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Other => FOnline:2238 Forum => Archives => News and Announcements => Topic started by: Lexx on March 27, 2010, 02:04:41 am

Title: Changelog 27/03/2010
Post by: Lexx on March 27, 2010, 02:04:41 am
FIXES:
- Brahmins, Hermits and some other encounter groups should be non-aggro again.
- Various minor dialog fixes.
- Some map fixes.
- Alloys and xp for crafting fixed.
- It isn't possible anymore to sell Brahmin shit to traders.

CHANGES (WIP):
- Players names are displayed in encounter description window only when leader has awareness perk. Names are displayed in color to differentiate critter groups from trolls.
- Added new workbenches to the NCR.
Title: Re: Changelog 27/03/2010
Post by: blahblah on March 27, 2010, 02:12:43 am
Brahmin shit unsellable is a bug or intended?
I tried to sell 10 for 200 like the window said. Even for 1 cap. And nothing worked. "Your offer is not good enough."
Title: Re: Changelog 27/03/2010
Post by: Lexx on March 27, 2010, 02:13:41 am
Quote
Brahmin shit unsellable is a bug or intended?

It is intended. Traders don't like to buy shit anymore.
Title: Re: Changelog 27/03/2010
Post by: Ganado on March 27, 2010, 03:06:01 am
I wouldn't normally make a lag-post like this, but lag has been happening literally every 5-10 seconds since update.

Quote
Brahmins, Hermits and some other encounter groups should be non-aggro again.
Thanks a lot for this one.
Title: Re: Changelog 27/03/2010
Post by: Darandall on March 27, 2010, 03:17:02 am
Its true... i"m from poland... and have many lags... Can you do somethig with this???
Title: Re: Changelog 27/03/2010
Post by: Vuonglanus on March 27, 2010, 03:40:51 am
After updating, server is very LAG
Title: Re: Changelog 27/03/2010
Post by: Farreloth on March 27, 2010, 03:43:55 am
Yeah, these lags are annoying... Anyway, thanks for the workbenches!!!  ;D
Title: Re: Changelog 27/03/2010
Post by: NDH1187 on March 27, 2010, 03:59:35 am
It's true, the server is too lag now, it occurs every 4-5s, and about 10-20sec delay each, sometimes my turn even timed out.
I dont want to post such comment about lag, I know it's not easy to run a server, but this is really hard to play, very annoying.
Title: Re: Changelog 27/03/2010
Post by: strelok on March 27, 2010, 04:05:42 am
Wow, uh can't log on now?
Title: Re: Changelog 27/03/2010
Post by: AxisFB on March 27, 2010, 04:17:04 am
Why are shotguns giving 1/4 of the xp they did before?
Title: Re: Changelog 27/03/2010
Post by: strelok on March 27, 2010, 04:26:31 am
Probably to encourage grouping and hunting.
Title: Re: Changelog 27/03/2010
Post by: myguy on March 27, 2010, 04:27:05 am
yea this lag is abnormal...almost minutes behind each move......


edit: to be exact 45-75 seconds behind each frame...like the above i do not like complaining about lag but there is something going on here
Title: Re: Changelog 27/03/2010
Post by: AxisFB on March 27, 2010, 04:32:35 am
Encourage grouping and hunting? This is the only issue I've had with the changes thus far, nowhere near as much xp.
Title: Re: Changelog 27/03/2010
Post by: Neuromancer on March 27, 2010, 04:39:19 am
Why are shotguns giving 1/4 of the xp they did before?

Cause it is "fixed" now.
Title: Re: Changelog 27/03/2010
Post by: AxisFB on March 27, 2010, 04:56:35 am
Well, it should be broken again.
Title: Re: Changelog 27/03/2010
Post by: Vanessa on March 27, 2010, 06:46:27 am
Somebody told me it was because of my level but I am pretty sure pre-wipe I was getting normal exp from healing powder.

But uh....

15 exp for making a healing powder? You can make 13 from 0 minutes cooldown? Is that "because I'm level 7", or was that "FIXED crafting exp"?

If it's FIXED I'm calling bullshit. Doctors had already been shafted since zero hour of the wipe.
Title: Re: Changelog 27/03/2010
Post by: Alvarez on March 27, 2010, 08:33:10 am
I guess the logic behind the shotguns and healing powder fix is nerfing XP gain due to their purpose. XP of buckshot ammo was nerfed too.
Title: Re: Changelog 27/03/2010
Post by: Vanessa on March 27, 2010, 08:35:27 am
195 exp for an hour cooldown. That doesn't seem very balanced to me. You can make 2 shotgun shell batches and make more exp than that.
Title: Re: Changelog 27/03/2010
Post by: Alvarez on March 27, 2010, 09:39:34 am
However, the trading became more fairer than pre-wipe. For that you have my gratitude, devs.
Title: Re: Changelog 27/03/2010
Post by: Vanessa on March 27, 2010, 09:48:43 am
To me, it looks like they're just really trying to reinforce combat. (Lol reinforce, FORCE, get it? AHAHA. I'm so witty.)

Bartering only requires barter for the time the window stays open now, barely any exp from crafting, crafting is harder, etc.
Title: Re: Changelog 27/03/2010
Post by: cerberix on March 27, 2010, 10:46:49 am
Why i get 500 exp for bazooka it was 1500 exp? What is it?! Not only did you have to descend all over the map, searching for new ore and minerals, it is still this little exp and crafting time. I understand now why the crafting but the low exp?!  >:( Please do exp like it was before, because it is abnormal...
Title: Re: Changelog 27/03/2010
Post by: Alvarez on March 27, 2010, 10:49:54 am
To me, it seems that devs ALWAYS...let's say, influenced the game rules and gently nudged to the conclusion that teamwork is the most effective way of succeeding in the game.
Title: Re: Changelog 27/03/2010
Post by: Neuromancer on March 27, 2010, 11:06:36 am
 Firstly:  name things properly - it's not "fixing" but nerfing.

Secondly: I dislike changes made to xp gain through crafting. Let's take for example
Flamer: ( before 750xp, now 110 xp )
You have to gather 4 diffrent type of resources ( 2xmetal parts, alloys, junk, wood = 6 iron ore, 2 minerals, junk, wood ) you are gathering all of them so  gathering cooldown is 12 minutes, then you have to go to workbench and what you get is only 110 xp ? Please keep in mind that you need also to find all of these resources and transport it which takes lot of time too ... so is crafting still reasonable?

Thirdly:
Before that changes crafting was good - people were crafting a lot to getting on their own, earning money ( or stuff ) and xp, good prize for hard work, economy was good because people produced more goods so there was more trading etc.
 
Right now it urges people on PKing others since players will get more when killing bunch of newbies without gangs (which don't have a choice and must craft) and thus gaining all ( weapons, armors, ammo etc. ) than from digging and crafting.

Summarize:
Please think about it again, and rework it. So it would be profitable and encouraging people to craft again. ( you've actually cut xp into 1/4  to 1/7 or more so you could predict that people will get angry about it )
Title: Re: Changelog 27/03/2010
Post by: cerberix on March 27, 2010, 11:07:36 am
Do exp for crafting this before and what was normal. 500 exp for making rocket launcher in the Appendix does not even have been high iron ore. It is impossible to make good metal parts. Please let's do normal crafting such as he was before, because it is abnormal to be running 1h get wasted 500 exp. It was good that now someone had to ruin it.

Make normal exp for crafting.
Title: Re: Changelog 27/03/2010
Post by: DarkRyder on March 27, 2010, 11:20:01 am
Yes this xp for crafting is not enough. how much 12 ga bullets you need to craft to get level 3 so you can take lvl 1 small guns profession?
answer is 30x50=1500 12ga bullets.
30x20min CD= 10 hours
nice work.

by tagging outdoorsman you can be level 3 in 1 hour or less only by avoiding encounters.
if you have fighting character you can be at level 3 in 30 min
Title: Re: Changelog 27/03/2010
Post by: Quentin Lang on March 27, 2010, 11:22:53 am
Yep, i submit my entry fee to the hall of whiners and completly agree that the crafting xp is made awful. Well, maybe if it even was way too big (750 for flamer), now its ten times way too low. 500 for a flamer would be nice, i think.
Title: Re: Changelog 27/03/2010
Post by: cerberix on March 27, 2010, 11:26:50 am
It was a good exp but obviously someone had to spoil it. 750 was ok and let him be. Do normal crafting exp such as it was before.
Title: Re: Changelog 27/03/2010
Post by: MiguelBebop on March 27, 2010, 11:27:23 am
110 xp for Combat leather jacket is very low too.
Title: Re: Changelog 27/03/2010
Post by: Attero on March 27, 2010, 11:29:41 am
the exp change is the best i've seen so far , i say the craftign should not give exp at all but thats just me.

Crafting is so you can kill stuff not so you can level just by crafting.

the only problem is that the change came 2 days past wipe , there are already  crafter alts with 3 lv proffesion ;/
Title: Re: Changelog 27/03/2010
Post by: DarkRyder on March 27, 2010, 11:30:48 am
You don't get xp for mining, you don't get xp for gunpowder, metal parts, junk, fiber, ....
and you have to have all this to craft
only xp you get are geckos and brahmins. and you have to kill them
Title: Re: Changelog 27/03/2010
Post by: cerberix on March 27, 2010, 11:34:14 am
You don't get xp for mining, you don't get xp for gunpowder, metal parts, junk, fiber, ....
and you have to have all this to craft
only xp you get are geckos and brahmins. and you have to kill them

Yes.

Crafting was normal but now someone has changed it does not know why! Maybe we'll even 0 exp for everything and everyone will have at lvl 1?

Fix Crafting EXP.
Title: Re: Changelog 27/03/2010
Post by: Alvarez on March 27, 2010, 11:36:04 am
Okay,

I see whining people.
Nobody noticed that you can mine faster, if you need smaller amounts of mats for single crafts.
Since everybody is busy complaining, too, i'll just go and find about BG1 prerequisites out for myself.

Feel free to proceed, folks.
Title: Re: Changelog 27/03/2010
Post by: DarkRyder on March 27, 2010, 11:40:04 am
Okay,

I see whining people.
Nobody noticed that you can mine faster, if you need smaller amounts of mats for single crafts.
Since everybody is busy complaining, too, i'll just go and find about BG1 prerequisites out for myself.

Feel free to proceed, folks.

lol, for 10mm JHP you need 6xgunpowder, 1x metal parts
b4 wipe i think it was 4x gunpowder and 1xmetal part, 1x junk

and one more thing, no you cannot mine faster.
once you reach 20min CD it's the same

and fiber is a bitch to find
Title: Re: Changelog 27/03/2010
Post by: Lil Jesus on March 27, 2010, 11:41:26 am
lol, for 10mm JHP you need 6xgunpowder, 1x metal parts
b4 wipe i think it was 4x gunpowder and 1xmetal part, 1x junk

and one more thing, no you cannot mine faster.
once you reach 20min CD it's the same

and fiber is a bitch to find

but then you have plenty of needed ore to CRAFT not MINE... so i bet its more useful than in pre-wipe? duh
Title: Re: Changelog 27/03/2010
Post by: Ganado on March 27, 2010, 11:42:38 am
The 20 minute cooldown options are definitively an improvement
but it is still a big change from 4x gunpowder to make 100 10mm JHP, versus how it is now: 12x gunpowder to make 100 10mm JHP. 3 times as much...
Title: Re: Changelog 27/03/2010
Post by: DarkRyder on March 27, 2010, 11:42:44 am
but then you have plenty of needed ore to CRAFT not MINE... so i bet its more useful than in pre-wipe? duh

omg if you need to craft let's say 1000x5mm, no it's not. it is a lot harder now.
you get 50x bullets, not x100.
Title: Re: Changelog 27/03/2010
Post by: oxplay on March 27, 2010, 11:43:24 am
i agree with change exp for CRAFT.

yesterday was good exp for crafting, now Fighters have 5x more exp then Crafter!

Please change this, because now it is "bugged" for me
Title: Re: Changelog 27/03/2010
Post by: Solar on March 27, 2010, 12:03:22 pm
Whinners please note:

Prices have fallen, amounts of ammo crafted in one go have changed, relative value of ore, minerals and alloys have fallen because we have introduced their advanced versions. So 1 ore before the wipe does not equal 1 ore after it.

Looking at the current rate of xp gain.

Before the wipe:
Level 0 - Crafted @ $3k an hour - xp @ 30% of prices = 900 xp an hour
Level 1 - Crafted at $3.3k an hour - xp @ 30% of prices = 990 xp an hour
Level 2 - Crafted at $3.6k an hour - xp @ 30% of prices = 1080 xp an hour
Level 3 - Crafted at $3.9k an hour - xp @ 30% of prices = 1170 xp an hour


After the wipe
Level 0 - Crafts at $2k an hour - xp @ 20% of prices = 400 xp an hour
Level 1 - Crafts at $3k an hour - xp @ 20% of prices = 600 xp an hour
Level 2 - Crafts at $4k an hour - xp @ 20% of prices = 800 xp an hour
Level 3 - Crafts at $5k an hour - xp @ 20% of prices = 1000 xp an hour


What has actually happened is a change to the rate of crafting to differentiate the higher professions crafting speed a bit more (this helped reduce the massive timeouts for the really expensive stuff), the rate of xp has fallen from 30% to 20% (a change which should've happened months ago but couldn't because of incompaitible versions) and many prices have decreased by a lot (so xp from the same item looks a lot less, but it is infact a lot closer percentage wise over an hour)
Title: Re: Changelog 27/03/2010
Post by: cerberix on March 27, 2010, 12:14:07 pm
I repeat, was crafting yesterday was getting to a good normal exp (exp 1500 bazooka, 750 Flamer or something). Now, bazooka gets 500 exp, and in addition you can not find high iron ore, because there is no longer in a mine next to the Gecko, where it was yesterday. Yesterday crafting was good but today is FAIL.  >:( Repair it please...  :( I want normal exp. Killing monsters doesn't good, because after I get 20 exp for one. This is only waste of ammunition.
Title: Re: Changelog 27/03/2010
Post by: Onion on March 27, 2010, 12:14:19 pm
Wasteland is harsh and exp for crafting is low. Stop whining about it or go play Hello Kitty Online.
Title: Re: Changelog 27/03/2010
Post by: Wichura on March 27, 2010, 12:16:28 pm
the only problem is that the change came 2 days past wipe , there are already  crafter alts with 3 lv proffesion ;/
The only problem is, that these alts aren't yours, isn't it? :>

Before the wipe many people whined about those lazy crafters, who only stay at their bases and level up like crazy asses without a single shot. To dig some rocks you needed to stay at one place for a longer while (remember topic "what are you doing while mining?"?) and, I quote by memory, "watch shit on youtube". So was pre-wipe mining realy that good?

Onion - it should be "go play Quake, there is no cooldown after picking a rocket launcher".
Title: Re: Changelog 27/03/2010
Post by: Onion on March 27, 2010, 12:19:23 pm
Quote
Onion - it should be "go play Quake, there is no cooldown after picking a rocket launcher".

In fact you must wait few seconds for weapon to respawn in the same spot :)
Title: Re: Changelog 27/03/2010
Post by: Solar on March 27, 2010, 12:20:05 pm
The advanced materials are in seperate mines of their own. (unguarded)
Title: Re: Changelog 27/03/2010
Post by: Lexx on March 27, 2010, 12:21:42 pm
and in addition you can not find high iron ore, because there is no longer in a mine next to the Gecko, where it was yesterday.

I checked it right now and see no empty mining place.
Title: Re: Changelog 27/03/2010
Post by: oxplay on March 27, 2010, 12:33:47 pm
i think it was better last time :(

it is very hard to exp on crafting...
- only some place to gather resources
- small exp
- many pk near this places
- many crafters so it is hard to get into mining site

so i think more exp will be better in this situation...
Title: Re: Changelog 27/03/2010
Post by: cerberix on March 27, 2010, 12:34:38 pm
Not "wasteland is harsh" This is game - no wasteland. Do not tell me the man that I play Quake, because I am not one of those who shoot at everything. He wants to enjoy the game and play normally and not whore run all day and get 60 exp for 10 rockets ... Man whore get it. Crafting was a good one it is now broken I do not know why. Why was changed, why? Maybe let's do that, everyone got a 1 exp for everything? What good will? 10h collect raw materials to make a few pieces of course X and get 1 exp for it. Cool huh? I want to enjoy the game. I repeat it was yesterday well today, someone broke through my day such a thing. I wanted to do some more weapons themselves but which, as you will get so low exp.
Title: Re: Changelog 27/03/2010
Post by: Onion on March 27, 2010, 12:44:05 pm
I compare whining about changes in exp with whining about "this game is hard, pk killed me!!!11" . There's only onew difference. You can't play when you're non-stop killed, but you can play with low exp for craft. You're making rockets just for exp? Well I make bullets and armors for use. Crafted exp is nerfed, many people is upset, but you must live with it. It's just another change.

BTW: I always wanted to say "wasteland is harsh" - I'm laughing right now.

It's hard to make a gun? - Stop whining noobzord, tiz iz FOnline not some world of warcrap !
You just get killed? - stfu noob, wasteland is harsh, go pley Hello Kitty Online
etc. etc.

;)
Title: Re: Changelog 27/03/2010
Post by: oxplay on March 27, 2010, 12:49:56 pm
Lexx, Solar...

Do U play this game as us?
we are betatesters, and we play from 1 to 21 level

from my experience i know that this exp is too small

I know devs want good for us, but if devs dont play luke us, they dont know how it is :)

ps onion:
i am the pk too...
Title: Re: Changelog 27/03/2010
Post by: Lexx on March 27, 2010, 01:13:49 pm
Quote
Do U play this game as us?

Yes, like I wrote many times already.
Title: Re: Changelog 27/03/2010
Post by: Wichura on March 27, 2010, 01:16:40 pm
PK whining because of being unable to farm gunz and expz fast and profitable as hell - priceless :>

AFAIK at least Lexx and Samira play as everyone else.
Title: Re: Changelog 27/03/2010
Post by: cerberix on March 27, 2010, 01:21:00 pm
Man can read with understanding? Making weapons is easy to just whore gets too low exp whore.

Quote
You just get killed

Hahaha. Man, I play from August 15 in this game and I have all the little finger. Death and loss of equipment is not for me just like a bad whore that can not be on anything exping. Crafting is broken, exp with mobs decreases. Think and then write. Understand that WHORE! Do not write me a here, because I see that you do not have their sentences. I got my mind about this, and don 't think I see that others are not too fond of this exp. Can you understand?
Title: Re: Changelog 27/03/2010
Post by: Attero on March 27, 2010, 01:23:05 pm
Yes, like I wrote many times already.

no not rly .. you know stuff we dotn like crit tables and where are the best encounters etc ^^
Title: Re: Changelog 27/03/2010
Post by: Wichura on March 27, 2010, 01:25:55 pm
Can you understand?
Hardly, and only because I'm Pole too. Watch your language young man, I feel ashamed as your country-fellow. And stop using this strange translator-thingie you are obviously using, it is disaster.
Title: Re: Changelog 27/03/2010
Post by: Solar on March 27, 2010, 01:29:14 pm
Referring to what is essentially a decrese of crafting xp from 30% to 20% of price as breaking it is .... pretty silly.
Title: Re: Changelog 27/03/2010
Post by: Neuromancer on March 27, 2010, 02:05:16 pm
Referring to what is essentially a decrese of crafting xp from 30% to 20% of price as breaking it is .... pretty silly.

Actually prices should depend on:
How rare is item.
How much time and effort somebody needs to gather resources for it.
If it's dangerous to produce it.
If it's hard to carry.
What lvl proffesion is needed to craft it.
And prices should NOT be keep at some level because it was a price in fallout2.
Title: Re: Changelog 27/03/2010
Post by: blahblah on March 27, 2010, 02:18:38 pm
It is intended. Traders don't like to buy shit anymore.
I'd complain, but after I found out you can get 200 caps for carrying boxes around I won't.

It's just that I thought shit was the new junk (i.e. stuff you get for free in city to get a gun and some ammo on first level) but it seems that wasn't intended.
Title: Re: Changelog 27/03/2010
Post by: xoeitheror on March 27, 2010, 02:44:15 pm
I'm not going to lie,not exactly digging the crafting nerf either. What are these boxes you speak of?
Title: Re: Changelog 27/03/2010
Post by: Lacan on March 27, 2010, 02:59:48 pm
http://www.fo2238.fodev.net/wiki/Lifting_caravan_boxes (http://www.fo2238.fodev.net/wiki/Lifting_caravan_boxes)

That's what !
Title: Re: Changelog 27/03/2010
Post by: Lexx on March 27, 2010, 03:05:21 pm
no not rly .. you know stuff we dotn like crit tables and where are the best encounters etc ^^

To be honest, I have absolutly no clue about the crit tables. I just use my shotgun, because it gives me +20% hit chance, like in the original games. That's good enough to hit Brahmins in the face.

It's true that I know some stuff about the worldmap, but then again, the world is so big and has more than 1000 active zones.. Impossible to remember everything all the time.
Title: Re: Changelog 27/03/2010
Post by: Ghosthack on March 27, 2010, 03:08:32 pm
but then again, the world is so big and has more than 1000 active zones.. Impossible to remember everything all the time.

2520 if you count all the water zones  :)
Title: Re: Changelog 27/03/2010
Post by: Quentin Lang on March 27, 2010, 03:08:47 pm
Alright, at the beggining i was like, ''alright, fine with the crafting xp's''. Now, when i read the forum bit more, looks like the crafting xp is based on item price in shops. If that's true, then, sorry, but i wanna ask wich freak tough of that. The fuck..?
Title: Re: Changelog 27/03/2010
Post by: Neuromancer on March 27, 2010, 03:24:51 pm
Thing about Crafting http://fodev.net/forum/index.php?topic=2790.0.
Title: Re: Changelog 27/03/2010
Post by: Solar on March 27, 2010, 03:57:41 pm
Crafting xp has been based on the base price of an item for months. As has the time it takes for the crafting cooldown and the resources required to craft it.

Title: Re: Changelog 27/03/2010
Post by: Alvarez on March 27, 2010, 04:56:46 pm
Ah, BTW, i heard we have TRAINS now?
Title: Re: Changelog 27/03/2010
Post by: Lexx on March 27, 2010, 05:23:04 pm
Ah, BTW, i heard we have TRAINS now?

That's wrong.


It's 'train'.


Guess the "explore"-line in the changelog wasn't read much, eh? :>
Title: Re: Changelog 27/03/2010
Post by: Alvarez on March 27, 2010, 05:27:10 pm
That's wrong.


It's 'train'.


Guess the "explore"-line in the changelog wasn't read much, eh? :>

My bad, my bad, Lexx. Feel free to delete my post.
I guess we are supposed to find all the new features by ourselves, but ah well, i'll let myself to get surprised.  ;)
Keep up the good work!
Title: Re: Changelog 27/03/2010
Post by: myguy on March 27, 2010, 06:26:20 pm
well talk about surprise..i thought the changelog or rather the forum suggestions were that locks on room doors could not be picked? or rather locker doors in rooms....well i just lost a lot of brahmin hides......from my room.. any dev care to enlighten me? thx

edit: but i read somewhere that you can blow up the doors that much is true so most likely they blew up my door took the stuff and the door regen back.....so the best thing is still a tent then

edit 2: thx lexx for the clarification,still doesnt explain where my stuff dissapeared to though because i sure did NOT leave the room door OR the locker door open. must have been a bug.
Title: Re: Changelog 27/03/2010
Post by: Lexx on March 27, 2010, 06:57:33 pm
It's not possible to blow up hotel room doors. Also it shouldn't be possible to lockpick doors or lockpick the container in the hotel room.
Title: Re: Changelog 27/03/2010
Post by: Vanessa on March 27, 2010, 10:15:47 pm
Quote
Referring to what is essentially a decrese of crafting xp from 30% to 20% of price as breaking it is .... pretty silly.

Calling bullshit again.

160 base price healing powder
Old exp: 95
New exp: 15

Old exp from an hour crafting cooldown: 1235, caps made 2080
New exp from an hour of crafting cooldown: 195, caps made 2080

Time spent gathering material: 49 minutes, AFTER maxing the cooldown, not factoring in the time it takes to find the materials.

For 49 minutes of work, you get 195 exp, and can't craft anything else for an hour. Before the updated cooldown times on gathering, and the amounts, it was 24 minutes gathering.

Now, if crafting was purely to supplement the fighting (Which for me is the most boring part of the game.) this wouldn't be such a problem, you'd pick up herbs when you could, and make the items when you have the material.

Yes, I am complaining about doctors once again. But think about it, Healing Powder is the only thing a doctor 1 can craft, I wanted to roleplay a doctor, in a role playing game, so I didn't take combat skills. My only source of income was healing powders, so it's what I've been crafting. Things were going well, I leveled up after a while, finally was able to put up a combat skill to slightly fight. Awesome, level 7 and my HP is "Please one hit kill me, raider" level. In fact I was just one hit killed with a critical while trying to leave the combat area.

Yes, I still play the game while crafting, I kill the random scorpions, brahmin, rats, holy people, etc that attack me while I'm on my way to gather materials or trade. So what is this punishment for? Now non-combat characters can't get anywhere, hybrids for crafting and combat both can barely level, and the only people profiting from this are the people who PK anybody they meet in a random encounter, or camp outside of resource areas and collect their material that way.

In this game, collecting materials, making it to a workbench, not getting suicide bombed or pick pocketed, crafting your items, and then MAYBE being able to sell them before you die, that's twice as dangerous as combat is, it shouldn't be punished.
Title: Re: Changelog 27/03/2010
Post by: RavenousRat on March 27, 2010, 10:21:43 pm
...
After wipe getting resources... you won't find nothing easier at this game. I don't think someone will buy resources now, because it's really np to get it yourself. I wanted to sell el.parts for 25 caps and junk for 15, but after 1-2 minutes I understood, I better drop el. parts at NCR and hold junk for me, I don't know why do I need so much, but noone else need it atleast for 1 cap, because it's easy and fast to get it for free.
Title: Re: Changelog 27/03/2010
Post by: Solar on March 27, 2010, 10:48:00 pm
Old xp was 96. Old price was $320. 30% of price, as stated.
New xp is 16. New price is $80. 20% of price as stated.

Cooldown was 320/3300 hours = 5.82 mins, is now 80/3000 hours = 1.6 mins. Or in xp terms 3300 * 0.3 = 990 vs 3000*0.2 = 600

600/990 = 60.6%

20% vs 30% = 66.67%

Level 2 and 3 items decrease by even less.


Again, calling a change from 30% xp to 20% xp as breaking it is just silly. Considering in that most times its actually less than that change ... its even sillier. Another case of post wipe panicitis that will be remidied by actually playing and seeing its not as bad as thought.
Title: Re: Changelog 27/03/2010
Post by: Vanessa on March 27, 2010, 11:19:03 pm
How OLD are you talking for that price? Prewipe, healing powders were 160, they have been for as long as I've played. And after you made crafting worthless? They're still 160.

Edit: Unless the cooldown time was changed in the last couple hours, the cooldown time still limits you to 13 powders, with 64 minutes of cooldown.
Title: Re: Changelog 27/03/2010
Post by: Solar on March 27, 2010, 11:35:06 pm
I think we have discovered the problem, first aid and drugs prices haven't been updated.

Drugs and Meds:
     
Jet   100
           
Buffout   275
Mentat   400
Psycho   1000
     
Rad-away   300
Rad-X    450
     
       
Healing Powder   80
Stimpak   155
Super Stimpak   310


These are what they should be. Will need to get it fixed on the next update.
Title: Re: Changelog 27/03/2010
Post by: Vanessa on March 27, 2010, 11:41:59 pm
Do bio gels still cost 140 caps? Because your new system is VERY highly flawed. If the gel is the same, it now costs more to create a stimpack than you can make by selling it. It's actually cheaper to just buy them from NPC's.

I don't even know why I'm still arguing, because I officially quit two hours ago. Ammo exp? I'm fine with it. Weapon exp? That's fine, I only made mausers anyways. Armor? Well the prices seem a bit low to me but whatever. Doctor stuff? Okay now you're just trolling me.

:/ It's hard enough to be a doctor in this game, especially since you can no longer use first aid during turn based combat (Which was the only time I was useful during group hunting.) but now all of the crafting, even tier 3 crafting,is worse than crafting a gun or bullets that don't even take a profession level.

Not to mention, you have to join Vault City in order to craft most of that stuff.
Title: Re: Changelog 27/03/2010
Post by: maorys on March 27, 2010, 11:43:53 pm
Ah, BTW, i heard we have TRAINS now?
there is a train ticket only 100 caps (no return:)
Title: Re: Changelog 27/03/2010
Post by: Wipe on March 27, 2010, 11:50:58 pm
It's not possible to blow up hotel room doors. Also it shouldn't be possible to lockpick doors or lockpick the container in the hotel room.

Now i am sad panda :'(
Title: Re: Changelog 27/03/2010
Post by: Lexx on March 28, 2010, 12:21:35 am
You know about this since a long time.
Title: Re: Changelog 27/03/2010
Post by: Wipe on March 28, 2010, 12:27:00 am
There is always small chance for changes before something is included and - more or less - officialy announced on forum.
Title: Re: Changelog 27/03/2010
Post by: Badger on March 28, 2010, 12:36:40 am
Yeah, making hotel rooms able to be broken into is a lot more important than letting people discover bases and tents.
Title: Re: Changelog 27/03/2010
Post by: bipboy on March 28, 2010, 12:42:29 am
Actually prices should depend on:
How rare is item.
How much time and effort somebody needs to gather resources for it.
If it's dangerous to produce it.
If it's hard to carry.
What lvl proffesion is needed to craft it.
And prices should NOT be keep at some level because it was a price in fallout2.

I find barter skill sometimes broken. A guy with 16% barter sell 10mm smg with the same price as I do (80 barter) to some traders
Title: Re: Changelog 27/03/2010
Post by: Vanessa on March 28, 2010, 12:45:33 am
Like I said before, my character was for roleplaying a doctor, I took good natured for the bonus to barter, and I put my barter skill up to 80, and took Salesman perk. 120% barter.

People with 12% are selling things for the same price as I am. The only difference is I have the window open for 2 minutes, they have it open for 12 seconds.
Title: Re: Changelog 27/03/2010
Post by: RavenousRat on March 28, 2010, 12:47:56 am
People with 12% are selling things for the same price as I am. The only difference is I have the window open for 2 minutes, they have it open for 12 seconds.
30* seconds.

And if you search at forum, you won't sell everything for the same price as low-barter character, simply each trader type will buy his type goods for standart price, but with high barter skill you can sell him everything you want for good price, not only guns to gun dealers, drugs to docs, etc.
Title: Re: Changelog 27/03/2010
Post by: Vanessa on March 28, 2010, 12:48:59 am
Oh I didn't know barter time had a minimum, my pre-wipe and post-wipe characters both had high barter skills. My bad, 30 seconds.
Title: Re: Changelog 27/03/2010
Post by: Solar on March 28, 2010, 12:52:46 am
Bio Med should be $25 - it got forgotten because it was going to be gatherable somewheree (and still will be one day) - another fix for the next update.
Title: Re: Changelog 27/03/2010
Post by: Vanessa on March 28, 2010, 12:55:07 am
Okay, what about the new chems you need to make most of the doctor items? Rad away takes 1 bio gel 1 chemicals to make, and you apparently have to purchase both of those.

And for fuck's sake is there any chance of a medical terminal being put outside of vault city? (One that doesn't take ridiculous requirements to get working) because a doctor is a team oriented profession, and if you can't be in a gang and craft things at the same time it's very, very tedious. Especially since working together no longer applies to you.
Title: Re: Changelog 27/03/2010
Post by: Surf on March 28, 2010, 12:56:33 am
What's up with Jacob, the arms dealer at the hub. Wasn't he black? Now he's a whitey. Is this sort of a magical "Micheal Jackson Trick"?
Or what did happen to him?
Title: Re: Changelog 27/03/2010
Post by: Solar on March 28, 2010, 01:14:42 am
Chems are gathering, not buying ... bio med will be one day.

Med terminal is in VC or Sierra, expect other things to be more restricted to match this, rather than the other way round.

Jacob has always been white, hasn't he? :/
Title: Re: Changelog 27/03/2010
Post by: Vanessa on March 28, 2010, 01:19:14 am
:/ Right so there's no point in being a doctor then.

Also, cigarettes take tobacco and if the exp gain from crafting them is really 20% of their price, you get 1exp from crafting them.
Title: Re: Changelog 27/03/2010
Post by: Surf on March 28, 2010, 01:24:11 am


Jacob has always been white, hasn't he? :/

From seeing this picture, one could assume he isn't that white... :D

http://fallout.wikia.com/wiki/Jake_(Hub)
Title: Re: Changelog 27/03/2010
Post by: Solar on March 28, 2010, 01:39:17 am
Cigs price will also change, but as you can't craft them yet it can wait.

Just edited the drugs/meds/biomed prices to their correct values, so it should all make sense after the next update.

There are almost certainly going to be other errors in crafting because our tool broke and had to be done by hand by our team of lovely volunteers, so do keep your eyes open.
Title: Re: Changelog 27/03/2010
Post by: Lexx on March 28, 2010, 01:42:06 am
What's up with Jacob, the arms dealer at the hub. Wasn't he black? Now he's a whitey. Is this sort of a magical "Micheal Jackson Trick"?
Or what did happen to him?

The Hub is more fit into the Fallout canon now. Jacob, the black one, was from Fallout 1. This is a different Jacob.


Bio Med Gel can be obtained in Vault City, just like before the wipe.
Title: Re: Changelog 27/03/2010
Post by: Surf on March 28, 2010, 01:42:45 am
Ah, a "different jacob". Ok. ;)  ;D