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Other => FOnline:2238 Forum => Archives => News and Announcements => Topic started by: Mayck on February 14, 2013, 12:00:39 am

Title: Changelog 14/02/13
Post by: Mayck on February 14, 2013, 12:00:39 am
FIXES:
- Fixed graphics of flint item.
- Flamethrower no longer has decreased spread when targeting adjacent critters.
- Tesla Armor now has the same critical modifiers as Metal Armor Mark II.
- Followers attacking a flagged player are no longer limiting the amount of guards responding to hostile actions undertaken by that player.
- Taking a drug (when addicted to it) in a stage between bonus stat drop and addiction penalty no longer causes the addiction penalty to become active a few seconds later.
- Followers waiting inside a tent/base and then told to follow without using a proper dialog option are no longer disappearing.
- Large improvement in stability (as should be seen since the previous update) and some reduction of lags.

FEATURES:
- Added Combat Zones and Idlers system (see Combat Zones and Idlers below).
- Tent system rework (see New Tent System below).
- Added predators - wild creatures finding players in real time encounters (see Predators below).
- Added two new special encounters, it should be easier to find them than the old ones.
- New quest: A Tent in the Wasteland. You need to be at least at level 2 to receive it.

CHANGES (WIP):
- Idling on the World Map is not safe anymore (see Unsafe World Map below).
- Real time encounters aren't closed after 10 minutes anymore. For already existing encounters, you have time to move your cars to safe places until next update.
- To make crafting more flexible, now different items can be used as the same ingredient in crafting machines. For example, both water bags and bottles of water can be used to craft beer. In the future ingredients going to be a part of the Fix-boy recipes.
- Modoc and Klamath/Den replication points moved away a bit from these towns.
- Using science skill on ten brahmin hides doesn't create a tent anymore.
- Significant buff of item spawning in Glow.
- Reduced reputation penalty for grave digging.
- Added/changed a few formations in which encounter NPCs spawn.

RECOMMENDATIONS:
- Move parked cars out of real-time encounters.

EXTRA NOTES:
- Run the updater to obtain the new files.

IMPORTANT:
- Clear cache before updating and running the game. To clear the cache, delete everything in data\cache folder and run Updater. Remember that it will also clear the last used login/password.



Combat Zones and Idlers

Summary

Combat Zones and Idlers is a feature implemented to mitigate the problem of fast relogging in PvP. Combat Zones are locations where a player just died and locations with started Town Control Timer. You will be able to enter a Combat Zone without any PvP penalties only if you don't have the Idling Timer. You get 150 seconds of Idling Timer when you login. To prevent avoiding it by keeping multiple characters in game, Idling Timer also increases in places where you can idle safely.

Combat Zones

Idlers

Idling Timer

Idler Warning

If you have the Idling Timer and you are within a distance of 2 squares from a Combat Zone location, this location will be displayed as a crossed orange circle. Anyone else (people who wouldn't become Idlers when entering this location) will see normal green circles. There is no warning before logging in inside Combat Zone.

Idlers have a visible tab informing them about their status.

(https://dl.dropbox.com/u/3880395/2238/slack1.jpg) (https://dl.dropbox.com/u/3880395/2238/slack2.jpg)

Remember, having the Idling Timer doesn't mean you have any penalties, unless you willingly enter a Combat Zone (or login inside it, but you can be aware of this risk and not log off in dangerous places). If a location became a Combat Zone while you were inside already, it has no effect on you, even if you have the Idling Timer.



New Tent System

A Folded Tent item has been introduced, as a replacement for tent creation with 10 brahmin hides. Folded Tents can be crafted with Fix-boy. Tents and safe houses are created by using the Folded Tent inside an encounter. Requirements to create a tent/safe house:
Each character can create up to ten tent locations. After reaching the limit, you'll be asked which of currently existing tents you want to abandon. Each tent can be shown to as many characters as you wish by giving them tent maps created by tent owner. Just like before, if your character has the Ranger perk then instead of a tent you will create a safe house.

Tent locations are no longer removed after 4 weeks of inactivity of its owner. Please note that it may be enabled again in the future.

Campfire / Tent Management

Campfire no longer works as a workbench. Instead, it's used for tent management. You still have to use firewood to create a campfire in a new tent. Once created, click the campfire to open a dialog window where you can do following tasks:

Obsolete Tents

Tent locations created before the update do not contain the campfires anymore. Character owning the obsolete tents may remove the location using Special Tent Item, which works like the Abandon Tent option described above. You will find the Special Tent Item in front of the tent. It's up to player to decide if and when the map should be removed. If it's his/her will to keep the map for sentimental reasons, it won't affect the other tents in any other way.



Unsafe World Map

World Map is not a perfectly safe place anymore. While standing on it players can get enforced into encounters (even over towns). Characters who are offline don't get enforced into encounters (if they are in a group with other players, the group splits and offline characters remain on the World Map). If you are going AFK, stay in safe locations or log off.



Predators

Remaining inside a real time encounter will attract various hungry predators from the wasteland. The longer you will stay in a location, the more nasty critters may come. In case of car encounters, the mobs will leave after a while if no players are there. Characters with at least 100% Outdoorsman skill are warned about the incoming mobs shortly before they appear. Turn based encounters don't have predators.
Title: Re: Changelog 14/02/13
Post by: Nexxos on February 14, 2013, 12:06:49 am
[ 01:01:19 ]   [ +avv ] - Idling on the World Map is not safe anymore (see Unsafe World Map below).
[ 01:01:21 ]   [ +avv ] wtf GAME RUINED
[ 01:01:24 ]   [ +avv ] WHAT IS THIS
Title: Re: Changelog 14/02/13
Post by: Paladin on February 14, 2013, 12:08:47 am
Awesome! Thats the real update. Keep on it.
Title: Re: Changelog 14/02/13
Post by: DocAN. on February 14, 2013, 12:10:32 am
hmm, did i miss something ?

game features (http://fodev.net/forum/index.php/topic,27391.0.html)
Title: Re: Changelog 14/02/13
Post by: DEATH on February 14, 2013, 12:15:59 am
Rest in peace tent made of 10 brahmin hides  :'(
(This Legend lives forever in our hearts and memories)


However. Great job. (I didn't think I will ever say it).
Title: Re: Changelog 14/02/13
Post by: Grizzan on February 14, 2013, 12:16:17 am
as good as digging the graves
Title: Re: Changelog 14/02/13
Post by: Jackson on February 14, 2013, 12:16:33 am
waw. Really really really awesome update. I've been waiting for something like this, thank you, pretty good damn work!

EDIT: well maybe would be good to see the idler-spot in a smaller spot, like 6 or 12, 24 is way too big!
Title: Re: Changelog 14/02/13
Post by: racoon on February 14, 2013, 12:19:48 am
Unsafe World Map ripped from requiem
Title: Re: Changelog 14/02/13
Post by: AtomicWrangler on February 14, 2013, 12:19:56 am
Just...WOW :D


                 thx
Title: Re: Changelog 14/02/13
Post by: Sarakin on February 14, 2013, 12:21:30 am
DAT Update
Title: Re: Changelog 14/02/13
Post by: Project_Alfa on February 14, 2013, 12:22:21 am
After update my game don't wants run :/
Smb know what's happened ?
Title: Re: Changelog 14/02/13
Post by: LeonTheNorse on February 14, 2013, 12:22:58 am
Nice update.
Title: Re: Changelog 14/02/13
Post by: JovankaB on February 14, 2013, 12:27:46 am
After update my game don't wants run :/
Smb know what's happened ?

Delete everything from data\cache
Delete FOnline.exe and FOnlineGL.exe
Run Updater
Title: Re: Changelog 14/02/13
Post by: McLooter on February 14, 2013, 12:29:29 am
Very nice update, thanks.
Title: Re: Changelog 14/02/13
Post by: Project_Alfa on February 14, 2013, 12:31:23 am
Thx JovankaB - its working :D
Title: Re: Changelog 14/02/13
Post by: T-888 on February 14, 2013, 12:38:15 am
Characters get 150 seconds of Idling Timer after logging in.

Great, but it doesn't work or your not supposed to see your own idling timer?

It shows inside pip-boy, I thought it would show similar like combat timeout.
Title: Re: Changelog 14/02/13
Post by: JovankaB on February 14, 2013, 12:40:29 am
Great, but it doesn't work or your not supposed to see your own idling timer?

You can check it in pipboy, there is no need to show it all the time because if you have the timer
and you are near a combat zone you will see the location as an orange crossed circle.
Title: Re: Changelog 14/02/13
Post by: Kanly on February 14, 2013, 01:02:43 am
Very nice update! Thank you.
Title: Re: Changelog 14/02/13
Post by: Disease on February 14, 2013, 01:05:25 am
map to tent = A+
great patch ty
Title: Re: Changelog 14/02/13
Post by: MadMike on February 14, 2013, 01:11:11 am
nice update....Tent sharing..+++
Title: Re: Changelog 14/02/13
Post by: T-888 on February 14, 2013, 01:13:31 am
While standing on it players can get enforced into encounters

It would be mad fun if it pulled nearby players in same encounters. ;D
Title: Re: Changelog 14/02/13
Post by: Cl0ud on February 14, 2013, 01:38:54 am
All sounds great! Thank you :)
Title: Re: Changelog 14/02/13
Post by: Trokanis on February 14, 2013, 01:52:38 am
Well I have to admit I love most of it.  However I think you guys might need to rework the predator thing.  I foresee many people sitting in RT maps with mercs/slaves/companions just auto leveling them to 24.  I mean depending on how rapidly the monster difficulty increases it might be sort of a pain.  Love everything else but I thought I'd point out that little exploit.
Title: Re: Changelog 14/02/13
Post by: Rio on February 14, 2013, 01:55:57 am
Quote
Upgrades
Displays a list of available upgrades - features which can be added to the tent or safe house - and allows you to do the upgrades if you have necessary materials.

I made new safe house, campfire and I don't see any upgrades option. Did I miss something?
Title: Re: Changelog 14/02/13
Post by: Zaakon on February 14, 2013, 02:15:35 am
is it meant like all of the encounters turned into aggresive on wm or is it just a temporary bug? im gettin killed by BoS and junktown scouts.. THANK YOU for regular and quality updates, u rule Devs
Title: Re: Changelog 14/02/13
Post by: Wipe on February 14, 2013, 02:19:16 am
I made new safe house, campfire and I don't see any upgrades option. Did I miss something?
There wasn't anything fitting for safe houses (as it already have workbench), so they don't have any upgrade for now. We may introduce some of ideas later - most important now is to check if whole tent system is stable.
Title: Re: Changelog 14/02/13
Post by: avv on February 14, 2013, 02:27:27 am
Well I have to admit I love most of it.  However I think you guys might need to rework the predator thing.  I foresee many people sitting in RT maps with mercs/slaves/companions just auto leveling them to 24.  I mean depending on how rapidly the monster difficulty increases it might be sort of a pain.  Love everything else but I thought I'd point out that little exploit.

Good luck against deathclaws and fire geckos.
Title: Re: Changelog 14/02/13
Post by: Ganado on February 14, 2013, 02:28:00 am
Good, content-filled update, by the looks of it. The idling thing seems promising, though confusing because I am tired.

Quote
Characters who are offline don't get enforced into encounters (if they are in a group with other players, the group splits and offline characters remain on the World Map).
I hope it doesn't immediately kick the player (as in, still 3 minutes until it kicks the (off) person). I've had to close out of the client for a few seconds, and so have people I've hunted with, due to various reasons. That would make following system/group hunting even more of a pain, if so.

hmm, did i mis something ?

game features (http://fodev.net/forum/index.php/topic,27391.0.html)
FFS, stop spamming your suggestion everywhere, man.

Nice new tent system, sounds very promising. I wish this change happened years ago... but late is better than never :>
Title: Re: Changelog 14/02/13
Post by: Bulldog on February 14, 2013, 02:31:20 am
Awesome guys, love ya, you're on the right track!
Title: Re: Changelog 14/02/13
Post by: Rio on February 14, 2013, 02:35:42 am
There wasn't anything fitting for safe houses (as it already have workbench), so they don't have any upgrade for now. We may introduce some of ideas later - most important now is to check if whole tent system is stable.

Thanks for response. I wish you luck with new tent upgrades. Good work and update, in my opinion many players will come back.
Title: Re: Changelog 14/02/13
Post by: Eternauta on February 14, 2013, 02:36:01 am
This is an awesome update that shows devs do care about the game and working on it. New features and mechanics sound interesting.

I have one doubt though, about "Idling": if I've understood correctly, you get Idler cooldown when you enter a quest area. What about quest locations like the one in Dogs of L.A., where the dogs come running at you as soon as you enter? Just curious, I know it's a rather minor problem.
Title: Re: Changelog 14/02/13
Post by: Trokanis on February 14, 2013, 02:40:05 am
Good luck against deathclaws and fire geckos.

I said it might be a pain depending on how fast the difficulty increases of the monsters coming in.  Also the amount of creatures coming in would make a difference too.  Besides even full size DC's aren't too bad, and if you're using BG mercs the FG's won't last long either.  Considering the amount of people out there with merc leader alts and traveler alts (I've seen some with 4 travelers) park 2 of those in 1 encounter only thing you have to worry about is ammo.


Title: Re: Changelog 14/02/13
Post by: T-888 on February 14, 2013, 02:54:05 am
Determine approximate "threshold" your mercenaries, slaves, followers can withstand, depending on the difficulty and type of critters they will encounter while in encounter, after that get to know an approximate time period till you need to re-enter encounter in order to not exceed the threshold if necessary.

Nothing you can't bot no matter how strong they eventually appear, I will take a look at this though, maybe there is something I don't see.
Title: Re: Changelog 14/02/13
Post by: JovankaB on February 14, 2013, 02:55:55 am
This is an awesome update that shows devs do care about the game and working on it. New features and mechanics sound interesting.

I have one doubt though, about "Idling": if I've understood correctly, you get Idler cooldown when you enter a quest area. What about quest locations like the one in Dogs of L.A., where the dogs come running at you as soon as you enter? Just curious, I know it's a rather minor problem.

The Idling Timer itself has no effect at all, unless you enter a Combat Zone location when you have it.
Only public locations can become a Combat Zone, for 2 min after a player dies inside, or during TC timer.

So if you just do quests etc it won't bother you at all.
Title: Re: Changelog 14/02/13
Post by: Eternauta on February 14, 2013, 03:00:08 am
Thanks, Jovanka. Then it sounds like a promising feature that will probably solve the FR in PvP problem at least a bit. Also the predator system and the new tent mechanics give some new options and versatility. Congratulations.

Edit:
It's also clear once again that devs do read players' suggestion: I remember some suggestions that were very similar to the features that have come with this update, like the new tent system.
Title: Re: Changelog 14/02/13
Post by: Sarakin on February 14, 2013, 03:33:43 am
Nothing you can't bot no matter how strong they eventually appear, I will take a look at this though, maybe there is something I don't see.
You cant bot up randomness. Besides, if its not going to be profitable, why to do it in the first place ?
Title: Re: Changelog 14/02/13
Post by: Alec Ramsey on February 14, 2013, 03:42:26 am
world map no longer safe? shit just got real.   thanks again for everything, loving the tent maps.
Title: Re: Changelog 14/02/13
Post by: Trokanis on February 14, 2013, 03:47:06 am
I don't mean that a character could do it, without at least being at the control.  What I'm talking about is camping mercs, ext. in an encounter and letting Them level up no bots involved.  Free and easy cause the enemies just keep going.  Like sitting in V15 only faster, and more dangerous.


P.S.  Traveler companions are back to saying no bases found when telling them to meet you at a faction base and inputting a base name.
Title: Re: Changelog 14/02/13
Post by: Vile on February 14, 2013, 04:08:46 am
Hell, its about time.
Thanks for this wonderful fixes, might try to do some proper PVP now . Tho there gotta be some more elegant way to prevent dual/multilog.

ps. tl;dr,  remove those nasty PVP zones plez, now that the bug has been fixed :) thx
Title: Re: Changelog 14/02/13
Post by: Battle Snap! on February 14, 2013, 05:35:40 am
Such a cool update, Ty!!!!  ;D
Title: Re: Changelog 14/02/13
Post by: Marko on February 14, 2013, 07:15:10 am
It's fantastic! Thank you, devs!
Title: Re: Changelog 14/02/13
Post by: Trokanis on February 14, 2013, 07:29:04 am
So is the idler timer going to be fixed so you can attack thieves?  Since the idler timer lowers your ability to hit other players and it accumulates in safe places, all it takes is for someone else to trigger a Combat zone and now no one can hit anyone. 
Title: Re: Changelog 14/02/13
Post by: Jlekc on February 14, 2013, 08:22:34 am
Good to see such a good progress. Now its closer to fully harsh fallout experience.

Love this tent and predators thing. I'm not a hardcore pvper, so shit on that idle system:)

Any chances to see some sort of crafting overhaul? For me, it would be perfect if crafting will be a lot more complex...
Title: Re: Changelog 14/02/13
Post by: jacky. on February 14, 2013, 09:14:16 am
Jov how big combat zones are? And what if 3rd party want to join fight?
Title: Re: Changelog 14/02/13
Post by: JovankaB on February 14, 2013, 09:17:48 am
So is the idler timer going to be fixed so you can attack thieves?  Since the idler timer lowers your ability to hit other players and it accumulates in safe places, all it takes is for someone else to trigger a Combat zone and now no one can hit anyone.

Not "no one can hit anyone", only the people who entered the combat zone while having the
timer, which you can clearly see on the WM. If you are inside already you won't become Idler.
Thief can't know who is idler and you don't want to sit and wait to be stolen from anyway.

Quote
I said it might be a pain depending on how fast the difficulty increases of the monsters coming in.  Also the amount of creatures coming in would make a difference too.  Besides even full size DC's aren't too bad, and if you're using BG mercs the FG's won't last long either.

I think it shouldn't matter, even if you can farm XP, which I'm not really sure if it's really more
effective than circling on the world map, then so what? At least you are doing it by staying in
a place where everyone can find you.
Title: Re: Changelog 14/02/13
Post by: JovankaB on February 14, 2013, 09:25:03 am
Jov how big combat zones are? And what if 3rd party want to join fight?

Combat Zones are whole locations.

Quote
Any public location becomes a Combat Zone for 2 minutes when a player inside dies.
Any public location with ongoing Town Control Timer is a Combat Zone (Combat Zone status stays for 2 minutes after the TC Timer ends).

If you want to join a fight and you have the Idling Timer, then in practice you have to wait over the location (or in any unguarded location but it wouldn't be convenient) until it turns green. It will turn green as soon as the Idling Timer reaches 0, which you can check in PibBoy.

If you play actively in unsafe places with one character you will unlikely to have Idling Timer, because it drops in unguarded locations and on the World Map. It pauses in RT encounters (always) and in TB during combat if you spend APs in your turn. It also doesn't increase for 20 seconds inside tents/bases and for 5 minutes if you die.

If you just idle in safe places or wait on IRC/mumble for signal to attack or relog often, then you will have to wait over town if the location is Combat Zone before first attack. You will have to watch out though, because you can get enforced into encounters.

Title: Re: Changelog 14/02/13
Post by: Trokanis on February 14, 2013, 09:26:51 am
Ah ok, so if I'm in NCR and my timer has counted up while I'm running around, so long as it wasn't a CZ before I entered, and someone else kills someone making the area a CZ I won't get the idler mark?  Just trying to figure this thing out.  Thanks for the info.
Title: Re: Changelog 14/02/13
Post by: Grimmi on February 14, 2013, 09:27:01 am
Nice.What about the special encs? what new items can be recived?
Title: Re: Changelog 14/02/13
Post by: JovankaB on February 14, 2013, 09:31:26 am
Ah ok, so if I'm in NCR and my timer has counted up while I'm running around, so long as it wasn't a CZ before I entered, and someone else kills someone making the area a CZ I won't get the idler mark?  Just trying to figure this thing out.  Thanks for the info.

Yep, you can only become Idler if you enter Combat Zone while having the Idling Timer (or login inside if you weren't in game, but it's unlikely you would logoff with valuable items for long anyway). If you are in the location already and not an idler and then someone dies, you don't get any penalties. Combat Zone stays for 2 min and in most guarded places people don't die that often, only exception is NCR. Stealing needs rework IMHO but it's a different story.
Title: Re: Changelog 14/02/13
Post by: Trokanis on February 14, 2013, 09:34:59 am
Thank you soo much for the info.  I had faith you guys wouldn't leave such a huge loophole I just wanted to be sure.  I'm not sure how I feel about AFK leveling of mercs, but hey the rest is bomb.
Title: Re: Changelog 14/02/13
Post by: Grimmi on February 14, 2013, 09:38:37 am
Anserv me
How about the new special encs
Title: Re: Changelog 14/02/13
Post by: JovankaB on February 14, 2013, 09:39:35 am
Nice.What about the special encs? what new items can be recived?

You will know what's there when you find them.
Title: Re: Changelog 14/02/13
Post by: Grimmi on February 14, 2013, 10:07:02 am
is predators ahve any guns ?
Title: Re: Changelog 14/02/13
Post by: JovankaB on February 14, 2013, 10:14:53 am
For now predators are just animals. There may be more variety added in the future, but nothing
that would be worth continuous grinding item-wise.

I hope it doesn't immediately kick the player (as in, still 3 minutes until it kicks the (off) person). I've had to close out of the client for a few seconds, and so have people I've hunted with, due to various reasons.

The group will split only if it will be enforced into encounter. If it happens, offline people will stay on
the WM. But remember now there is always a chance that you will get enforced, no matter if you
move or not. If leader is off and the group is in a car, the car will stay on the WM with the leader.

There is some feature needed for easier re-meeting of friendly people who split for whatever reason.
It's not a new problem: running away from TB, accidental stepping on grid etc. Radio is too clumsy.
Title: Re: Changelog 14/02/13
Post by: PLAYB0Y on February 14, 2013, 11:11:35 am
whata great update !! good work guys
Title: Re: Changelog 14/02/13
Post by: Bego on February 14, 2013, 11:52:53 am
Well I have to admit I love most of it.  However I think you guys might need to rework the predator thing.  I foresee many people sitting in RT maps with mercs/slaves/companions just auto leveling them to 24.  I mean depending on how rapidly the monster difficulty increases it might be sort of a pain.  Love everything else but I thought I'd point out that little exploit.

I'm sorry but I fail to see how that is an exploit. You kill creatures -> you get exp, whats the difference between standing in enco or searching for encos. Seems legit to me.
Title: Re: Changelog 14/02/13
Post by: Trokanis on February 14, 2013, 12:08:38 pm
I'm sorry but I fail to see how that is an exploit. You kill creatures -> you get exp, whats the difference between standing in enco or searching for encos. Seems legit to me.

You're right if we're just talking player xp.  However being able to go afk and let your Mercs, slaves, or traveler companions level up without you seems a bit cheap, since it effectively takes the player out of the situation.  That's all. 
Title: Re: Changelog 14/02/13
Post by: DocAN. on February 14, 2013, 12:11:54 pm
I wish luck to this NPC vs DClaws and their high cirt chance
Title: Re: Changelog 14/02/13
Post by: hejmr on February 14, 2013, 12:15:18 pm
Real update. Devs, you hard-working bastards. Good job.
Title: Re: Changelog 14/02/13
Post by: Trokanis on February 14, 2013, 12:15:32 pm
Again it's based on how fast the creature difficulty increases.  Yeesh people just don't read anymore..  Anyhow the dev's are aware, if it's an issue they will do something about it.  If not then yay a bunch more level 24 npc followers. 


P.S.  Travelers are refusing to see bases again when you tell them to meet you if you separate.
Title: Re: Changelog 14/02/13
Post by: DocAN. on February 14, 2013, 12:30:15 pm
After 10min You will get DClaws with 666 HP, good luck. Dont forget that location will be opened.
Title: Re: Changelog 14/02/13
Post by: maszrum on February 14, 2013, 12:37:49 pm
not bad udpate, msh aproves! however we will never be satisfied!
tc rework, new caravan system, reworked traders and something playable for factions 24/7!

(http://clip2net.com/clip/m67104/1360841941-clip-132kb.jpg)

hope some old players who left this game becouse of fast-relog gonna check this new 'anti-fr' system.
Title: Re: Changelog 14/02/13
Post by: kompreSor on February 14, 2013, 12:55:41 pm
again no added militia

gg...
Title: Re: Changelog 14/02/13
Post by: Wipe on February 14, 2013, 01:05:01 pm
Any chances to see some sort of crafting overhaul? For me, it would be perfect if crafting will be a lot more complex...
I'd rather wait with that, more important is to make FixBoy crafting-friendly.
Title: Re: Changelog 14/02/13
Post by: Brujah on February 14, 2013, 01:05:18 pm
<changelog>

(http://3.bp.blogspot.com/__2FWlehme9k/TBZGhcMp6eI/AAAAAAAAA7Q/qoSKYHUyRv8/s1600/its-beautiful.jpg)
Title: Re: Changelog 14/02/13
Post by: Dark. on February 14, 2013, 01:08:28 pm
GREAT. Good job devs.
Title: Re: Changelog 14/02/13
Post by: dskpnk on February 14, 2013, 01:21:52 pm

(http://clip2net.com/clip/m67104/1360841941-clip-132kb.jpg)


Awsome !

Thx to dev for the update
Title: Re: Changelog 14/02/13
Post by: Jlekc on February 14, 2013, 01:22:53 pm
I'd rather wait with that, more important is to make FixBoy crafting-friendly.

It's already great that such an improvement is on the list.
Title: Re: Changelog 14/02/13
Post by: Wipe on February 14, 2013, 01:53:12 pm
It's already great that such an improvement is on the list.
Well, i've been experimenting (https://i.imgur.com/s3ihq.jpg) already with FixBoy created by scripts, not client engine. It's been stopped for now, however; knowing that whole GUI will be rewritten, working on old one would be just a waste of time.
Title: Re: Changelog 14/02/13
Post by: Jlekc on February 14, 2013, 02:01:40 pm
Well, i've been experimenting (https://i.imgur.com/s3ihq.jpg) already with FixBoy created by scripts, not client engine. It's been stopped for now, however; knowing that whole GUI will be rewritten, working on old one would be just a waste of time.


So full gui overhaul is coming, right? Nice fix-boy placeholder, btw... promising.
Title: Re: Changelog 14/02/13
Post by: Wipe on February 14, 2013, 02:33:41 pm
So full gui overhaul is coming, right?
Ye, aim is to merge 2238 and TLA GUIs (they act bit differently), migrate hardcoded screens to scripts, plus adding things from various gui mods and make it being used in SDK. Once it's done at least partially, it may end in changes in huge amount of things - i wouldn't even know where to start, if someone will ask how many features has been scrapped/not implemented how we wanted becouse of hardcoded stuff :P
Title: Re: Changelog 14/02/13
Post by: BLDYMSS on February 14, 2013, 02:35:44 pm
THX!

One question: Is the new quest "a tent in the wasteland" something like a tutorial thingie for newbs how to make their first tent? And where does one get that quest?

Looks promising, great job! And now I'll do my job and beat-test the shit out of it :)
Title: Re: Changelog 14/02/13
Post by: JovankaB on February 14, 2013, 02:40:02 pm
THX!

One question: Is the new quest "a tent in the wasteland" something like a tutorial thingie for newbs how to make their first tent? And where does one get that quest?

It's a way to get one Folded Tent without gathering materials in encounters, because newbies have a problem with it often. You will get the quest if you are on level 2 or higher and visit/leave one of the "newbie" towns (the towns close to the starting locations). It's not really a tutorial though.
Title: Re: Changelog 14/02/13
Post by: Kelin on February 14, 2013, 03:01:12 pm
Combat Zones
  • Any public location becomes a Combat Zone for 2 minutes when a player inside dies.
  • Any public location with ongoing Town Control Timer is a Combat Zone (Combat Zone status stays for 2 minutes after the TC Timer ends).
Not sure if it's intended or if it's a bug, but some public locations don't become a Combat Zone. I got killed in Sierra but was able to fastrelog and keep fighting with another character. There was also no such crossed circle provided before I entered.
(https://dl.dropbox.com/u/3880395/2238/slack1.jpg)
Gonna test other locations like Golgotha, Ghost farm, Gecko mine, Mariposa, Gordon's gas station etc...

EDIT: Ghost Farm works.

To Jovanka: My sneaker was killed in Sierra (turrets killed him), character dies -> location should turn into a combat zone, but after like 30 seconds I came with another character I was able to shoot turrets without any penalty. So yes, my sneaker was dead on respawn and my other character was there shooting turrets.
Title: Re: Changelog 14/02/13
Post by: JovankaB on February 14, 2013, 03:13:48 pm
It looks like a bug, but maybe the location was Combat Zone and you simply had 0s Idling Timer.
Check it in Pip-Boy next time. Where was the alt and was it in game?
Title: Re: Changelog 14/02/13
Post by: Mike Crosser on February 14, 2013, 04:25:04 pm
experimenting (https://i.imgur.com/s3ihq.jpg)
Too many rectangles and squares
Title: Re: Changelog 14/02/13
Post by: Jlekc on February 14, 2013, 04:31:54 pm
Too many rectangles and squares

https://i.imgur.com/0UmZkiJ.png
Title: Re: Changelog 14/02/13
Post by: Wipe on February 14, 2013, 04:52:24 pm
Too many rectangles and squares
Whole GUI will be build on them once i get rid of background sprites. Better get used to that.
Title: Re: Changelog 14/02/13
Post by: LittleBoy on February 14, 2013, 04:53:12 pm
I just relog and fight in reno . No penalty ,no Idling Timer . Your second char must be two sqare far from city when you relog . ;D
Title: Re: Changelog 14/02/13
Post by: JovankaB on February 14, 2013, 04:57:29 pm
I just relog and fight in reno . No penalty ,no Idling Timer . Your second char must be two sqare far from city when you relog . ;D

Maybe it wasn't a Combat Zone (nobody died there within last 2 minutes).
Title: Re: Changelog 14/02/13
Post by: LittleBoy on February 14, 2013, 05:08:49 pm
Maybe it wasn't a Combat Zone (nobody died there within last 2 minutes).

Anyway i think its too complicated understand this new timer , also i have ilding time in pipboy but not in up left corner , ..  i go read this changelog one more time  :P
Title: Re: Changelog 14/02/13
Post by: Jotisz on February 14, 2013, 05:09:49 pm
Nice updates its good to have more tents :)
Also this anti fast relog sounds good too.
Title: Re: Changelog 14/02/13
Post by: JovankaB on February 14, 2013, 05:12:00 pm
To Jovanka: My sneaker was killed in Sierra (turrets killed him), character dies -> location should turn into a combat zone, but after like 30 seconds I came with another character I was able to shoot turrets without any penalty. So yes, my sneaker was dead on respawn and my other character was there shooting turrets.

It could be because Sierra isn't visible by default. Then it's a bug, but not a big one.
Title: Re: Changelog 14/02/13
Post by: T-888 on February 14, 2013, 05:37:30 pm
Why didn't prepare these kind of changes with maybe something more and a wipe? It's been a long time now.
Title: Re: Changelog 14/02/13
Post by: Kelin on February 14, 2013, 05:41:43 pm
It could be because Sierra isn't visible by default. Then it's a bug, but not a big one.
Yea nothing serious, it can be fixed with a next update. I really like the new system, however I don't recommend jumping into unguared towns with idling timer because you can clearly see a town is green (therefore no combat zone is present) but when spawning during this time it can quickly turn into a combat zone and you become an idler. I onehex one guy twice and was really surprised until I realized that I jumped into a combat zone.
Title: Re: Changelog 14/02/13
Post by: Wipe on February 14, 2013, 05:43:33 pm
Why didn't prepare these kind of changes with maybe something more and a wipe? It's been a long time now.
It's not game-breaking change, doesn't affect characters etc etc. If stuff is fair for both pre- and post- update chars, no need to wait gods know how long with it.
Title: Re: Changelog 14/02/13
Post by: Enzotainment on February 14, 2013, 05:51:27 pm
Excellent update!

I'm skipping and whistling down the streets again :)
Title: Re: Changelog 14/02/13
Post by: T-888 on February 14, 2013, 05:56:28 pm
no need to wait gods know how long with it.

I don't understand, how long to what, till changes that ultimately affect characters and precisely what is that to you?

There have been plenty of changes that are game-breaking if I look at it from my point of view, game-changing if I may put it that way also, to all kind of characters. I hope you don't want me to start accounting them, so that's why I don't see the relevance, these current changes might not be game-breaking for characters, but are in terms of game-play and damn important that might be worth enough to do a Wipe combined with something more.

Here that quote below, it is up to you whether you agree to that or not, that is the question, because you in theory can decide whenever you want to implement changes that are game-breaking to you, no matter how you perceive what kind of changes those are.

You can have a massive changelog if we don't make any update for a year.
Instead of impressing people I think it's better to improve the game regularly in smaller steps.

:3
Title: Re: Changelog 14/02/13
Post by: Wipe on February 14, 2013, 06:18:17 pm
Fact that characters are minmaxed on slightest change is meaningless. If, for example, some perk requirements are higher, characters made after update will suffer, as they must invest more skill/SPECIAL points to get it. That's wipe-worthy change, not the one which affects all characters in same way.
Title: Re: Changelog 14/02/13
Post by: Ombra on February 14, 2013, 06:31:54 pm
That was an hell of big update... well done devs  :D
Title: Re: Changelog 14/02/13
Post by: T-888 on February 14, 2013, 06:37:49 pm
If, for example, some perk requirements are higher, characters made after update will suffer, as they must invest more skill/SPECIAL points to get it. That's wipe-worthy change, not the one which affects all characters in same way.

Point made, but from my knowledge Wipe doesn't contain only these changes and doesn't have to, Wipe itself does much more than simply introduce changes, but also positively alters the in-game environment for the players, especially after such a long time without one.

Fact that characters are minmaxed on slightest change is meaningless.

And players who don't do that, are in a disadvantage to those who do and not everyone wants to revolve around constant mini-maxing mid-wipe (like silent-death, many players were forced to re-level their sneakers because of the changes done) and shouldn't have to, clean slate for everyone because of these kind of changes would be only a positive effect.

I still see no reason to not do a wipe, because you are avoiding certain type of changes is not an excuse.
Title: Re: Changelog 14/02/13
Post by: Dixie on February 14, 2013, 07:35:14 pm
Well I have to admit I love most of it.  However I think you guys might need to rework the predator thing.  I foresee many people sitting in RT maps with mercs/slaves/companions just auto leveling them to 24.  I mean depending on how rapidly the monster difficulty increases it might be sort of a pain.  Love everything else but I thought I'd point out that little exploit.
 

I thought of that too and tried it out on my favorite leveling square. Took forever for something to spawn and it was worthless as far as xp goes. I waited longer for more and it increased from one worthless critter to two of them. :/  Adds more realtime realism to the wasteland though.
Title: Re: Changelog 14/02/13
Post by: Dixie on February 14, 2013, 07:46:07 pm
After 10min You will get DClaws with 666 HP, good luck. Dont forget that location will be opened.

Wait you mean a public map dot appears for that location!? :o
Title: Re: Changelog 14/02/13
Post by: JovankaB on February 14, 2013, 07:50:26 pm
Wait you mean a public map dot appears for that location!? :o

No, before update it was impossible to find 10+ minute old encounter with another player.
Now it's possible if the encounter is real time.
Title: Re: Changelog 14/02/13
Post by: Dixie on February 14, 2013, 08:00:13 pm
Oh nice. Once this update has been fully tested and all the kinks ironed out this will be one of the best updates in a long long time. Probably not enough yet to entice my old gang to return fulltime but you guys are definitely on the right track to making that happen. EDIT: Actually I think some of those other things you mentioned being worked on just may be what they've been waiting for. Better GUI, something better than radios for regrouping, adopting more of what has worked for TLA and Requiem, etc.
Title: Re: Changelog 14/02/13
Post by: Eternauta on February 14, 2013, 08:03:55 pm
Yes, this was a good step towards making older players come back and newer ones stay. Congrats.
Title: Re: Changelog 14/02/13
Post by: JblakeR on February 14, 2013, 08:17:00 pm
Delete everything from data\cache
Delete FOnline.exe and FOnlineGL.exe
Run Updater

I have followed Jovanka's posted instructions AND tried changing the port to the listed 4040 (see Server Info http://fodev.net/forum/index.php/topic,9.0.html) but my updater does nothing.
Any thoughts?
Title: Re: Changelog 14/02/13
Post by: JovankaB on February 14, 2013, 08:19:34 pm
I have followed Jovanka's posted instructions AND tried changing the port to the listed 4040 (see Server Info http://fodev.net/forum/index.php/topic,9.0.html) but my updater does nothing.
Any thoughts?

Get this client: http://fodev.net/forum/index.php/topic,22146.0.html
And make a fresh install. No update should be needed.
Title: Re: Changelog 14/02/13
Post by: JblakeR on February 14, 2013, 08:45:55 pm
Thanks! working great.
Title: Re: Changelog 14/02/13
Post by: Roachor on February 14, 2013, 09:06:21 pm
"Flamethrower no longer has decreased spread when targeting adjacent critters."  Ok flamer never had decreased spread when targetting adjacent critters so im going to assume you meant its going to hit 3 squares in front when you shoot, seems to be the same spread as before. What was the intended change?

                   x
 Flamer: x x x x
                   x
Title: Re: Changelog 14/02/13
Post by: dskpnk on February 14, 2013, 09:20:27 pm
Old fapping wm Tc is back, but u have to fap carrefully !

+ 15 min waiting for 2min fight ....

I prefered alt 1 hour fights
Title: Re: Changelog 14/02/13
Post by: Mayck on February 14, 2013, 09:22:44 pm


If you targeted critter that was 2 or more hexes far the spread was like:
                   x
 Flamer: x x x x
                   x
And if you targeted critter 1 hex close there was no spread:
 Flamer: x x x x

So now it's the first case in both scenarios.
Title: Re: Changelog 14/02/13
Post by: JovankaB on February 14, 2013, 09:53:58 pm
Old fapping wm Tc is back, but u have to fap carrefully !

+ 15 min waiting for 2min fight ....

I prefered alt 1 hour fights

If you die, there must be penalty for that fact that you lost the frigging combat.
Relogging is just circumventing the fact that you died and promoting nolifers at
the cost of more casual PvP players. I see no problem with slowing down pace.
Title: Re: Changelog 14/02/13
Post by: MySzk on February 14, 2013, 10:21:55 pm
i hewe kwestion abut this :

- Clear cache before updating and running the game. To clear the cache, delete everything in data\cache folder and run Updater. Remember that it will also clear the last used login/password.

that means when im not remember my pasword i'm dont login in game eny more?
wher i can heck my old pasword ore howe to hang it ?
Title: Re: Changelog 14/02/13
Post by: Michaelh139 on February 14, 2013, 10:22:43 pm
This is actually a very nice update.  Major problems are being addressed.  I see light at the end of the tunnel, finally.  I find some of the features a bit confusing but I'll figure it out eventually, I suppose.

(http://t2.gstatic.com/images?q=tbn:ANd9GcSz_wDi4HxK9iDJkoNO-z3RA6Ri1oV5i9PmPp6ebXdY_cSZvBt8Sw)
Title: Re: Changelog 14/02/13
Post by: Zloj_Varg on February 14, 2013, 10:23:20 pm
I only have left from base on WM. Has started to accept drugs and has got on enc. in 5 seconds. It is idiocy: global pool for all on WM, not for one char Individually.
Title: Re: Changelog 14/02/13
Post by: JovankaB on February 14, 2013, 10:24:38 pm
i hewe kwestion abut this :

- Clear cache before updating and running the game. To clear the cache, delete everything in data\cache folder and run Updater. Remember that it will also clear the last used login/password.

that means when im not remember my pasword i'm dont login in game eny more?
wher i can heck my old pasword ore howe to hang it ?

If you don't remember your password then run the game without updating or clearing cache and press CTRL in main menu.
Copy the cache first in a safe place, actually.
Title: Re: Changelog 14/02/13
Post by: Vilgefortz on February 14, 2013, 10:26:01 pm
Wow, nice update :)
Title: Re: Changelog 14/02/13
Post by: JovankaB on February 14, 2013, 10:29:40 pm
I only have left from base on WM. Has started to accept drugs and has got on enc. in 5 seconds. It is idiocy: global pool for all on WM, not for one char Individually.

You will simply have to change your habits and not use World Map as a magical dimension where
you can safely do your things. Use tents/bases or go to a location where you will feel safe enough.

If you are on the WM then you are in the wasteland.
Title: Re: Changelog 14/02/13
Post by: Zloj_Varg on February 14, 2013, 10:51:57 pm
You will simply have to change your habits and not use World Map as a magical dimension where
you can safely do your things. Use tents/bases or go to a location where you will feel safe enough.
I do not use WM as magic dimension, I speak that to me at all has not sufficed time to eat drugs, is precise also in other city have not had time even to see city from WM.  Idea interesting, but everyone of chars should have pair minutes without movement to not be sent on enc. one on all.
First of all because of this system will injure just noobs, when they will arrive to trade and while will try to check up city already will appear in battle and dead.
I do not know as it works, but I see that works not correctly.
Except for it now it is necessary to expose only Real Time in config as at any moment it is possible be in TB.
Title: Re: Changelog 14/02/13
Post by: Nubius on February 14, 2013, 11:05:57 pm
Good day. I have some problems with a tent: I've crafted it in a fix-boy, came to the point of destination, tried to use the tent in order to build it, but the game says that location is not suitable. Nevertheless, all conditions were followed:
*Your character must be inside an encounter location (list of allowed encounters hasn't changed).
*No other alive critters can be in the map (excluding own followers).
*Battle timeout can't be active.
*Turn based combat can't be active.
There was no one but me, so I wasn't in combat or anything like that. Moreover, I had no followers.
The location is a typical encounter near Gordon's gas station, in a desert. What's wrong?
Thank you a lot in advance for help and thanks for update - good job! :-)
Sorry for my English. Yours, Nubius
Title: Re: Changelog 14/02/13
Post by: Ganado on February 14, 2013, 11:07:36 pm
Some desert maps that are in that area can't be used to make tents. That isn't part of the update, just the way it has been.
Title: Re: Changelog 14/02/13
Post by: JovankaB on February 14, 2013, 11:08:44 pm
Yes, for example the map with railroad tracks. Just re-enter until you get the right one.
Title: Re: Changelog 14/02/13
Post by: MySzk on February 14, 2013, 11:11:31 pm
If you don't remember your password then run the game without updating or clearing cache and press CTRL in main menu.
Copy the cache first in a safe place, actually.

ok JovankaB ctrl is fine (good to cnow fore futer) option bat i'm so fast and stupid that i'm tape bad pasword in client before i read your reply fore my post and i dont do bacup frome my cache file :/
Is shame that is not reqwaier mail registration in FOnline :(

is it any ather weay to restore that pasword?
mebe in PM i can prove you some haw it is main acont?
Title: Re: Changelog 14/02/13
Post by: JovankaB on February 14, 2013, 11:17:47 pm
http://fodev.net/forum/index.php/topic,27930.msg239911.html#msg239911
Title: Re: Changelog 14/02/13
Post by: wreese2u on February 14, 2013, 11:37:21 pm
A great update, but still an issue.

While i was over BH, previewing, i was forced into an encounter with a few guys farming unity, and i died.

At Reno, i was forced into an encounter with Triple, it was a draw and we both exit. Then i got forced into an encounter with Crazy Shark, he died (Mainly because i had a gatling, and he had avenger+regular CA)

After a bit, Tripleight comes back with around six friends, and kills me. As i said, great potiental, but much player-farming-rage-action.
Title: Re: Changelog 14/02/13
Post by: MySzk on February 14, 2013, 11:40:59 pm
ok i wel use hipnoses to go in my subconsciousness for extracting that pasword
thenks fore repley enyway
Title: Re: Changelog 14/02/13
Post by: Balthasar on February 14, 2013, 11:58:27 pm
Very nice update!

Some things i can say on first glance of it:

- forced encounters happen a bit too fast and often
- my SB crashed
- new tent system works good so far
- i dont trust this Special Tent Item (...its looking at me but i won't touch it!)
Title: Re: Changelog 14/02/13
Post by: avv on February 15, 2013, 12:01:47 am
A great update, but still an issue.

While i was over BH, previewing, i was forced into an encounter with a few guys farming unity, and i died.

At Reno, i was forced into an encounter with Triple, it was a draw and we both exit. Then i got forced into an encounter with Crazy Shark, he died (Mainly because i had a gatling, and he had avenger+regular CA)

After a bit, Tripleight comes back with around six friends, and kills me. As i said, great potiental, but much player-farming-rage-action.

That's the point. Stop spamming previews and go in.
Title: Re: Changelog 14/02/13
Post by: Roachor on February 15, 2013, 12:11:02 am
If you targeted critter that was 2 or more hexes far the spread was like:
                   x
 Flamer: x x x x
                   x
And if you targeted critter 1 hex close there was no spread:
 Flamer: x x x x

So now it's the first case in both scenarios.


Really? Well if you made it 3 solid rows it would have been a useful change I've been using flamer for years and never even noticed the different spread.
Title: Re: Changelog 14/02/13
Post by: Lordus on February 15, 2013, 12:35:03 am
Good update Mayck and other devs. I hope it will work well and after next wipe, pvp will be more balanced.
Title: Re: Changelog 14/02/13
Post by: Trokanis on February 15, 2013, 01:51:26 am
Words.

Don't build carbon copy exploiter builds like everyone else and no need to redo the character if they fix the abused system.  Problem solved. 

Saying that because some people get to keep their characters after an update but others don't is a reason for wipe?  This game is always about people having characters built up while others don't, even right after wipe people will speed level a dozen characters in a few days leaving any one else without that kind of time stuck dealing with them.  Wipe, no wipe, that won't change.

Don't get me wrong wipes are nice, it's a fresh start in things, but other than the amount of players within a week or two the game always boils down to what it is.
Title: Re: Changelog 14/02/13
Post by: Alexandrite on February 15, 2013, 03:20:18 am
I don't like that change with the world map x_x
Title: Re: Changelog 14/02/13
Post by: wreese2u on February 15, 2013, 06:35:22 am
WM change scares me a bit, but also gives me hope that this game will thrive once more. (An easier way for players to PVP)

@Avv Was waiting for friends to get ready.
Title: Re: Changelog 14/02/13
Post by: Glumer on February 15, 2013, 09:05:44 am
This update is really good, prevent fast relog, make game more realstic, so i dont see any problem with mechanicsh of iddle system as anothers.
Title: Re: Changelog 14/02/13
Post by: jacky. on February 15, 2013, 09:19:32 am

Don't get me wrong wipes are nice, it's a fresh start in things, but other than the amount of players within a week or two the game always boils down to what it is.

Bullshit my friend. I started romanse with fo at the end of sesion and this is my 2nd full. I was v happy i can start from begin like many others So i wont Have to run with shotgun when 90% of wasteland had ba and avengers. Wipes are good and really i want to see another sesion. Fix armors and drugs crafting and wipe this sesion. Tent quest is v nice.
Title: Re: Changelog 14/02/13
Post by: T-888 on February 15, 2013, 11:39:34 am
Don't build carbon copy exploiter builds like everyone else and no need to redo the character if they fix the abused system.  Problem solved. 

Exploiter builds, carbon ... what? Can't get more irrelevant than that and make less sense.

I see that you don't know what you are talking about, so save your breath about character changes.

Saying that because some people get to keep their characters after an update but others don't is a reason for wipe?

That is exactly what Wipe said, I was merely revolving around his philosophy upon a point he might be willing to discuss, you should understand more before saying anything.

This game is always about people having characters built up while others don't, even right after wipe people will speed level a dozen characters in a few days leaving any one else without that kind of time stuck dealing with them.  Wipe, no wipe, that won't change.

Irrelevant, I think Wipe should be periodic no matter what in order to keep check of a lot of things, one of them would be the well being of the players, it is fun to start over, good for new players and more or less a motivation to check the game's progress for quite a lot of inactive players and see the accumulated changes to work from the very beginning, that means it is a completely different experience. Good example would be, the new old town control system what I'm the most familiar with, Wipe came and because of this feature what was completely broken and exploitable at the very beginning, gangs as well as other "ordinary" players that were interested in some sort of combat activities stopped playing and became inactive, do you know that Town Control box, it spawned Vindicator and Gauss ammo at the very start? The server simply went down to the lowest population in a long time, because the game was broken in so many ways and it repeats over and over again.

Some part comes back, some doesn't bother to check it out until Wipe, because we all know how fast updates can come.

Don't get me wrong wipes are nice, it's a fresh start in things, but other than the amount of players within a week or two the game always boils down to what it is.

Fresh slate, a new beginning to show how well the game has progressed, that it is fixed and running well is a good reason itself to do a Wipe, it attracts many players and if the game for once would be some sort of quality material from the beginning, not lagging, bugged, full of exploitable features, again it is a completely different experience and players might just not decide to go away after first weeks.
Title: Re: Changelog 14/02/13
Post by: dskpnk on February 15, 2013, 12:15:12 pm
If you die, there must be penalty for that fact that you lost the frigging combat.
Relogging is just circumventing the fact that you died and promoting nolifers at
the cost of more casual PvP players. I see no problem with slowing down pace.

Agreed but is there some casual pvp players left after 1 year session? I don't think ! Fun is gone and atm i don't died and just stand in city with my mates 15 min for a 2min fight !

+ for me the fast relog is not the argument for leaving the game, the argument is that there is nothing to do exept PVP, add quest and RP feature for those who don't wan't to only PVP !
Title: Re: Changelog 14/02/13
Post by: DeputyDope on February 15, 2013, 12:15:22 pm
you want a fresh start so you can begin to grind again, ~deleteself on all your characters and stop begging for an useless wipe.
Title: Re: Changelog 14/02/13
Post by: Kelin on February 15, 2013, 12:15:44 pm
With each wipe the game becomes very unstable, full of bugs and only best hoarders, crafters and farmers can succeed. No thanks, I don't want wipe just to see gangs like VSB or CS active for one month, because when other gangs gain their full power these gangs leave FOnline. Argument about increased server population is only partially true, after two months or so there will be exactly the same population as we are experiencing now (check Server-Boy).

This update was so important for gameplay, it encourages players to stay in towns (because WM is not safe) and that's very good. There were actions in Reno yesterday at about 1pm which was impossible few days ago (nobody would come).

I was v happy i can start from begin like many others So i wont Have to run with shotgun when 90% of wasteland had ba and avengers.
Now you have avengers and CAs so do others. What's the problem?
if the game for once would be some sort of quality material from the beginning, not lagging, bugged, full of exploitable features, again it is a completely different experience and players might just not decide to go away after first weeks.
That's the problem, I don't remember a wipe without tons of bugs, crashes and so on. If everyone knew the exact wipe date, nobody would bother with crafting, farming and the server would be even more empty.

Wipe solves nothing it's like a dream holiday (a buggy one), it doesn't last long you enjoy it and then you go back to everyday reality.
Title: Re: Changelog 14/02/13
Post by: T-888 on February 15, 2013, 12:41:22 pm
If everyone knew the exact wipe date, nobody would bother with crafting, farming and the server would be even more empty.

Players wouldn't over-exaggerate with full bases of stuff, the player would start to actually think how much he really needs, I've seen players bases that could support a whole faction for a good time and what for the player needs to hoard so much?

Habit I'd say, but it would be better combined with a wipe, either the player crafts, farms out of habit or he does it because he needs in order to play, it is that much fun to farm and craft in that case, because there is some motivation for it.

Wipe solves nothing it's like a dream holiday (a buggy one), it doesn't last long you enjoy it and then you go back to everyday reality.

Yeah, because it is so good, it could happen more often just as simple as that.

Also, Wipe is "damage control".

http://imageshack.us/photo/my-images/42/damagecontrol.png/

1 base out of 5 and not everything is shown here. ( I presume we could have at least 1 million 10mmAP ammo, more ammunition than caps obviously, ridiculous. Previous session it was backwards. ;D Nothing can really work ever and the game not be spoiled for a year or more?)

Well, kinda dumb when the same thing happens to drugs and other valuable items, um they are supposed to be valuable, if not very useful currently.

Damage is done by certain features, after a year of session Wipe is just the perfect solution no matter, because a lot has happened, a lot has been exploited and it is yet another reason to do a wipe, to fix the damage and improve.
Title: Re: Changelog 14/02/13
Post by: LittleBoy on February 15, 2013, 12:58:29 pm
With each wipe the game becomes very unstable, full of bugs and only best hoarders, crafters and farmers can succeed. No thanks, I don't want wipe just to see gangs like VSB or CS active for one month, because when other gangs gain their full power these gangs leave FOnline. Argument about increased server population is only partially true, after two months or so there will be exactly the same population as we are experiencing now (check Server-Boy).
... this is real situation about wipe. We dont need wipe , also need test new pvp system . With no stuff we cant ... just make good updates and have a  fun
Title: Re: Changelog 14/02/13
Post by: greenthumb on February 15, 2013, 01:07:25 pm
i have hoarded so much stuff and various alts , now i am playing more PVP and i would like to get some experience. I rly dont wana wipe, just new features to be tested with all my alts and stuff. Thank you.
Title: Re: Changelog 14/02/13
Post by: JovankaB on February 15, 2013, 01:08:16 pm
With each wipe the game becomes very unstable, full of bugs

This wasn't caused by wipe. If server was wiped now, there would be no new features at all.
Stuff is put on server as soon as it's ready for public.
Title: Re: Changelog 14/02/13
Post by: T-888 on February 15, 2013, 01:11:50 pm
Of course, there wouldn't be nothing new, that is why I asked ...

Why didn't prepare these kind of changes with maybe something more and a wipe? It's been a long time now.

Title: Re: Changelog 14/02/13
Post by: Shangalar on February 15, 2013, 01:14:54 pm
Anyways, Triptroll has certainly found another nice exploit for him and his mates, so that he will mock you all again when wipe will be done and when he'll be our new Vedaras. Look at his insistence, his arguments. He is so excited, a true virgin, he must have found a hen laying golden eggs. Never saw him arguing for anything else than his personal advantage. <3
Title: Re: Changelog 14/02/13
Post by: JovankaB on February 15, 2013, 01:17:24 pm
Of course, there wouldn't be nothing new, that is why I asked ...
Quote
Why didn't prepare these kind of changes with maybe something more and a wipe? It's been a long time now.

We don't have "something more" (ready for public) now.

If you argue that server should be wiped for gameplay reason not a technical reason,
then it would make no sense to postpone the last update to add "something more".

We could just add "something more" later and then wipe the server. The only difference
would be that we wouldn't have tested idling timer, tents etc. before the wipe.
Title: Re: Changelog 14/02/13
Post by: Wipe on February 15, 2013, 01:18:46 pm
Point made, but from my knowledge Wipe doesn't contain only these changes and doesn't have to, Wipe itself does much more than simply introduce changes, but also positively alters the in-game environment for the players, especially after such a long time without one.
Time doesn't matter, if it will be needed to wipe after very short time - it will be done. If only part of world need to be removed (aka "item wipe") - it will be done too.

I still see no reason to not do a wipe, because you are avoiding certain type of changes is not an excuse.
Oh my lol... that there are 4 tickets with actions/features that need to wait for wipe. First is changing id of variable for first tent; instead being 100 it will be 150, so all ten tent vars will be in 150-159 range, instead 100 and 151-159. Second is about changing how long critter description will be generated. Third will create dogtags for newly registered character. And the last one will update one script in one map prototype.

That's it.

No changes in engine which would require to create locations/critters from scratch, no drastic changes in scripts which would require clean world, no limit of any kind is close to being hit, nothing. Even if 3D would be finished tomorrow, i think we could be able to push it in without server wipe; however, it's been said already that 3D will be connected with world cleanup, so that's a single exception currently. That's a two-liner changelog, as half of things isn't supposed to be put in there.

Only argument i see here is "it's been over the year!" - and so what?
Title: Re: Changelog 14/02/13
Post by: Trokanis on February 15, 2013, 01:30:52 pm
Meh wipes are good for many reasons, but they in no way make or break the game play.  It takes maybe 2 weeks of the hard core people playing before there are bases full of stuff and people with multiple capped characters.  So for a small window you have a grace period of people being equal than it's back to the same stuff.  The only reason why I would be for a wipe at this very moment would simply be to take away all the stuff people exploited out of the bugs at the beginning of this season, Billions of caps, combat armor BPs stacked to the hundreds, and so forth.  And even those things don't effect my game play as it is so it's not a big deal wipe or not.  This update was a lot of great things but personally I think it is better that we didn't wipe so that people have high enough characters to truly test the implemented changes.
Title: Re: Changelog 14/02/13
Post by: jacky. on February 15, 2013, 02:07:57 pm
Wipe and what about forgotten ba/ea/ncr ca? I really want Them in to be lootable or craftable. Maby add Mr handy to rep stuff and add books. Dont change everything just change it a bit. Same add bozars to special encs and make Them 6str req and Long range perk. Or let us mutante to mutant with ca resist and +100 hp bonus and some anty crit bonus. U made Them walking more faster like 75% of human running and it would be good to Have some greens in pvp. And muties can wear 2armors - to be nightkin and lieuthenant
Title: Re: Changelog 14/02/13
Post by: dskpnk on February 15, 2013, 02:09:06 pm
Triptroll

Shangaylar, why u stupidly come here trolling by giving stupid nick, some guys are discussing here, go troll your phenix away...
Title: Re: Changelog 14/02/13
Post by: Mike Crosser on February 15, 2013, 02:10:57 pm
Wipe and what about forgotten ba/ea/ncr ca?
I also want craftable PA and pulse rifle.
Title: Re: Changelog 14/02/13
Post by: T-888 on February 15, 2013, 02:11:31 pm
Anyways, Triptroll has certainly found another nice exploit for him and his mates, so that he will mock you all again when wipe will be done and when he'll be our new Vedaras. Look at his insistence, his arguments. He is so excited, a true virgin, he must have found a hen laying golden eggs. Never saw him arguing for anything else than his personal advantage. <3

Personal advantage, exploit ... better take some pills, Wipe is just fun. Anyway, anyway for what? Came here to talk trash, do you feel better now? If not then your missing the point either way.

Truly bad exploits, well you can ask my team mates, at one point or another I'd try to persuade them to report it and it would be rather sooner than later. You don't know shit about me, if something spoils the game for me, it would be an advantage, personal gain for me to get it fixed? If you truly believe what you said, you'll shut up.

Time doesn't matter, if it will be needed to wipe after very short time - it will be done. If only part of world need to be removed (aka "item wipe") - it will be done too.

Sure, at the point when nobody could play anymore - "it would be done", right? :)

There's plenty of item damage from Town Control box, nobody gives a fuck.

Only argument i see here is "it's been over the year!" - and so what?

I won't argue about the technical necessity, I can't argue and your automatically right about that.

I presented enough, "arguments" which you don't recognize as one's for the sake of game play. I don't want to re-write anything.

We could just add "something more" later and then wipe the server. The only difference
would be that we wouldn't have tested idling timer, tents etc. before the wipe.

If you purely narrow it down to only to the changes done at that moment, yes your statement applies, but the difference is in game play, which in that case doesn't apply as it won't be the only difference.

Imagine a player that has everything he needs, he doesn't need to visit Glow, Ares, dungeons in other words, no motivation to do Town Control for resources, it is just fight purely for the fight, mines in the resources more or less are irrelevant etc. etc. I could go on and on about this, because I'm that kind of player and I would love to see a Wipe. Face it, I have not been the first and I won't be the last player that will tell you that there is really nothing more to do in the game. Wipe changes that, at least for a time and as better the quality the server is when Wipe happens, the better chances for it to last longer provided with additional changes what is what I call " something more."

That's how I see it.

Meh wipes are good for many reasons, but they in no way make or break the game play.  It takes maybe 2 weeks of the hard core people playing before there are bases full of stuff and people with multiple capped characters.

This session it was 3-4 months(next wipe it could be longer) for my faction when we really felt that there is nothing to do, mainly due to broken features.

Wipe doesn't make or break the game play? Flawed statement, it is simply not true in any way, it is completely different time to how the late end of session is.
Title: Re: Changelog 14/02/13
Post by: Shangalar on February 15, 2013, 02:55:04 pm
Shangaylar, why u stupidly come here trolling by giving stupid nick, some guys are discussing here, go troll your phenix away...

What about you dear DSK? Still wanna beat me IRL?

Quote
Truly bad exploits, well you can ask my team mates, at one point or another I'd try to persuade them to report it and it would be rather sooner than later. You don't know shit about me, if something spoils the game for me, it would be an advantage, personal gain for me to get it fixed? If you truly believe what you said, you'll shut up.

The day you'll act as an adult instead of a know-it-all jackass, a lot of us will consider you seriously.

Mind you, I share most of your arguments. It's just your tone which is really annoying : most of the time, you sound like a arrogant prepubescent kid who yells at his parents to get some shit. Stop acting like you're teaching lessons to everyone.
Title: Re: Changelog 14/02/13
Post by: Trokanis on February 15, 2013, 03:00:21 pm
Rambling summed up to 'My opinion should be law, and things should be based on my experience in the game.'

Just because your faction took a few months to be flush in your opinion doesn't mean that others weren't done in less time.  I saw people happily tromping about in combat armors and mercs within the first 2 weeks.  Everyone has a different style of play and no one point of view can be considered more correct or relevant than another.  You spend a lot of time (and text) throwing your opinion about and belittling others based on what you want from the game and how you think it should be done with little regard for the effort and the thoughts of the people actually working on the game. 

The honeymoon after a wipe is a fleeting thing, yes it's fun and nice but for most people it is just a few weeks of hard work than it's back to status quo.  Truthfully if they wiped tomorrow without any added changes other than what came out last change log the honeymoon would go by even faster because everyone knows all the little ins and outs of the current features.  The great thing about wipes and the reason why they typically take some time for people to get on their feet is because of New game altering Features, without that a wipe would be like what others have said, just a ~deleteself password, nothing new.

Anyhow these are facts that everyone knows, sorry for the off topic, and the resulting multi-line response I'm sure will be forthcoming.  This update was very interesting and has some nice flare, personally it's a little annoying to have to log off every time I need to step afk for a min while out in the wastes, but a small price to pay for what you guys needed to do.
Title: Re: Changelog 14/02/13
Post by: Glumer on February 15, 2013, 03:18:57 pm
as Mayck said: You wanted it harsh, so stop whining!
I think its great update, and hard work. Its free project, we dont pay to anyone so, be happy for what they do.
Title: Re: Changelog 14/02/13
Post by: jacky. on February 15, 2013, 03:36:47 pm
no challenge in this game. i want wipe. and klein cs didnt quit becasue of others gangs, but we just get bored of this game.
Title: Re: Changelog 14/02/13
Post by: dskpnk on February 15, 2013, 03:45:00 pm
Still wanna beat me IRL?

Will be a real pleasure for me to kick ur 18 years old *godwin* ass, but we are totaly off topic so please come back to the debate who was interesting before u start opening your mounth.
Title: Re: Changelog 14/02/13
Post by: Glumer on February 15, 2013, 04:03:47 pm
no challenge in this game. i want wipe. and klein cs didnt quit becasue of others gangs, but we just get bored of this game.

I think wipe isnt needed now, only if developers want to totally change game system.
Title: Re: Changelog 14/02/13
Post by: T-888 on February 15, 2013, 04:04:35 pm
Mind you, I share most of your arguments. It's just your tone which is really annoying : most of the time, you sound like a arrogant prepubescent kid who yells at his parents to get some shit. Stop acting like you're teaching lessons to everyone.

How do you "hear" me or my tone? Please, amuse me, do you even know how I sound?

I lay down information, facts, feedback not lessons, it is just in your head that it sounds the way it does for you, I call that being biased, well partially.

Everyone has a different style of play and no one point of view can be considered more correct or relevant than another.

Yes it can be more relevant or correct, opinion is based on facts, observations you consider true and they might be incorrect. Were not talking about your or my beliefs here, I try to do without opinion as much as I can, that is why I might sound like all-knowing jerk that lays down the law and tears your opinion in pieces trying to search for flaws, false facts you are basing on, but I don't give a damn how perceive it as long as you can reason.

I honestly don't care.


Just because your faction took a few months to be flush in your opinion doesn't mean that others weren't done in less time.  I saw people happily tromping about in combat armors and mercs within the first 2 weeks.

I saw a pie in the sky, I really did, do you believe me? Were not talking here about your beliefs, aren't we? So, you should try talking with something less in the sky, but more solid on the ground. Oh yeah, lesson of the day, isn't it?

You spend a lot of time (and text) throwing your opinion about and belittling others based on what you want from the game and how you think it should be done with little regard for the effort and the thoughts of the people actually working on the game.

I actually sink in your thoughts much more than you can comprehend, or at least I try. When my brain doesn't add up shit, because shit doesn't add up, it starts to ask questions and this is happening on a forum.

The honeymoon after a wipe is a fleeting thing, yes it's fun and nice but for most people it is just a few weeks of hard work than it's back to status quo.  Truthfully if they wiped tomorrow without any added changes other than what came out last change log the honeymoon would go by even faster because everyone knows all the little ins and outs of the current features.  The great thing about wipes and the reason why they typically take some time for people to get on their feet is because of New game altering Features, without that a wipe would be like what others have said, just a ~deleteself password, nothing new.

Didn't know you work in the game. Interesting.

Go ahead, if it is true then just delete your character and experience it all over, then by that logic players would do nothing but that, because the game doesn't offer a better time than Wipe. So, ask yourself why players don't do that? I hope you can see what doesn't up. Otherwise there is going to be another wall of text, but you could try to read my previous barriers and try to understand.

Even so, let us presume your imaginary number of weeks is some perfect average for the common player out there to be interested to do something and the game is more interesting, then maybe we could experience it more often. Why not? There doesn't have to be enormous change-logs to have some fun. When you have nothing to your name, on your character you perceive "the little ins and outs" you know as something completely different than usual when you have certain resources indefinitely to use because, for example, of broken features or simply that the session has been going on a long time.

Anyhow these are facts that everyone knows, sorry for the off topic, and the resulting multi-line response I'm sure will be forthcoming.

Damn right.
Title: Re: Changelog 14/02/13
Post by: Shangalar on February 15, 2013, 04:06:14 pm
Will be a real pleasure for me to kick ur 18 years old *godwin* ass, but we are totaly off topic so please come back to the debate who was interesting before u start opening your mounth.

Keep dreamin', fella.
Title: Re: Changelog 14/02/13
Post by: greenthumb on February 15, 2013, 04:24:35 pm
i would like to ask if multiloging is banable for PVE purpose, or its still acceptable.

EDIT: i would like answer from development team.
Title: Re: Changelog 14/02/13
Post by: jacky. on February 15, 2013, 04:31:08 pm
it is allowed until u are only one in encounter ;D
Title: Re: Changelog 14/02/13
Post by: Wipe on February 15, 2013, 04:59:52 pm
There's plenty of item damage from Town Control box, nobody gives a fuck.
It it would be up to me, TC box would be gone 2 years ago. Thing is, that i'm a minority in this case, so as long other rotators want it in current form - it will be, no matter if i like it or not :)

I won't argue about the technical necessity, I can't argue and your automatically right about that.
That's why we (try to) not do this, for that simple reason that players don't know about them; and even if we try to explain something, things may change in a matter of hours, and they'll base on deprecated data.

Imagine a player that has everything he needs.
Imagine a player who have nothing. Anyway my point is, that this game - sooner, later, "soon" - is going to be long-running no matter how many time it took since server wipe. Both engine, and 2238 codebase, evolved enough to bring more and more changes without need to start from scratch every time.

For me, it's a partial success, as it shows that we can acively work on game, without players suffering becouse of technical reasons - after all, why should they care about such stuff. It's our problem to provide new things smoothly.

For you, not really, as you simply don't and sadly can't look at the game like i do. If we reach moment when players wouldn't even know what server wipe actually is, it may be success for you. It will be a sign that game gives you something fun to do despite of how long you play it - and i'm talking about both, player and character(s) experience.

Before you or anyone else will say it - yes, we sux in providing such content currently :S As you hit the right buttons, i will even risk saying that at this moment (it may change any time, keep in mind), we have enough manpower to script even very complicated changes (see first post :P), but when it comes to content, as seen by players (graphic, dialogs, maps) - yea, that's where shit hit the fan. From what i can see in leaks from other servers, it's totally opposite. We can do nothing more than say "oh, irony" and go back to our stuff. Anyway, we have overload of cool things we want/could add, so it's not "devs ignore suggestions". We just know perfectly who is and who is not active in team, and many things found in there require someone who actually know what's he/she is doing (In that place, i'd like to say "sorry!" to all english native speakers, which are forced to read campfire dialog). That's how it looks for me, and only me; other people among dev team may have totally different opinion.
Title: Re: Changelog 14/02/13
Post by: DocAN. on February 15, 2013, 05:10:01 pm
Nice words for the end of the topic :D
Title: Re: Changelog 14/02/13
Post by: jacky. on February 15, 2013, 06:25:53 pm
Yes. Now  t-joke go and type another butthurt wall of text.
Title: Re: Changelog 14/02/13
Post by: Wipe on February 15, 2013, 06:34:38 pm
Yes. Now  t-joke go and type another butthurt wall of text.
Judging by 'latest post' button, it's more productive to answer T-888 single post than answering few pages of yours. Again, me-only opinion, sue me.
Title: Re: Changelog 14/02/13
Post by: jacky. on February 15, 2013, 06:42:55 pm
Sure sure...but 99% of us dont even read what t-888 typed. It is to Long and no one care. Anyway i would like to hear more about your new features
Title: Re: Changelog 14/02/13
Post by: -Fojtik- on February 15, 2013, 06:45:26 pm
Thank you for updates which make our lifes more comfortable and easier after time when 60% of the comunity left.
Title: Re: Changelog 14/02/13
Post by: Surf on February 15, 2013, 06:46:04 pm
Sure sure...but 99% of us dont even read what t-888 typed. It is to Long and no one care. Anyway i would like to hear more about your new features

It is not the other peoples problem if you have the attention span of a fruitfly.




___


The update was great, good job. Rolled a new character as well. :)
Title: Re: Changelog 14/02/13
Post by: Dixie on February 15, 2013, 08:03:09 pm
Wipe is just fun.

I agree. I've seen it over and over since 2009. Well 2010 really as I've been in one faction since then. Everyone in gang is present and accounted for after each wipe, regardless of whether anything new is promised. It's just more fun, anything new to try out is simply icing on the wipe-cake.

Then as gang develops all alt types to their satisfaction, builds many bases, accumulates wealth, earns millions in interest alone, and finally pvp itself just becomes repetitive and boring, one by one everyone quits or even sometimes whole gang has actually decided to follow one or more of our guys into some other cool game they discovered. But since last wipe i did notice a difference. This all happened much much faster than before. So from my point of view what should have been a shorter season ended up being a longer one.

The wipes seem to be getting further and further apart. Does this mean the game is nearing completion and one day there will be no more wipes? I don't think this game could survive for long without wipes. I would definitely put in my vote for a regularly scheduled wipe. Its just the way fonline is. It needs more frequent and regular wipes. Sure right after an important update is not the best time as more testing needs to be done with that first.

I guess the matter really comes down to what open-public-beta means.  Does it mean we are just playtesters for a game that is being actively developed and thus our enjoyment of it is only secondary? Or does it mean the game was deemed finished to the extent that it is now playable and thus anything added from here on out is simply an after thought added in by developers working at their leisure [time off from other more important things they have going on] based on input from a dedicated player/fan-base and not simply impassionate reports from volunteer beta-testers.

Anyway, I liked all of T-888's points regarding this issue. I for one would stay on alot longer after each wipe if I knew the next apocalypse was right around the corner. I'll put it to a vote on our private forum to see what the old gang thinks but I'm willing to bet they would agree.

Title: Re: Changelog 14/02/13
Post by: Reconite on February 15, 2013, 08:26:35 pm
^ Truth.

The reason people want a wipe is because it's fun and it invigorates any members of the community and game who have previously left due to boredom and stagnation. I know at least 20 other people that I play with that would only come back to play for wipe because it's fun, not because we need some super mega huge update to validate having a wipe.

Doing a wipe now when you're adding big features such as the new tent system and the predators thing would bring a lot of players back. But really, as has been said, the features are just the icing on the cake, wipes are just what make this game fun.

Rebuilding from the very beginning, everyone with the spacerace attitude to try and become the most powerful gang, everyone on an equal level. This game needs wipes for the playerbase survive, when it's all finished and you plan to never wipe it ever again, it just won't go anywhere.
Title: Re: Changelog 14/02/13
Post by: Smalltime on February 15, 2013, 08:54:48 pm
I can say with absolute confidence that a wipe will bring in many more players. The majority of people who have enjoyed this game, have amassed stockpiles that make it feel much less exciting, and many factions have deteriorated because of a lack of endgame purpose.
Once you've got it all, it becomes much less entertaining.
You can say "Oh, why don't you just roll a new character then?"
It's not that simple, because everyone else who still plays still has a bunch of max leveled characters with great gear, and everyone who used to play and quit due to the same reason won't come back because they know they still have all of that stuff.
I honestly and truly believe that a wipe would be the healthiest thing for this game right now, and it would really bring a lot of people back, while attracting new people who were put off by how behind they would be/how inactive the community is.
But that's just like, my opinion, man.
Title: Re: Changelog 14/02/13
Post by: naossano on February 15, 2013, 08:58:15 pm
This Valentin update will spread love into the wasteland.

We will keep the Fast Relog AND satisfy those who were agains't.

Plus the tent system is great. I can't wait to attract predators...

Server population will go 1000+
Title: Re: Changelog 14/02/13
Post by: LittleBoy on February 15, 2013, 09:07:04 pm
Server population will go 1000+

1000+ ? When this will be true . All have ping 900 and server will be offline every 5min ...
Title: Re: Changelog 14/02/13
Post by: LeMark on February 15, 2013, 09:08:19 pm
This Valentin update will spread love into the wasteland.

We will keep the Fast Relog AND satisfy those who were agains't.

Plus the tent system is great. I can't wait to attract predators...

Server population will go 1000+

Will you come back?!?
Title: Re: Changelog 14/02/13
Post by: Brooce on February 15, 2013, 09:35:53 pm
What gives FOnline its unique feel is the constant competition. You are constantly competing for literally every resource in the game: weapons, ammunition, caps, mats, BPs, town control. The FOnline community is by far one of the most resilient of any gaming community; often bordering on sadomasochism. With this, eventually the players get everything they need. Through struggle and hard work, you and your friends afford a bunker, some cars, and tons of weapons. What then? Town control before was pretty broken, and to my understanding it is getting better. But eventually there is next to nothing left to do. This is why I'm a strong proponent of consistent wipes. The most fun I've had playing FOnline, by a large margin, is during the initial stages after a wipe. I'm a competitive person, and this fresh start for everyone puts us all on level playing fields, and introduces the truest test of a players skills.

I love the new patch, and can't find any flaws with it. I however, don't think there necessarily needs to be a reason to have wipes, other than reintroducing that true competitive feeling. Especially for new players, this allows them to get a feel for the game while everyone is weak. Any new player now gets instantly pick pocketed and left for dead in the wastes.
Title: Re: Changelog 14/02/13
Post by: naossano on February 15, 2013, 09:44:39 pm
Most gangs get everything they need in the first few days (less than a week) of a cession.

Except for those who like useless hard work, there is no point for wipe, if not for rule changing feature. (like we had with reputation system, which had big flaws but was an interesting concept)

Lemark>
The reason i am not often there are mostly out of the game itself. (real-life job, for instance)
(except maybe the fact that Fonline is time consuming)
Title: Re: Changelog 14/02/13
Post by: Eclair on February 15, 2013, 09:55:04 pm
Is it possible to forget someone's tent location?
Title: Re: Changelog 14/02/13
Post by: Ganado on February 15, 2013, 10:03:23 pm
Yes, read the "Campfire / Tent Management" part of the changelog. The fireplace acts like a terminal.

Edit: Oh, if you meant something such as if two people can see the tent, and just want to "forget" that location so that the other person still has the tent, I don't know.
Title: Re: Changelog 14/02/13
Post by: Eclair on February 15, 2013, 10:26:07 pm
Soon we will see plenty of tent maps in NCR made for fun. Now imagine if one of them is having the same location as your tent and you've read it by mistake. Not in my case hopefully )
Title: Re: Changelog 14/02/13
Post by: Wipe on February 15, 2013, 10:26:58 pm
Is it possible to forget someone's tent location?
It's not. If you loose map to your tent somehow, character who find it is able to make it visible for him/her, and any other char which would use the map item.
Title: Re: Changelog 14/02/13
Post by: Eclair on February 15, 2013, 10:41:40 pm
It's not. If you loose map to your tent somehow, character who find it is able to make it visible for him/her, and any other char which would use the map item.
No, no, I found a map, read it and now I would not like to see that tent. Could you add an option to forget/hide tents made by another chars?

P.S. Thanks for my name correction.
Title: Re: Changelog 14/02/13
Post by: naossano on February 15, 2013, 10:43:24 pm
Is it planned (or considered) to implement some new encounter environnement related to the green area we are above.

For instance, i am making preview above reno, i get forced encounter, i end up in a place that looks like Reno ?
It could be immersive and add diversity.

Or is it too much work for a limited interest ?
(no need to implement it this year. Just a proposal)
Title: Re: Changelog 14/02/13
Post by: Wipe on February 15, 2013, 11:19:29 pm
No, no, I found a map, read it and now I would not like to see that tent.
Not implemented, blame random dev (and it TOTALLY shouldn't be me!)
Title: Re: Changelog 14/02/13
Post by: Ganado on February 15, 2013, 11:36:00 pm
Found a map? Are you referring to the quest location where you find a small family at a tent? I think that's just an ad-hoc location, and it goes away after you finish the quest. Or you are talking about something else and nevermind.
Title: Re: Changelog 14/02/13
Post by: Eclair on February 16, 2013, 12:10:03 am
I'm talking about upcoming tent madness 'cause you can share as many maps as you want.
Title: Re: Changelog 14/02/13
Post by: Kelin on February 16, 2013, 01:35:57 am
If you don't want to see other tents, simply don't read random maps.  ::)
Title: Re: Changelog 14/02/13
Post by: Wipe on February 16, 2013, 02:47:53 am
I'm talking about upcoming tent madness 'cause you can share as many maps as you want.
What madness? It's by design :P
Title: Re: Changelog 14/02/13
Post by: Trokanis on February 16, 2013, 04:52:49 am
One option for 'forgetting' a tent location is to go to the tent abandon it and remake it.  You destroy the previous map 'throw it in the fire' *Thanks Mayck* make a new map that you only let the characters you want to remember the location see.  With the new tents you don't lose the resources involved with creating the tent when abandoning it, so you can simply pick it up, reenter the area and remake it.  However when dealing with a discovered map, unless you know the tent owner, you're stuck with it until they add a feature to forget it lol.

As far as the enforced encounters for sitting on world map, that's used because being on WM decreases idle timer right?  Instead of that is it possible to make it so when you're sitting on the WM not moving your idle timer increases, it serves the same purpose of preventing people just map camping, but allows people to not have to log out when stopped on the WM.  I don't know the logistics behind what you did to create the enforced encounters but perhaps something in that could be used to modify the idle timer instead.  I only ask because being able to stop on the WM and step afk is less troublesome to keep teams together while someone goes afk.  *Jovanka already stated that everyone knows the group reform feature is annoying*  Just a thought, and I know it may not even be possible in the current coding.

Thanks to certain people and their 'what I want and how I have done things in game is the only way it is and should be' posts this thread has become all about wipe, if you want to cry/argue/discuss wipes maybe a new thread could be made in the General section you know like the other numerous wipe threads.  It would be cool if we could get back to the topic of the thread, discussing the change log it represents.
Title: Re: Changelog 14/02/13
Post by: Wind_Drift on February 16, 2013, 06:40:23 am
Woah, was not expecting that.

Looks promising...
Title: Re: Changelog 14/02/13
Post by: JovankaB on February 16, 2013, 10:15:16 am
As far as the enforced encounters for sitting on world map, that's used because being on WM decreases idle timer right?  Instead of that is it possible to make it so when you're sitting on the WM not moving your idle timer increases, it serves the same purpose of preventing people just map camping, but allows people to not have to log out when stopped on the WM.  I don't know the logistics behind what you did to create the enforced encounters but perhaps something in that could be used to modify the idle timer instead.  I only ask because being able to stop on the WM and step afk is less troublesome to keep teams together while someone goes afk.

Either you are not perfectly safe from any danger or your Idling Timer has to increase.
This can't change, because the whole system wouldn't work otherwise (it would be
very easily circumvented with multilogs idling in safe places).

The only solution I see is increasing Idling Timer for everyone in the group if at least
one person is [off] and the group doesn't move. Then the whole group could be safe
from enforced encounters until everyone logs in or the group starts moving again.

Edit: but it would allow safe camping preview with a character offline. So just carry a radio.
Title: Re: Changelog 14/02/13
Post by: DeputyDope on February 16, 2013, 11:45:50 am
previewing reno commercial and getting pushed into a forced random encounter at the same time.

(https://i.imgur.com/z86iwVX.jpg)
Title: Re: Changelog 14/02/13
Post by: Mayck on February 16, 2013, 11:48:46 am
previewing reno commercial and getting pushed into a forced random encounter at the same time.
Stuck between the worlds...
Title: Re: Changelog 14/02/13
Post by: Trokanis on February 16, 2013, 11:50:41 am
Either you are not perfectly safe from any danger or your Idling Timer has to increase.
This can't change, because the whole system wouldn't work otherwise (it would be
very easily circumvented with multilogs idling in safe places).

The only solution I see is increasing Idling Timer for everyone in the group if at least
one person is [off] and the group doesn't move. Then the whole group could be safe
from enforced encounters until everyone logs in or the group starts moving again.

Edit: but it would allow safe camping preview with a character offline. So just carry a radio.

In my idea I said if people are NOT moving on WM their idle timer should Increase.  Which is exactly what you're talking about, idle timer going up, or being not safe.  So it is if they are just sitting on the map not moving *moving being what Used to cause you to get encounters*  the timer counts up.  I wasn't looking for a free safe place that didn't increase the idle timer.  Sorry for the confusion.
Title: Re: Changelog 14/02/13
Post by: JovankaB on February 16, 2013, 11:53:41 am
In my idea I said if people are NOT moving on WM their idle timer should Increase.

Then people who would like to enter combat zone would have to circle around the town,
I will say it's more annoying than you having to carry a radio in case your client crashes
or you go to bathroom.
Title: Re: Changelog 14/02/13
Post by: Trokanis on February 16, 2013, 11:55:05 am
Ah true that would be the trade off.  Ah well like I said it was just a thought.  Np ty for the input.
Title: Re: Changelog 14/02/13
Post by: Mike Crosser on February 16, 2013, 12:15:42 pm
Dumb question but.
If I build a new tent using the new method will my old tent which I made using the old system disappear?
Title: Re: Changelog 14/02/13
Post by: Trokanis on February 16, 2013, 12:17:45 pm
I don't think so, however in your old tent where the campfire used to be is a free tent kit that allows you to remake your tent.  And it's recommended that you do so at least according to it so as to avoid any issues with having an old tent.
Title: Re: Changelog 14/02/13
Post by: JovankaB on February 16, 2013, 01:00:11 pm
Dumb question but.
If I build a new tent using the new method will my old tent which I made using the old system disappear?

No. They won't be deleted, unless you do it with Special Tent Item or we enable tent garbaging again,
which probably would come with some warning first.
Title: Re: Changelog 14/02/13
Post by: Vile on February 16, 2013, 03:41:18 pm
Wait a second, does this mean I can't enter a town in sneak mode while its a "combat zone" even If I'm not in "Idler" mode ?
WTF is this SHIT
Title: Re: Changelog 14/02/13
Post by: JovankaB on February 16, 2013, 03:44:16 pm
Wait a second, does this mean I can't enter a town in sneak mode while its a "combat zone" even If I'm not in "Idler" mode ?
WTF is this SHIT

Should be possible. And if you don't have Idling Timer you shouldn't even see
that location is a combat zone, because it has no effect on you. So if you saw
orange circle then you must have had the Idling Timer or it's a bug.
Title: Re: Changelog 14/02/13
Post by: Zloj_Varg on February 16, 2013, 03:47:53 pm
And one more. After disconnect for 1 second I receive Idling for 3 minutes. PvP at evening almost impossible for me now. Full shit
Title: Re: Changelog 14/02/13
Post by: Vile on February 16, 2013, 03:48:23 pm
Is it disabled during TC then ? Me and some friends couldn't enter redding in sneak mode while TNB was capturing
Title: Re: Changelog 14/02/13
Post by: JovankaB on February 16, 2013, 03:49:15 pm
And one more. After disconnect for 1 second I receive Idling for 3 minutes. PvP at evening almost impossible for me now. Full shit

2.5 minutes not 3.
It happens if IP for the character changed or there is another character with the same IP in the game.
It's not a bug, although it wasn't described very well in changelog.
Title: Re: Changelog 14/02/13
Post by: JovankaB on February 16, 2013, 03:55:27 pm
Is it disabled during TC then ? Me and some friends couldn't enter redding in sneak mode while TNB was capturing

If there was TC timer then the location was Combat Zone.
If your sneak was disabled on entrance then either you had the Idling Timer (you would see
the location as orange circle then) or it's a bug, if the location was green.

Another possibility is that you didn't have sneak on WM and haven't noticed it.

EDIT: it seems like sometimes sneak is disabled on login or entrance into CZ when it shouldn't - should be fixed on next update.
Title: Re: Changelog 14/02/13
Post by: Zloj_Varg on February 16, 2013, 05:11:16 pm
2.5 minutes not 3.
It happens if IP for the character changed or there is another character with the same IP in the game.
It's not a bug, although it wasn't described very well in changelog.
I do not speak about a bug, I speak about the astable Internet. Now it's on time TC I should pray on the provider :-\ Maybe  It would be better, if iddling it would be after full logout ..
Title: Re: Changelog 14/02/13
Post by: JovankaB on February 16, 2013, 05:20:01 pm
I do not speak about a bug, I speak about the astable Internet. Now it's on time TC I should pray on the provider :-\ Maybe  It would be better, if iddling it would be after full logout ..

I will say it again, because maybe you misunderstood. If there is ONLY ONE character in game with YOUR IP
and the IP of the character didn't change, you will not get the 2.5 minute Idling Timer if you logoff for a second.

Stay on one character when you do PvP and you shouldn't have any problem because of "unstable Internet".
Title: Re: Changelog 14/02/13
Post by: Zloj_Varg on February 16, 2013, 05:32:46 pm
I will say it again, because maybe you misunderstood. If there is ONLY ONE character in game with YOUR IP
and the IP of the character didn't change, you will not get the 2.5 minute Idling Timer if you logoff for a second.

Stay on one character when you do PvP and you shouldn't have any problem because of "unstable Internet".
ah.. ok.Now i understand. thx Now I shall be off my taxi.
Title: Re: Changelog 14/02/13
Post by: naossano on February 16, 2013, 06:05:03 pm
So, those who has bad internet connexion would lose a few seconds, but won't suffer idling timer for unwanted disconnexion ?
Seems your guys thought about everything ;D
Title: Re: Changelog 14/02/13
Post by: A concerned wastelander on February 16, 2013, 06:11:59 pm
Wait a second, does this mean I can't enter a town in sneak mode while its a "combat zone" even If I'm not in "Idler" mode ?
WTF is this SHIT

There seems to be trouble with sneaking indeed, even when my idler timer is to 0, it seems I cant sneak on world map and enter ncr, I need to sneak inside town.
Title: Re: Changelog 14/02/13
Post by: Vile on February 16, 2013, 06:45:05 pm
If there was TC timer then the location was Combat Zone.
If your sneak was disabled on entrance then either you had the Idling Timer (you would see
the location as orange circle then) or it's a bug, if the location was green.

Another possibility is that you didn't have sneak on WM and haven't noticed it.

EDIT: it seems like sometimes sneak is disabled on login or entrance into CZ when it shouldn't - should be fixed on next update.

That was the matter. Thanks !
Title: Re: Changelog 14/02/13
Post by: Ivic777 on February 16, 2013, 07:23:32 pm
I also cant enter in sneak mode in public location(while i have idling time) and i see it as green circle, so i think its a bug.
Title: Re: Changelog 14/02/13
Post by: Eternauta on February 16, 2013, 09:54:17 pm
Is anyone else having a hard time trying to store a Folded Tent inside a vehicle's trunk?
Title: Re: Changelog 14/02/13
Post by: Tomowolf on February 16, 2013, 09:58:42 pm
Is anyone else having a hard time trying to store a Folded Tent inside a vehicle's trunk?
Not working, checked with Doc Magister JovankaB.
Title: Re: Changelog 14/02/13
Post by: Dark. on February 16, 2013, 10:01:18 pm
I was travelling by car on WM, suddenly the phone rang and I had to go and answer, so I stopped my car in the middle of nowhere. When I got back to the pc I fell in an encounter. Everything ok with that but... Where the f*ck did my car go? Once I was inside the encounter the car disappeard like if I went to that enc on foot.
Title: Re: Changelog 14/02/13
Post by: Eternauta on February 16, 2013, 10:17:35 pm
We just gotta get used to logging off when we want to go AFK, even for a short while. The predators feature seems a bit too harsh at first but it can be easily avoiding just with closing client and also it's a good blow against dual-logging, worldmap camping, preview "abusing", etc.
Title: Re: Changelog 14/02/13
Post by: Keksz on February 16, 2013, 10:23:02 pm
Wait a second, does this mean I can't enter a town in sneak mode while its a "combat zone" even If I'm not in "Idler" mode ?
WTF is this SHIT
Thanks god...Fuckin coward sneakers cant play :DD Damn u must do a normal char :D

I feel like kinda this: https://www.youtube.com/watch?v=lBlgBwa_6DQ
Title: Re: Changelog 14/02/13
Post by: Ox-Skull on February 16, 2013, 11:58:19 pm
Sweet update,
No soul crushing lags so far. :D

The renaming of tents doesnt show in WM description.

I renamed a house/tent to Mining Camp, but it still displays Safe House,
Title: Re: Changelog 14/02/13
Post by: T-888 on February 17, 2013, 12:03:00 am
I was travelling by car on WM ...

(http://img42.imageshack.us/img42/1275/poorbastard.png) (http://imageshack.us/photo/my-images/42/poorbastard.png/)


suddenly we got a new car!

Mad fun feature.
Title: Re: Changelog 14/02/13
Post by: Wipe on February 17, 2013, 12:14:50 am
The renaming of tents doesnt show in WM description.

I renamed a house/tent to Mining Camp, but it still displays Safe House,
GUI limitations, will add it soon.
Title: Re: Changelog 14/02/13
Post by: Dark. on February 17, 2013, 12:35:55 pm
(http://img42.imageshack.us/img42/1275/poorbastard.png) (http://imageshack.us/photo/my-images/42/poorbastard.png/)


suddenly we got a new car!

Mad fun feature.
What a badass! Actually mine one was Highawayman, but at least that bug was just solved.
Title: Re: Changelog 14/02/13
Post by: Trokanis on February 17, 2013, 12:40:08 pm
Lmao 6 on 1, yeah total badass, but at least some punks over powered a weaker guy and got a free car right, that's what fonline is.  Glad they fixed it.
Title: Re: Changelog 14/02/13
Post by: Alexandrite on February 18, 2013, 03:37:36 pm
People are already abusing the tent maps and littering NCR with them...
Title: Re: Changelog 14/02/13
Post by: avv on February 18, 2013, 05:27:27 pm
People are already abusing the tent maps and littering NCR with them...

And? Nobody is forcing you to read them. You could do the same with jet.
Title: Re: Changelog 14/02/13
Post by: Trokanis on February 19, 2013, 01:34:21 am
People abuse EVERYTHING they can, it's just like when NCR was covered in brahmin shit.  If it's really a problem and it bothers you, pick up the maps and then drop them while on world map, they're destroyed and it's over with.  Or you can go out into an encounter and drop them so that all the grave diggers have something to find when they're camping Golgotha.  Yeesh, you think people littering is a new thing, and people in Fonline acting like noobs is a recent event?  :o :o
Title: Re: Changelog 14/02/13
Post by: Jorhan Stahl on February 20, 2013, 10:06:58 pm
I was wondering why when I left the world map open mid-travel (standing still of course, not actually moving), I could hear rats attacking. I thought I'd been playing the game for too long and when I went to make a coffee I was just going mental.

Also logged out in the wasteland and when I logged back in someone left a piece of fruit in my pocket. Strange fellow.
Title: Re: Changelog 14/02/13
Post by: DocAN. on February 20, 2013, 10:54:07 pm
Predators-check 1st post.
Title: Re: Changelog 14/02/13
Post by: JovankaB on February 20, 2013, 11:08:11 pm
Unsafe world map!

Predators are the mobs appearing after a while in encounter you entered.
They have nothing to do with enforced encounters when standing on WM.
Title: Re: Changelog 14/02/13
Post by: Jorhan Stahl on February 21, 2013, 08:57:28 am
Yes, i did read all that new info first.
It's pretty cool though. Makes even things like gathering junk even more intense.
Also like the idea of tent maps so swapping items between characters is easier. There'd be no point in alternate characters (well, almost no point) if every time you started, you had to take repair or any skills you use for crafting over and over with every character so you can get your things back.

I know you could item swap before with player bases and whatever, but still, when you're a new guy in no faction it's more of a pain in the arse.
Title: Re: Changelog 14/02/13
Post by: xsarq on February 21, 2013, 01:19:11 pm
those are great news! I especially like tent system.