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Author Topic: Potential damage per combat turn [PvP]  (Read 4138 times)

gordulan

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Re: Potential damage per combat turn [PvP]
« Reply #15 on: August 13, 2010, 02:10:19 am »

5 shitty minions controlled by a mastermind is quite the threat if the mastermind is developed enough. ;D

Even 5 mercs with huntin rifles would be dangerous as long as a certain someone can manage to get close enough to make the killing burst(s) while the enemy is dstracted.

Now imagine all the mercs in realtime wielding LSWs and rocket launchers.

now imagine 2 BA'd avengered high quality minigunner players, and 1 super-advanced sniper being pitted against you and your 5 mercs, who would win? the 3 players would win easily because of the fact that they have a 95% chance to hit, 0% chace to spaz out, and the sniper has a 95% crit chance in your mercs eyes 5% of instakills and the minigunners have over 200 HP whereas your mercs have shitty leather jackets/metal armour...  my money would safely be on the 3 player squad, no mastermind can defeat godly junkies, ever, it has never been recorded, because you can't control one merc at a time,  nor can you prep them with orders before the fight with several variables, and I hardly think it would ever be actual...



2.  People who risk their extremely high tier stuff will berisking even more if it took more mats, and with lower cooldown, lower tier mats, and equipmet would be cheaper,with the resources being less hard to get and equipment being less hard to get.


2. the bigger gangs will only have the best gear anyways, no matter what happens you'll see squads of BA'd power junkies with the ultimate weapons.
« Last Edit: August 13, 2010, 02:14:39 am by gordulan »
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kraskish

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Re: Potential damage per combat turn [PvP]
« Reply #16 on: August 13, 2010, 02:12:52 am »


People are ass holes in every game, mmo, deathmatch anyting online there will be ass holes, there will be griefers, its part of the internet please get over it.

Well as I read above Keldorn meant to have full drop only in unguarded towns.

As for me there could be a zone NCR + Hub + Junktown some little bubble or even the major part of south west to be without full-loot or only full-loot in unguarded towns would be fair enough... seriously... comparing this to any other game Fonline is ultra hardcore. I hate when people set caravans or stand near NCR killing those who come in...
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Re: Potential damage per combat turn [PvP]
« Reply #17 on: August 13, 2010, 02:16:08 am »

1.  People who risk their extremely high tier stuff will berisking even more if it took more mats, and with lower cooldown, lower tier mats, and equipmet would be cheaper,with the resources being less hard to get and equipment being less hard to get.


I can agree with ya here.  However it still doesn't resolve the "lost real time".  If I lose a a gun or science book near the Den, I have to walk my ass down to the Hub to get another one.  This only makes it suck more for those who are new or dont have many friends (alas my friends think the graphics of this game are "too old" to be worth playing).    Think you solved this question by buying a vehicle?  Think again cause that cheap ass sneak build just bursted your face and your key is gone.

The above statement also does nothing to keep higly equipped guys from griefing lower levels for shits and giggles.  I agree with you it won't stop griefing but without full loot drop, the situation for new players or loners gets a lot less tough.  So some assholes kills me for fun or to try to start a war, thats fine.  I get back on my feet and go mine somwhere else without wasting time scavenging junk/wood for basic tools or getting that basic said junk getting jacked by asshole thieves.  Getting the picture here?
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Michaelh139

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Re: Potential damage per combat turn [PvP]
« Reply #18 on: August 13, 2010, 02:20:55 am »

now imagine 2 BA'd avengered high quality minigunner players, and 1 super-advanced sniper being pitted against you and your 5 mercs, who would win? the 3 players would win easily because of the fact that they have a 95% chance to hit, 0% chace to spaz out, and the sniper has a 95% crit chance in your mercs eyes 5% of instakills and the minigunners have over 200 HP whereas your mercs have shitty leather jackets/metal armour...  my money would safely be on the 3 player squad, no mastermind can defeat godly junkies, ever, it has never been recorded, because you can't control one merc at a time,  nor can you prep them with orders before the fight with several variables, and I hardly think it would ever be actual...

s.g. junkie in BA, P90, plus 3 lsw mercs, two rockets, *Human*, against those odds, I would need to ambush them from grid, just give them the attack all nonfaction members and go crazy, they'll spaz out from the lightning attack and be running away all over the place, against them with them well knowing I was about to attack, allowing them to drug up and get ready, would OF COURSE cause me to lose but mecenary leader tactics, due to AI, leave them with no other tactic than ambushes.  And although I can't prove this unless someone else can confirm it for me, but I took out a gang of 8 russian sniper powerbuilds, they had leather combats on, and I just charged them from Virgin Street to 2nd Street, just slowly mowing them down, although in 2nd street they finally managed to pick us off by leading the mercs away from the group and beat us...  Which as the result of my own stupidity for not being calculative enough to give the mercs the move-to command to regroup, for alone with a sniper your screwed, but theres safety in numbers...  Plus uh.. my rocket guys ran out of ammo so that didnt help  :'(. I ran to commercial to get away but got head crit knocked out over and over by some bluesuit with 11 hp left and hunting rifle LMAO!.


Mercs are more powerful than people want to believe.


1.  People who risk their extremely high tier stuff will berisking even more if it took more mats, and with lower cooldown, lower tier mats, and equipmet would be cheaper,with the resources being less hard to get and equipment being less hard to get.


I can agree with ya here.  However it still doesn't resolve the "lost real time".  If I lose a a gun or science book near the Den, I have to walk my ass down to the Hub to get another one.  This only makes it suck more for those who are new or dont have many friends (alas my friends think the graphics of this game are "too old" to be worth playing).    Think you solved this question by buying a vehicle?  Think again cause that cheap ass sneak build just bursted your face and your key is gone.

The above statement also does nothing to keep higly equipped guys from griefing lower levels for shits and giggles.  I agree with you it won't stop griefing but without full loot drop, the situation for new players or loners gets a lot less tough.  So some assholes kills me for fun or to try to start a war, thats fine.  I get back on my feet and go mine somwhere else without wasting time scavenging junk/wood for basic tools or getting that basic said junk getting jacked by asshole thieves.  Getting the picture here?
Fraid not im not gettng the picture quite yet, but if this: 
Well as I read above Keldorn meant to have full drop only in unguarded towns.

As for me there could be a zone NCR + Hub + Junktown some little bubble or even the major part of south west to be without full-loot or only full-loot in unguarded towns would be fair enough... seriously... comparing this to any other game Fonline is ultra hardcore. I hate when people set caravans or stand near NCR killing those who come in...
Is what you meant about there not being full drop then sure, go crazy, just leave unproteced towns alone.....
« Last Edit: August 13, 2010, 02:30:43 am by Michaelh139 »
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Re: Potential damage per combat turn [PvP]
« Reply #19 on: August 13, 2010, 12:51:43 pm »

FOnline wouldn't be FOnline without Full Drop. It's one of the last games where you have this hardcore rule. If we change FOnline to make it look like every other games, it would have no interest to stay in this low graphic oldie game.
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Winston Wolf

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Re: Potential damage per combat turn [PvP]
« Reply #20 on: August 13, 2010, 12:52:54 pm »

FOnline wouldn't be FOnline without Full Drop. It's one of the last games where you have this hardcore rule. If we change FOnline to make it look like every other games, it would have no interest to stay in this low graphic oldie game.

Except for people who love the Fallout games.  ::)
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Re: Potential damage per combat turn [PvP]
« Reply #21 on: August 13, 2010, 02:37:57 pm »

Yes but I don't think Fallout fanboys love Fallout only for the graphics. Do you want a Fallout skinned World of Warcraft ? I hope not.
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gordulan

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Re: Potential damage per combat turn [PvP]
« Reply #22 on: August 13, 2010, 02:40:08 pm »

hrmm, i uses a completely different character progression system from WoW, and I'd actually like to see for like a week what would happen if full drop was removed, it's a beta, no need to be republican about it...
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Re: Potential damage per combat turn [PvP]
« Reply #23 on: August 13, 2010, 03:24:24 pm »

It's quite simple. We wouldn't fear death so much. And raids would become shit.

But I wouldn't mind a test, even if I won't participate to it.
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Re: Potential damage per combat turn [PvP]
« Reply #24 on: August 13, 2010, 10:15:23 pm »

What are the benefits to raiding currently besides the TC rewards?

Full loot drop can still be impleneted in either a Areana/Battleground zoned area or for Town Control.  Those who would suffer the most with full loot drop removal outside of those special cases would be griefers.

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Re: Potential damage per combat turn [PvP]
« Reply #25 on: August 14, 2010, 12:48:38 pm »

Kinda new here but... the endless grindfest does not feel like fallout to me, and Full drop combined with the inherently griefable setup right now do nothing AT ALL to promote the feeling of fallout. I don't feel like my character's life is in danger, I feel like my time is being wasted. I don't feel the pressures to survive in a hostile environment lacking in resources, I feel like my time is being wasted. I don't feel like I'm struggling to achieve anything greater because joe the retard fifteen year old with just Muhommad-Jihad-Allah-bombed me by blowing his ass up next to me for the LULz.

Either ditch fulldrop, or make the guards in towns Fascists who literally kill you if they detect explosives of anykind on your person. As if a survivalist community would let ANYONE into their compounds with explosives, the idea is laughable.

They'd kill that person on sight and just take the crap they brought to trade. I don't mind a stand up fight someone shot me in the head, whate ver, that's fallout. But some douchewaffle with plastique or whatever walking into town past the guards, gettign to the crafting station, then setting up the bomb for the lowest timed interval? No that makes no sense, there's no way in hell a police force, especially in an unregulated world where police brutality can go unchecked and they can just beat the snot out of someone or kill them outright if they perceive a threat without bureaucratic repercussions. What are you going to do? Write an injunction on officer Hub Sam's conduct? They'll probably just threaten you and your family into silence, the only thing seperating Fallout police from raiders, in my mind, is that the police "won" at raiding and now have a town that they're willing to kill a lot of people to protect. Other than that it seems to me their mindsets would be about the same. Random strip searches for explosives and arbitrary police slayings for everyone with them.
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Re: Potential damage per combat turn [PvP]
« Reply #26 on: August 20, 2010, 03:32:34 pm »

I'm side-stepping the issue of vulnerable low level characters - they will always be at risk to some extent and you have to accept some evil max level player can grief you.  I think it would be best to concentrate on balancing combat around the interaction between max level characters.

And so my sentiment still remains that HP levels and potential damage per turn are the real issue for a mature character.  At level 21 and T2 armour I am still being gunned down in one turn by someone who appeared on the same random encounter map and got lucky with their turn happening first (or me already having used half my turns AP).  

Simply put it is poor mechanics to have no control or influence on the outcome of battle.  PvP encounters need to be slowed down to allow for an actual game of choices to take place.  Chess would not be a classic game if, on your first turn, you could just drive your Queen into their King yelling 'CHECKMATE!!!' - you would certainly always want to play as white if this were possible... and certainly no intellectual person would persevere with such a game, they would move on to something where their ability and hard work actually counts for something.


I replied late to my own post here because I've taken more than a week off playing. I was a little fed up that after 4 attempts to get to a HQ mine to get enough materials (without dieing and losing it all) to craft a P90 to help me finish the leveling process, I managed only 30 minutes of gameplay in an obscure world map square before I got sneak/naded to death without even knowing someone else had appeared on the map.

If I would have had a chance to reply by choosing to fight the guy, or attempt to run, then I could have accepted the loss because being given the chance to win/survive is enough to make it feel like a game with meaningful interactions and actions and consequences - but seeing 4 or 5 hours work disappear into nothingness because of an impossible to predict or counter grenade explosion graphic is a clear indication that FOnline is not worth playing in its current format. It simply does not reward time spent, but is very good at handing out penalties.
« Last Edit: August 20, 2010, 03:41:18 pm by Baptiste »
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gordulan

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Re: Potential damage per combat turn [PvP]
« Reply #27 on: August 20, 2010, 03:35:59 pm »

not to mention that 33% of the playerbase consists of *-less pixel sadists





*refer to the picture
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