd clarify my stance a bit more.

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