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Random encounters

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Solar:

--- Quote ---but something should be done to at least [Help] lower lvls be able to survive
--- End quote ---

We have, a large area of pretty easy encounters. Nothing is forcing you to go to SF, its dangerous there.

Trokanis:
Vault City Train quest, no other way to get the San Fran quest then to go there.  Now sure the quest isn't forced on players.  Just seems a little off to cut off some xp.  I do understand the time and effort behind programming things and planning them.  I do like a LOT of the stuff brought into the game.  I am just giving feedback.

avv:
I've done some farming near hub. I've hunted geckos and brahmins for exp and loot. Sometimes ghoul crazies fighting other encounters. It's good way to level up and gain wealth slowly but totally repetitive, unwastelandish and hasn't got anything to do with multiplayer.

Encounters need to be more linked to rest of the world. I'd even question the current encountering system. Why exactly do we have to travel back and forth the same squares to find some monsters to kill? What is it for anyone? Again I'd also question the way we have to fight random encounters. There's no reason to randomly force players to either click "no" in some window or run or fight monsters who do not serve any purpose.

So here are my suggestions for trying to solve these issues.
- Scrap all random encounters, yes all. No more random encountering. Travelling time is the only boundary you face while in worldmap.

- The world is filled with areas with varying size. These would be like "Hub borderlands" "Death Valley" and "San Fransisco ruins". These areas would be places where players get their gathering material, meet other players, faction patrols, animals and foes.
Player could choose to patrol these areas along with his npc faction's patrols. These patrols would attempt to eradicate robbers, enemy faction players and pest creatures. Player would be paid for each succesful patrol with money and reputation. Patrols would also provide cover for peaceful gatherers.
In the outer reaches of these hunting grounds where patrols do not visit more dangerous creatures would spawn, but also more interesting loot. Interesting loot would be only visible for people with certain skills, for example scientific person could be the only one to spot old nuclear shelter door. Only a good outdoorsman dude would spot tracks of some dangerous monster and then lure it out.

Problems with this would be excessive running (yes the constant running is silly), problems with PE and fov and powerbuilt pks hunting balanced builds. Also npc aggro is sometimes problematic. Npcs cannot be easily outrunned because they just keep following you no matter what and because the areas are large, patrols would get scrambled. In addition the largest of large areas would have to be really large or somehow randomly generate a new map when you enter a green grid to keep the feeling that you're in the middle of nowhere looking for lost tech to scavenge. It would be quite stupid if the place was teeming with groups of treasure hunters like it was goldrush in Klondike.

Floodnik:
Indeed, i agree that encounters should be reworked.
What if the system looked like that: All the mobs groups are being generated before players encounter them, they would have their AI and they would move on the map. There would be a limit for groups number, in example 50 molerat groups would be able to exist at a time. When a group is killed, it could respawn after some time just like players are now and move from a random place and then start their trip. The same way mobs and NPCs would encounter each other - meeting 2 groups fighting each other should be harder.
Players with high outdoorsman could track the group's heading direction. So they would be able to avoid the encounters - when they know the place the group is, they just move around it. If the player wanted to meet the group, he just walks there and is forced to encounter it after he gets close enough.
The more outdoorsman player has, the more accurate tracking is.

Gatling:
I've grown to learn that the current set-up has... made more multiplayer encounters.

As it is, slow speed on World, right?  This is making(forcing?) many people to localize in an area, which in a way is a good thing.  I see the vendors actually being used, with stock changing quite a bit.  I've also seen many encounters with players in it near the cities.  With the slow speed, city locations are like a vaccuum, keeping the players nearer to the center.  Walking out of ncr... its pretty easy to walk and find someone else.  Sadly, most of my encounters have ended for the worse considering other player interaction.  Which is good, in a way.  Will know whom to shoot in the near future...

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