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FOnline Development => FOnline Projects => Topic started by: Ravenis on July 01, 2014, 12:58:42 pm

Title: FOnline Forever [Your opinion matters!]
Post by: Ravenis on July 01, 2014, 12:58:42 pm
Hello :)
Yes, I know there is couple very advanced mods based on 2238 source, but I decided to start making not so modified mod.
Since you all need to admit ol' good 2238 was fun until it lasted.

So I'm starting new server. It's basicly default FO 2238 at the beginning.
Some minor changes are done already, and future plans includes example these things:

-Craftable skill implants, example head implant that rises your Small Guns skill by 10%. (implants have "tier" levels, so tier 1 is +10% and tier 2 is 20% and so on...)
-More craftable items with some special features. (About these items we can talk at the IRC channel)
-More missions/quests. (Always nice to have more solo material too)

I will developed this server much based to the community requests.

WEB: http://fonline.hadelmia.com (http://fonline.hadelmia.com)
Developers so far, Me.
IRC: #fonlinef @ quakenet (website home page includes easy to use webirc inferface also).

Regards
-Ravenis FOnline Forever Owner/Developer
Title: Re: FOnline Forever [Your opinion matters!]
Post by: fonliner on July 02, 2014, 10:58:40 am
Sorry man but there is already FOnline Reloaded which has a lot of fixes, improves and it is develop by amazing devs, Kilgore and cubik. I suggest you join this team and focus on one server than creating a next 2238 clone with small changes - similar with tla clones. There are too many servers and too little players in this community. That is my opinion.
Title: Re: FOnline Forever [Your opinion matters!]
Post by: Ravenis on July 02, 2014, 12:02:35 pm
Yes, I know there is couple very advanced mods based on 2238 source, but I decided to start making not so modified mod.

Like I said, I know that. But I have good chance to get decent playerbase too.

I know many people who doesn't like Reloaded also.

Regards
-Ravenis FOnline Forever Owner/Developer


Title: Re: FOnline Forever [Your opinion matters!]
Post by: John Porno on July 02, 2014, 03:45:29 pm
I think there have been at least 2 similar projects and they both disbanded soon after they started.

What people maybe have forgotten is that even 2238 had times in early-mid 2011 with an average online count of 10, and that was not because it was a whole different game back then. Simply because the 2238 forum had 917 people online at the same time at some point doesn't mean that hosting their server in itself will generate hundreds of players. Not even dozens.

While I'm still of the opinion that 2238 could be worked into a very enjoyable pvp game in just a couple of weeks without requiring any scripting knowledge, you have to realize that your project has to compete with at least fonline 2 and reloaded. As I see it, there are 2 general ways to go about it; you can either work on content or work on mechanics (or both). The typical "2238 with fixes" approach has already failed as there is no reason for players to come back to it. If you don't set your server apart from reloaded and fo2 by fundamentally changing the mechanics, you would require a big enough devteam to add enough content to compensate. In that case, you would also probably lose against tlamk2.

Anyway, this is enough of a rant already and I have no interest in stopping you from doing your own thing. I simply can't understand your reasoning and I guess I'm kinda trying to save you from your own misery when, in a couple of months, "the community" will be at fault for your project not working out.
Title: Re: FOnline Forever [Your opinion matters!]
Post by: Ravenis on July 02, 2014, 07:34:21 pm
I don't really care much about that comment tbh :) I have coded and kept different game servers for about 12y now, and it's a hobby of mine.

If I can't get players in here, it wont put me in misery.

Lets keep this forum clear of the comments like that, it doesn't benefit anyone.

Regards
-Ravenis FOnline Forever Owner/Developer
Title: Re: FOnline Forever [Your opinion matters!]
Post by: fonliner on July 02, 2014, 09:02:52 pm
Quote
FOnline Forever [Your opinion matters!]

We only wrote our opinions as you asked, so I think if it will be more interesting if you will develop single player version with storyline such as Van Buren (I can not wait to play this game) (http://fodev.net/forum/index.php/topic,29525.0.html). I think we do not need to next server but it is your vision and game so do what you want. Good luck.
Title: Re: FOnline Forever [Your opinion matters!]
Post by: JovankaB on July 02, 2014, 09:06:07 pm
Quote
even 2238 had times in early-mid 2011 with an average online count of 10

BS, in early-mid 2011 it was about 140 players on average not 10. And even in June 2012, which is what you probably meant, average count of clients connected was 47, which roughly means 35 real players online on average according to alt stats I was collecting later. So yea, not too many but not 10 for fucks sake (and the main reason I think was that the server was crashing every hour with 15-30 min. rollbacks, as soon as it was solved the numbers went up).
Title: Re: FOnline Forever [Your opinion matters!]
Post by: Ravenis on July 03, 2014, 07:52:31 am
We only wrote our opinions as you asked, so I think if it will be more interesting if you will develop single player version with storyline such as Van Buren (I can not wait to play this game) (http://fodev.net/forum/index.php/topic,29525.0.html). I think we do not need to next server but it is your vision and game so do what you want. Good luck.

I didn't mean pointless opinions like you two made, i said i will modify and make things to server what players wants and suggest.

Forums are up at website too now http://fonline.hadelmia.com/forums/ (http://fonline.hadelmia.com/forums/)
Title: Re: FOnline Forever [Your opinion matters!]
Post by: Ravenis on July 15, 2014, 11:44:52 am
Changes done:

-Much longer barter time.
-Shovelling shit can't make you super rich anymore.
-Removed blueprints.
-Removed relog waiting time.
-Removed Weakness time.
-Lockpicking doesn't have cooldown anymore.
-Obtain more materials from disassembling weapons and armors.
-Easier start, starting kit, leather jacket, mauser 9mm, 40x 9mm ammo and brass knuckles. +60 HP!
-NPC's drop what they carry, including armors.
-Triple XP.
-Permanent death. (Disabled for now)
-Base system for improved versions of weapons when crafting.
-18 New weapons including MP5, M16, Steyr Aug and so on..
Title: Re: FOnline Forever [Your opinion matters!]
Post by: Ravenis on July 15, 2014, 08:09:23 pm
Server wiped and ready for testing, new perks are not added yet.

FOnline Forever is very traditional 2238 with some nice new features.
Download the client from http://fonline.hadelmia.com/download.html (http://fonline.hadelmia.com/download.html) and dont forget to add new weapon graphics. Much more info at forums.

I hope we get good amount of players to test.

Welcome.
Title: Re: FOnline Forever [Your opinion matters!]
Post by: JovankaB on August 06, 2014, 10:57:51 am
Nice server. At least that's one I can play on my PC, which is refreshing.
I like that I started with mauser and knuckles, good idea to give players a bit more stuff on the start.

It definitely lacks a good starting quest though, available right from start for new characters.
2238 lacked that too, but with so little players in the game it's more obvious.
Title: Re: FOnline Forever [Your opinion matters!]
Post by: Ravenis on January 22, 2015, 01:02:57 pm
Alright, project is continuing.

I personally have limited time cause of my own MMO game project http://hadelmia.com (http://hadelmia.com) so i have been very busy with that lately, also i had quite shitty year, lots of irl troubles.

But we have good team ready to make maps and designing stuff for the game, idea is still the same, trying to keep server much like original but add more items, crafting etc.
Some new changes are:
-Level Cap is now back to 24.
-Everyone starts game from NCR. (starting quest will be added later).
-Starting gear kit now includes tent also to ease up starting the game.

What's to come:
-Balancing new weapons.
-Rework perks.
-New maps.
-Better crafting.
-New armor and weapon modifications. (example, longer barrel, bigger magazines etc)
-Some other minor things what are now at designing state.

WEB: http://fonline.hadelmia.com (http://fonline.hadelmia.com)
FORUMS: http://fonline.hadelmia.com/forums/ (http://fonline.hadelmia.com/forums/)
IRC: #fonlinef @ quakenet (website home page includes easy to use webirc inferface also).

Regards
-Ravenis FOnline Forever Owner/Developer



Title: Re: FOnline Forever [Your opinion matters!]
Post by: kompreSor on January 22, 2015, 02:49:08 pm
-Level Cap is now back to 24.
+1
Title: Re: FOnline Forever [Your opinion matters!]
Post by: fonliner on January 23, 2015, 01:01:02 pm
Good something new alive.
Title: Re: FOnline Forever [Your opinion matters!]
Post by: Fettel on February 15, 2017, 03:06:09 pm
Server is up http://fonline.hadelmia.com/

Discord channel https://discord.gg/EFjvhnC
Title: Re: FOnline Forever [Your opinion matters!]
Post by: fonliner on February 19, 2017, 11:48:00 am
Do you have any ideas for this server?
Title: Re: FOnline Forever [Your opinion matters!]
Post by: Fettel on February 19, 2017, 11:57:45 am
We will be posting ideas and such in forever forum (http://fonline.hadelmia.com/forums/index.php?board=3.0) sections.

but the basic idea is to develop it on a go and listen to the community for further improvements.
Title: Re: FOnline Forever [Your opinion matters!]
Post by: Ravenis on February 24, 2017, 11:39:05 pm
New website made by Stribe, looks awesome :) http://fonline.hadelmia.com (http://fonline.hadelmia.com)
Title: Re: FOnline Forever [Your opinion matters!]
Post by: Ravenis on March 05, 2017, 10:30:39 am
If someone could add this to your status list, it would be much appreciated.
Server address is: server.hadelmia.com port: 2238
Title: Re: FOnline Forever [Your opinion matters!]
Post by: Ghosthack on March 06, 2017, 09:20:30 pm
If someone could add this to your status list, it would be much appreciated.
Server address is: server.hadelmia.com port: 2238

Sure, I'll be doing an update of the status list sometime soon, just haven't had the time. There's a few other changes to the list that needs to be done too...

Thanks for the reminder!
Title: Re: FOnline Forever [Your opinion matters!]
Post by: Ravenis on March 10, 2017, 09:43:41 pm
Some changes so far ;)

Changes done:
-Most of the encounter trees are now choppable.
-New burst mechanics http://fonline.hadelmia.com/forums/index.php?topic=56.0
-Follower system changed to old FO 2238 like. You can get 1 follower per 2 points of charisma.
-All players will start next to NCR.
-Infinite barter time.
-Banks doesn't have money limit, so you can withdraw your money anytime.
-Removed limitation how much banks have money to prevent players to not able to withdraw any money.
-Removed blueprints (all items what needed blueprints are now craftable without them).
-Removed relog waiting time.
-Easier start, starting kit, leather jacket, mauser 9mm, 40x 9mm ammo, brass knuckles and a tent. +60 HP!
-Crafted items have chance to get different kind of bonuses.
-18 New weapons including MP5, M16, Steyr Aug and so on.

The Loot Update:
-Unchoppable firewood trees removed from most encounters
-Fixed Grab All at Hex for picking up Flint and the graphic, it wasn't really flint it was a totally unneeded -production item like apple trees
-Fix encounter spawn bugs (item always doubling at same loc) and improved code
-Fixed trap spread on encounter spawn and added variety
-Added variety to encounter spawns (more item types, less predictable placement of trees, etc)
-Fixed PID issue with new weapons
-Books give 4 sp per book and your TOTAL books read limit is now 50.
-Removed blueprints from most (hopefully all) containers and rebalanced loot, including adding many of the new weapons
-Encounter lockers and trees block pathing

Latest:
P95 now has long range and normal P94 plasma rifle has penetrate.
Applied plasma critical modifier to all plasma damage type weapons
Raised Lockpick cap to 200 and Science and Repair caps to 150
Poison no longer instant damage and does DoT based on poison level
Adjusted spawn rates to reduce amount of advanced power armor laying around, etc
Cave loot rebalanced by Luck
New weapons added to remaining spawn systems
Minor fixes to Flamer accuracy and burst spread/estimation
Bullet spray scatter over distance increased


Balaclava hides your identity :) (If you put mask on it will incognito  your character name from others.)
https://gyazo.com/d9edcc1172ddbda11515902263c468f8 (https://gyazo.com/d9edcc1172ddbda11515902263c468f8)
Title: Re: FOnline Forever [Your opinion matters!]
Post by: Lexx on March 16, 2017, 12:47:42 pm
Sure, I'll be doing an update of the status list sometime soon, just haven't had the time. There's a few other changes to the list that needs to be done too...

Thanks for the reminder!

Lazy Swede still hasn't done any work. :>
Title: Re: FOnline Forever [Your opinion matters!]
Post by: Ghosthack on March 16, 2017, 07:58:32 pm
Lazy Swede still hasn't done any work. :>

It's done http://fodev.net/status/server/forever/ :)

I've also featured the project in the latest news post (http://fodev.net/forum/index.php/topic,29929.msg261840.html).
Title: Re: FOnline Forever [Your opinion matters!]
Post by: Ravenis on March 16, 2017, 10:28:10 pm
server address is not fonline.hadelmia.com anymore it is server.hadelmia.com that is why it shows it is closed.
Title: Re: FOnline Forever [Your opinion matters!]
Post by: Ghosthack on March 16, 2017, 10:46:53 pm
server address is not fonline.hadelmia.com anymore it is server.hadelmia.com that is why it shows it is closed.

Not sure where you are seeing that the server address is fonline.hadelmia.com, http://fodev.net/status/server/forever/ shows the website and the correct host (server.hadelmia.com), furthermore the status update for Forever works:

(https://i.imgur.com/qAictdc.png)
Title: Re: FOnline Forever [Your opinion matters!]
Post by: Ravenis on March 17, 2017, 12:37:45 am
Actually it was my bad, had to clear my browser's private data, just refreshing the page didn't do the trick :-[

Anyway, thanks a lot for adding the server.
Title: Re: FOnline Forever [Your opinion matters!]
Post by: Ghosthack on March 17, 2017, 08:11:12 am
Actually it was my bad, had to clear my browser's private data, just refreshing the page didn't do the trick :-[

Anyway, thanks a lot for adding the server.

I see, no problem :)
Title: Re: FOnline Forever [Your opinion matters!]
Post by: Wichura on March 20, 2017, 08:22:00 am
Attracted by this thread and led by nostalgia I've gave this project a try. I will compare to other servers I've played on (2238 obviously, TLA mk2, FOnline2 and Reloaded). I had a few evenings to spare, so why not?

First of all - starting up with some gear sounds awesome, but what use I can have from Mauser since I've decided to make pyromaniac character and ignore small guns as they are for pussies? In one of Fallout 2 mods there was a similiar idea but it was fitting the skills tagged more or less.
Worldmap travel speed - oh heavens here we go again, crippled pregnant snail is crawling between cities, one of the reasons unknown number of people decided to quit 2238. What purpose does it bring? Map is huge comparing to FOnline2's one, getting Pathfinder helps, getting a car helps even more, but it's just bad by design.
Combat - haven't checked TB mode, stupid spawning in the middle of mobs crowd no matter your PE is still present though. FOnline2 had it solved ages ago.
Crafting - hooray, 18 new items! Wait, what? MP5? SWAT vest? Uzi? Like what the hell? What setting is this? Reminds me those Russian servers with all the weapons in the world and their dogs mixed together no matter they fit lore or not. Removing advanced workbenches from towns - well yeah, hi-tech workbench placed at the back of filthy store or in some fogrotten dirty shack always made me laugh at Reloaded. But why on Earth put it in 3 places only? Especially that Mariposa one doesn't bring any danger or threat (30 HP dogs outside don't count), just mindless point&click to run through a couple of maps and elevators. Was that about to limit common and easy crafting of tier 3 equipment? Seriously? To make improved flamer?
Mining/gathering - didn't bother to check mining on Reloaded myself, on FOnline2 it's made from scratch so it's totally different, but if I've figured it out right, resources in mines respawn elsewhere in a mine right after as you deplete a pile. All I had to do is grab a hammer, stay there for ages and keep digging. The exception is Ghost Farm where I've established a settlement for the first try - nothing respawned there since I've mined it few days ago. Unguarded mines - cool there's something to fight against, not-cool this active coursor thingie doesn't work good enough and you actually have to have hammer/hatcher/knife in active hand. FOnline2 requires just to have it in inventory and that's it.
Trading - nonsense legacy of 2238 traders strikes back. You can't sell 10 mm ammo here, but you can sell flamer fuel. Over there you do opposite. And there you can't sell shit probably. This is so bad I won't even spit on this idea anymore. Of course due to playercount between 0 and 5 all the vendors have bazillions of caps.
Playercount - I've managed to meet 3,5 characters during entire stay: two TKs-something guys, one mysterious stranger wearing a balaclava and a bot in NCR's Bazaar. Didn't expect anything else to be honest, I know how to read player stats so no surprises here. The unexpected thing was that balaclava guy though. This has to be an ultimate form of autism to cover your identity on a server with population close to none. Advantage of this - all mines, cities, vendors etc are yours, you can select a house in any city and just use it as a base. Shame there's no parking slot in Hub Oldtown, I really like one house there to become my castle. I've found someone's secret stash in Redding, obviously it's not a secret anymore.
You better move, You better move, You better move, Really, Really, Really - what year is this, 2010 again?
Quests - haven't found any new, some ashaming leftovers from 2238 (Metzger's suitcase, woohoo, I've dreamed about it since I was 12).

I've read through project's forum to find some info or planned changes and frankly I can't explain the purpose of this server.
- Should it be yet another Reloaded clone that you can play on for an evening or two if you feel fancy to sense the stagnant smell of rotten 2238 spirit again?
- Something for hardcore roleplayers that take no hostages, ban for typing "xD" or "lol", enjoy permadeath, harshness, hours spent on getting the simplest guns etc.? Like Wasteland2155 in its intentions? Kilgore may still be in a possesion of some files or sketches of this project, I wish it ever works (2155, not Kilgore). For now FOnline Forever doesn't provide anything for this type of players apart from complete emptiness anywhere you go. Nobody will bother you and your friends if you decide to roleplay a bunch of gambling junkies drinking booze and throwing knives in one of New Reno's casino.
- My Very Own Server I Can Be The Admin On?
- A niche for people missing "good ol' 2238 fun", whatever this might be?
- Turboautists wearing balaclavas even though nobody can see them?

To sum up - since this thread has started in middle 2014 (and it states this is when the project has started as well), I'd expect much much more than few minor changes on Reloaded/2238 source, taking a few lazy afternoons to be made. In a current shape I honestly can't recommend it to anyone (apart from people mentioned above) as I couldn't recommend late 2238 with all its retarded and broken features.

I believe you might add "Alone" to the name of FOnline Forever and you will be justified.
(https://i.imgur.com/lWZzLIG.png)
Title: Re: FOnline Forever [Your opinion matters!]
Post by: Ravenis on March 20, 2017, 02:46:10 pm
Well that is lot of criticism.
Project started in 2014 but ended soon after that, we started to work on this server about 3 weeks ago again with new team.
There is still lot to do.

I know servers like FO2 has been under development long time and so it is much more complete than this.

Your post is not really constructive criticism, but we will fix and adjust those things you mentioned. Don't know why you are so angry.
Title: Re: FOnline Forever [Your opinion matters!]
Post by: Wichura on March 20, 2017, 04:27:00 pm
Well that is lot of criticism.
There's a lot to criticise indeed.

Project started in 2014 but ended soon after that, we started to work on this server about 3 weeks ago again with new team.
There is still lot to do.
Why this hasn't been mentioned anywhere?
Way I see it as a former developer - you seem to miss the clear goal of what you want to make here. Not being funny but this is the answer you have to have before even starting. This was the case with FOnline2, this was the reason 2238 failed to survive. Changing random things based on random ideas of random people leads nowhere.

I know servers like FO2 has been under development long time and so it is much more complete than this.
FO2 has started for real in the middle of 2012 and has been released prematurely to public about year after, when 2238's closure was announced. Tons of hardwork done back then and now.

Your post is not really constructive criticism, but we will fix and adjust those things you mentioned. Don't know why you are so angry.
See, this is the mistake. You should tell me to bugger off or go be smartass elsewhere and you would do that if there's any roadmap of the "Forever project". I'm just a random bystander that bothered to check current shape of the project, I might be wrong or right, but I can't direct you not being a part of devteam. Which I can't be anyway, I had to resign from making FO2 years ago due to lack of time. Real life wins every game.
I'm not angry, I'm just honest.
Title: Re: FOnline Forever [Your opinion matters!]
Post by: fonliner on March 20, 2017, 08:01:08 pm
Good review, Wichura do next one with fonline After Times or how this another 2238/reloaded/fo2 clone is called.

Forever guys keep hard working but give us something more unique than few minor changes. Maybe turn into life suggestions from other servers' forums?
Title: Re: FOnline Forever [Your opinion matters!]
Post by: Wichura on March 20, 2017, 10:20:08 pm
Do you mean that? (http://fonline-aftertimes.net/) No promises sister, I can simply forget.

Maybe turn into life suggestions from other servers' forums?
Changing random things based on random ideas of random people leads nowhere.
I repeat - without charismatic leadership, bunch of hardworking folks and last but not least good well prepared setting of server it's not gonna work.
Title: Re: FOnline Forever [Your opinion matters!]
Post by: kompreSor on March 21, 2017, 10:21:29 am
Forever guys keep hard working but give us something more unique than few minor changes. Maybe turn into life suggestions from other servers' forums?
here (http://fodev.net/forum/index.php/topic,29857.0.html) is A lot my suggestions, part of them is just joke but like 75% is seroiusly suggestions.
Title: Re: FOnline Forever [Your opinion matters!]
Post by: AnarchCassius on March 21, 2017, 09:22:10 pm
First of all - starting up with some gear sounds awesome, but what use I can have from Mauser since I've decided to make pyromaniac character and ignore small guns as they are for pussies? In one of Fallout 2 mods there was a similiar idea but it was fitting the skills tagged more or less.

Varying the starting gear by tags would be a big improvement. I like that.

Quote
Worldmap travel speed - oh heavens here we go again, crippled pregnant snail is crawling between cities, one of the reasons unknown number of people decided to quit 2238. What purpose does it bring? Map is huge comparing to FOnline2's one, getting Pathfinder helps, getting a car helps even more, but it's just bad by design.

I like the realism and harshness of slow travel but we're increasing the speed until we can fill in the wasteland a bit more.

Quote
Combat - haven't checked TB mode, stupid spawning in the middle of mobs crowd no matter your PE is still present though. FOnline2 had it solved ages ago.

A bug or oversight in the source that will be fixed. There isn't a list of what is and isn't working in the SDKs so there is some testing needed to find issues.

Quote
Crafting - hooray, 18 new items! Wait, what? MP5? SWAT vest? Uzi? Like what the hell? What setting is this? Reminds me those Russian servers with all the weapons in the world and their dogs mixed together no matter they fit lore or not. Removing advanced workbenches from towns - well yeah, hi-tech workbench placed at the back of filthy store or in some fogrotten dirty shack always made me laugh at Reloaded. But why on Earth put it in 3 places only? Especially that Mariposa one doesn't bring any danger or threat (30 HP dogs outside don't count), just mindless point&click to run through a couple of maps and elevators. Was that about to limit common and easy crafting of tier 3 equipment? Seriously? To make improved flamer?

I totally agree with you on the crafting benches. The system is only halfway there and needs more thought.

As for items both the guns you mentioned are from Tactics. Even 2 had the Grease Gun in there with Gatling lasers. What setting is this? It's wasteland where people use anything they can get their hands on and maintain simple gun builds because it's easier. I want to put some more thought into who is using what and what guns are common but increasing the variety is a key goal of the server.


Quote
Mining/gathering - didn't bother to check mining on Reloaded myself, on FOnline2 it's made from scratch so it's totally different, but if I've figured it out right, resources in mines respawn elsewhere in a mine right after as you deplete a pile. All I had to do is grab a hammer, stay there for ages and keep digging. The exception is Ghost Farm where I've established a settlement for the first try - nothing respawned there since I've mined it few days ago. Unguarded mines - cool there's something to fight against, not-cool this active coursor thingie doesn't work good enough and you actually have to have hammer/hatcher/knife in active hand. FOnline2 requires just to have it in inventory and that's it.

Yeah I think mining is way too fast and clashes with the other changes to make crafting a bit harder. I don't see a problem with needing to equip a tool though, you still have second slot.


Quote
Trading - nonsense legacy of 2238 traders strikes back. You can't sell 10 mm ammo here, but you can sell flamer fuel. Over there you do opposite. And there you can't sell shit probably. This is so bad I won't even spit on this idea anymore. Of course due to playercount between 0 and 5 all the vendors have bazillions of caps.

So your problem is that vendors only buy certain goods, or that what they buy seems random?


Quote
You better move, You better move, You better move, Really, Really, Really - what year is this, 2010 again?

Yeah, they are pretty serious about blocking doors in the Wasteland. :)

Since I came from Reloaded this didn't even seem like a thing but I am happy to yank it if others feel the same. I mean we can push people can't we?

Quote
Quests - haven't found any new, some ashaming leftovers from 2238 (Metzger's suitcase, woohoo, I've dreamed about it since I was 12).

Working on the base game changes first so we know what elements work and how for making quests. They are coming. Sorry things are slow.

Quote
I've read through project's forum to find some info or planned changes and frankly I can't explain the purpose of this server.  - Something for hardcore roleplayers that take no hostages, ban for typing "xD" or "lol", enjoy permadeath, harshness, hours spent on getting the simplest guns etc.? 

Scratch permadeath and ban for lol and that isn't far from what I would like. Reloaded seems like a race to the tier 4 gear then PvP. It doesn't feel like a Wasteland.

Right now there is a lot of experimentation. We want to make the stats and skills more even instead of making a server where there are a handful of viable builds. We want the lower tier gear to actually see use. We want mechanics more like the old games. We intend to add more perks and remove the uninteresting "Even More" versions.

Reloaded turns me off with no use for Cha or Int and no hard cap on skill. FOnline2 turns me off with it's tons of achievements for every player killing the same specific bosses. The idea is to design a character, not grind one. And if that sounds overly harsh on the other servers I'm just saying what I don't like and pointing out why I feel Forever is a needed alternative.
Title: Re: FOnline Forever [Your opinion matters!]
Post by: Wichura on March 22, 2017, 08:08:06 am
Reasonable answers, that's what I like. Thank you.

Varying the starting gear by tags would be a big improvement. I like that.
Yeah, but I'm gonna start new characters over and over to "farm" equipment this way. It happened already on 2238, people were creating loads of alts due to packs of cigarettes or whatever it was appearing with every new character.

I like the realism and harshness of slow travel but we're increasing the speed until we can fill in the wasteland a bit more.
I strongly recommend to check FOnline2 worldmap desing. No bragging here, just to see the idea. Map is redesigned completely, sectors are bigger, travel speed is higher, so in the result
a) cities are closer to each other
b) map is smaller in general
c) it's easier to encounter another player
For population between 50 and 150 it's more than enough. It won't be much higher anymore, FOnline attracts mostly oldfags like me, with optional autism like mine. Not much of players this type around.

A bug or oversight in the source that will be fixed. There isn't a list of what is and isn't working in the SDKs so there is some testing needed to find issues.
It needs complete rework, again - FOnline2 has it solved so the higher PE is, the more away from the middle of encounter map a character appears.

I totally agree with you on the crafting benches. The system is only halfway there and needs more thought.
I believe you have a fresh draft of such system already? Or you just tweak the existing one?

As for items both the guns you mentioned are from Tactics. Even 2 had the Grease Gun in there with Gatling lasers. What setting is this? It's wasteland where people use anything they can get their hands on and maintain simple gun builds because it's easier. I want to put some more thought into who is using what and what guns are common but increasing the variety is a key goal of the server.
I find it easier to dig some rocks, chop some wood, gather some fruits, make a flamer and burn motherfuckers, burn.
Trouble is it looks very random now - let's take some Tactics guns, some lasers, some whatever and hope for the best. Curiosity will make people try these out, but then it ends up same as always - the most effective weapon becomes the common one.

Yeah I think mining is way too fast and clashes with the other changes to make crafting a bit harder. I don't see a problem with needing to equip a tool though, you still have second slot.
Point is tool needs to be in active slot in order for active cursor to work.
FOnline2 doesn't have mines at all. How do you mine? Go outside, find caves, kill what's inside, dig rocks, rinse and repeat. The beauty there is you don't need cooldowns for anything as time spent on finding resources is a cooldown itself. Also mining bots have no use. And last but not least there's a chance to meet another player, which might be a pain for newcomers trying to put their hands on a first gun ever. But cancerogenic community of spoiled brats and plain assholes is all alike across FOnlines of all kinds, it's not game's design fault.

So your problem is that vendors only buy certain goods, or that what they buy seems random?
My problem is I come to a store with large "GUNS" sign on it and guy inside doesn't accept goddamn ammunition or some weapons because screw you. Like what kind of business plan is this?

Yeah, they are pretty serious about blocking doors in the Wasteland. :)

Since I came from Reloaded this didn't even seem like a thing but I am happy to yank it if others feel the same. I mean we can push people can't we?
I'm still not sure if NCR guards shoot you if you have a hammer in hand and try to enter inner city. PUT DOWN YOUR WEAPON NOW! What weapon, this? Bang, you're dead!

Working on the base game changes first so we know what elements work and how for making quests. They are coming. Sorry things are slow.
No further explanations needed, been there, seen that.

Scratch permadeath and ban for lol and that isn't far from what I would like. Reloaded seems like a race to the tier 4 gear then PvP. It doesn't feel like a Wasteland.
There was a project named Wasteland2155, I can't provide any link now as they are all gone. Anyway the idea was to make a true RP hardcore server, with player accounts requiring admin's acceptance, lore of character written in proper English before that, some GM-run story plot, tier 2 as maximum and many many more. It's real shame it didn't work out.

Right now there is a lot of experimentation. We want to make the stats and skills more even instead of making a server where there are a handful of viable builds. We want the lower tier gear to actually see use. We want mechanics more like the old games. We intend to add more perks and remove the uninteresting "Even More" versions.
... and we listen to player needs and suggestions, you've forgot to mention.
Point is you can't do that. You can't listen to random people that probably never worked on any FOnline project, have no imagination whatsoever and/or just demand X or Y to make it happen now, right here.
You've started to fiddle with Reloaded source as it's I believe well documented and it's quite easy to find a support. Great, now what makes people play this server? How different it is or will be in a foreseeable future from existing ones?
I wanted to make a FOnline server based on Glukhovsky's "Metro" universe, even started the thing with maps, custom graphics and concept but then real life came up saying "hold on, I've got a serious job for you". I wanted to make a server based on "Living Dead" movie series, a kind of survival horror game where you need to sneak through, stay quiet and hidden or zombies/ghouls/whatnot will come and chew your arse. Didn't even go beyond that sentence in this case.
Now I just want a pony. Never had a pony and this idea has a slight chance to become true. Like 5% or so.

Reloaded turns me off with no use for Cha or Int and no hard cap on skill. FOnline2 turns me off with it's tons of achievements for every player killing the same specific bosses. The idea is to design a character, not grind one. And if that sounds overly harsh on the other servers I'm just saying what I don't like and pointing out why I feel Forever is a needed alternative.
Yeah, but so far it's just a wishful thinking, high hopes, great expectations and no clear path to follow. Way I see it 2238 died because of this - no clue where are we heading to. Majority of these Brand New Shiny Projects That Developers Listen To Players looks all alike:
- download Reloaded source
- change a thing or two, maybe even make some maps (which is the easiest of server related tasks, even though a bit time consuming)
- announce new project on forum
- start the server
- mess up with admin rights for a while, it's so much fun
- gather up on NCR's Bazaar
- Well gents, what's next? What do we do?
- [cricket sound]

Tons of achievements - well come on, it's like five or so bosses to actually kill and achievements gained this way give you a good feel inside your tummy rather than serious advantage.
It's actually six of them (https://wiki.fonline2.com/Category:Perks#Achievements).
Title: Re: FOnline Forever [Your opinion matters!]
Post by: Lexx on March 22, 2017, 11:04:36 am
I am still waiting for someone to make that pokemon-like FOnline game. Running around, catching critters, training them and battle other players. :>

If it's made well, with a good and clean interface, I can see potential in this. :>
Title: Re: FOnline Forever [Your opinion matters!]
Post by: Ghosthack on March 22, 2017, 07:54:19 pm
I am still waiting for someone to make that pokemon-like FOnline game. Running around, catching critters, training them and battle other players. :>

If it's made well, with a good and clean interface, I can see potential in this. :>

;D

https://www.youtube.com/watch?v=gIPWDTixabg 
Title: Re: FOnline Forever [Your opinion matters!]
Post by: AnarchCassius on April 08, 2017, 11:49:07 am
Hello dear wastelanders!

We wanted to update everyone on current plans that are under the development at the moment.

We have been listening to our community to further improve the game itself.

Here are some features to expect in the future.

- Weapon balance (after month or so testing, now we have some weapon balance to do. To further improve the overall balance in PvP and PVE, and of course there has been lots of discussion about the current burst mechanics, which we have been tweaking quite a lot recently. We are still trying to come up with perfect balance with it.

Chem Changes:
 - A few weeks back we added a new set of chems and reworked the system. This is not the end of changes regarding the chems however. Jet Beta will be added (2 AP -2 PE -1 ST, triple current Jet duration) as well as more means of dealing with the addiction and withdrawal penalties. Additionally Overdosing will become a possibilty, adding another element of balance to the chem systems.

About Maps:
There will be new maps in the future, now we have added new event map for ghoul wave defence.

Upcoming map:

Concord Naval Weapons Station: Almost closed in the early 2000s this base became increasingly important as a shipping facility during the Resource Wars. The facility stored munitions for nearly every naval weapon system intended to be shipped to Alaska and other hotspots. While badly hit by Chinese missiles much of the base remains intact underground. The inland area is firmly in the control of Navy war robots. While they maintain the base they are insane from electromagnetic damage and fire on anything more mobile than a spore plant.
The Port Chicago tidal area was less fortified and is in worse shape. The delta has begun to reclaim this part of the base and mutant animals (winnamingo?) have taken up residence.
Both sections feature above ground areas intended for long range PvE. Inland area features several underground regions with lots of loot so PvP chars may consider ambushing those emerging. Actual weapon drops are limited and mostly big guns but huge amounts of ammo and special military components can be found here. This may be a location to acquire key pieces for an eye bot or sentry robot follower.

About perks:

First, certain perks are getting axed, particularly FOnline specific perks that are just better versions of pre-existing perks. Two in particular bother me; most of the other More, + or ! perks at least boost something that needed it, I'm not sure why these were ever added.

Even Tougher: This is one of the main causes of people being too hard to kill imo.

Instead of More Ranged Damage, Center of Mass will be added, similar effect but weaker for bursts and nicer for other weapons. No going to help headshots but you gotta make descisions.

We are thinking about a new Perk to raise the dmg multiplier itself over what the crit table result is. Suggestions for a name are accepted.

New perks:

Sniper : 15% on critical chance rolls with small guns.

Up and Close: Extra damage from one hex.   
           
Marksman: increase gun range 20%

Center of Mass: you do an additional 10% damage when targeting the torso.     
                 
Self-Experimentation: Any chems you take last twice as long. (this is Chemist from NV with a less confusing name)

Old World Gourmet:   You have 25% less chance of Addiction and gain double Health from Snack Foods and alcohol.

Drunken Master: 20% Close Combat while intoxicated

Cautious Nature: Huge boost to the starting distance. Stops you from spawning in the middle of encounters, like pretty much ever.

Other things:

- Molotovs will be affected by the Pyro perk and affect multiple hexes.  Also some new visual regarding Fire/burning, a Burning status effect and flaming hexes from molotovs.
(https://i.gyazo.com/7522cff9f5c86e6e9076500fb46b930e.png)

- Other statuses from Tactics are being added besides Overdose. Concussed and Winded will be added to the critical tables providing more use for status infliction.

These are pretty much what we are working for the near future. Of course there will be more new updates soon, and we will be sure to mention them too as the time comes.

- Fonline Forever team
Title: Re: FOnline Forever [Your opinion matters!]
Post by: Ravenis on April 14, 2017, 05:21:57 am
Added Tear Gas Grenade, it's using same area effect system as Molotov Cocktails. When you are effected by gas, you get temporary eye damage and you can't run until effect is on.
(https://puu.sh/vjDjJ/1522605edb.png)
Title: Re: FOnline Forever [Your opinion matters!]
Post by: fonliner on April 14, 2017, 01:40:16 pm
How about more ambitious plans? Are you going to work on something extra like new dungeons, overhaul cities, town control change etc?
Title: Re: FOnline Forever [Your opinion matters!]
Post by: Ravenis on May 12, 2017, 10:14:44 am
First dev blog video.
https://www.youtube.com/watch?v=aI5-Ix3usEw (https://www.youtube.com/watch?v=aI5-Ix3usEw)
Title: Re: FOnline Forever [Your opinion matters!]
Post by: Ravenis on May 15, 2017, 03:36:16 am
First version of Market system implemented. Marketeer vendor currently in NCR.

Couple screens here.
(https://i.gyazo.com/44f3423901bc0c098d87cd6af6df62a1.png)
(https://i.gyazo.com/ca0b1d9820f9224697d2aeecd06b1618.png)
(https://i.gyazo.com/043c9085d136b9bdbc68b93f7acf9075.png)
Title: Re: FOnline Forever [Your opinion matters!]
Post by: fonliner on May 15, 2017, 02:19:10 pm
Is it player based market? It looks really nice.
Title: Re: FOnline Forever [Your opinion matters!]
Post by: Ravenis on May 16, 2017, 09:26:41 am
It is yes, our goal is to make player driven economy in actual season 1.

Here is video made by TKS-Mantis about it.
https://www.youtube.com/watch?v=Rhz1hcKiQiA (https://www.youtube.com/watch?v=Rhz1hcKiQiA)

Currently features has been improved, like you can place unit price when selling stacked items.
Title: Re: FOnline Forever [Your opinion matters!]
Post by: Ravenis on May 17, 2017, 03:07:34 pm
Leveling npc added in NCR until test season is finished.

We have still crafting overhaul and few adjustments to do.
Title: Re: FOnline Forever [Your opinion matters!]
Post by: Ravenis on June 25, 2017, 03:20:22 pm
Wipe will be first of july 2017 (Start of actual season 1)
Changelog coming soon.

Forever will be hard and true wasteland. If you like challenge and not to get bored after a week by having best gear in the game, this is place for you.
Title: Re: FOnline Forever [Your opinion matters!]
Post by: Ravenis on July 01, 2017, 11:35:03 pm
Wipe full changelog first of july 2017 (Start of actual season 1)
 
FOnline Forever will be a true wasteland, high tier items will be hard to get, and new player driven economy with market and crafting system make sure players can earn actual caps with crafting.
If you like a challenge and not getting bored after a week by having best gear the game can offer, then this is place for you.
 
Character Mechanics changes
 
Implant system
Implants and slot system is a new feature, it allows you to boost your stats or give some special abilities.
Only one modification can be implanted at once. A character is able to have only one implant per slot installed, there is 4 slots.
Slots: 1. Defensive, 2 Medical, 3 Support and 4 Attribute.
 
Level cap is 40, SP and HP gains reduced by 50% after level 30.

Reduced starting HP to 60 before SPECIAL

Crafting Overhaul
 
Crafting overhaul will add several new workstations like ammunition presser for ammo making etc, resource collecting will be much more important than ever before.

Lots of new resources and much more complex crafting recipes.

No safe mines anymore, resources can be found in mountain encounter maps and caves.

Electronic ammo manufacturer. Needed for non gunpowder based ammunition.

Ammo presser. Needed for tier 1 and 2 gunpowder based ammunition.

Advanced ammo presser. Needed for tier 3 and 4 gunpowder based ammunition.

Forge. Needed for smelting ores, steel etc.

Small Arms Assembler, needed for some advanced SG

Heavy Weapons Assembler, needed for some advanced BG

Energy Weapons Assembler, needed for some advanced EW

Armor Assembler, needed for some advanced armor

Generic Assembler

Chemistry Station

Robotics Assembler, create robotics items and followers
 
New Items
 
Weapons
Added Broken Bottle, Iron Pipe, Micro Sledge, Sapper, Razorclaw, and Machete added. Micro Sledge, Sapper, Razorclaw, Machete
Added Boomerang, Chakram, Dart, Shuriken, Deco-Filament, and Lacerator.
Smoke Grenade added
Tear Gas added
New ammo types: .44 AP, .50 Cal DU, 50 Cal Beowulf, 9mm AP, 9mm JHP, 7.62mm AP
 
Skill Changes
Gambling skill is replaced with Speculation skill, it will cover all luck based stuff currently in a game.
 
New Features
 

Market system
The market can be used by players to buy and sell items.
Players can place items on sale for other players to buy. When the transaction is fulfilled the buyer receives the goods immediately, and the seller receives the payment next time they visit the market.
Players can also place buy orders for certain items. In these cases the buyer decides the price and amount.
 

New perks
Comprehension, Flower Child, Voracious Reader, Up and Close, Self-Experimentation, Marksman, Old World Gourmet, Way Of The Fruit, And Stay Back, Shotgun Surgeon, cyborg.

More Ranged Damage is replaced with Center of Mass

Brutal Weapon Perk added. Brutal weapons have their critical damage multiplier increased by 1 on all criticals.

Suppressive Weapon Perk causes a short inability to run on targets hit by a burst who fail a Luck roll.

Suppressive Weapon Perk added to: AK47, PKM, M2, G36, Uzi, M16

Barret changed to Scoped, many weapons gained perks

Miner for Life: You have spent your life in mines. You are strong, but you seem to be always little behind the others. You get a 15% bonus to Close Combat and Speculation, +10 to melee damage and increased carry weight, but have a -2 penalty to Agility and attacks cost 1 more AP.

Perk Changes

Strong Back, Snakeater, Rad Resistance, Pickpocket, Pack Rat, Light Step, Magnetic Personality, Master Thief, Educated, and Demolition Expert have been changed to level perks.

Removed Even Tougher; added Cyborg.

Removed Dodger+, Healer+, Heave Ho!!, HtH Evade+, and Even More Criticals.

Trait Changes

Chem Reliant works as in Fallout 2

Bloody mess replaced by Miner for Life trait

Good Nature changed ( You get 15% bonus to First Aid, Doctor, Barter, Speech and Repair skills, but get 15% penalty to all fighting skills.

Game Mechanics
 
Poison

Instead of maxing out at a certain point and applying the damage instantly the max poison level is higher than usual.  the more poison you have the faster the time between damage (this caps after a few hundred poison) and the more damage you take each time. you also loose poison faster since damage is based on poison lost. Basically the more poison you have the faster it processes
 
Bursting Weapons
At 1-hex all of the burst has a chance to hit the prime target; at one third of maximum range and beyond only one third of the burst does. The remaining rounds go left or right and the transition is smooth across distance, for example around two thirds of the burst has a chance to hit the prime target at one sixth of maximum range. This spread does not apply to 12 gauge and .223 ammo type weapons.
For each line failed hits are checked against the next nearest critter in the line until a target is hit or there are no targets in the line to check.
Burst damage is reduced to 90% of normal, after DT/DR calculations.
The maximum success chance is 90%, not 95% (to simulate the “streamlined roll” in PnP and balance things)
Bursts get a penalty of -2% to hit per hex from the target.
Miniguns are no longer “Accurate” and get “Rapid Fire”, a new weapon perk that halves the burst accuracy penalty.
Burst criticals no longer work different from other critical calculations, which gave bursts higher than average crits and accuracy. A master crit roll determines whether 50% of the bullets crit and what, if any, special effects from the table are applied. The remaining 50% of bullets check for critical damage only, individually and independent of the master roll.
 
One Hexing is still the most effective damage wise, but somewhat reduced from before. Short range attacks can be almost as devastating. Medium range attacks with good skill can land many more bullets on one target under this system, making them a decent choice. Long range attacks are most affected by the burst penalty and will scatter rounds on other targets. Miniguns in particularly keep to nearly 1-hex effectiveness for a good distance thanks to their new perk but no longer have an accuracy bonus at close range
 
Overdose system
Addictive chems add 50 + 3 x addiction chance overdose points when used. 10 overdose points are healed every time HP regen occurs. At 500 overdose and higher there is a chance of becoming Overdosed when using chems. Overdosed characters take damage over time; Overdosed can be healed with Doctor but this does not reduce overdose points. At 1000 overdose and higher there is a chance of becoming knocked out when using chems. At 1500 overdose and higher there is a chance of dying when using chems. Chem Resistant halves overdose points from addictive chems.
 
Fixes

Fixed some bugs on encounter maps (inert trees, missing cliff wall)
Fixed bugged gas station map
Fixed issues with projectile explosions, animations and ammo consumption. Also throwable explosion problems are now fixed.
Afterburner addiction text fixed
Faction making fixed
Fixed Grab All at Hex for picking up Flint and the graphic.
Fix encounter spawn bugs (item always doubling at same loc) and improved code
Fixed trap spread on encounter spawn and added variety
Fixed PID issue with new weapons
Fixed Desert Combat Armor bug
Fixed Desert Hunter Encounter bug
Dungeon locker and vendor re-spawns fixed
Fixed rare spawn rate on ruin lockers
Force Field disrupting fixed
Fixed bug with many non-attack damage sources
Marksman Fixed
Quick Pockets no longer makes Rapid Reload useless.
Followers now properly fight other players
DU Ammo DR reduction reduced to 50% and weight increased
Afterburner addiction text fixed
Faction making fixed.
 
Other things
 
Removed armor piercing from basic (red) 12 gauge ammo.
Fast Reload works as intended.
Quick Pockets reduces AP cost for non-reload inventory use actions.
All thrown spears do the same damage as when used in melee.
There is now chance to get Wooden Crate spawn in encounters, what can contain wide range of items and gear.
Str Melee damage bonus doubled
Melee weapons that can't be thrown are all deterioratable and can have properties.
NCR reworked  and new quest added in NCR
Bounty Manager added in NCR.
Bursts using 12 gauge and .223 ammo have their lack of spread restored (shotguns, LSW, Bozar)
Bursts now have trouble shooting over targets
Loot increased in many areas and new items added to loot lists
Chem effects rebalanced, comedown and addiction are now in effect.
Healing powders apply -1 PE but the effect is not cumulative.
Caravan members are acting now like NCR/Ranger patrols etc.
first version of poor quality weapon damage decrease system added.
Some new graphics added.
AP reduction property for weapons enabled; bigger max range boost available
Increased sight range
new damage stats: Concussed, Winded
Reduced overall book cap to 40 books

And of course this is not the end of development for the server. More update are to expected in the future.

- Fonline Forever development team
Title: Re: FOnline Forever [Your opinion matters!]
Post by: fonliner on July 03, 2017, 10:16:54 am
Good to hear that server is updating. Good luck guys with further updates! :)
Title: Re: FOnline Forever [Your opinion matters!]
Post by: Slowhand on July 04, 2017, 07:26:23 pm
Hey, gratz on the server. Started 2014 July, finished 2017 July, 3 years of not giving up, that's a feat!

I checked it out. It seems to be more for PVP, but it's a start, maybe they add some more quests with time.
Title: Re: FOnline Forever [Your opinion matters!]
Post by: ZX6R on September 26, 2017, 04:40:34 am
I am amazed by some of the changes you have made in your server. this market idea where you can buy items look especially interesting.

I think you should listen to what Wichura said. It's kinda what fonline in general lacks. A cohesive team united by a charismatic leader with a precise  idea, a project.

Ideas are good in fonline2 especially in the way they handle PvP mechanics (last time i checked 2years ago each bullet had chance to crit), and the way they reduced the world map size wich always annoyed me in the reloaded server.

I have not checked other servers but you can surely find good ideas elsewhere.

Major issue is I absolutly do not see any point at all to make your own server since we all know the community is basically split between reloaded and fonline2 (Unless it has changed).

If you are familiar with reloaded source then why you and your (obviously) talented team of modders didn't join the reloaded team?
In a community that small you really think that more servers with 10 players is the way to go?

I do not know how the developers of this community are feeling toward each others but as always ego problems seems like the answer. looks to me that A who disagree with B's server, leave make his own server. And B is encouraging A to go just to laugh to see how  hard he will fail. 

Here are my thoughts on this project. A waste of talents.
Take it as brutal honesty.
Title: Re: FOnline Forever [Your opinion matters!]
Post by: Slowhand on September 26, 2017, 10:22:13 am
I am amazed by some of the changes you have made in your server. this market idea where you can buy items look especially interesting.

I think you should listen to what Wichura said. It's kinda what fonline in general lacks. A cohesive team united by a charismatic leader with a precise  idea, a project.

Ideas are good in fonline2 especially in the way they handle PvP mechanics (last time i checked 2years ago each bullet had chance to crit), and the way they reduced the world map size wich always annoyed me in the reloaded server.

I have not checked other servers but you can surely find good ideas elsewhere.

Major issue is I absolutly do not see any point at all to make your own server since we all know the community is basically split between reloaded and fonline2 (Unless it has changed).

If you are familiar with reloaded source then why you and your (obviously) talented team of modders didn't join the reloaded team?
In a community that small you really think that more servers with 10 players is the way to go?

I do not know how the developers of this community are feeling toward each others but as always ego problems seems like the answer. looks to me that A who disagree with B's server, leave make his own server. And B is encouraging A to go just to laugh to see how  hard he will fail. 

Here are my thoughts on this project. A waste of talents.
Take it as brutal honesty.

To be honest, I do not believe that Reloaded or FO2 need any more coders... content is generated by mappers/quest writers. Did I miss the added 50 new quest and 10 dungeons in the change log? FOnline development is about having an idea how the system should be and coding it urself, because no one else will do it the way you want it. That is why people don't join already existing teams, instead they start their own little dream.

Every FOnline project is a waste of talents, but some people still like to do it. If the pop splits, it splits.
Title: Re: FOnline Forever [Your opinion matters!]
Post by: remake on September 30, 2017, 02:31:35 pm
To be honest, I do not believe that Reloaded or FO2 need any more coders... content is generated by mappers/quest writers. Did I miss the added 50 new quest and 10 dungeons in the change log? FOnline development is about having an idea how the system should be and coding it urself, because no one else will do it the way you want it. That is why people don't join already existing teams, instead they start their own little dream.
On the other hand, there are no announcements about hiring coders, mappers, content editors, writers, etc... ;)
Title: Re: FOnline Forever [Your opinion matters!]
Post by: Fettel on November 22, 2017, 11:29:03 am
Recent changelog 22.11.2017

Changed first aid timeout formula - 30 - SKILL/13 --> 15 seconds with 200 skill/ 7 seconds with medic perk.

Added bandage modifier for healing, added chance to remove KO with DOC/2% + Medic Perk*50%, tweaked DOC cooldowns --> 20% of max CD for each limb heal roll, 20% for KO removing, 1% for each 1% bandage level removed.
Bandage is being applied when healing occurs and decays over time --> 3 seconds = 1% bandage point
Bandage decreases healing amount by its % level, 75% bandaged - 25% of heal roll will apply etc, bandage applies in heal/maxHP as % value. Bandage can be bypassed by Blessed Are The Weak by 50% of its current value, allowing to heal individuals with 100% and higher bandage levels.
Medic perk halving the DOC and FA cooldowns, and also adding 50% chance to remove KO from a target with doctor skill.

Added global world events, currently 4 types and those are public
First one is Relatively easy cave location with black scorpions on it and some loot above NCR.
Second one is a Broken Hills caravan being ambushed by unknown mercenary group somewhere around Broken Hills - New Reno route, the hardest event currently, with money and craft materials can be found  in the caravan boxes(130 lockpick skill)
Third one is gangs trying to trade some goods on Golgotha, around New Reno, mostly Small guns mobs, quite challenging even using combat drugs, loot is money and some drugs(130 lockpick skill required)
The last one is Raiders attacking random Northern City, a bit harder than the scorpions lair.

Added random loot spawning in Cities Locations inside various containers. Currently Lockers, Footlockers, Ice chests and Wooden chests are spawning loot.
Added Fire/Plasma burning damage and Bleeding damage. Plasma burning is applied by any plasma based weaponry at 100% ratio, burning for 1/4 of current burn level, decreased by plasma resistance.
 Fire burning is applied at % ratio taken from the ammo, burning for 1/5 of current burn level, decreased by fire resistance.
 Bleed is applied at % ratio taken from the ammo, bleeding by 1/4 of current bleed level as pure damage.
 Those damaging effects have floating damage values above critters with their own colours (Red for bleed, orange for fire, green for plasma). Each tick time is 2 seconds for all of these.

 Ammo modifiers added
 Bleed : 44.JHP as 35%, 10MM JHP as 50%, Frag Grenades as 30% , Explosive Rockets as 50%, 12.GA Flechette Shells as 40%
 Fire  : Flamethrower Fuel mk1 as 20%, Flamethrower Fuel mk2 as 30%, 12.GA Fire Breath Shells as 45%

Added geiger counter cracking when a player is exposed to radiation.
Added irradiation from uranium ore and refined uranium ore if you hold it inside your inventory, the more ore you carry the harder the radiation ticks.
Added silver/golden gecko pelts selling to Balthas in Modoc via dialog(25 and 35 caps each), added uranium ore selling for 130 caps each at Zaius in BH.

Doctor now heals bleeding, formula is random (1,Skill), bypassing cooldowns for this one.
Doctor now heals bandage differently, formula is random (1,skill/2), 1% of doc cooldown for each bandage healed.
Bandage healing now gives XP, 1 exp for each point.
Ko removing with doctor now grants 50 xp.

Added traps-science-repair inventory shotcuts, click with arrow mouse and hold numeric buttons on keyboard, 4 for traps, 7 for science and 8 for repair

Thrown grenades are now have their explosion delay modified by strength + Heave ho perk(aka fly time) (200ms per hex distance - (ST+HEAVE_HOx2)x10)

- Fonline Forever development team
Title: Re: FOnline Forever [Your opinion matters!]
Post by: Fettel on January 15, 2018, 07:07:21 pm
Latest changelog 11.01.2018

Craft table now should support every recipe as dismantle base.
Dismantle formula boosted
The old formula is - 10% of getting a resource from craft recipe, 20% with dismantler.
The new formula is - Science*0.2% *(1 + Dismantler perk) up to 60% of getting an item using craft table recipe with 150 science and dismantler.
Dungeons items spawning shouldn't stack anymore.
City treasures spawning in containers now spawn randomly deteriorated items.
Starting weapon is defined by tagged weapon skill.
Mobs can now drop better quality weapons and armors with random properties, currently (1-100 + killer Speculation skill/10 >= 90)
Ammo reverse-crafting added
Title: Re: FOnline Forever [Your opinion matters!]
Post by: Fettel on March 09, 2018, 05:09:43 pm
Quick update

Fonline Forever team is looking for anyone who is interested working on the development of our server.

Best way to contact us is in our discord server https://discord.gg/4xYT7F or directly with private messaging me or Ravenis.

As we have declared from the very beginning our team is very open to new suggestions and improvements in our game so anybody just feel free to leave comments for further improvements of the fonline forever.

I know that this might sound bit like advertising but just wanted to get let you guys know that we are still alive and developing the game.

- Fonline Forever team
Title: Re: FOnline Forever [Your opinion matters!]
Post by: Urukhai on April 09, 2018, 10:55:47 pm
Check out our Dev blog  ;D
http://fonline.hadelmia.com/forums/index.php?topic=3113.msg5242#new
Title: Re: FOnline Forever [Your opinion matters!]
Post by: testerDEV on April 13, 2018, 09:33:57 pm
Quite interesting stuff you have made.
Title: Re: FOnline Forever [Your opinion matters!]
Post by: Urukhai on April 15, 2018, 08:18:31 pm
Hello everyone!
Here we go for another devblog issue.
Check this out: http://fonline.hadelmia.com/forums/index.php?topic=3114.0

 8)
Title: Re: FOnline Forever [Your opinion matters!]
Post by: testerDEV on July 13, 2018, 07:01:23 pm
I'm interested in game mechanism related to drug side effects. Could you share more information about it?