fodev.net
15.08.2009 - 23.06.2013
"Wasteland is harsh"
Home Forum Help Login Register
  • December 28, 2024, 09:28:34 am
  • Welcome, Guest
Please login or register.

Login with username, password and session length
Play WikiBoy BugTracker Developer's blog
Pages: [1]

Author Topic: Overhauling the fonline combat system  (Read 2051 times)

Overhauling the fonline combat system
« on: January 13, 2010, 02:40:44 am »

The combat system as it is now in fonline has some critical flaws due to its adaptation from turnbased to turnbased/realtime. I'm suggesting we redesign the entire combat system to balance out the weapon classes and the disparities between rt and tb combat, along with changing the character creation process. The HP/damage ratio needs to be fixed as it was intended for pve, perks that have no use in realtime should be reworked to have alternate effects, more perks should be added to give variation on character design, ap should react differently in realtime depending on agility. I know the concern right now is getting the game to work at all but without these changes the game will never be balanced.
Logged
 

Surf

  • Moderator
  • это моё.
  • Offline
Re: Overhauling the fonline combat system
« Reply #1 on: January 13, 2010, 02:42:04 am »

The main problem with this is, that actually one person is working on it (cvet) since these are mostly engine related problems. It's not that easy to rework, I think. :/

skejwen

  • BBS AKBAR!
    • Brahmins rox
  • Offline
Re: Overhauling the fonline combat system
« Reply #2 on: January 13, 2010, 02:42:50 am »

The combat system as it is now in fonline has some critical flaws due to its adaptation from turnbased to turnbased/realtime. I'm suggesting we redesign the entire combat system to balance out the weapon classes and the disparities between rt and tb combat, along with changing the character creation process. The HP/damage ratio needs to be fixed as it was intended for pve, perks that have no use in realtime should be reworked to have alternate effects, more perks should be added to give variation on character design, ap should react differently in realtime depending on agility. I know the concern right now is getting the game to work at all but without these changes the game will never be balanced.

Sry but I just cant resist -> LOL
Logged
"Moo-OooooOO! MoMoo.. MmmmoOoo.. Moo!", translate from brahmin to English: "Two things are infinite - brahmin shit and human stupidity! - Brahminstein"
Re: Overhauling the fonline combat system
« Reply #3 on: January 13, 2010, 02:45:06 am »

I'm not saying it wouldn't be a ton of work, I'm just saying its necessary.
Logged
 

skejwen

  • BBS AKBAR!
    • Brahmins rox
  • Offline
Re: Overhauling the fonline combat system
« Reply #4 on: January 13, 2010, 03:10:43 am »

I'm not saying it wouldn't be a ton of work, I'm just saying its necessary.

In fact this is: "Lets stop working on this and make completely different game". ;)
Logged
"Moo-OooooOO! MoMoo.. MmmmoOoo.. Moo!", translate from brahmin to English: "Two things are infinite - brahmin shit and human stupidity! - Brahminstein"
Re: Overhauling the fonline combat system
« Reply #5 on: January 13, 2010, 04:25:28 am »

In fact this is: "Lets stop working on this and make completely different game". ;)

You're right, fixing problems would make it a different game. A game that wasn't designed for a singleplayer campaign.
Logged
 

avv

  • Offline
Re: Overhauling the fonline combat system
« Reply #6 on: January 13, 2010, 08:43:43 am »

You're right. The combat system has lots of problems due to the fact that it was first designed to suit singleplayer. In fallouts the player was meant to be able to defeat lots of enemies alone and quite fast. But not enemies which had similar abilities as himself.

However if one dude is currently making something, maybe he could introduce us his ideas so that we could comment them.
Logged
Based on evidence collected from various sources by trustworthy attendees it is undisputed veritability that the land ravaged by atomic warfare which caused extreme change of the ecosystem and environmental hazards can be considered unpleasant, rugged and unforgiving.
Re: Overhauling the fonline combat system
« Reply #7 on: January 13, 2010, 11:40:23 am »

I think the HP gap between level 1 and level 21 players ought to be reduced a whole lot. I know everyone's used to I AM TOP LEVELS I HAVE MANYS HITPOINTERS but for FOnline it doesn't work. I don't think everyone should have level 1 HP, nor should everyone have level 21 HP - some kind of balance between the two. Obviously, the more EN the more HP.

I want high levels to be powerful but FOnline is too compact to have this big a difference in survivability. It worked fine in singleplayer because you started off shooting rats, and moved up to deathclaws. Here you have a deathclaw gutting you the second you step out the vault. Level 1s are in the same space as level 21s, and this leads to a lot of ganking.

 PvP is never satisfying when you or your victim didn't stand a chance. I'd rather a challenge than shoot bluesuit fish in a barrel. I'd rather a world where everybody has a chance to kill anyone else, but the higher levels are a lot more skilled. We'd see more people being able to stand up for themselves.

Edit: Here's another one.

Identical damage multipliers on all aimed shots. If any aimed shot can do more damage, it becomes the automatic choice. Make it about crippling. The Van Buren devs summed it up:

I believe that the different called shots should be made more useful overall. Eyes is clearly "the way to go" in the first two Fallout games. It shouldn't just be a "well, duh" choice. Limb crippling should be more common, IMO. Blinding should also have even more dramatic penalties, but the chance to hit the eyes should be reduced even more.

I'd like to see fewer damage multipliers, more crippled limbs, more severe penalties to hit the eyes, and crits that ignore a portion of the armor, but never bypass it completely.

http://fallout.wikia.com/wiki/Van_Buren_combat
« Last Edit: January 13, 2010, 12:07:06 pm by Badger »
Logged

Wallace

  • "Not a bug. It's a feature"
  • Offline
Re: Overhauling the fonline combat system
« Reply #8 on: January 13, 2010, 03:21:44 pm »

I think the HP gap between level 1 and level 21 players ought to be reduced a whole lot. I know everyone's used to I AM TOP LEVELS I HAVE MANYS HITPOINTERS but for FOnline it doesn't work. I don't think everyone should have level 1 HP, nor should everyone have level 21 HP - some kind of balance between the two. Obviously, the more EN the more HP.

I want high levels to be powerful but FOnline is too compact to have this big a difference in survivability. It worked fine in singleplayer because you started off shooting rats, and moved up to deathclaws. Here you have a deathclaw gutting you the second you step out the vault. Level 1s are in the same space as level 21s, and this leads to a lot of ganking.

 PvP is never satisfying when you or your victim didn't stand a chance. I'd rather a challenge than shoot bluesuit fish in a barrel. I'd rather a world where everybody has a chance to kill anyone else, but the higher levels are a lot more skilled. We'd see more people being able to stand up for themselves.

Edit: Here's another one.

Identical damage multipliers on all aimed shots. If any aimed shot can do more damage, it becomes the automatic choice. Make it about crippling. The Van Buren devs summed it up:

I believe that the different called shots should be made more useful overall. Eyes is clearly "the way to go" in the first two Fallout games. It shouldn't just be a "well, duh" choice. Limb crippling should be more common, IMO. Blinding should also have even more dramatic penalties, but the chance to hit the eyes should be reduced even more.

I'd like to see fewer damage multipliers, more crippled limbs, more severe penalties to hit the eyes, and crits that ignore a portion of the armor, but never bypass it completely.

http://fallout.wikia.com/wiki/Van_Buren_combat


If devs have had modified HP growth as you wanted, then most people would have builds with average number of EN (4-6) or less

Combat system in F:Tactics was almost the same as in previous fallouts (at least in TB combat) and you could fight with exactly same opponents as you.
It worked there, it works here. That's obvious a pro will kill a newbie in combat. Plus if you want anyone could have a chanse killing anyone else - go to the devs and ask about restoring instant-kills

Identical damage multipliers is a bad idea (shot in arm is not as deadly as headshot and never will be) but multiplier values could be not so different as they're now i suppose

What i agree with is definately that there should be more possibilities of crippling other "limbs" than eyes
Perhaps a hotkeys which indicates how carefully and accurately you aim
1st level - 20% to hit, +10% crit chanse (in everything other than eyes)
2nd level -(40-50)% to hit, +20% c.c. [perhaps +5 to crit hit table roll] (in everything except head area)
3rd level -(60-75)% to hit, +30% c.c. [+10-15 crit table roll] (arms, leg and torso - only)
Logged

craft, Craft, CRAFT! (armors)
sometimes repair dismantle stuff
Roleplay!
...and most of all; DEATH TO NERFING!!!
Pages: [1]
 

Page created in 0.125 seconds with 21 queries.