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Other => FOnline:2238 Forum => Archives => News and Announcements => Topic started by: Ghosthack on November 24, 2012, 07:34:01 pm

Title: Changelog 24/11/2012
Post by: Ghosthack on November 24, 2012, 07:34:01 pm
FIXES:
- "In Your Face!" perk works again.
- Weapon in burst mode was showing incorrect hit chance when autoaim was on.
- Fixed Motion Sensor glitch.
- NPCs no longer use doctor skill in turn based combat.
- Bugged tobacco plants can no longer be found in encounters and some other maps.
- Old Warehouse special encounter wasn't deleted in some circumstances after all players left the location.
- Several small dialog and map bugs.

FEATURES:
- Implemented large doors opening/closing more than one hex. At the moment, the following doors work this way: Vault City gate, metal gate in Broken Hills, gates in outpost bases.
- Added IgnoreLangChange option to FOnline2238.cfg, see wiki page (http://fo2238.fodev.net/wiki/2238#IgnoreLangChange).
- Empty Bottles can be found around the wastes. They work the same way as waterbags (other uses, not available for waterbags, will be added later).

CHANGES (WIP):
- Replication timeout for player characters reduced to 20 seconds.
- Some of the (visited) maps appear in the Pipboy's Automaps panel.
- Re-enabled "Flaming Dancer" animation.
- Dogtags can be worn as headgear.
- It's not possible to walk over (and fall into) sewer holes.
Title: Re: Changelog 24/11/2012
Post by: S.T.A.L.K.E.R on November 24, 2012, 07:37:28 pm
I take back my yaay

What's with this you've forgotten your companion, it sucks soo much

I lost my 267 HP companion thanks to this (http://fodev.net/forum/Smileys/classic/cry.gif)
Title: Re: Changelog 24/11/2012
Post by: Mike Crosser on November 24, 2012, 07:39:54 pm
Awesome update, but
- Empty Bottles can be found around the wastes. They work the same way as waterbags.

Where can they be found?
Or are they an item received after drinking bottled liquids?
Title: Re: Changelog 24/11/2012
Post by: Keksz on November 24, 2012, 07:43:40 pm
Nice :D
Title: Re: Changelog 24/11/2012
Post by: avv on November 24, 2012, 07:45:11 pm
Good update. Nice activity from devs.
Title: Re: Changelog 24/11/2012
Post by: Malice Song on November 24, 2012, 07:48:26 pm
Nice activity from devs.

This. Great job, guys.
Title: Re: Changelog 24/11/2012
Post by: Ganado on November 24, 2012, 07:49:13 pm
Awesome update, butWhere can they be found?
Or are they an item received after drinking bottled liquids?
You can find them in a locker in a building on the Waterworks map. Other than that, I guess they made new ways to get it that we'll just have to find.

Nice update once again! I didn't think I'd ever see the 60 second respawn time change, but there it is! And nice fixes with the sewer holes and the 1-hex doorway thing.
Title: Re: Changelog 24/11/2012
Post by: Roachor on November 24, 2012, 07:55:29 pm
Yay no more falling in sewers while running around commercial AND awesome flamer action
 
Title: Re: Changelog 24/11/2012
Post by: Alexandrite on November 24, 2012, 07:56:06 pm
yay update
Title: Re: Changelog 24/11/2012
Post by: Skycast on November 24, 2012, 07:57:16 pm
- Fixed Motion Sensor glitch.
Good *), now you cant recharge Motion Sensor.
Title: Re: Changelog 24/11/2012
Post by: T-888 on November 24, 2012, 08:12:52 pm
- Replication timeout for player characters reduced to 20 seconds.

Trolls, rejects and other loners who are bored shit-less, rejoice! Now you are going to be able to come back from the dead in matter of seconds and keep on annoying the rest of the community, ninja-loot in TC more often, suicide burst much more frequently and all kind of stupid shit anyone can think of to do, faster.

Now please, answer this one question, who had this idea? I want to point fingers.
Title: Re: Changelog 24/11/2012
Post by: Cyber Jesus on November 24, 2012, 08:14:24 pm
Good updates devs keep it up!
Title: Re: Changelog 24/11/2012
Post by: jacky. on November 24, 2012, 08:28:30 pm
That large doors and sewers are really good:)
Title: Re: Changelog 24/11/2012
Post by: Black Widow on November 24, 2012, 08:43:47 pm
Thnx devs but can u edit a little old towns like bh and change tc zone in gecko to down town
Title: Re: Changelog 24/11/2012
Post by: Pacifism on November 24, 2012, 08:53:27 pm
Nice touch with the dog tag headgear. Now let us have the ability to stamp custom dog tags.
Title: Re: Changelog 24/11/2012
Post by: Sarakin on November 24, 2012, 09:01:53 pm
Trolls, rejects and other loners who are bored shit-less, rejoice! Now you are going to be able to come back from the dead in matter of seconds and keep on annoying the rest of the community, ninja-loot in TC more often, suicide burst much more frequently and all kind of stupid shit anyone can think of to do, faster.
Same feelings toward this change. Whats the reasoning behind it ?
Title: Re: Changelog 24/11/2012
Post by: Beret on November 24, 2012, 09:02:49 pm
Nice activity from devs.
Yep, true, true... Nice update :)
Title: Re: Changelog 24/11/2012
Post by: avv on November 24, 2012, 09:19:06 pm
Hopefully this doesn't ruin the cheerful atmosphere but motion sensor can't be reloaded.
Title: Re: Changelog 24/11/2012
Post by: Vilgefortz on November 24, 2012, 09:28:47 pm
I'm not playing currently but its good to see that 2238 is well managed.
Title: Re: Changelog 24/11/2012
Post by: JovankaB on November 24, 2012, 09:29:16 pm
Now please, answer this one question, who had this idea? I want to point fingers.

Me.

It won't change anything for any "troll" with more than one character.
Except no need to relog - but then you have to wait 20 seconds.

Fast reloggers crying that people playing with one character will return too fast, good joke.
Title: Re: Changelog 24/11/2012
Post by: Vilgefortz on November 24, 2012, 09:36:44 pm

Now please, answer this one question, who had this idea? I want to point fingers.

does it really change anything?
Title: Re: Changelog 24/11/2012
Post by: Kilgore on November 24, 2012, 09:37:41 pm
Me.
Well, not surprising at all ::)

Other than that (and bugged ms?), the update seems ok.
Title: Re: Changelog 24/11/2012
Post by: FrankenStone on November 24, 2012, 09:50:30 pm
please fix crafting for next year please ....  :-X
Title: Re: Changelog 24/11/2012
Post by: Johnny Nuclear on November 24, 2012, 09:51:24 pm
please fix crafting for next year please ....  :-X

whats wrong with it ?
Title: Re: Changelog 24/11/2012
Post by: Fat Man on November 24, 2012, 09:52:31 pm
- Re-enabled "Flaming Dancer" animation.

Just wanted to say I do not think this is re-enabled just killed a bunch of centaurs and none of them got the flame dance death, its now normal death animation.

Title: Re: Changelog 24/11/2012
Post by: Roachor on November 24, 2012, 09:56:12 pm
whats wrong with it ?

Missing hq fibres, chem components, mordino druggist, etc
Title: Re: Changelog 24/11/2012
Post by: FrankenStone on November 24, 2012, 09:56:52 pm
whats wrong with it ?

whats wrong with it , u are serious ? where are the HQ chems to craft all the drugs that players found on endless bp hunting trips or what is with other HQ Stuff that was planned to be crafted but still isnt ?

the whole crafting system is broken like the barter system , big gangs just farm their stuff since last update even more with armor DT 50 percent are like 100 , but idk i dont play anymore but would be cool to see some changes there for players that play alone or in smaller gangs ...
Title: Re: Changelog 24/11/2012
Post by: Kelin on November 24, 2012, 09:58:30 pm
Fast reloggers crying that people playing with one character will return too fast, good joke.
So true, personally I like this improvement.
Title: Re: Changelog 24/11/2012
Post by: Skycast on November 24, 2012, 10:01:47 pm
Me.

It won't change anything for any "troll" with more than one character.
Except no need to relog - but then you have to wait 20 seconds.
Fast reloggers crying that people playing with one character will return too fast, good joke.
That will not fix fr problem.
For start you can write in native code library, which will generate uniq token for each client beased on his hardware, forbid to launch clients in sandbox and on vmware, and check this tokens on client login.
Just ask Atom to write it, one day will be enought.
Title: Re: Changelog 24/11/2012
Post by: Wipe on November 24, 2012, 10:03:44 pm
- Re-enabled "Flaming Dancer" animation.
Just wanted to say I do not think this is re-enabled just killed a bunch of centaurs and none of them got the flame dance death, its now normal death animation.

Best is to check with character who have Bloody Mess in traits, not all criticals will play wanted animation (but chance is high enough to make it visible from time to time).

Other than that, i don't even remember if aliens/centaurs/etc. have dedicated animation for that, try to fry some humans.
Title: Re: Changelog 24/11/2012
Post by: Fat Man on November 24, 2012, 10:06:33 pm
Other than that, i don't even remember if aliens/centaurs/etc. have dedicated animation for that, try to fry some humans.

They did just look at my avatar of the floater, screen shot was taken 3 -4 days before the update.  When you kill these with a flamer they would get "toasted" or turn to a crisp now its just normal animation. Like this since the begining of session...
Title: Re: Changelog 24/11/2012
Post by: Johnny Nuclear on November 24, 2012, 10:07:12 pm
ah yes HQ stuff. will get fixed, just be patient
Title: Re: Changelog 24/11/2012
Post by: Roachor on November 24, 2012, 10:10:58 pm
Just wanted to say I do not think this is re-enabled just killed a bunch of centaurs and none of them got the flame dance death, its now normal death animation.


Other than that, i don't even remember if aliens/centaurs/etc. have dedicated animation for that, try to fry some humans.

humans are dancing properly
Title: Re: Changelog 24/11/2012
Post by: OdijSuppi on November 24, 2012, 10:40:20 pm
Can someone confirm that the NPC follower comand "Stay here" is buggy after todays update? If I tell them to do that, they will still follow me to world map.
Title: Re: Changelog 24/11/2012
Post by: Mike Crosser on November 24, 2012, 10:40:57 pm
Now let us have the ability to stamp custom dog tags.
Yes please.
Maybe just add the ability to write our own names on existing dog tags.
Title: Re: Changelog 24/11/2012
Post by: Cyber Jesus on November 24, 2012, 10:41:55 pm
Can someone confirm that the NPC follower comand "Stay here" is buggy after todays update? If I tell them to do that, they will still follow me to world map.
Yeap its bugged I recommend not to use your alts that have mercs/companions because you will loose them just like I did
Title: Re: Changelog 24/11/2012
Post by: OdijSuppi on November 24, 2012, 10:43:18 pm
Okay, thanks.
Title: Re: Changelog 24/11/2012
Post by: TKs-KaBoom on November 24, 2012, 11:35:13 pm
BEST UPDATE EVER!
TY
  TY
   TY
I love Jovanka!
(and gmayck....but not in a gay way!)






I'm not gay!
Title: Re: Changelog 24/11/2012
Post by: jacky. on November 25, 2012, 12:51:48 am
And forgotten ba nad ea?
Title: Re: Changelog 24/11/2012
Post by: DeputyDope on November 25, 2012, 01:05:54 am
CHANGES (WIP):
- Replication timeout for player characters reduced to 20 seconds.

BEST. CHANGE. EVER.


'nuff said.
Title: Re: Changelog 24/11/2012
Post by: JovankaB on November 25, 2012, 01:23:06 am
Followers and motion sensor bugs introduced with the update should be fixed now on public server.
Title: Re: Changelog 24/11/2012
Post by: Alexandrite on November 25, 2012, 01:24:00 am
What do dog tags do btw?
Title: Re: Changelog 24/11/2012
Post by: BenKain on November 25, 2012, 03:37:19 am
Fantastic update guys, its really awesome to see so many great updates and fixes in such a short time. I'm a really big fan of role playing elements that have been added of late, especially the motion sensors, very cool stuff.
I too would enjoy crafting personalized dogtags, purely for the shits and giggles.
Can't wait for the "completed" crafting system, thanks Johnny Nuclear for confirming it will actually be completed in the future, that's all I needed to hear, it was seeming like no one was going to comment on that end.

Keep up the wonderful work guys!
Title: Re: Changelog 24/11/2012
Post by: Jotisz on November 25, 2012, 09:58:16 am
Nice update there!
I especially like these ones:
- Replication timeout for player characters reduced to 20 seconds.
- Re-enabled "Flaming Dancer" animation.
- Dogtags can be worn as headgear.
- It's not possible to walk over (and fall into) sewer holes.
Title: Re: Changelog 24/11/2012
Post by: T-888 on November 25, 2012, 12:20:11 pm
Me.

It won't change anything for any "troll" with more than one character.
Except no need to relog - but then you have to wait 20 seconds.

Fast reloggers crying that people playing with one character will return too fast, good joke.

(http://img820.imageshack.us/img820/6804/think.png) (http://imageshack.us/photo/my-images/820/think.png/)
(oh yeah, "trolls" gonna have a good time)

No need to re-log, what the ...

This doesn't improve the situation. It'd be nice if it did, but it doesn't, such candy land doesn't exist for me. Quite the opposite, it'll do more bad than good. The replication timer never was considered long by anyone nor an issue at the same time, if you really believe that this will help, then it's preposterous and i know why exactly this will  just not work at all in practice.

Here is the thing. Players witch bring more than one character to fight with (those witch bring 1 character still have utterly no chance even if the timer was 0, in practice they die very fast and leave very low amount of loot so it is very fast to loot them and get out of the city before they can retaliate), rarely experiences timer at all unless he lost all his characters at the same minute, but when he loses all his characters, no matter how much as long as it is more than one, logically the player will switch to a character witch has been dead already, at least he should because that is how it works in practice. Therefore any player that does that won't experience the replication CD at all, meaning the desired effect witch should take place after replication time decrease, is just non-existent for players with alt disadvantage( everyone uses alts in combat now, at least in TC, the problem is that one team just has more and this change won't do shit for them). Once dead, it's a matter of travel distance, organization to get back, some are better at that, some are worse, those players witch don't have base near each city, dedicated re-spawn bases etc. etc. are the players with the disadvantage.

The alt amount and replication timer are two completely different things that just don't go together, no matter how you look at it. It's not the replication timer witch is the obstacle for players, but the location of bases and the ability to re-gear the character. There are factions that already does that in lighting speed, so fast that you can't even loot the equipment accumulated on the ground in some TC city during a fight.

On top of this useless solution we get this.

Trolls, rejects and other loners who are bored shit-less, rejoice! Now you are going to be able to come back from the dead in matter of seconds and keep on annoying the rest of the community, ninja-loot in TC more often, suicide burst much more frequently and all kind of stupid shit anyone can think of to do, faster.

The 1 minute CD was already like nothing, now it's cut down by 2/3. Brilliant Jovanka, just brilliant.

The update is good, but this is real bad.
Title: Re: Changelog 24/11/2012
Post by: Wipe on November 25, 2012, 12:32:38 pm
Just wanted to say I do not think this is re-enabled...

Fixed in nighty hotfixes pack, so should work by now.
Title: Re: Changelog 24/11/2012
Post by: DeputyDope on November 25, 2012, 12:41:12 pm
This doesn't improve the situation. It'd be nice if it did, but it doesn't, such candy land doesn't exist for me. Quite the opposite, it'll do more bad than good. The replication timer never was considered long by anyone nor an issue at the same time, if you really believe that this will help, then it's preposterous and i know why exactly this will  just not work at all in practice.

the replication timer IS incredibly long considering the fast-relog. don't like modoc? move your ass to another city that's further from the respawn and problem solved.

Here is the thing. Players witch bring more than one character to fight with (those witch bring 1 character still have utterly no chance even if the timer was 0, in practice they die very fast and leave very low amount of loot so it is very fast to loot them and get out of the city before they can retaliate), rarely experiences timer at all unless he lost all his characters at the same minute, but when he loses all his characters, no matter how much as long as it is more than one, logically the player will switch to a character witch has been dead already, at least he should because that is how it works in practice. Therefore any player that does that won't experience the replication CD at all, meaning the desired effect witch should take place after replication time decrease, is just non-existent for players with alt disadvantage( everyone uses alts in combat now, at least in TC, the problem is that one team just has more and this change won't do shit for them). Once dead, it's a matter of travel distance, organization to get back, some are better at that, some are worse, those players witch don't have base near each city, dedicated re-spawn bases etc. etc. are the players with the disadvantage.
tl;dr

the thing is that you bring 10 characters on map before every fight. what's the difference if ONE character comes back every minute instead of 10 characters coming every minute? i find the first option WORSE. this update gives solo players the chance to pvp with only one character without that bullshit 1 minute cooldown.  you already have a penalty for travelling the world map to the city, so what's the big deal?
Title: Re: Changelog 24/11/2012
Post by: T-888 on November 25, 2012, 12:47:28 pm
the replication timer IS incredibly long considering the fast-relog. don't like modoc? move your ass to another city that's further from the respawn and problem solved.

What? We LOVE Modoc, we stuff the base with so much stuff and at the point when and if we loose alts, we come back in lighting speed and keep coming back until we run out of stuff and when do we run out of stuff? We don't have a problem with that, other players might, as i explained not everyone is so organized and the 20 second re-spawn will just help us at some point.

the thing is that you bring 10 characters on map before every fight. what's the difference if ONE character comes back every minute instead of 10 characters coming every minute? i find the first option WORSE. this update gives solo players the chance to pvp with only one character without that bullshit 1 minute cooldown.  you already have a penalty for travelling the world map to the city, so what's the big deal?

If i and my buddies bring 10 characters each, it won't matter for the opposite team even if the timer is 0. Though some stupid trolls that come back each time when they die to loot gear of a battle they haven't fought, is very annoying. Basically nice trolling feature.


We need some proper anti FR feature, not some shit that will help trolls troll faster.
Title: Re: Changelog 24/11/2012
Post by: pti4ka on November 25, 2012, 12:55:31 pm
*Indestructible armors...20 sec for respown.*  ::)

Actually better to make 0 sec on respawn and each character which join a game automatically took 24lvl.
Title: Re: Changelog 24/11/2012
Post by: DeputyDope on November 25, 2012, 12:58:17 pm
If i and my buddies bring 10 characters each, it won't matter for the opposite team even if the timer is 0. Though some stupid trolls that come back each time when they die to loot gear of a battle they haven't fought, is very annoying. Basically nice trolling feature.


if it won't matter if the timer is 0, then why are you crying?

you know what else is a trolling feature? fast-relog. your fast-relog.
Title: Re: Changelog 24/11/2012
Post by: T-888 on November 25, 2012, 01:05:18 pm
if it won't matter if the timer is 0, then why are you crying?

To win a battle, to equalize odds of the teams witch have a lot of alts, it won't make a difference. Dying was already close to no penalty, it was only time for certain type of players, who play in a very casual way and don't participate in any in-game activities rather than annoying and trolling other players.

you know what else is a trolling feature? fast-relog. your fast-relog.
I like to camp NCR and kill bluesuits.

Said by a NCR troll. ;D

How predictable, troll defending a feature witch allows him to troll faster. Actually, pathetic.
Title: Re: Changelog 24/11/2012
Post by: DeputyDope on November 25, 2012, 01:10:59 pm
Said by a NCR troll. ;D

actually I pvp alot, and most the times i pvp SOLO. don't believe me? don't give a shit. and i KNOW how annoying is to kill 2 people that fast-relog to kill one character. so basically i have to fight twice that ammount.

ps: and yes, i camp NCR and kill bluesuits too. problem?
Title: Re: Changelog 24/11/2012
Post by: T-888 on November 25, 2012, 01:18:01 pm
actually I pvp alot, and most the times i pvp SOLO. don't believe me? don't give a shit. and i KNOW how annoying is to kill 2 people that fast-relog just for the fuck of it.

So if you do "Solo", whatever that means ( running around in Reno with leather jackets and throwing knifes?), how is this going to help you? You'll be able to re-gear your character just a bit faster once you died, but will it actually help you to defeat anyone who is using multiple alts?

Think about it, you kill a player character and he re-logs to kill you, you both have a dead character, what both of you do? Common sense.

If anything, timer once died should be increased for gear-less characters and what not. Not decreased like currently.
Title: Re: Changelog 24/11/2012
Post by: DeputyDope on November 25, 2012, 01:25:34 pm
So if you do "Solo", whatever that means ( running around in Reno with leather jackets and throwing knifes?), how is this going to help you? You'll be able to re-gear your character just a bit faster once you died, but will it actually help you to defeat anyone who is using multiple alts?

If anything, timer once died should be increased for gear-less characters and what not. Not decreased like currently.

i WOULD run in metal armor and avenger if i knew there's not gonna be losers that fast-relog massively just to get good stuff off ONE player.

how is this going to help me? 40 seconds less helps, especially when you die loads of times.

it doesn't help me defeat someone who has multiple alts, but that's beside the point. the point is that there's worse features than -40 sec replication and that's fast-relog.

and no, i don't go around in leather jacket and throwing knives. and no, i don't only go to reno.

Title: Re: Changelog 24/11/2012
Post by: Kelin on November 25, 2012, 01:28:38 pm
So if you do "Solo", whatever that means ( running around in Reno with leather jackets and throwing knifes?), how is this going to help you? You'll be able to re-gear your character just a bit faster once you died, but will it actually help you to defeat anyone who is using multiple alts?
It means more playing and less waiting, not everything in this game is about winning, you can have fun even without win.

However, what really pisses me off is that I am kicked out of Hinkley 20 seconds after each death. 100% annoying.
Title: Re: Changelog 24/11/2012
Post by: JovankaB on November 25, 2012, 01:40:37 pm
what really pisses me off is that I am kicked out of Hinkley 20 seconds after each death

Well, if you think it's a bug (and it sounds like one), then make a bug report ticket in Trac.
Title: Re: Changelog 24/11/2012
Post by: Kilgore on November 25, 2012, 01:42:50 pm
It means more playing and less waiting
Then why not to remove it completely? No replication timer, preferably respawning on worldmap at the place you died or better, in your base.

The problem is that 60s replication timer was one of few things that weren't changed during last 3 years and it was perfectly fine. Then why to change it at all? Not surprising that jovanka came up with this dumb idea, don't you remember her defending AC-troll feature?  :)
Title: Re: Changelog 24/11/2012
Post by: Lexx on November 25, 2012, 01:50:33 pm
Was it really? If you want to relog, you relog anyway. It changes nothing for you. If you only have one character, you don't need to wait too long anymore. So what's the big deal? "Oh no, they don't have to wait 60 seconds anymore!"? What exactly is it that makes 20 seconds waiting worse than 60 seconds waiting?
Title: Re: Changelog 24/11/2012
Post by: T-888 on November 25, 2012, 01:55:20 pm
It means more playing and less waiting, not everything in this game is about winning, you can have fun even without win.
Was it really? If you want to relog, you relog anyway. It changes nothing for you. If you only have one character, you don't need to wait too long anymore. So what's the big deal? "Oh no, they don't have to wait 60 seconds anymore!"? What exactly is it that makes 20 seconds waiting worse than 60 seconds waiting?
Then why not to remove it completely? No replication timer, preferably respawning on worldmap at the place you died or better, in your base.

Sure, let's make leveling a character only few minutes, farming equipment also few minutes, less waiting and more playing, more fun right? How about we just make resources available in all bases, HQ ore, minerals etc. etc. so we don't have to waste more time than we have to, right? Make advanced workbench right there in the caves. Might as well own personal Game Master to spawn stuff directly on demand, because hey he can do it faster! Less waiting, more fun, right? You'll do in some minutes, not hours, so what is the big problem?

Some sort of restrictions exist so everyone can have fun.

The sole purpose of that change was for players with one character to have better odds against those who use multiple and i just proved that it's wrong and desired effect won't work, instead now It'll help players who bring literally nothing to game play, risk nothing and now even have the least penalty ever. Great, trolling is promoted again.

i WOULD run in metal armor and avenger if i knew there's not gonna be losers that fast-relog massively just to get good stuff off ONE player.

and no, i don't go around in leather jacket and throwing knives. and no, i don't only go to reno.

Sure you would, sure.

The problem is that 60s replication timer was one of few things that weren't changed during last 3 years and it was perfectly fine. Then why to change it at all? Not surprising that jovanka came up with this dumb idea, don't you remember her defending AC-troll feature?  :)

Exactly, you don't fix something that is already working fine.
Title: Re: Changelog 24/11/2012
Post by: DeputyDope on November 25, 2012, 02:01:53 pm
Sure you would, sure.

again, don't believe me, don't give a flying fuck. i don't need to prove anything to you.
Title: Re: Changelog 24/11/2012
Post by: Lexx on November 25, 2012, 02:02:41 pm
Sure, let's make leveling a character only few minutes, farming equipment also few minutes, less waiting and more playing, more fun right? How about we just make resources available in all bases, HQ ore, minerals etc. etc. so we don't have to waste more time than we have to, right? Make advanced workbench right there in the caves. Might as well own personal Game Master to spawn stuff directly on demand, because hey he can do it faster! Less waiting, more fun, right? You'll do in some minutes, not hours, so what is the big problem?

So your argument is "respawn timer got reduced, now players level up their characters too fast"?
Title: Re: Changelog 24/11/2012
Post by: T-888 on November 25, 2012, 02:04:53 pm
No that just reflects your attitude and dull thought process. It can't be an argument, "what is the big deal?"
Title: Re: Changelog 24/11/2012
Post by: Lexx on November 25, 2012, 02:07:35 pm
No, that just reflects what you wrote above. How is gathering crafting material related to player respawning? Why is reducing the respawn timer = reduce gathering timer as well? Why is reducing the respawn timer related to GMs spawning items? Just because someone wrote that the respawn timer change was done to reduce the amount of waiting for players who got killed? That's why you draw these connections?

Mind you, I am not protecting any side here, I am just waiting for and wanting a logical explanation, which yet has to come.

Besides, I didn't insulted you, but you are insulting me. That surely gives you credit.
Title: Re: Changelog 24/11/2012
Post by: jacky. on November 25, 2012, 02:08:34 pm
T-troll u are crying about exploits in tc and ur team is using every one of Them in insain number. And now u are saying some trolls will Be faster in tc town, or u will Have less Time to loot from downtown after u fr enemy team to death
Title: Re: Changelog 24/11/2012
Post by: T-888 on November 25, 2012, 02:14:50 pm
No, that just reflects what you wrote above. How is gathering crafting material related to player respawning? Why is reducing the respawn timer = reduce gathering timer as well? Why is reducing the respawn timer related to GMs spawning items? Just because someone wrote that the respawn timer change was done to reduce the amount of waiting for players who got killed? That's why you draw these connections?

Think general, now you are just splitting hairs. The connection is very simple, you don't change something upon such simple and seemingly harmless assumptions, because it seems it has been done just like that. It is just blunt and will lead to bad decision making, just like current re-spawn timer reduction made with careless attitude. That leads to why you are argumenting it with "what is the big deal?" Even though you may not be responsible for this change, you have nothing solid to say about it, because the change was done in the first place with a wrong thought, wrong solution, it doesn't work for what it was meant to.

If you still don't understand those simple and general comparisons of just cutting time needed for some seemingly tedious tasks for "the greater good" for players to have fun because it takes less time, it doesn't always mean they will have more fun if something takes less time(not everyone, though someone might have fun because of that, but it doesn't apply to everyone), if it isn't thought through well. It wouldn't be fun if players could obtain some sort of equipment real fast and it would just loose worth, the same principle applies for players, if they come back real fast and in this case i will take gear-less trolls as an example, it's pointless to deal with them knowing they are going to be back as fast as ever to annoy you, that is not fun for part of the community.
Title: Re: Changelog 24/11/2012
Post by: pti4ka on November 25, 2012, 02:17:22 pm
T, No way to talk with them  ::) Half don't want to listen something and second half blinded of humiliations in TC.

All what they can it's just run by bluesuits to battlegrounds and steal stuff when people fighting. Nevermind...
Title: Re: Changelog 24/11/2012
Post by: jacky. on November 25, 2012, 02:19:24 pm
T-888 are u pressing "refresh" every 2s ? I like this feature and it wont be troll feature because when u wiped out enemy u will be able to protect the loot anyway. Or snap...maby u will Have to shoot and loot on 2-3windows now more often Then normal?
Title: Re: Changelog 24/11/2012
Post by: Kelin on November 25, 2012, 02:25:15 pm
Sure, let's make leveling a character only few minutes, farming equipment also few minutes, less waiting and more playing, more fun right? How about we just make resources available in all bases, HQ ore, minerals etc. etc. so we don't have to waste more time than we have to, right? Make advanced workbench right there in the caves.
I would love to play a game like this, though I'm aware that this is very extreme oppinion and probably the rest of you will not agree with me  ;D
Title: Re: Changelog 24/11/2012
Post by: T-888 on November 25, 2012, 02:31:23 pm
T-888 are u pressing "refresh" every 2s ? I like this feature and it wont be troll feature because when u wiped out enemy u will be able to protect the loot anyway. Or snap...maby u will Have to shoot and loot on 2-3windows now more often Then normal?

You don't make any sense, i just simply don't understand what you wrote(what is the main idea?) and i will carry on like you haven't wrote anything.

I would love to play a game like this, though I'm aware that this is very extreme oppinion and probably the rest of you will not agree with me  ;D

Maybe it is because for a reason? Moderation? You know, everything in reasonable scales. Character shouldn't re-spawn immediately, not too fast, nor too slow or especially not never ( at least it shouldn't because of how currently the game works ). 1 minute was very good in my opinion and it seems i am not the only one.
Title: Re: Changelog 24/11/2012
Post by: Kilgore on November 25, 2012, 02:32:28 pm
Was it really? If you want to relog, you relog anyway. It changes nothing for you.
Wasn't it? 60s timer was perfectly fine. You're basing on a false assumption that every player has an infinite number of copies (same builds, levels and equipment) of the character he is playing at any time, so when he dies, he can always just relog and it won't disturb him at all.

Anyway I thought you are planning to get rid of FR sooner or later somehow (maybe that 3min timer again?), but it seems that you are just going deeper..

I still see no answer for my question, why not to remove replication timer at all and remove respawn locations?
Title: Re: Changelog 24/11/2012
Post by: T-888 on November 25, 2012, 02:38:22 pm
I still see no answer for my question, why not to remove replication timer at all and remove respawn locations?
Maybe it is because for a reason? Moderation? You know, everything in reasonable scales. Character shouldn't re-spawn immediately, not too fast, nor too slow or especially not never ( at least it shouldn't because of how currently the game works ). 1 minute was very good in my opinion and it seems i am not the only one.

Actually i kinda answered your question(thought not precisely enough, could talk more deep about that), but it only proves our point that the timer didn't need changes at first.
Title: Re: Changelog 24/11/2012
Post by: JovankaB on November 25, 2012, 02:39:45 pm
"Trolls" relog too when they die.
They don't need any infinite number of builds or equipment, 2 is enough.
When one dies, most of the time the other one is already waiting in the respawn, with 20s or 60s.
Your points are invalid.
Title: Re: Changelog 24/11/2012
Post by: DeputyDope on November 25, 2012, 02:40:58 pm
ok, here comes a question. why are you SO PISSED replication timer is 40 sec shorter since you use massive waves of fast-relog anyway, thus you shouldn't care?

please, make your answer short i don't wanna read your walls of text, they burn my retinas.
Title: Re: Changelog 24/11/2012
Post by: OG on November 25, 2012, 02:45:46 pm
I have not read the whole topic but before i do that i will just leave this links that the mother google gave me

http://en.wikipedia.org/wiki/Exploit_(online_gaming) (http://en.wikipedia.org/wiki/Exploit_(online_gaming))


http://en.wikipedia.org/wiki/Cheating (http://en.wikipedia.org/wiki/Cheating)




Because some dumbfuckerus dont really understand their meaning...
Title: Re: Changelog 24/11/2012
Post by: T-888 on November 25, 2012, 02:47:50 pm
"Trolls" relog too when they die.
They don't need any infinite number of builds or equipment, 2 is enough.
When one dies, most of the time the other one is already waiting in the respawn, with 20s and 60s.
Your points are invalid.

What? I think you are invalid. Though i couldn't make a less incorrect argument than yours.

I already explained this all, that it won't help players with alt disadvantage. I wrote so much about it, but it seems you didn't catch the essence of the point that no matter how long the timer is, it will not affect players with multiple alts, therefore they retain the same advantage and this change you made is completely irrational and illogical.

So if you do "Solo" (imagine player with one character), whatever that means ( running around in Reno with leather jackets and throwing knifes?), how is this going to help you? You'll be able to re-gear your character just a bit faster once you died, but will it actually help you to defeat anyone who is using multiple alts?
Title: Re: Changelog 24/11/2012
Post by: vinio on November 25, 2012, 02:51:35 pm
i have to agree with t888 with lot of things.u cant just do replication time 20 secs with the current FR system(unless u devs thinking to change Fr system aswell).this kind of update  increases trolling.on the other hand i would say u have to increase replication time mb 2 mins instead of 1.
Title: Re: Changelog 24/11/2012
Post by: davrot on November 25, 2012, 02:52:44 pm
I have not read the whole topic but before i do that i will just leave this links that the mother google gave me

http://en.wikipedia.org/wiki/Exploit_(online_gaming) (http://en.wikipedia.org/wiki/Exploit_(online_gaming))


http://en.wikipedia.org/wiki/Cheating (http://en.wikipedia.org/wiki/Cheating)




Because some dumbfuckerus dont really understand their meaning...

Why is SoT in the related articles there?
Title: Re: Changelog 24/11/2012
Post by: DeputyDope on November 25, 2012, 02:53:46 pm
vinio, how does this update increase trolling? the way i see it, it slightly reduces alting and makes gettign into action alot faster.
Title: Re: Changelog 24/11/2012
Post by: JovankaB on November 25, 2012, 02:54:37 pm
There is no point to make people who play with one character to wait whole minute
and stare at the screen, when anyone else will just relog to another character.

This is especially true for "trolls", who need only 2 alts and no equipment and waiting
20s doesn't really make anything better for any "troll" with more than one alt.

In my opinion 20 seconds is just enough to give some people enough incentive to stay
on the character - in TC it probably won't matter for people who are addicted to fast
relogging, but in hundreds of other situations it will.
Title: Re: Changelog 24/11/2012
Post by: vinio on November 25, 2012, 02:58:25 pm
vinio, how does this update increase trolling? the way i see it, it slightly reduces alting and makes gettign into action alot faster.

for example if ur a bluesuit troll sneak at reno and keep coming back in a blink of an eye to harash a pvp team and mb loot also when u have a chance then its bad from my point of view.pinkie pie will make a celebration with this update ;D
Title: Re: Changelog 24/11/2012
Post by: DeputyDope on November 25, 2012, 03:00:48 pm
for example if ur a bluesuit troll sneak at reno and keep coming back in a blink of an eye to harash a pvp team and mb loot also when u have a chance then its bad from my point of view.pinkie pie will make a celebration with this update ;D

how the fuck does this make you get back in a blink of an eye when you have to travel at least 1 minute to get there? especially when you get forced encounters? please explain.

blink of an eye = fast relog.
Title: Re: Changelog 24/11/2012
Post by: avv on November 25, 2012, 03:01:09 pm
The whole trolling playstyle is revolving around the fact that if you die in bluesuit, you lose nothing. Maybe reducing spawntimer makes the trolling effects worse, but increasing it won't remove trolling either.

Put a price on death, so that the killer benefits. Trolling ends.
Title: Re: Changelog 24/11/2012
Post by: T-888 on November 25, 2012, 03:03:12 pm
There is no point to make people who play with one character to wait whole minute
and stare at the screen, when anyone else will just relog to another character.

There is point to make a flexible replication system, not some far-fetched solution witch doesn't work properly. Characters that are fully equipped might as well re-spawn quite quickly, but some gear-less characters shouldn't, it's been discussed by the rest of the community and acknowledged before as an issue. Now you come with this 20s re-spawn timer and "fix" something that doesn't need fixing, not like this.

In my opinion 20 seconds is just enough to give some people enough incentive to stay
on the character - in TC it probably won't matter but in hundreds of other situations it will.

But, if the player doesn't have more than one character, what does that change, besides the fact that trolling is directly promoted this way? Or maybe you will deny the fact of gear-less characters, who come back as soon as possible with no penalty besides the replication timer witch now is reduced. I'll refresh your mind.

Remember that time when you entered broken hills, with some gear-less hand to hand characters to linger around in the battlefield, knock our players down with heavy handed, kill some of our sneakers and you came back each time pretty fast, now you are going to be able to come back and annoy much faster. You played though added nothing valuable to game play, pointless character, just an annoyance. It's stupid, it doesn't serve any purpose, those kind of character need to be limited as much as possible, now you are just encouraging other players to do that and that is wrong. Need to encourage players to use equipment, not still run around empty handed and do it faster. How can you not understand this?
Title: Re: Changelog 24/11/2012
Post by: vinio on November 25, 2012, 03:04:06 pm
how the fuck does this make you get back in a blink of an eye when you have to travel at least 1 minute to get there? especially when you get forced encounters? please explain.

what u dont undersand?u come 40 secs faster in any situation.thats y i say increase replication time  more instead of decreasing.
Title: Re: Changelog 24/11/2012
Post by: JovankaB on November 25, 2012, 03:04:52 pm
How about random respawn if you die without any armor :>
Title: Re: Changelog 24/11/2012
Post by: T-888 on November 25, 2012, 03:06:07 pm
How about random respawn if you die without any armor :>

I actually like it, it's a start, but won't fix the issue completely. :)

Some guy comes to TC, there was a fight and he just takes some armor from ground and equips it, and just loots, if he dies he will just avoid this kind of system. Need more factors, like he has to wear that armor for x time for it to take place. But i am not sure if that would be good, considering players with not so much characters, coming back from re-spawn and picking items up from base and just already going to fight and dying quickly having to wait long, that x time idea could backfire.
Title: Re: Changelog 24/11/2012
Post by: DeputyDope on November 25, 2012, 03:06:40 pm
Remember that time when you entered broken hills, with some gear-less hand to hand characters to linger around in the battlefield, knock our players down with heavy handed, kill some of our sneakers and you came back each time pretty fast, now you are going to be able to come back and annoy much faster.

in case ya haven't noticed, BH death = VC spawn. unless you use dual log to taxi your character, 40 seconds less won't matter. but seems like you already know about that dirty tactic, since for you that replication point doesn't matter anyway?

i thought dual log with advantage in PVP is ban-able?

talkin' about cheaters, eh?
Title: Re: Changelog 24/11/2012
Post by: vinio on November 25, 2012, 03:09:29 pm
How about random respawn if you die without any armor :>

actaully is a great idea.make bluesuit trolls spawn in alaska :P
Title: Re: Changelog 24/11/2012
Post by: T-888 on November 25, 2012, 03:12:51 pm
in case ya haven't noticed, BH death = VC spawn. unless you use dual log to taxi your character, 40 seconds less won't matter. but seems like you already know about that dirty tactic, since for you that replication point doesn't matter anyway?

i thought dual log with advantage in PVP is ban-able?

talkin' about cheaters, eh?

Replication point hardly matters, for some it does, for some it doesn't(depends if dual or not). Transporting characters from re-spawn with taxi on dual log is completely legit now. Though someone from my team speak will be angry, because i am giving you tips, can't educate the enemy, just kidding. ;D

Re-spawn bases => taxi. Old trick, very old.
Title: Re: Changelog 24/11/2012
Post by: DeputyDope on November 25, 2012, 03:16:25 pm
Replication point hardly matters, for some it does, for some it doesn't(depends if dual or not). Transporting characters from re-spawn with taxi on dual log is completely legit now. Though someone from my team speak will be angry, because i am giving you tips, can't educate the enemy. ;D

Though re-spawn bases => taxi. Old trick, very old.

and why are you crying again?
Title: Re: Changelog 24/11/2012
Post by: T-888 on November 25, 2012, 03:18:12 pm
and why are you crying again?

What don't you like again? Dirty tactics? I ain't crying for sure, but you might, so don't start crying on me please. It's legit. ;D
Title: Re: Changelog 24/11/2012
Post by: DocAN. on November 25, 2012, 03:20:33 pm
That will not fix fr problem.
For start you can write in native code library, which will generate uniq token for each client beased on his hardware, forbid to launch clients in sandbox and on vmware, and check this tokens on client login.
Just ask Atom to write it, one day will be enought.

Im not the expert, but this looks like the idea which we need.
Title: Re: Changelog 24/11/2012
Post by: DeputyDope on November 25, 2012, 03:21:25 pm
What don't you like again? Dirty tactics? I ain't crying for sure, but you might, so don't start crying on me please. It's legit. ;D

i just find it really embarrassing that you cry about some solo player coming 40 seconds faster, when you use massive relog and dirty tactics anyway.

Title: Re: Changelog 24/11/2012
Post by: T-888 on November 25, 2012, 05:34:59 pm
i just find it really embarrassing that you cry about some solo player coming 40 seconds faster, when you use massive relog and dirty tactics anyway.

Because you missing main points? We need proper anti FR feature, not some shit so bluesuits can come faster from respawn. Troll will be troll, i don't expect you to understand.
Title: Re: Changelog 24/11/2012
Post by: maszrum on November 25, 2012, 05:39:54 pm
i can give you an example. there is guy called vodil? he is keep dieying by some troll chars in towns, where there is tc, on another window he is transporting his alts form respawn and he is coming back to town after few secounds do do this again. over and over again. of course he is totaly harmless but sometimes its fucking annoying.

thats one of many reasosn thas why i dont like 20 sec repsawn
Title: Re: Changelog 24/11/2012
Post by: avv on November 25, 2012, 05:49:47 pm
i can give you an example. there is guy called vodil? he is keep dieying by some troll chars in towns, where there is tc, on another window he is transporting his alts form respawn and he is coming back to town after few secounds do do this again. over and over again. of course he is totaly harmless but sometimes its fucking annoying.

thats one of many reasosn thas why i dont like 20 sec repsawn

The guy has like 4 fastrelogs which he could use the same way. One dies, relog to another until the first one dies.

The real problem is that death has no price if you carry no equipment. It's all about this "Haha my killer gets nothing" -mentality.
Title: Re: Changelog 24/11/2012
Post by: OG on November 25, 2012, 05:51:06 pm
Because you missing main points? We need proper anti FR feature, not some shit so bluesuits can come faster from respawn. Troll will be troll, i don't expect you to understand.


He is bronie for starters you cant reason with them.
Title: Re: Changelog 24/11/2012
Post by: Horatio on November 25, 2012, 05:52:12 pm

He is bronie for starters you cant reason with them.

Watch it, Mayck is a brony too.
Title: Re: Changelog 24/11/2012
Post by: Roachor on November 25, 2012, 05:52:36 pm
The guy has like 4 fastrelogs which he could use the same way. One dies, relog to another until the first one dies.

The real problem is that death has no price if you carry no equipment. It's all about this "Haha my killer gets nothing" -mentality.

Please show me this amazing unarmed no weapon killer build you seem to think exists
Title: Re: Changelog 24/11/2012
Post by: vinio on November 25, 2012, 05:55:48 pm
haha avv u forgot the pinkie pie who has more fr.this gona be a troll server.trolls will dominate.y dont u devs implement a good troll faction name?i dont know.mb  something like "the Blues trollbrothers".
Title: Re: Changelog 24/11/2012
Post by: T-888 on November 25, 2012, 05:56:55 pm
Please show me this amazing unarmed no weapon killer build you seem to think exists

We have been over this many times, you don't understand what trolling means.

haha avv u forgot the pinkie pie who has more fr.this gona be a troll server.trolls will dominate.y dont u devs implement a good troll faction name?i dont know.mb  something like "the Blues trollbrothers".

Pinkie pie is hardcore troll.
Title: Re: Changelog 24/11/2012
Post by: Keksz on November 25, 2012, 05:59:51 pm
and why are you crying again?
Cuz he is just like manareo..he need attention so he gonna keep cryin for everythin :)
Title: Re: Changelog 24/11/2012
Post by: Kelin on November 25, 2012, 06:09:55 pm
Actually I've noticed these so called "trolls" often wear quite good stuff on them. For example voda brings a gatling laser to almost every fight. Pinkie pie has plasma nades, true but he also uses LSW, M60 and sometimes he spawns his combat character (!!) with average pvp stuff.

I wouldn't call anyone "troll" just because he doesn't play in any of the major pvp gangs. Some people prefer to play alone.
Title: Re: Changelog 24/11/2012
Post by: avv on November 25, 2012, 06:14:00 pm
Please show me this amazing unarmed no weapon killer build you seem to think exists

It's not about killing players but not being afraid to die.
Title: Re: Changelog 24/11/2012
Post by: Roachor on November 25, 2012, 06:54:19 pm
It's not about killing players but not being afraid to die.

You're complaining that weak player characters get murdered by you, bluesuits pose no threat to anyone. I swear pvpers are the biggest fucking whiners I've ever seen, it's like you're afraid of the very existence of anything that doesn't resemble your build. Oh noes the players i can one shot are scaring me boo hoo.
Title: Re: Changelog 24/11/2012
Post by: DeputyDope on November 25, 2012, 07:29:00 pm
It's not about killing players but not being afraid to die.

lol, who is afraid of dying in a GAME? hell, 99% of the games involve one form or another of dying.
Title: Re: Changelog 24/11/2012
Post by: OG on November 25, 2012, 08:56:29 pm
You're complaining that weak player characters get murdered by you, bluesuits pose no threat to anyone. I swear pvpers are the biggest fucking whiners I've ever seen, it's like you're afraid of the very existence of anything that doesn't resemble your build. Oh noes the players i can one shot are scaring me boo hoo.


From this i can understand that you have never ever been in 10vs10. By this nuff said bb.
Title: Re: Changelog 24/11/2012
Post by: Gruik on November 25, 2012, 10:37:02 pm
lol, who is afraid of dying in a GAME? hell, 99% of the games involve one form or another of dying.

Actually the fear of dying in a game is very relevant and interesting to analyze. By the feelings it vehicles, and by the way of playing the game due to that. FOnline isn't good enough in graphics to really impact on it, but the fear of loosing its stuff is a good substitute to see it too. And this is even more visible in FPS, the stress due to actually *live* your death is a real thing, and everyone knows that stress is very helpful when you have to achieve something, virtual or not.

But eh, all of this is psychological and subconscious shit, it won't help with the game itself, but it needs to be known as it's real.
Title: Re: Changelog 24/11/2012
Post by: avv on November 25, 2012, 11:18:59 pm
You're complaining that weak player characters get murdered by you, bluesuits pose no threat to anyone. I swear pvpers are the biggest fucking whiners I've ever seen, it's like you're afraid of the very existence of anything that doesn't resemble your build. Oh noes the players i can one shot are scaring me boo hoo.

What does that have to do with players not being afraid to die?
Title: Re: Changelog 24/11/2012
Post by: Fettel on November 26, 2012, 02:27:05 am
when is wipe?
Title: Re: Changelog 24/11/2012
Post by: Wipe on November 26, 2012, 02:43:33 am
when is wipe?

When people stop asking for it.
Title: Re: Changelog 24/11/2012
Post by: TKs-KaBoom on November 26, 2012, 03:04:52 am
You're complaining that weak player characters get murdered by you, bluesuits pose no threat to anyone. I swear pvpers are the biggest fucking whiners I've ever seen, it's like you're afraid of the very existence of anything that doesn't resemble your build. Oh noes the players i can one shot are scaring me boo hoo.

Ha Ha, my sentiments exactly, PvPers are the biggest crying bitches... they cry little baby tears and cry and cry and cry...  in between whining ofc :)

Oh noe's they may troll in 20 seconds instead of fast relogging like I do!  This is so unfair!  Wah, wah, wah..... boo hooooooooooo!   I only have 15 chars parked over map!  what if they keep coming back every 20 seconds!  Mommy! Mommy!
lol
you suckas!  make me lol...
Title: Re: Changelog 24/11/2012
Post by: FrankenStone on November 26, 2012, 05:24:58 am
HAIL THE HOLY NUKE AND JUST DELETE RESPAWN COOLDOWN YEAHIAEHYIE
Title: Re: Changelog 24/11/2012
Post by: me heal on November 26, 2012, 09:46:26 am
Thank you for another update!

20 seconds of re spawn time is great for a solo player and will not change anything for fastreloger (and trolls are fast relogers)

p.s. T-888, you disappointed me :( U looked a very knowledgeable player, but in fact you just whine a lot :(
Title: Re: Changelog 24/11/2012
Post by: Termap on November 26, 2012, 10:22:39 am
Every time pretty much better update, thank you for it. 
For me will be best one when will be problem with fast relog solved.
Title: Re: Changelog 24/11/2012
Post by: T-888 on November 26, 2012, 10:41:30 am
p.s. T-888, you disappointed me :( U looked a very knowledgeable player, but in fact you just whine a lot :(

In fact, only experienced players raised concerns about this, listen to players like you and the game would go to shit in seconds.
Title: Re: Changelog 24/11/2012
Post by: Termap on November 26, 2012, 10:52:41 am
In fact, only experienced players raised concerns about this, listen to players like you and the game would go to shit in seconds.
Such a compliment and humility, nice.  ;D
Title: Re: Changelog 24/11/2012
Post by: headshot on November 26, 2012, 11:04:17 am
Great. Yay for Flaming Dancer. :)
Title: Re: Changelog 24/11/2012
Post by: Dark. on November 26, 2012, 06:02:28 pm
Nice update guys.
Title: Re: Changelog 24/11/2012
Post by: Tomowolf on November 26, 2012, 07:17:22 pm
Great. Yay for Flaming Dancer. :)

Gotta dance with somebody ;- ).

Good job, hope for more.
Title: Re: Changelog 24/11/2012
Post by: me heal on November 27, 2012, 02:13:34 pm
In fact, only experienced players raised concerns about this, listen to players like you and the game would go to shit in seconds.

Oh, indeed, my lack of knowledge made it difficult for me to understand your humble complaint and elaborated arguments about 20 sec respawn, time dear sir.

Might be true, that occasional solo players like me make the game worse for experienced FR exploiter trolls players like you.

Don't you think that the only bad thing about this game is the lack of players? Last change (20 sec instead of 60 of respawn time) was new player and noob friendly. Are you afraid to see more new/solo players?
Title: Re: Changelog 24/11/2012
Post by: vinio on November 27, 2012, 03:03:44 pm
Oh, indeed, my lack of knowledge made it difficult for me to understand your humble complaint and elaborated arguments about 20 sec respawn, time dear sir.

Might be true, that occasional solo players like me make the game worse for experienced FR exploiter trolls players like you.

Don't you think that the only bad thing about this game is the lack of players? Last change (20 sec instead of 60 of respawn time) was new player and noob friendly. Are you afraid to see more new/solo players?

u can understand mr heal that this 20 secs replication cd not only favor new players and solo ones but also TROLLS with capitals.when u become an experienced player and mb do some tc or any pvp skirmish with ur badass gang then ull understand what troll means.
Title: Re: Changelog 24/11/2012
Post by: Kelin on November 27, 2012, 04:15:54 pm
Trolls are like unicorns... everybody speaks about them, but nobody seen them  :)

I was watching few recent videos and screenshots, yet couldn't see any of so called "trolls", that's weird. Maybe we lack a definition of who should be called troll.
Title: Re: Changelog 24/11/2012
Post by: Lexx on November 27, 2012, 05:43:34 pm
u can understand mr heal that this 20 secs replication cd not only favor new players and solo ones but also TROLLS with capitals.when u become an experienced player and mb do some tc or any pvp skirmish with ur badass gang then ull understand what troll means.

So your argument is, raising the respawn timer would help to decrease trolls. This is faulty logic, as real trolls simply fast relog and don't give a damn about respawn timer.
Title: Re: Changelog 24/11/2012
Post by: T-888 on November 27, 2012, 05:47:59 pm
So your argument is, raising the respawn timer would help to decrease trolls. This is faulty logic, as real trolls simply fast relog and don't give a damn about respawn timer.

Nice of you to come to the forum and bullshit us. "Real trolls", man you sure you aren't one of them?

Point made lots of times now, there was no reason to decrease the respawn timer.
Title: Re: Changelog 24/11/2012
Post by: Lexx on November 27, 2012, 05:49:52 pm
There was no reason to keep it at 60 seconds. And my point still stands. If I am in the mood to troll some NCR for a while, I use a few characters, so I won't need to wait for respawn.
Title: Re: Changelog 24/11/2012
Post by: vinio on November 27, 2012, 06:08:12 pm
i bet a combination of raising cd replication and fr fix will surely make the difference lexx.its simple.we had fr until now and u came with the last update to put a cherry on top of a cake.
Title: Re: Changelog 24/11/2012
Post by: Roachor on November 27, 2012, 06:12:41 pm
i bet a combination of raising cd replication and fr fix will surely make the difference lexx.its simple.we had fr until now and u came with the last update to put a cherry on top of a cake.

stfu about fr already, its a dead topic
Title: Re: Changelog 24/11/2012
Post by: T-888 on November 27, 2012, 06:45:11 pm
There was no reason to keep it at 60 seconds. And my point still stands. If I am in the mood to troll some NCR for a while, I use a few characters, so I won't need to wait for respawn.

There was, in fact there was reason to make it flexible, it was discussed previously and it was generally accepted, that the penalty of death, dying, being dead shouldn't be linear.

In a situation where, a player dies with full gear, well equipped in other words, he actually already payed the price, the penalty of death, he lost his valuable equipment, but someone who doesn't have anything to loose, is going to abuse it, take advantage of it in a way or two. So, there should be some restrictions to make it fair, just as simple as that, common sense.

Now tell me, do you believe it was the right choice to decrease the re-spawn timer? What purpose does it serve at the state it is? Simply speaking, it does something good and bad, two arguments, your word against mine, two sides of the same coin, both equal in weight. For example, you'd say it's nice for new players to have a lower CD on dying, true because i can't deny it. I say experienced players, with fully level capped builds shouldn't take the advantage of the low re-spawn timer, because it does promote trolling, no matter how you twist it. Longer CD on bombing was implemented for a good reason, despite current FR capabilities. Same principle applies.

Level, equipment based re-spawn time even if it's only armor as start to see how it works and hell the location in witch the character is re-located might as well be random as extra punishment. New players don't have to suffer, players who actually risk something valuable on their characters should receive only the minimum penalty, for what i care 20 seconds is fine, but ofcourse that would work much more better when some actual anti FR feature is done, other than that it wouldn't do any harm.

Do you comply?
Title: Re: Changelog 24/11/2012
Post by: Lexx on November 27, 2012, 06:49:36 pm
Quote
Now tell me, do you believe it was the right choice to decrease the re-spawn timer?

Yup.

But that doesn't rule out a "flexible respawn time," which still would be possible to do. It is a lot more script-work, though, which in return means, it needs more time.
Title: Re: Changelog 24/11/2012
Post by: T-888 on November 27, 2012, 06:56:07 pm
Yup.
But that doesn't rule out a "flexible respawn time," which still would be possible to do. It is a lot more script-work, though, which in return means, it needs more time.

Fine. You could have done something more qualitative at first, don't see anybody being frustrated if the twenty second timer would have never existed, but instead something better would have came later. In the end we would never had this conversation and nobody on this forum would have argued, this all was discussed long time ago in a civilized manner.

There is a saying, you can have it right now, or you can have it right.
Title: Re: Changelog 24/11/2012
Post by: Black Widow on November 27, 2012, 07:06:52 pm
try to make some changes even smallest and u will see flame war. better just info with out option to spam.
Title: Re: Changelog 24/11/2012
Post by: Cyber Jesus on December 08, 2012, 09:22:26 am
Is this the last update before wipe?
Title: Re: Changelog 24/11/2012
Post by: Wipe on December 08, 2012, 10:11:59 am
No.
Title: Re: Changelog 24/11/2012
Post by: PolarBear315 on December 08, 2012, 11:17:55 pm
Games GOOD!

-no cool down for mine A+
......1,000,000 awsome.

-less CD for respawn A+ 1000, 0000... Badass greatness like theoretical JC.
<3
CHEERS!!!!
great game.
Title: Re: Changelog 24/11/2012
Post by: Horatio on December 09, 2012, 12:13:22 am
And you can have a workbench in a motherfucking HOUSE!
Is that something awesome?
Title: Re: Changelog 24/11/2012
Post by: PolarBear315 on December 23, 2012, 04:08:21 am
Ranger house? What house...?