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Author Topic: Run speed, and world map speed  (Read 12329 times)

vedaras

  • King of the wasteland
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Re: Run speed, and world map speed
« Reply #45 on: March 05, 2011, 03:22:36 pm »

better would be to improve stuff about which players complain...

DocAN.

  • Testing FO: Reloaded
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Re: Run speed, and world map speed
« Reply #46 on: March 05, 2011, 03:26:34 pm »

A small boost near the tent might be worth a discussion (up to one or two zones around it?).

You could do that, coz right now quite ofen i have like 1-2 encounters while traveling from my tent to nearest city.
Tent is in same sq where city is. It makes me laugh when im going from tent to tent via car and then i have like 1-2 enc when im trying to reach 1mm on map:D
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Solar

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Re: Run speed, and world map speed
« Reply #47 on: March 05, 2011, 03:30:10 pm »

Then we are looking for a way to lessen the bad sides without destroying the good.

We do not want players to be able to move around the map in minutes, it makes the train and cars pointless and makes the world map far too small to the point geography is unimportant. Accept this as an unchangable constant sewn into the fabric of the universe. Once this has been accepted we can focus on specific problems and solutions to those.


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Quote from: Woodrow Wilson
If you want to make enemies, try to change something.

vedaras

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Re: Run speed, and world map speed
« Reply #48 on: March 05, 2011, 03:44:15 pm »

travelling speed wasnt that fast as people try to draw now if you had like 20% outdoors on pvp character travelling was pain in the ass also, maybe the problem was that taxi accounts were too fast but just that so in my opinion lowering pathfinder bonus or increasing mountain slowing or something like that would make situation ok, anyway as i said if train would need no waiting it would be fine also. Just i think you should rework some quests or their rewards, since for example getting books for vc library you need to go from vc to BH, New reno and klamath, and only 1000 exp for that http://www.fo2238.fodev.net/wiki/Get_Kohl%27s_books_back_to_their_owner . Also  necropolis quest seems like a joke under current conditions http://www.fo2238.fodev.net/wiki/Deliver_Message_for_Elmer .
« Last Edit: March 05, 2011, 03:46:22 pm by vedaras »
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Re: Run speed, and world map speed
« Reply #49 on: March 05, 2011, 04:01:43 pm »

I really wouldn't post sarcastic crap to me, I think you confuse me with someone who will put up with that. Make a valid arguement or post nothing.

I didn't thought you could take those few simple words as sarcasm to you, so sorry Solar. I just wanted to say in short way that actual travel speed is really good. It is near realism and does not need changes. Well, except different between outdoorsman at very low elvel and 300% skill, because it is practically not perceptible. Make it bigger about 20% and it will be really good. In my opinion of course.

Solar

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Re: Run speed, and world map speed
« Reply #50 on: March 05, 2011, 04:36:43 pm »

@foonlinecurious:
"It is good as it is."

In my opinion it looks like a chat to a stone-wall to ask for better balance of travel speed. Buy a car or change a game.

Strange, you appear to voice the exact opposite opinion here. Honestly, I don't care.

I think there's been more than enough hilarious "Its fine as it is" posts and they will stop now.

Quote
Make a valid arguement or post nothing.

The advice still stands.
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Quote from: Woodrow Wilson
If you want to make enemies, try to change something.
Re: Run speed, and world map speed
« Reply #51 on: March 05, 2011, 04:38:02 pm »

Adding some kind of fatigue system would also do the trick. Whenever you're not travelling, you'd gain a bonus to world map movement speed for some time(enough to cover few zones at the maximum speed at a time).
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Lordus

  • So long and THANKS for all the fish!
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Re: Run speed, and world map speed
« Reply #52 on: March 05, 2011, 05:57:01 pm »

 Negative impact of slow speed traveling is that locations are players free. There were times you were able to find many players at outside zones, but now? Players dont visit that locations, because it takes too long time, or they have cars and they dont need to stay there after they finished witht their tasks.

 I would like to see implemented principle of "travel and stay (for a while)". I.e. at second week in a game month, every stuff selled by NPC traders are one half cheaper, ... or more spawning drugs in trader...

 You would have a reason to stay in distant locations, but to maximize your effort, you need to stay there for some time. People would communicate among each other, .. .

 Idea about Hinkley. Hinkley is good place to visit, fight, chat.. but it is shame that it is near HUB and there is not any relation with this city. So you would be able to "cheat" in Hinkley (one free stimpack or avenger or drug, ...), but you would need to solve some quest in HUB, that would grant you temporary this benefit (after this, you would need to repeat this quest). ...

 I hope you understand me.
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So long and THANKS for all the fish!
Re: Run speed, and world map speed
« Reply #53 on: March 06, 2011, 12:34:55 am »

This is cool, everyone has 10+ cars so you dont even have to encouter anything, you dont even have to play.
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Re: Run speed, and world map speed
« Reply #54 on: March 06, 2011, 01:14:35 am »

I think the problem here is that people don't want to invest in Outdoorsman.

Perhaps Pathfinder could have bonus relative to OD plus base speed instead of just base speed.

Also, have Scout, Ranger, Survivalist, and Explorer add a speed boost in addition to the one you get from the Outdoorsman increase that they give.
Say 10% each, but only relative to base speed.



 
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vedaras

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Re: Run speed, and world map speed
« Reply #55 on: March 06, 2011, 10:37:56 am »

I think the problem here is that people don't want to invest in Outdoorsman.

Perhaps Pathfinder could have bonus relative to OD plus base speed instead of just base speed.

Also, have Scout, Ranger, Survivalist, and Explorer add a speed boost in addition to the one you get from the Outdoorsman increase that they give.
Say 10% each, but only relative to base speed.

i dont know if outdoorsman raises your travelling speed, but if it does it seems to be minimal increase so actually it works just in skipping encounters, only real increase is pathfinder, but since travelling speed was slowed pathfinder speed bonus, as it gives % from your travelling speed, is also lowered.
Re: Run speed, and world map speed
« Reply #56 on: March 06, 2011, 11:22:57 am »

i dont know if outdoorsman raises your travelling speed, but if it does it seems to be minimal increase so actually it works just in skipping encounters, only real increase is pathfinder, but since travelling speed was slowed pathfinder speed bonus, as it gives % from your travelling speed, is also lowered.

OD definitely increases traveling speed, but you need many points.
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I wish there were bags, backpacks, etc. in Fonline.
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