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Other => FOnline:2238 Forum => Archives => News and Announcements => Topic started by: JovankaB on January 26, 2013, 08:25:11 pm

Title: Changelog 26/01/13
Post by: JovankaB on January 26, 2013, 08:25:11 pm
FIXES:
- Fixed guarded town exploit with followers "unintentionally" bursting players.
- Fixed construction site exploit allowing to save the resources used to build a new base.
- Extended Capacitor Battery, Plasma Pistol (Ext. Cap.) and Laser Rifle (Ext. Cap.) can be crafted with Energy Expert 2 profession.
- Changing default combat mode, by using ~combatmode (http://fo2238.fodev.net/wiki/Commands#Settings) command, does not require relogging.
- Fixed a bug which could kick a player out to the global map from the Old Warehouse special encounter.
- Fixed skipping turns for offline characters with Bonus Move perk.
- Throwing animation for plasma grenades.
- Fixed several small map bugs.

FEATURES:
- Implemented grave digging:
CHANGES (WIP):
- Slightly lowered knockback distance per damage ratio for shotguns.
- Radios can be disassembled (use the hand icon to change radio options).
- Changed and added item spawners in Glow.
- Ares mutants respawn time set to 30 minutes (it was 10 minutes).
- Minor interface changes.

EXTRA NOTES:
- Run the updater to obtain the new files.
Title: Re: Changelog 26/01/13
Post by: Mike Crosser on January 26, 2013, 08:27:10 pm
Am I evil for kinda liking the grave digging feature?
Title: Re: Changelog 26/01/13
Post by: Gimper on January 26, 2013, 08:27:22 pm
Wheres hinkly druuugs?!?!
Title: Re: Changelog 26/01/13
Post by: Kilgore on January 26, 2013, 08:28:09 pm
FEATURES:
- Implemented grave digging
Sounds...disturbing.
Title: Re: Changelog 26/01/13
Post by: AtomicWrangler on January 26, 2013, 08:28:28 pm
Thx for the update
Title: Re: Changelog 26/01/13
Post by: racoon on January 26, 2013, 08:28:41 pm
gravedigging? really?
Title: Re: Changelog 26/01/13
Post by: Gimper on January 26, 2013, 08:30:00 pm
well i like the idea of gravedigging, and good job on the other things too. But why.... no drugs....
Title: Re: Changelog 26/01/13
Post by: davrot on January 26, 2013, 08:30:41 pm
- Minor interface changes.
Anything modders should know?
Title: Re: Changelog 26/01/13
Post by: Wipe on January 26, 2013, 08:38:09 pm
- Minor interface changes.
Anything modders should know?

Just a small text reorganization in item long description (inventory window), nothing affecting .ini
Title: Re: Changelog 26/01/13
Post by: 100krotek on January 26, 2013, 08:43:09 pm
WHen is server bacK??
Title: Re: Changelog 26/01/13
Post by: Eternauta on January 26, 2013, 08:45:46 pm
Nice update, thanks.
Title: Re: Changelog 26/01/13
Post by: Jotisz on January 26, 2013, 08:54:05 pm
Nice fixes there its good that Ext cap works now.
I also like this new addition to the features it gives the game some more flavour.
Title: Re: Changelog 26/01/13
Post by: Ganado on January 26, 2013, 08:56:59 pm
Cool feature, it's really exciting to see something new like that. :> Also, glad to see that combatmode command works fully now.
Title: Re: Changelog 26/01/13
Post by: hejmr on January 26, 2013, 09:14:04 pm
Now Tespi's char "Gravedigger" will finally meet its destiny ;D Great update!
Title: Re: Changelog 26/01/13
Post by: T-888 on January 26, 2013, 09:36:03 pm
Digging graves

Great, another way how to obtain and grind items, that is just what we needed and the game needs ...

I like Glow and Ares changes though.
Title: Re: Changelog 26/01/13
Post by: DocAN. on January 26, 2013, 09:39:28 pm
Another Alts with this feature, Gravedigger1, Gravedigger2, Gravedigger3..... to check graves in all places in one time.

Solve the FR/Alts problem then add such stuff.
Title: Re: Changelog 26/01/13
Post by: LittleBoy on January 26, 2013, 09:57:28 pm
Rly? Its not joke? Where is my favorite brahmin update?
(https://i.imgur.com/UrmxO.gif)
Title: Re: Changelog 26/01/13
Post by: Tomowolf on January 26, 2013, 10:29:44 pm
Moo yeah, still kicking, thanks for the update!
(Gotta love to use those crafted shovels....)
Title: Re: Changelog 26/01/13
Post by: Ganado on January 26, 2013, 10:35:53 pm
Another Alts with this feature, Gravedigger1, Gravedigger2, Gravedigger3..... to check graves in all places in one time.
It doesn't sound like it is a farmable system like footlockers... sounds like a little "extra" thing that is found from time to time, I hope.

Edit: I read the feature as having graves show up in random encounters some times, not showing up in the graves in Redding or Den, etc. But that doesn't mean it's bad, it still seems like it will bring a good different aspect to the game.
Title: Re: Changelog 26/01/13
Post by: avv on January 26, 2013, 10:38:59 pm
Hold your ponies before you comment on gravedigging. It encourages players to enter unsafe towns. What else needs to be said of it?
Title: Re: Changelog 26/01/13
Post by: Kelin on January 26, 2013, 10:44:56 pm
I agree with avv, this is a promising feature.
Title: Re: Changelog 26/01/13
Post by: DocAN. on January 26, 2013, 10:54:44 pm
"There is a chance for items lost/left in encounters to re-appear in closed graves after some time."

For me it means, Redding, Golghota etc.

For sure there will be alts in towns like in bars now (companion checkers). Bluesuit wont risk anything and he will get "extra" stuff for nothing. With FR it will take less then 3mins.
Title: Re: Changelog 26/01/13
Post by: avv on January 26, 2013, 10:59:12 pm
For sure there will be alts in towns like in bars now (companion checkers). Bluesuit wont risk anything and he will get "extra" stuff for nothing. With FR it will take less then 3mins.

Where ever there are players and stuff, there will be pks to kill them. Killing companion checkers is pointless because they have nothing.
Title: Re: Changelog 26/01/13
Post by: DocAN. on January 26, 2013, 11:10:42 pm
Where ever there are players and stuff, there will be pks to kill them.

Yep a snekaer with 3 plasma nades in one hand and shovel in 2nd.

Without solving FR/Alts problem this feature will just force people to create new sneak/gravecheckers.
Title: Re: Changelog 26/01/13
Post by: T-888 on January 26, 2013, 11:14:28 pm
Where ever there are players and stuff, there will be pks to kill them. Killing companion checkers is pointless because they have nothing.

Yeah sure and camping some gear-less players to wait for them to dig out a grave and them kill them is more efficient. You will have just an alt there as everyone else checking those graves, even better you will do it with a sneaker.

Its bullshit rather than something promising.

For me it seems like more wasted effort from developers.
Title: Re: Changelog 26/01/13
Post by: Dark. on January 26, 2013, 11:36:33 pm
Nice update.
Title: Re: Changelog 26/01/13
Post by: Leim on January 27, 2013, 12:36:08 am
what about the family grave site encounter, is there a shovel there or and old shovel? I can't remember.
Title: Re: Changelog 26/01/13
Post by: JovankaB on January 27, 2013, 12:45:21 am
what about the family grave site encounter, is there a shovel there or and old shovel? I can't remember.

Good point, thanks - it was the old shovel. It will be changed after next update.
Title: Re: Changelog 26/01/13
Post by: sHoW. on January 27, 2013, 04:42:23 am
Why is still big problem fix problem with drugs? We was waiting for graves update? Really?
Title: Re: Changelog 26/01/13
Post by: Roachor on January 27, 2013, 05:16:49 am
Minus 500 rep and I got a flower and a mauser, you guys sure were right about graves being OP. ::)
Title: Re: Changelog 26/01/13
Post by: Grimmi on January 27, 2013, 07:20:04 am
hey where i can dig the grave?
only special enc?
Title: Re: Changelog 26/01/13
Post by: JovankaB on January 27, 2013, 08:30:05 am
hey where i can dig the grave?
only special enc?

No, all (accessible) graves in public locations, like Den, Golgotha etc.
Grave needs to be closed though or nothing will appear there.


Minus 500 rep and I got a flower and a mauser, you guys sure were right about graves being OP. ::)

I assume you were digging not during night and in the most crowded graveyard (Den).
Penalty should be much smaller in places with less NPCs around or at night. Although
yea, maybe it's too big.

Stuff comes from thing left in encounters (also on dead players), so there is a chance
for much better things but the most common probably will be jackets :)
Title: Re: Changelog 26/01/13
Post by: Trokanis on January 27, 2013, 08:47:40 am
Well I like the concept behind this update, pretty cool, Sadly just something the average player will make alts for and just run.  But it's a neat thing, and the Dev's can't be blamed for players noobishness.  Decent update keep going guys.
Title: Re: Changelog 26/01/13
Post by: kompreSor on January 27, 2013, 09:21:59 am
yes update but when add militia in TC town?
Title: Re: Changelog 26/01/13
Post by: Ganado on January 27, 2013, 09:24:40 am
...who wants militia back? Or rather, why would you want them back?
Title: Re: Changelog 26/01/13
Post by: shenbei8 on January 27, 2013, 09:25:02 am
thanks updates. it's cool !
Title: Re: Changelog 26/01/13
Post by: kompreSor on January 27, 2013, 09:31:24 am
...who wants militia back? Or rather, why would you want them back?
eee my gang? S8 gang maybe more, only BBS and SoT want to not militia.
when we get town, we can't defence this town becouse BBS or TNB have 2x poeple than all normal gangs!
Title: Re: Changelog 26/01/13
Post by: sHoW. on January 27, 2013, 09:43:15 am
Yea militia was good thing in TC was more interesting and that was more fun with killing them, take town(fight with players), and after it take best mercs what gang do and make them militia. Not just come to town capturing in fight with 1-2 relog waves and done. Think about it.
Title: Re: Changelog 26/01/13
Post by: McLooter on January 27, 2013, 09:51:27 am
In my opinion, militia was a good idea, but merc/slave militia was a bad idea:

Good things about militia:
- It promoted people to stay in town, thus promoting more PvP.
- It gave smaller gangs a bigger chance in TC.
- It allowed to build projects inside towns much easier.
- Normal militia bought by the sheriff was alright.

Bad things about militia:
- Merc/slave militia, the fact that you could add them anywhere, and attack where you desire. Also, the fact that they were ridiculously powerful where you had the option to choose what weapon they yield, especially for weapons like rocket launcher with mutants.
- Perks like: Super stonewall (Not being able to be knocked down by rockets or anything.) and Doom-weapons. (Their weapons don't require reloading, OP with RL.)
- Merc/Slave militias' boost in skills, damage, etc.

Just an opinion.
Title: Re: Changelog 26/01/13
Post by: Ganado on January 27, 2013, 09:56:41 am
True I remember how it did help with things such as the Redding activity tsar stuff.
Title: Re: Changelog 26/01/13
Post by: Lilian13 on January 27, 2013, 10:14:36 am
Thanks for the update !  :) Now ad the drugs in the the craft list and why not more high quality Blueprint such as AVENGER OR BROTHERHOOD ARMOR like before !!!!!!  ;D
Title: Re: Changelog 26/01/13
Post by: Hololasima on January 27, 2013, 10:17:09 am
eee my gang? S8 gang maybe more, only BBS and SoT want to not militia.
when we get town, we can't defence this town becouse BBS or TNB have 2x poeple than all normal gangs!

If you dont have enough people to control town, you dont deserve it then.
Title: Re: Changelog 26/01/13
Post by: Kilgore on January 27, 2013, 10:22:35 am
Militia & influence concepts were fine. I repeat: concepts. The only problem was that after they were implemented and possible exploits/flaws were well known, almost nothing was done to alter their mechanics.
Title: Re: Changelog 26/01/13
Post by: Mr. Dalas on January 27, 2013, 11:20:48 am
aaaaaah... updates re the server's fragrant bloom  :-*
Title: Re: Changelog 26/01/13
Post by: Muslim Obama on January 27, 2013, 12:24:44 pm
Even if u will Have 30militians with current system u wont Have any chance. We will just kill milita and even if few of us will fall down they will just fr to another character. I say - no to militia in prew system. If u want militia they should Have weak-med stuff and max 250-300 hp and Max 8 of Them
Title: Re: Changelog 26/01/13
Post by: Mike Crosser on January 27, 2013, 12:38:58 pm
Thanks for the update !  :) Now ad the drugs in the the craft list and why not more high quality Blueprint such as AVENGER OR BROTHERHOOD ARMOR like before !!!!!! 
Why?
I already wrote a wall about this suggestion.
It will only replace CAmk2 and make weaker armors such as MA and CAmk1 even more useless because there is an armor that everyone can have that is way better.
And avenger BP?Are you serious?
Title: Re: Changelog 26/01/13
Post by: LittleBoy on January 27, 2013, 01:00:43 pm
eee my gang? S8 gang maybe more, only BBS and SoT want to not militia.
when we get town, we can't defence this town becouse BBS or TNB have 2x poeple than all normal gangs!
there are only two gangs in game TNB and BBS ..
other gangs maybe exist but not active , also these two gangs have a lot of players only at night . You need 5 people maybe less to have control over all cities  ;)
Title: Re: Changelog 26/01/13
Post by: maszrum on January 27, 2013, 01:17:35 pm
there are only two gangs in game TNB and BBS ..

currently we have "end season" stage where only strongest left. same situation have place in every season, over and over again.
tones of equpment in bases and nothing to do, no one to fight with. form our perspective wipe its necessary, even without major changes in game. competition between gangs have place only at begining of the season.

udpate - cool, something is going on however  its not changing anything important and not solving any issues

btw. sunday 13:00 gmt+1, 60 players online and could be much more. there is nothing to do. i have no reason to log into game. same as dozens of other players.

farm? - dont need to
craft? - dont need to
rp? - really?
pvp? - really? where?
just play? how? what do to?

about tc.. as kilgore said, concepts were fine. thats sad no one was working on it.
Title: Re: Changelog 26/01/13
Post by: Trokanis on January 27, 2013, 01:47:13 pm
Meh it's been said, there are a million things that could be addressed.  I have even theorized that some of the bigger issues can't be changed because the Dev's in charge of them aren't here. (Crafting, FR, quests)  Still not a bad update, but I sadly have to agree it does seem to be more placating filler and less actual fixes.  Not that I mind filler, just other things are out there too.
Title: Re: Changelog 26/01/13
Post by: Kilgore on January 27, 2013, 02:54:27 pm
form our perspective wipe its necessary, even without major changes in game.
with that blueprint madness unchanged and crafting/gathering certain items not fixed, wipe would be only frustrating.
btw blueprints are another promising feature which was introduced just.. in a bad way.

just play? how? what do to?
you can search some graves for items, hehe
Title: Re: Changelog 26/01/13
Post by: DocAN. on January 27, 2013, 02:56:45 pm
Dont forget about dangerous shit shoveling.
Title: Re: Changelog 26/01/13
Post by: Tomowolf on January 27, 2013, 04:13:01 pm
Ghostiez clone or what?

mashrum you're right about that, sadly, noone got enough time to finish the unfinished.
Title: Re: Changelog 26/01/13
Post by: PolarBear315 on January 27, 2013, 05:01:28 pm
-How about craftable reg & adv work benches + rot & beer stills.
Cus that would kick ass.
We can craft rockets. But not a beer stil.

PS; Tomo,
Its so plainly ovbious you could just hold the accounts side by side and compair them huh?
Well, congradulations.
At least I dont log on two accounts and support my own posts.
*huk
Leader of the forum alts?   :-X

"U kno its true........"  :-*
Title: Re: Changelog 26/01/13
Post by: Tomowolf on January 27, 2013, 05:08:48 pm
-How about craftable reg & adv work benches + rot & beer stills.
Cus that would kick ass.
We can craft rockets. But not a beer stil.

PS; Tomo,
Its so plainly ovbious you could just hold the accounts side by side and compair them huh?
Well, congradulations.
At least I dont log on two accounts and support my own posts.
*huk
Leader of the forum alts?   :-X

"U kno its true........"  :-*
Where are you from, is it internet or what?
I cannot understand any of your posts.

PS. It says that you left your followers behind even if you told them to wait for you, Is it a kind of bug or it was planned?
Title: Re: Changelog 26/01/13
Post by: ghostiez on January 27, 2013, 05:56:46 pm
DOC 100% should be more effective. ect
GUN 100% should be more effective. ect

Really 100% like the game, its good.
It would be awsome if adv' was more avalible to everyone.
Everybody? yes intire'ity of fan base.
So far I got two people to join/try it.
And one of em said he luved it!
" I LOVE THIS GAME!!! "
TWO! but thats probley it. Cus, I dont go around barby talkin to everybody.
So, it wil probley just stay at two. Plus, how the fuck can I show off this game,
when I cant fucking get into gun runners  ( really easly  )
Fact you have to get gun runners rep = alt.
 @ _ @

As far as not being able to comprehead what I write that sounds of personal choice, not restricktion.
M for adults;
If you mod a game, rated M, it stays M, IMO.
"RAGE in the wasteLaNd!? Nooo wAAY!"

duuuuuudes.
* hops into the anchient phone booth
WAAAAAAAAAAAAAAAA BONZAI MF!!!!!!! zzzt!
( dies )

BILL AND TED FOREVER !!!! YOU F C ING 1990 crazies!!!!
JK, Rock on. Good game.
Ghostiez = X_X

- polarbear315
cheers

HEY, tomo, why not meet up with me for rp.
I'll buy you a beer.

( NOTE )
The followers. I thought it was to be clear you had them in youre party stil, if they was left at tent.
I lost a few in battel after exit but mostly they keep up.
-Evin to the grave-...And after
Title: Re: Changelog 26/01/13
Post by: DeputyDope on January 27, 2013, 05:57:24 pm
dafuq did i just read.
Title: Re: Changelog 26/01/13
Post by: Alvarez on January 27, 2013, 06:30:06 pm
Oh, and thanks for the finally implementing HQ Chem components!  ;D
Title: Re: Changelog 26/01/13
Post by: MormonJesus on January 27, 2013, 09:32:28 pm
Oh, and thanks for the finally implementing HQ Chem components!  ;D

 :o where i can get my hands on of some of these?
Title: Re: Changelog 26/01/13
Post by: Tomowolf on January 27, 2013, 09:33:42 pm
:o where i can get my hands on of some of these?
Glow/Ares.
Title: Re: Changelog 26/01/13
Post by: Besmrtnik on January 27, 2013, 10:12:43 pm
tomowolf is that a joke or really? adv. chem. components can be found in ares/glow?
it is not in writen changelog or I am blind
Title: Re: Changelog 26/01/13
Post by: Pandaeb on January 27, 2013, 11:22:27 pm
Pff... yet another thing for grinders (if considering Ares: for grinders in swarms) only.
Totally dissapointing update.
Title: Re: Changelog 26/01/13
Post by: Johnny Nuclear on January 28, 2013, 12:21:49 am
new spawners in glow may spawn small amounts of HQ chemical components, there will be more ways how to get those in future.
Title: Re: Changelog 26/01/13
Post by: Roachor on January 28, 2013, 01:02:23 am
Do you have stats on what % of the server pop actually goes to the glow?
Title: Re: Changelog 26/01/13
Post by: Glumer on January 28, 2013, 11:46:42 am
currently we have "end season" stage where only strongest left. same situation have place in every season, over and over again.
tones of equpment in bases and nothing to do, no one to fight with. form our perspective wipe its necessary, even without major changes in game. competition between gangs have place only at begining of the season.

udpate - cool, something is going on however  its not changing anything important and not solving any issues

btw. sunday 13:00 gmt+1, 60 players online and could be much more. there is nothing to do. i have no reason to log into game. same as dozens of other players.

farm? - dont need to
craft? - dont need to
rp? - really?
pvp? - really? where?
just play? how? what do to?

about tc.. as kilgore said, concepts were fine. thats sad no one was working on it.

If bbs and tnb is interested in make some pvp rules (cause devs are lazy to make them ingame by update), we can get back - its pointless to die in zilions character waves
Title: Re: Changelog 26/01/13
Post by: Kelin on January 28, 2013, 12:37:50 pm
Glumer, the problem is people are unable to make rules on their own. There will be always a group of people who don't want action unless they have a huge chance to win, I talked to many players willing to play only under this condition and they will rather quit playing this game than losing.

Without proper game mechanics ensuring everybody has the same chance to win regardless hours spent on grinding items, there will be always swarms, hundreds of waves and what not.
Title: Re: Changelog 26/01/13
Post by: maszrum on January 28, 2013, 01:42:32 pm
If bbs and tnb is interested in make some pvp rules (cause devs are lazy to make them ingame by update), we can get back - its pointless to die in zilions character waves

after 3 years of playing we tryied to make some agreements/rules between other teams and its not working. there ll be always some people who dissagree with others. waves? thats why are you not playing? thought its about numbers.. btw we are taking cities everyday by 6-8 players - no one showing up.
Title: Re: Changelog 26/01/13
Post by: Michaelh139 on January 28, 2013, 02:02:26 pm
after 3 years of playing we tryied to make some agreements/rules between other teams and its not working. there ll be always some people who dissagree with others. waves? thats why are you not playing? thought its about numbers.. btw we are taking cities everyday by 6-8 players - no one showing up.
There is no reason to show up, if only to relog 20x to fight, and waste exorbitant amounts of gear and time only to not win, because other team has more waves.

It's not fun.
Title: Re: Changelog 26/01/13
Post by: maszrum on January 28, 2013, 02:30:23 pm
its our fault that we have 5 waves and for example hawks have 2?
btw. for modoc you dont need so much alts, and we are not so numberous - try sometimes.
Title: Re: Changelog 26/01/13
Post by: T-888 on January 28, 2013, 02:39:07 pm
Its nobodies fault, it's how the game currently is.
Title: Re: Changelog 26/01/13
Post by: Trokanis on January 28, 2013, 03:24:08 pm
It comes down to someone making the choice to throw a bunch of pvp alts at a TC, and then after that everyone else having to just to compete.  It's the basic genesis of most the things going on in the game as we speak.
Title: Re: Changelog 26/01/13
Post by: Roachor on January 28, 2013, 06:20:23 pm
Unlimited faction size is a problem, if a faction could only have let's say 8 members and alts just get invites to see base, that way only 8 people max could count towards taking a town. Sure you could relog alts and keep fighting but you'd lose the town.
Title: Re: Changelog 26/01/13
Post by: avv on January 28, 2013, 06:35:56 pm
Unlimited faction size is a problem, if a faction could only have let's say 8 members and alts just get invites to see base, that way only 8 people max could count towards taking a town. Sure you could relog alts and keep fighting but you'd lose the town.

But then the excess members would still be present, even though they wouldn't count towards timer. In addition big factions would hoard all faction names.
Title: Re: Changelog 26/01/13
Post by: LeonTheNorse on January 28, 2013, 06:40:19 pm
Unlimited faction size is a problem, if a faction could only have let's say 8 members and alts just get invites to see base, that way only 8 people max could count towards taking a town. Sure you could relog alts and keep fighting but you'd lose the town.

And what if 2 of those added to that faction got kids and can hardly play, then two more work graveyard shift and so on. A gang is never made up of 8 or more people that play same time everyday together.

Better would be just remove fast relog, lets see mercs nerfed: No more wm arty.

millita gone: So no more can a gang stand in town fire one shot and send 20x 500 hp millita at a team of say 8.

Sure some crafters would rage over a 3min timer to relog, but then reduce crafting cooldown to balance it out.
Title: Re: Changelog 26/01/13
Post by: Dumb dumb on January 28, 2013, 06:59:17 pm
There's no more crafting timeouts as far as I can tell, but I might be wrong.
Title: Re: Changelog 26/01/13
Post by: Ganado on January 28, 2013, 08:58:11 pm
Maximum crafting timeout is 6 hours, so once you go over that you either relog to another character that also has those BPs learned, or deal with it.
Title: Re: Changelog 26/01/13
Post by: Michaelh139 on January 28, 2013, 09:55:25 pm
its our fault that we have 5 waves and for example hawks have 2?
btw. for modoc you dont need so much alts, and we are not so numberous - try sometimes.
I am not necessarily blaming you, just pointing out what's going on.

It is dev's fault.  The fast relog change came out of freaking no where and ruined the game.
Title: Re: Changelog 26/01/13
Post by: Wipe on January 28, 2013, 10:26:23 pm
The fast relog change came out of freaking no where and ruined the game.
Fast relog change came as a response to engine bug, which could make any character impossible to log in until next server restart. So yea; not a solution anyone want or even like (including dev team), but better than make half of playerbase ("half", becouse some players experienced it often, and some never had any problems with that) unable to play.
Title: Re: Changelog 26/01/13
Post by: Glumer on January 28, 2013, 11:09:42 pm
Fast relog change came as a response to engine bug, which could make any character impossible to log in until next server restart. So yea; not a solution anyone want or even like (including dev team), but better than make half of playerbase ("half", becouse some players experienced it often, and some never had any problems with that) unable to play.

Ok thanks, noone to today dont tell us reason for fastrelog. But its still sad
Title: Re: Changelog 26/01/13
Post by: JovankaB on January 28, 2013, 11:12:39 pm
Ok thanks, noone to today dont tell us reason for fastrelog.

http://fodev.net/forum/index.php/topic,26626.msg226216.html#msg226216
Title: Re: Changelog 26/01/13
Post by: Glumer on January 28, 2013, 11:21:40 pm
http://fodev.net/forum/index.php/topic,26626.msg226216.html#msg226216

Funny hiden somewhere in topic with another name. So what about adding timer after die? It will be nothing for crafters but it will help pvp.
Title: Re: Changelog 26/01/13
Post by: Mouse on January 28, 2013, 11:37:55 pm
Funny hiden somewhere in topic with another name. So what about adding timer after die? It will be nothing for crafters but it will help pvp.
I think this could work. Adding 1-3 minute timer after death (you cant log on another character) would affect only pvp.
Title: Re: Changelog 26/01/13
Post by: AtomicWrangler on January 28, 2013, 11:46:33 pm
1-3 minute timer after death (you cant log on another character) would affect only pvp.
This...would be really nice.
Title: Re: Changelog 26/01/13
Post by: LennY project on January 28, 2013, 11:53:02 pm
I think this could work. Adding 1-3 minute timer after death (you cant log on another character) would affect only pvp.

thats good idea. Not affect crafting. It could balance pvp +1 for mouse
Title: Re: Changelog 26/01/13
Post by: avv on January 29, 2013, 12:10:05 am
Bypassed by having a dual log fighter logged in, waiting over worldmap.
Title: Re: Changelog 26/01/13
Post by: T-888 on January 29, 2013, 12:34:35 am
Funny hiden somewhere in topic with another name. So what about adding timer after die? It will be nothing for crafters but it will help pvp.

http://fodev.net/forum/index.php/topic,26911.msg230843.html#msg230843

You can search for these kind of things actually, but yeah some global announcement topic for such hot topics would be great, like "hey, something is not working anymore and won't anytime soon, because it is this kind of problem, sorry for the inconvenience." Of course it would be a sticky topic and people could check it and don't inquire about the same problem countless times.

I think this could work. Adding 1-3 minute timer after death (you cant log on another character) would affect only pvp.

http://fodev.net/forum/index.php/topic,22221.msg184030.html#msg184030

Players won't accept such solutions because they have flaws, though If you ask me, anything is better than current situation. I'd rather face relatively small cells of cheaters and deal with them than continue to play in current fashion.

There are considered "better" solutions to some extent, but with the same flaws, so there is utterly no chance for such type of system to take place unless you persuade some higher beings here, like the developers, but I assure it is close to impossible.

Bypassed by having a dual log fighter logged in, waiting over worldmap.

This is a lot easier to detect and enforce rules, thought yeah I know I know, not perfect, not good enough. But you have to imagine banning some, for example, four full level capped characters on world map while fighting is happening in city, that pain. :)
Title: Re: Changelog 26/01/13
Post by: Ox-Skull on January 29, 2013, 01:20:43 am
Bypassed by having a dual log fighter logged in, waiting over worldmap.
I feel sorry for these players, so much extremes for a pissing contest.
Title: Re: Changelog 26/01/13
Post by: Trokanis on January 29, 2013, 10:20:57 am
Besides isn't dual-log still against the rules?  I know proxies and such make it hard to spot, but if they basically have to break the rules to get things done they sorta fail hardcore.  I did a search on fast relog forever ago never came up with that topic, so I agree that serious breaks in game like that should find a place more near the surface.  But FR is bad everyone knows. 

The gravedigging is an interesting filler thing, can't wait for other issues to be addressed.  Love the new item displays for tooltip, all the data in one click.

The whole "Because someone else did it, now we can or Have to." is arguably one of the biggest issues in the game, that leads to some of the major problems.  Someone chose to make a powerbuild to dominate in pvp, now everyone has to to even compete, A gang made a FR army to do TC now others have to, someone camps every known Traveller spawn so now you have to.  Gangs and people have alts farming mines well now everyone needs em to get stuff.  It's sadly the nature of the beast.  Given the choice 98% of people won't chose the harder path, no matter what it does to the eventual enjoyment of the game.
Title: Re: Changelog 26/01/13
Post by: T-888 on January 29, 2013, 11:11:30 am
Besides isn't dual-log still against the rules?

Its legit, just not in towns while fight is happening.
Title: Re: Changelog 26/01/13
Post by: JovankaB on January 29, 2013, 11:16:43 am
It's against rules in any situation when it's used to gain a direct advantage against other player(s).
It happens when a GM says you did it.
Title: Re: Changelog 26/01/13
Post by: Kilgore on January 29, 2013, 02:16:56 pm
It happens when a GM says you did it.
This is an absolutely epic statement :D

btw you could update http://fodev.net/forum/index.php/topic,1709.0.html
sometimes, to avoid confusion..

though, when I read something like post above, then I just come to conclusion - "nvm"
Title: Re: Changelog 26/01/13
Post by: Trokanis on January 29, 2013, 02:22:53 pm
This is an absolutely epic statement :D

btw you could update http://fodev.net/forum/index.php/topic,1709.0.html
sometimes, to avoid confusion..

though, when I read something like post above, then I just come to conclusion - "nvm"

The rules seem pretty straight forward and nothing Jovanka said was different.  It was only t-888 that seemed to think Dual-log was ok.
Title: Re: Changelog 26/01/13
Post by: T-888 on January 29, 2013, 03:20:55 pm
Oh man, the guy is playing the whole session and doesn't realize he can dual log. ;D

Rules are outdated, you should read more carefully.

I think you can comprehend what is the difference.

Quote
Using alts (that means dual log - playing with more than one character at time, even with two computers).
It's against rules in any situation when it's used to gain a direct advantage against other player(s).

Anyway, you write it here, but you have a hard time copy paste that to rules thread and then show the thread.
 
What the fuck is wrong with people here? ;D
Title: Re: Changelog 26/01/13
Post by: Trokanis on January 29, 2013, 04:03:31 pm
Besides isn't dual-log still against the rules? 
Kinda why I asked the question in the first place.

Meh I don't need to dual-log so I never bothered to search further than the Rules.  I figured if the rules had changed on the subject the Dev's would have updated the rules, Heaven forbid.  Besides having advantage over other players is a subjective statement and can be defined in many different ways.  Now that I know that you can dual-log, guess what I still don't need to, so it's no big deal.

I'm just waiting on whats next, cause the last few things have been pretty cool, or at least not horribad.
Title: Re: Changelog 26/01/13
Post by: T-888 on January 29, 2013, 10:32:44 pm
This leads to the next best topic!

I'm just waiting on whats next, cause the last few things have been pretty cool, or at least not horribad.

I'm still amazed how players can eat shit with a smile on their face.

Quote
Update 24/04/2079
- dialog fixes.
- new map is implemented, it is not available to you.
- you can use combat armors as car fuel.
- new crafting recipe added.
2x metal parts = wood

Yum, yum and yum.
Title: Re: Changelog 26/01/13
Post by: manero on January 29, 2013, 10:36:18 pm
I'm still amazed how players can eat shit with a smile on their face.

They are americans.
Title: Re: Changelog 26/01/13
Post by: Wipe on January 29, 2013, 10:57:00 pm
Quote
- new crafting recipe added.
That's actually true, there will be one new in next update :)
Title: Re: Changelog 26/01/13
Post by: T-888 on January 29, 2013, 11:03:10 pm
Quote
   
Update 24/04/2079

Did I guess the date at least?

So let us play a game, the rules are simple, we guess and you say hot, warm, warmer, freezing, cold, colder until we guess what it is.

new

Shovel?

I am trying to be unpredictable here, because nothing I expect is going to be that recipe. My rational mind says it might be for Combat Armor MK2, but deep down in my heart I feel that logic is not the way to go here, but instead creativity is.
Title: Re: Changelog 26/01/13
Post by: DocAN. on January 29, 2013, 11:16:45 pm

That's actually true, there will be one new recipe in next update :)

The glowing Gooo - for this who want some light in their bases :D
Title: Re: Changelog 26/01/13
Post by: Wipe on January 29, 2013, 11:19:48 pm
The glowing Gooo - for this who want some light in their bases :D
Taking brahmin shit to radiated area for some time to make it glowing? Interesting idea, noted :>
Title: Re: Changelog 26/01/13
Post by: Tomowolf on January 29, 2013, 11:23:31 pm
Taking brahmin shit to radiated area for some time to make it glowing? Interesting idea, noted :>
And steampowered shovel pleeeease.
Title: Re: Changelog 26/01/13
Post by: Wichura on January 30, 2013, 03:11:40 am
They laughed at my crafted shovels.

I laughed at their attempts of gravedigging without crafted shovels.
Title: Re: Changelog 26/01/13
Post by: Trokanis on January 30, 2013, 05:55:44 am
This leads to the next best topic!

I'm still amazed how players can eat shit with a smile on their face.

Yum, yum and yum.

I wonder if he actually read what he quoted.  Oh well.

I'm diggin the idea of glowing Brahmin crap, least then I have a reason to get radiated lol!
Title: Re: Changelog 26/01/13
Post by: Grimmi on January 31, 2013, 02:36:53 pm
Anyway its ajoke no update
CAn bozar or something in this value drop from grave?
Title: Re: Changelog 26/01/13
Post by: Kelin on January 31, 2013, 02:50:15 pm
If anyone else dies with bozar in encounter, then why not.
Title: Re: Changelog 26/01/13
Post by: Grimmi on January 31, 2013, 03:31:34 pm
You trying to tell me  when i die with APA MkII and someone find with SPECIAL fucking luck
my grave he can just take my items?
Title: Re: Changelog 26/01/13
Post by: JovankaB on January 31, 2013, 03:46:41 pm
You trying to tell me  when i die with APA MkII and someone find with SPECIAL fucking luck
my grave he can just take my items?

There is no need to "find" the graves. The graves are in the public locations not in encounters.
Luck doesn't matter. Items lost/left in encounters are put into a special recycler, then slowly
redistributed into the closed graves in graveyards (like in Den). But the chance that
a specific item will return is rather small and it may take a while, so it's not like you
can just check all graves after you die and get your stuff back. It won't work.

But yes, any weapon, armor, drug, key, blueprint or ammo that someone will lose in an
encounter may appear in one of the graves after some time.
Title: Re: Changelog 26/01/13
Post by: Zaakon on January 31, 2013, 03:53:09 pm
i know it should be in suggestions, but this topic is very close- so i suggest : I think shovelled shit should be noted as defeated enemies, one shovelled shit= +1karma in that area, some caps bonus for cleaning whole pen (u need to find hidden shits), shit shoveller perk: u get +10 caps per shit, brahmin shit should replenish more faster. Now im makin new shit shoveller build, he will be sneaker on jet and he ll have stonewall perk, quickpockets and high PE to see shits more clearly. IF u have some ideas just pm me :D
Title: Re: Changelog 26/01/13
Post by: Haraldx on January 31, 2013, 04:01:49 pm
words
You are clearly missing the meaning of everything...
Title: Re: Changelog 26/01/13
Post by: Grimmi on January 31, 2013, 05:34:56 pm
There is no need to "find" the graves. The graves are in the public locations not in encounters.
Luck doesn't matter. Items lost/left in encounters are put into a special recycler, then slowly
redistributed into the closed graves in graveyards (like in Den). But the chance that
a specific item will return is rather small and it may take a while, so it's not like you
can just check all graves after you die and get your stuff back. It won't work.

But yes, any weapon, armor, drug, key, blueprint or ammo that someone will lose in an
encounter may appear in one of the graves after some time.
YOu trying to say me when i i be killed then i can get the gear back ?
Title: Re: Changelog 26/01/13
Post by: JovankaB on January 31, 2013, 05:44:36 pm
YOu trying to say me when i i be killed then i can get the gear back ?

It's possible to get it back, but unlikely. The items are placed back into graves at a slow rate
and separately from each other and they might even not be placed at all. The recycler is cleaned
if it's overfilled. Most of the items in recycler are leather jackets and other junk left by players
in encounters, not items lost by dead players.
Title: Re: Changelog 26/01/13
Post by: Roachor on January 31, 2013, 06:53:05 pm
Keep in mind all the bluesuits who die holding old shovels and xander root will be the majority, anyone with gear worth taking gets looted. You'll be finding mostly grinding gear not pvp stuff.
Title: Re: Changelog 26/01/13
Post by: -Max Payne- on January 31, 2013, 06:56:54 pm
It's possible to get it back, but unlikely. The items are placed back into graves at a slow rate
and separately from each other and they might even not be placed at all. The recycler is cleaned
if it's overfilled. Most of the items in recycler are leather jackets and other junk left by players
in encounters, not items lost by dead players.

Why are experienced players taking about that? if i need armors or guns, i go kill someone in pvp or simple farming. You need an avenger? go kill bos. Find stuff in graves is a very good idea for new players who have difficult to farm alone or who can level up a crafter and found the BP. Now all players, all noobs, can go to golgotha with a fucking shovel and find a cmk2 and an avenger, that's really nice. But please, dont speak about that hour and hour, just test it, and if you love do it. Find a bozar? No chance. No one will come to reno pvp with this gun.
Title: Re: Changelog 26/01/13
Post by: Grimmi on January 31, 2013, 09:31:02 pm
Basically i dont need stuff but i just a need to have a adventure
something other than pvp or making Traps
Title: Re: Changelog 26/01/13
Post by: Bulldog on February 01, 2013, 01:47:20 am
Gonna make an alt just to dig the graves, awesome to see an update, thank you guys.
Title: Re: Changelog 26/01/13
Post by: -Fojtik- on February 01, 2013, 01:59:48 am
Have been worse times, this just next another opportunity to roleplay. I wanna see the progress of FO after next 4 years. Anyway, I am happy that I am out of this, GL to "devs team", whether it means whatever.
Title: Re: Changelog 26/01/13
Post by: avv on February 01, 2013, 02:18:57 am
You trying to tell me  when i die with APA MkII and someone find with SPECIAL fucking luck
my grave he can just take my items?

They are not your items anymore because you died.
Title: Re: Changelog 26/01/13
Post by: Sarakin on February 01, 2013, 02:57:38 am
How does the "recycler" buffer works ? FIFO, with anything overflowing the buffer being discarded ?
Title: Re: Changelog 26/01/13
Post by: JovankaB on February 01, 2013, 05:34:20 am
How does the "recycler" buffer works ? FIFO, with anything overflowing the buffer being discarded ?

I think you would like to know too much :P It's random.
Title: Re: Changelog 26/01/13
Post by: Grimmi on February 01, 2013, 06:34:38 am
They are not your items anymore because you died.
But they are mine before ;(
Title: Re: Changelog 26/01/13
Post by: Zaakon on February 01, 2013, 12:13:44 pm
i would like to thank you devs for the glow update :)
Title: Re: Changelog 26/01/13
Post by: Grimmi on February 01, 2013, 02:55:40 pm
What new in glow ?
Title: Re: Changelog 26/01/13
Post by: Eclair on February 01, 2013, 08:52:27 pm
What happened with trains? Machinists strike?
Title: Re: Changelog 26/01/13
Post by: Grimmi on February 02, 2013, 08:22:29 am
hihih they need more money for work
Title: Re: Changelog 26/01/13
Post by: Mike Crosser on February 02, 2013, 12:30:59 pm
What new in glow ?
HQ chem components spawn in there now.
Title: Re: Changelog 26/01/13
Post by: Grimmi on February 02, 2013, 12:37:01 pm
NO SHIT ?!!!!!!!!!!!!
Are trying to say me now buffout psycho or so be easy te get and this value be lower?
Title: Re: Changelog 26/01/13
Post by: Mike Crosser on February 02, 2013, 12:42:04 pm
new spawners in glow may spawn small amounts of HQ chemical components, there will be more ways how to get those in future.
Title: Re: Changelog 26/01/13
Post by: Roachor on February 02, 2013, 05:40:02 pm
NO SHIT ?!!!!!!!!!!!!
Are trying to say me now buffout psycho or so be easy te get and this value be lower?

lol yeah a trip to glow for a low chance to get enough components to craft one drug, so much easier than buying from a vendor.  ::)
Title: Re: Changelog 26/01/13
Post by: Gob on February 03, 2013, 09:57:39 am
I'm going to make a new character called Grave Rapist
Title: Re: Changelog 26/01/13
Post by: Mike Crosser on February 03, 2013, 12:50:52 pm
I'm going to make a new character called Grave Rapist
Pretty sure I saw a guy named like that in NCR a few months ago.
Or was it Grave Raper?
Title: Re: Changelog 26/01/13
Post by: Eclair on February 04, 2013, 11:31:09 pm
How can I contact with Wipe?

Cheers
Title: Re: Changelog 26/01/13
Post by: Mike Crosser on February 05, 2013, 11:26:53 am
PM?Irc?Email?
Title: Re: Changelog 26/01/13
Post by: Keksz on February 06, 2013, 09:07:43 pm
How can I contact with Wipe?

Cheers
You must sacrifice a blind virgin visioner girl.Her blood going to summon the mighty one for you.
Title: Re: Changelog 26/01/13
Post by: Tomowolf on February 06, 2013, 10:18:16 pm
You must sacrifice a blind virgin visioner girl.Her blood going to summon the mighty one for you.
Bunch of coal and cheap wine, and she'll respond.
Title: Re: Changelog 26/01/13
Post by: Redivivus on February 07, 2013, 11:54:05 am
Bunch of coal.
Mmm. Good old Inquisition bonfire. This might work.
Title: Re: Changelog 26/01/13
Post by: Michaelh139 on February 18, 2013, 01:29:07 am
I'm going to make a new character called Grave Rapist
Don't bother, some time back I tried making a character with the word rapist in it.

Got banned the day after it first visited NCR....

Oh yeah, don't go to NCR.
Title: Re: Changelog 26/01/13
Post by: JovankaB on February 18, 2013, 08:57:39 am
I think the fact that it's hard to synchronize big teams might be actually good. I think swarms
have way too much advantage anyway and it was too easy for 15+ people to just wait on signal
to attack anytime, not even being in the game but on IRC/mumble. If a horde of players doesn't
play but can easily squash anyone who appears in town if told some people are there I think
it's not really that great.

Unless it's 2 swarms who wait each other, but really if one swarm dies they could be back in less
than 5 minutes with the same characters if they really wanted. But they don't want to because
loot is looted and enemies healed, which is exactly how it should be IMO. So don't blame idling.

2 spawns were moved away from towns so pvp apes who want to be efficient in returning will have
to make new spawn bases / tents. I suppose in Den it slowed down people a bit.

Maybe it will encourage players to make smaller independent teams that actually play together
inside the game. Of course it doesn't change anything for teams who are in town already, but still.

So far from what I checked, number of real players in game seems to be ~85-95% now, the rest
is multilogs and characters on [off]. Before it was ~70-85%. I'm assuming proxies aren't used much,
but I might be wrong. I will have to observe players a bit more to say something about it. But
there are also players with same IP so maybe it evens out in the end.
Title: Re: Changelog 26/01/13
Post by: vinio on February 18, 2013, 11:27:08 am
In order for this new system to work this game needs much more supervision from the part of gms.And that needs to be done so the so called  multilogers gets what they deserve.PERMABAN
Title: Re: Changelog 26/01/13
Post by: JovankaB on February 18, 2013, 11:32:13 am
What would you need supervision for?

The best thing a cheater can do now is to keep multilogs hidden somewhere in unguarded
locations, which I don't think is very effective except for sneakers. And either they have
to use separate proxy for each character or never log off them, even for a second. It can
fail easily and would be clumsy to manage when fight starts.

Anyway, such people are much easier to detect, I will be banning PvP multilogs if I see any.
Title: Re: Changelog 26/01/13
Post by: Tomowolf on February 18, 2013, 12:10:53 pm
Well this kind of feature gives ability smaller teams enjoy (while they got only 1 or 2 pvp alts) PVP too, at cost of the shorter fights (Bigger gangs will come anyway in big numbers and will destroy enemy with no problem, but still - it is a fair fight, and the defending team got time to regroup while attackers are changing alts).
So I think this feature is really good, for a noob like me - who again starts adventure with PVP.
Title: Re: Changelog 26/01/13
Post by: Alvarez on February 18, 2013, 12:37:43 pm
What would you need supervision for?

The best thing a cheater can do now is to keep multilogs hidden somewhere in unguarded
locations, which I don't think is very effective except for sneakers. And either they have
to use separate proxy for each character or never log off them, even for a second. It can
fail easily and would be clumsy to manage when fight starts.

Anyway, such people are much easier to detect, I will be banning PvP multilogs if I see any.

I see swarm squads hooked on proxies, kept in movement by external scripts and guarded by dedicated predator exterminator alts with mercs.

Title: Re: Changelog 26/01/13
Post by: JovankaB on February 18, 2013, 12:39:16 pm
I see swarm squads hooked on proxies, kept in movement by external scripts and guarded by dedicated predator exterminator alts with mercs.

I will believe it when I see it.
Such stuff should be possible to notice by GMs online though, if it was common.
Title: Re: Changelog 26/01/13
Post by: vinio on February 18, 2013, 06:20:14 pm
What would you need supervision for?

The best thing a cheater can do now is to keep multilogs hidden somewhere in unguarded
locations, which I don't think is very effective except for sneakers. And either they have
to use separate proxy for each character or never log off them, even for a second. It can
fail easily and would be clumsy to manage when fight starts.

Anyway, such people are much easier to detect, I will be banning PvP multilogs if I see any.

Yes true but in order to ban them a gm must be online.hence the supervision im talking about
Title: Re: Changelog 26/01/13
Post by: Trokanis on February 19, 2013, 01:39:16 am
Here's a crazy thought, how about the players who see or deal with gangs using such ridiculous methods to do TC or PvP combat, simply laugh your asses off at them over and over because of how pathetic they are to need to do something so crazy just to win.  Really if only a few gangs do that shit, everyone else can point and laugh at them, sure when those gangs do it they will probably win, but people won't care because they had to basically do some crazy shit just to win.  I think they are pathetic and childish if they have to do it, it's sort of the same with Ape power builds but way too many sheep jumped on that train for people laughing at them to matter.
Title: Re: Changelog 26/01/13
Post by: JovankaB on February 19, 2013, 02:10:50 am
Here's a crazy thought, how about the players who see or deal with gangs using such ridiculous methods to do TC or PvP combat, simply laugh your asses off at them over and over

Splendid idea! They surely will be ashamed of their methods once they hear our laughs ;)
Title: Re: Changelog 26/01/13
Post by: Ivic777 on February 19, 2013, 02:19:57 am
Why idling time doesnt expire to players who are offline? To stay on the wm or in unsafe place is good idea for players who are online only. At least  when you have idling timer you shouldnt catch that stupid encounters when you are over some location!
Title: Re: Changelog 26/01/13
Post by: Michaelh139 on February 19, 2013, 02:39:53 am
Splendid idea! They surely will be ashamed of their methods once they hear our laughs ;)
They're shameless as it is.  Us laughing at them is hardly going to deter them.
Title: Re: Changelog 26/01/13
Post by: Trokanis on February 19, 2013, 05:08:43 am
I think that's what she meant lol, I could taste the sarcasm in her post.  Well we all know noobs gonna noob, if people have to go through all that trouble to win, they should go play Hello Kitty, it's more their speed. 
Title: Re: Changelog 26/01/13
Post by: Rage master on February 19, 2013, 10:17:08 am
This game is about pvp not quests or rpg projects.
Title: Re: Changelog 26/01/13
Post by: JovankaB on February 19, 2013, 10:21:50 am
Nobody stops you from PvP and if you really think shooting people immediately
after login is so much fun, I guess you will simply have to logout in Hinkley.

If you are offline you don't risk anything so you shouldn't be able to magically
appear from nowhere and jump at anyone in towns in 5 seconds.
Title: Re: Changelog 26/01/13
Post by: vinio on February 19, 2013, 10:30:07 am
Nobody stops you from PvP and if you really think shooting people immediately
after login is so much fun, I guess you will simply have to logout in Hinkley.

If you are offline you don't risk anything so you shouldn't be able to magically
appear from nowhere and jump at anyone in towns in 5 seconds.
i like this system so much that u should do it to hinkley also ;D
Title: Re: Changelog 26/01/13
Post by: Termap on February 19, 2013, 11:34:25 am
Really, nice update with a wonderfull feature instead of FR.
Title: Re: Changelog 26/01/13
Post by: Michaelh139 on February 21, 2013, 04:10:19 am
This game is about pvp not quests or rpg projects.
That is.... highly, highly debatable.

While it is no secret that development has been largely pvp oriented, pvp is but another component to RPG things in of itself.
Title: Re: Changelog 26/01/13
Post by: Alvarez on February 21, 2013, 07:01:49 am
Just a friendly reminder: RPG on 2238 doesnt stand solely for rocket propelled grenade.

But RPG is here in minority.
Title: Re: Changelog 26/01/13
Post by: Ox-Skull on February 21, 2013, 07:46:48 am
The PVP'ers are playing themselves, not any particular type of unhinged deranged killer.

MMORPG's never work, and never will.