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Author Topic: Idea to nerf drugs, anti-powerbuilding  (Read 15652 times)

Izual

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Re: Idea to nerf drugs, anti-powerbuilding
« Reply #60 on: July 21, 2010, 07:32:20 pm »

In my post, I said the withdrawal comes after a long period of time and that you can make it go away with a single drug dose.
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Re: Idea to nerf drugs, anti-powerbuilding
« Reply #61 on: July 21, 2010, 07:38:35 pm »

In my post, I said the withdrawal comes after a long period of time and that you can make it go away with a single drug dose.

I don't like the fact that people could probably ignore the withdrawal penalties until their next fight. I can't think of a decent mechanic that forces drug addicts to constantly take their drug without ruining gameplay when they can't get any. That would be ideal. Drug addicts needing constantly take drugs in order to function.
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Pozzo

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Re: Idea to nerf drugs, anti-powerbuilding
« Reply #62 on: July 21, 2010, 07:48:19 pm »

In my opinion the best idea here is : only one drug at a time. So you may choose between having a lot of AP or having a good damage resistance. In this way maybe devs will be able to create more kind of drugs without encouraging players to have power-build drug addicts.
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Solar

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Re: Idea to nerf drugs, anti-powerbuilding
« Reply #63 on: July 21, 2010, 08:27:57 pm »

In my opinion the best idea here is : only one drug at a time. So you may choose between having a lot of AP or having a good damage resistance. In this way maybe devs will be able to create more kind of drugs without encouraging players to have power-build drug addicts.

Quote
downsides to go with the good for those effects (to make taking a cocktail of them counter productive)

If for example you have Jet: +2 Ag -1 Str and Buffout +2 Str +1 Ag and each dose costing $100, then you can have either:

+2 Ag -1 Str, for $100
+2 Str -1 Ag, for $100
+1 Str +1 Ag, for $200


Now those are just random numbers, but it demonstrates the idea - either small bonuses in particular areas or even smaller bonuses in a couple of areas.

Creates more options for the same number of items, which is more efficient :)
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Michaelh139

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Re: Idea to nerf drugs, anti-powerbuilding
« Reply #64 on: July 21, 2010, 08:31:19 pm »

If for example you have Jet: +2 Ag -1 Str and Buffout +2 Str +1 Ag and each dose costing $100, then you can have either:

+2 Ag -1 Str, for $100
+2 Str -1 Ag, for $100
+1 Str +1 Ag, for $200


Now those are just random numbers, but it demonstrates the idea - either small bonuses in particular areas or even smaller bonuses in a couple of areas.

Creates more options for the same number of items, which is more efficient :)
That concept is actully pretty nice but it won't really matter because gangs are practically shitting caps.  But I would like the idea of a perfect drug with no downsides but it costs like 1000 caps a dose.
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Re: Idea to nerf drugs, anti-powerbuilding
« Reply #65 on: July 21, 2010, 08:37:11 pm »

Now those are just random numbers, but it demonstrates the idea - either small bonuses in particular areas or even smaller bonuses in a couple of areas.

I think that idea would only work well if drugs had a bigger impact on stuff outside of SPECIAL. If it's just upping your strength and lowering your agility people will just find the most efficient combination and stick with it, and we'll be in the exact same situation.
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Solar

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Re: Idea to nerf drugs, anti-powerbuilding
« Reply #66 on: July 21, 2010, 08:41:49 pm »

Its not really a matter of pricing them out of doing it - the idea is each drug reducing the benefit of another so they don't all add together to make a superhuman. You either concentrate your benefits in a particular place, or spread you're benefits out more thinly over more areas.

I think that idea would only work well if drugs had a bigger impact on stuff outside of SPECIAL. If it's just upping your strength and lowering your agility people will just find the most efficient combination and stick with it, and we'll be in the exact same situation.

The most efficient way would probably be taking one specific drug, but (if its done correctly) it should be a simple matter of choosing what benefit you want, rather than a most efficient option.
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Izual

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Re: Idea to nerf drugs, anti-powerbuilding
« Reply #67 on: July 21, 2010, 08:56:30 pm »

I disagree, Badger. The problem with drugs is that a good powerbuild is on drugs. With Solar's system of small bonuses to some areas, a good powerbuild will not always be a drug addict.
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Glave

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Re: Idea to nerf drugs, anti-powerbuilding
« Reply #68 on: July 21, 2010, 09:29:55 pm »

If for example you have Jet: +2 Ag -1 Str and Buffout +2 Str +1 Ag and each dose costing $100, then you can have either:

+2 Ag -1 Str, for $100
+2 Str -1 Ag, for $100
+1 Str +1 Ag, for $200


Now those are just random numbers, but it demonstrates the idea - either small bonuses in particular areas or even smaller bonuses in a couple of areas.

Creates more options for the same number of items, which is more efficient :)

http://fodev.net/forum/index.php?topic=6944.msg60515#msg60515
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Re: Idea to nerf drugs, anti-powerbuilding
« Reply #69 on: July 21, 2010, 09:34:15 pm »

I disagree, Badger. The problem with drugs is that a good powerbuild is on drugs. With Solar's system of small bonuses to some areas, a good powerbuild will not always be a drug addict.

But that will still be the case if you can get bonuses with no actual penalties (beyond those cancelled out by other drugs), if you mix the right drug cocktail. As in, if Psycho, Jet and Mentats bonuses/penalties combine to just give you +35 damage resistance, +1 Agility and +1 Perception.

Edit: As a side note, what do you guys think about scrapping addiction entirely? It's a mechanic I'd love to keep, but I can't see it doing anything but making gameplay less fun.
« Last Edit: July 21, 2010, 09:37:07 pm by Badger »
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Izual

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Re: Idea to nerf drugs, anti-powerbuilding
« Reply #70 on: July 21, 2010, 09:40:14 pm »

You are right, that's why I think drugs should make you more efficient in one way BUT less efficient in another way. Like a way to specialize yourself. For example, jet gives +3 AP like now but -50% to Carry Weight or -3 to perception, this way you are faster to shoot but not faster to move or to see the opponent. For snipers we could imagine a drug that gives +3 PE but also -6 EN, etc, etc. Just examples coming out of my mind.
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"Another problem is that we listen to the vocal players, who in many cases are wrong-headed."
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Re: Idea to nerf drugs, anti-powerbuilding
« Reply #71 on: July 21, 2010, 09:50:39 pm »

That's something I can get behind. Drug taking should be a gamble, not something you'll always do in every fight.

Like jet, for example, increasing your AP by something hefty, like 4AP, but at the same time giving you a damage resistance penalty of 40%.

However, this would then require Solar's idea of people with high stats in a certain field receiving a smaller benefit to prevent people becoming absolutely superhuman.
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Re: Idea to nerf drugs, anti-powerbuilding
« Reply #72 on: July 22, 2010, 12:06:45 am »

I disagree, Badger. The problem with drugs is that a good powerbuild is on drugs. With Solar's system of small bonuses to some areas, a good powerbuild will not always be a drug addict.

well the problem is that there is no good powerbuild without the drugs,
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Mr Feltzer

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Re: Idea to nerf drugs, anti-powerbuilding
« Reply #73 on: July 22, 2010, 07:52:58 am »

I really hate the current drug system, People just get like 10 Jets and then they can just Spam the fuck outta you with Grenaides,

The amount of AP Given should be Nerfed
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Re: Idea to nerf drugs, anti-powerbuilding
« Reply #74 on: July 22, 2010, 08:05:56 am »

if dear Devs want new system of drug , first they should clean all drug addict .
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