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FOnline Development => FOnline Projects => Topic started by: marius on November 21, 2015, 08:17:52 pm

Title: Fonline Origins
Post by: marius on November 21, 2015, 08:17:52 pm
Hello,

I am one of the developers of the new FOnline named "Fonline Origins". We are trying to create its own engine by using our available engines TLA, SDK and Reloaded. For now our server is placed on a test stage on hamachi. So far, we work in three -person team (from Poland) but we are looking for the fresh blood in order to speed up the work . People willing to cooperate feel free to contact me on PM.  Cheers ;)
Title: Re: Fonline Origins
Post by: fonliner on November 21, 2015, 09:26:28 pm
What kind of features it will have?
Title: Re: Fonline Origins
Post by: marius on November 21, 2015, 09:43:15 pm
It is a matter for discussion between developers . We try not to reproduce bugs or ideas from other servers and create something new based on the views of players. We ask what they are missing out on the servers of this type, adjust to the server and so slowly built up a new server. I'm trying to adapt elements so that the level of difficulty was not too demanding but at the same time to force the player to think. But the server has a lot of things to do and not enough hands to work.
Title: Re: Fonline Origins
Post by: fonliner on November 23, 2015, 06:24:32 pm
Instead of another typical pvp/pve server as Reloaded/2238, AoP, TLA  make something unique and available for wide group of players...

Co-op. Recreate Fallout 1 on fonline engine. It would be cool and it will be a revolution... but it requires a lot of time and skills. That is first suggestion I think the best one. After Fallout 1 is Fallout 2... with Restoration Project content.

However the second suggestion is about creating hardcore survival & roleplay fonline server. Some features:
- low hp, max lvl around 12-15
- postapo world which means crap stuff (metal armor mk2 is high stuff when combat armor is rare stuff)
- small worldmap with few locations on it
- hardcore elements like eating, drinking

The third suggestion is working on current incomplete project, for example desert europe source was released so why not work on it? Transfer to new engine, expand history and if possible work together with origin developers.

The last suggestion is about co-op/singleplayer game. Small worldmap, few locations, linear main storyline with unique quests. Remember surf solar what remains singleplayer fonline? Yeah... something like this available for solo/co-op gameplay would be cool and revolution.

Thats what I want. Something fresh and it could bring new ideas for developers.
Title: Re: Fonline Origins
Post by: devis on November 23, 2015, 08:31:44 pm
Sounds like you want him to do all the hard work for you. Where's YOUR FONLINE?!?!?!
Title: Re: Fonline Origins
Post by: fonliner on November 24, 2015, 02:15:00 pm
Sounds like you want him to do all the hard work for you. Where's YOUR FONLINE?!?!?!

Nope, I suggested him what he should focus. We dont need another "2238 like" server because there are 2 - Reloaded and Fonline2. There are "TLA like" servers  too. Ashes of Phoenix is unique but it lacks of activities, it is same as desert europe - nice idea, mechanics, gameplay but no quests and pve activities.

So instead of insulting me and attacking show your fonline. What did you do?
Title: Re: Fonline Origins
Post by: Lexx on November 25, 2015, 05:19:25 am
He's right. Do something new instead. If you just copy what's there already, it very likely won't succeed anyway.
Title: Re: Fonline Origins
Post by: Tit0 on July 01, 2016, 12:12:13 pm
Hi we're still working on our project but we need your help. We're looking for someone who want create some maps of few location

If you're intresting just send me PM and I tell everything what you need to do.

Title: Re: Fonline Origins
Post by: fonliner on July 03, 2016, 03:10:39 pm
What did you do so far?
Title: Re: Fonline Origins
Post by: Tit0 on July 06, 2016, 06:33:46 pm
I created new worldmap, new dungeons and city, our guys changed scrpits and many things, but we need just someone who want make few maps for us.
Title: Re: Fonline Origins
Post by: fonliner on July 09, 2016, 10:00:00 am
How many people work on it?

What is the current stage of the project? Pre-alpha, alpha? Do you have most things done?

Do you have any website where can you show progress?

What your game is about? Reloaded like server, co-op or singleplayer game?
Title: Re: Fonline Origins
Post by: loord on July 09, 2016, 10:30:14 am
Yea, gave to us some details. No one will work on some enigmatic project. Is not so hard to make some screens, describe info about what version of engine you using, number of contributors, some future plans and shit like that.
Title: Re: Fonline Origins
Post by: fonliner on July 16, 2016, 11:10:26 am
So, could you answer questions?
Title: Re: Fonline Origins
Post by: Tit0 on July 17, 2016, 12:40:12 pm
We want to create muliplayer game such like fonline 2, reloaded. We works in 5 person team now .I found guys who want help me with maps. I think we have most things done but still working on it.  We dont have any website right now but this is planed in features but soon we will do trailer of our games.  ;)
There is a few things from game : http://files.tinypic.pl/i/00804/ha9aoi1kklqp.png

PS: Sory for my english :P
Title: Re: Fonline Origins
Post by: Slowhand on July 17, 2016, 01:34:33 pm
If you are looking for mapper, try Urukuai from Reloaded, he likes to make maps and also makes them fast.

Also the image u linked does not work...
Title: Re: Fonline Origins
Post by: Tit0 on July 17, 2016, 04:37:18 pm
I asked him but he doesnt want to help us
Title: Re: Fonline Origins
Post by: Tit0 on July 17, 2016, 04:45:44 pm
http://files.tinypic.pl/i/00804/ha9aoi1kklqp.png
Title: Re: Fonline Origins
Post by: fonliner on July 18, 2016, 04:35:00 pm
We want to create muliplayer game such like fonline 2, reloaded. We works in 5 person team now .I found guys who want help me with maps. I think we have most things done but still working on it.  We dont have any website right now but this is planed in features but soon we will do trailer of our games.  ;)
There is a few things from game : http://files.tinypic.pl/i/00804/ha9aoi1kklqp.png

PS: Sory for my english :P

Thanks for answers. Well, I'm not satisfied for another "2238-like" server but good luck with your project.
Title: Re: Fonline Origins
Post by: Bungo on July 27, 2016, 05:00:38 am
Hey, I'm one of the DEVs for the project and I WILL, I repeat, I WILL make sure it will be a totally new experience. I'm talking with the rest of the team about new ideas and so far I've implanted in their minds features like hunger system and buildable turrets / hacking robots to make characters with high repair / science more useful in combat. I still have a lot more ideas but so far I need to talk with Dawid and Tito, well, ESPECIALLY Tito who is not convinced about some of these, like bigger towns with some wilderness around.
Here's our Trello to see what we have planned so far and other thingies.

https://trello.com/b/8CYPTnDp/fonline-origins

Oh and also, we will have at freaking least playable supermutants and ghouls, both capable to run and to equip more armors.
Heh, not to mention some enemies from New Vegas and 3 making a return :P
Title: Re: Fonline Origins
Post by: Slowhand on July 27, 2016, 12:52:18 pm
Hey, I'm one of the DEVs for the project and I WILL, I repeat, I WILL make sure it will be a totally new experience. I'm talking with the rest of the team about new ideas and so far I've implanted in their minds features like hunger system and buildable turrets / hacking robots to make characters with high repair / science more useful in combat. I still have a lot more ideas but so far I need to talk with Dawid and Tito, well, ESPECIALLY Tito who is not convinced about some of these, like bigger towns with some wilderness around.
Here's our Trello to see what we have planned so far and other thingies.

https://trello.com/b/8CYPTnDp/fonline-origins

Oh and also, we will have at freaking least playable supermutants and ghouls, both capable to run and to equip more armors.
Heh, not to mention some enemies from New Vegas and 3 making a return :P

Sounds good. As long as you make and keep making content, besides (not just) pvp adjustments, your server should populate.
Title: Fonline Orgins
Post by: dawidsonki on July 31, 2016, 01:12:10 am
Greatings Guys :), I'm main programer of this Fonline content, and at the first i want to say we are working to make new game with fresh ideas based on standard Fonline ideology. Now project is in young alfa version, we already make a lot of work in very short time but we have two times more to do before game will start :). To show somethink other than locations i will add here some screen taken when modifying the server, and remember this is early stage of serwer and propably all can be changed. Today i will show only few of many thinks. Enjoy !

At the first new Trials:
(http://screenshooterusnortheu.blob.core.windows.net/engine4files/rgoxkwevfsclhbgddepdcrsrtbrfkywyajzhrtzzbdwtqdrtrazkjpnaoxeiezkgvekyczlkfqbzvyaqkyojzmokvztupquctpym)

New reanimate perk for medic can save sometimes your ass.
(https://i.imgur.com/niwQcA3.jpg)

Our new crafting based of "tree" craft.
(https://i.imgur.com/1cARhmc.jpg)

In serwer will be more vehicles like this, i will show you only one :) others will be top secret.
(https://i.imgur.com/IT7sU6Q.jpg)

New needler, needler rifle, system. Now 3 types of ammunition (irradiated, poisioning and healing)
(https://i.imgur.com/j1OsYFQ.jpg)

New system of toxins.
(https://i.imgur.com/TgVJpbT.jpg)

Some new weapons and books for all skills.
(https://i.imgur.com/Da0Hftv.jpg)


Like i said it is only small part which i can show you by screen shots, we will make few time more thinks before serwer starts, and remeber this is early alfa version so dont take all serious  ;)

Title: Re: Fonline Origins
Post by: Bungo on July 31, 2016, 01:38:31 am
Also to add to what Dawid already said, here's a little sneak peak for one of new enemies we'll introduce :>

(https://i.imgur.com/P4qVF4T.gif)
Title: Re: Fonline Origins
Post by: Bungo on August 13, 2016, 07:50:50 pm
No posts recently here, so I'll post Feral Ghoul and weapon modding sneak peaks :P

Feral Ghoul:

(https://i.imgur.com/fwwLNkq.gif)

Weapon Modding:

(https://i.imgur.com/IC8LK0w.png)

You can see other things we have in plans here:

https://trello.com/b/8CYPTnDp/fonline-origins
Title: Re: Fonline Origins
Post by: AnarchCassius on August 20, 2016, 08:28:34 pm
Oh and also, we will have at freaking least playable supermutants and ghouls, both capable to run and to equip more armors.

I'm in. :)

No, seriously, if you need any help coding, mapping, balancing game numbers or writing English text (no offense, I get the idea of Walking Dead but the phrasing is super weird) I am happy to help. My own goal is to do an expanded FOnline game with some of the things fonliner mentioned for the roleplay/survival world (postapo world means crap stuff, hardcore elements like eating, drinking) but in a large open dynamic world instead of the small one they suggested or the standard MMO balance of Reloaded. However before I do that I want to get my feet wet and working with races in your project would be a good start.

I see a lot of stuff inspired by Tactics and later games which I like. I tend to think Fallout 2 had the best base mechanics but benefits greatly from the content of later games. Fallout PnP is one of my favorite games. Since that seems close to what you are going for I am interested in helping.
Title: Re: Fonline Origins
Post by: S.T.A.L.K.E.R on August 31, 2016, 05:38:42 am
This server better not be a damn hexing simulator like Fonline 2, or making me grind for 12 hours just to get decent pvp gear.
Title: Re: Fonline Origins
Post by: Tit0 on September 04, 2016, 07:47:23 pm
New running ghoul animation :

http://screenshot.sh/n9C6ahwlIRNT5

http://screenshot.sh/m3EFR3CHs9JTz
Title: Re: Fonline Origins
Post by: Tit0 on September 04, 2016, 07:48:43 pm
just open image in new tab. i think i have prblem with adding new screens here :/
Title: Re: Fonline Origins
Post by: Slowhand on September 04, 2016, 08:24:52 pm
just open image in new tab. i think i have prblem with adding new screens here :/

I had a similar problem using imgur, but if I use psotimage, there are 2 links, one is direct link, I use that as source and it works.
Title: Re: Fonline Origins
Post by: Wipe on September 05, 2016, 01:36:45 am
Removed img tag; you should try using direct link next time, see spoiler

Title: Re: Fonline Origins
Post by: Wichura on September 20, 2016, 09:05:03 pm
He's right. Do something new instead. If you just copy what's there already, it very likely won't succeed anyway.
Wise man had spoken.

I've been around for a while and I'd like to ask you guys a question - what makes me play your version of FOnline and not any other? Additional guns? Nah, boring, there's already plenty of guns nobody is using. Big-ass size maps you run through for ages and still don't meet anyone? Well, nope, it's already difficult to find a player on FOnline2/Reloaded with average players count below 200. Spear powered with SEC is something I haven't seen before, but it's not enough and doesn't give me a boner.
See where I'm getting to? What's the difference between server X with yellow shotgun ammo and server Y with green ammo, since both X and Y are the same nuked California with Klamath top left and Glow bottom right?

It's your business after all, so do whatever you want. But since you've got running ghouls, why not make the brand spanking new idea and run FOnline: The Living Dead? Players try to survive among zombies/ghouls, sneaking between as fighting them with firearms drags attention and attracts them more and more. Ghouls are active during the night (fear of the dark!), so only days are suitable for scavenging, searching for supplies and defending from/hunting down others. Shelters only underground/above ground, ghouls cannot access ladders obviously. No high-tier crap as an average guy is too busy looking for food/water/bullets to study how to fire this goddamn plasma gun. Dynamic generating of goods/items/supplies in cities, there is a script for that working great on FOnline2. No mining, it makes too much noise. And so on, and so on.

I've tried to start something refreshing among FOnlines (http://sq.us.to/index.php?board=26.0), but I've failed due to lack of time, mostly. Since you, by the looks of it, have decent amount of time to spare, why stick to the same old shit painted with new colors?
Title: Re: Fonline Origins
Post by: Lexx on September 21, 2016, 06:44:34 am
Wise man had spoken.

Never thought I'd ever read this. :>


A bit off topic, but back in the days someone made a pokemon fake and posted it here. While I've never been a fan of pokemon, it still sounded like a cool idea to do something like this in the FOnline engine.
Title: Re: Fonline Origins
Post by: loord on September 21, 2016, 08:59:34 am
I saw somewhere mod for Fallout 2 with My little ponys. Same level of cooliness like pokemons in fonline. Strange, even horrible, but innovative. For sure far more innovative than another server based on good old 2238 source and even more good and old fallout environment, but with big dose of "new" guns (AoP style), "new" vehicles (fallout tactics, van buren), "new" critters (fallout 3), "new" features known from other servers...
Title: Re: Fonline Origins
Post by: kompreSor on September 21, 2016, 03:20:59 pm
Never thought I'd ever read this. :>


A bit off topic, but back in the days someone made a pokemon fake and posted it here. While I've never been a fan of pokemon, it still sounded like a cool idea to do something like this in the FOnline engine.
https://www.youtube.com/watch?v=gIPWDTixabg
Title: Re: Fonline Origins
Post by: Tit0 on September 21, 2016, 05:00:44 pm
haha " I've been around for a while and I'd like to ask you guys a question" Wichur you should say "Im always around " xD I can find you easily on every fonline forum, maybe thats why you cant finnish your game because you spend a lot of time for adding new respond btw guys dont worried about our games like we said before we want connect all good ideas from other servers even new races doesnt destroy our concept.
Title: Re: Fonline Origins
Post by: Lexx on September 21, 2016, 05:44:02 pm
https://www.youtube.com/watch?v=gIPWDTixabg

Not really the same, but still lel.
Title: Re: Fonline Origins
Post by: Wichura on September 21, 2016, 10:39:50 pm
haha " I've been around for a while and I'd like to ask you guys a question" Wichur you should say "Im always around " xD I can find you easily on every fonline forum, maybe thats why you cant finnish your game because you spend a lot of time for adding new respond
That is 100% correct, especially the "lot of time to answer" part.

btw guys dont worried about our games like we said before we want connect all good ideas from other servers even new races doesnt destroy our concept.
It doesn't answer my previous question - what makes me play your game instead of any other? Connecting good ideas - who decides if they are good or not? What are those ideas? And where can I read some concept as such?
Title: Re: Fonline Origins
Post by: AnarchCassius on September 22, 2016, 03:02:59 am
Quote
It doesn't answer my previous question - what makes me play your game instead of any other? Connecting good ideas - who decides if they are good or not? What are those ideas? And where can I read some concept as such?

I don't know what will make you want to play it. :) Seriously a lot of people seem to dislike the idea of another PvP/PvE server but would any of these other ideas have more appeal? Or would each just appeal to a small group?

Personally I am for the survival/roleplay angle but things are still being worked out. A lot of this is testing things to see what works and brainstorming, hence the lack of clear list of features. The project is effectively pre-alpha.

I can you an idea what sort of things are being discussed:

New balance. This isn't just about new content, we're hoping to support a variety of builds and playstyles. There will be a level cap and books will yield fewer points, making Int matter. We hope to have follower robots and turrets, making Repair and Science more useful in the field. We are looking at making Barter less of a pure alt skill. Redundant "even more" Perks will probably be dropped and a greater variety of perks added and balanced. Building a character will be a more flexible endeavor as opposed to just slightly modding one of a handful of viable builds.

The maps will actually be smaller. Tit0 is pushing for this :) Towns and world are getting scaled back to reduce travel. A mixed blessing imo.

New content. Yes, we are taking stuff from other Fallout games. Tactics and Van Buren have some great stuff and we aren't going to ignore it. We are also adding new "games" (like TC, caravans, etc) to give people more environments to use their builds in and more ways to earn different rewards.

So yeah adding stuff from other games is part of this, but ensuring stuff already in engine actually gets use and is balanced is another part of it.

So I am going to flip that question a bit, What would people like to see in a PvP/PvE server sticking close to original Fallout themes that hasn't been done (well) on Reloaded or Fonline2? For me that's followers, more skill use, more varied builds and so on.
Title: Re: Fonline Origins
Post by: Wichura on September 22, 2016, 12:11:55 pm
Smart move, now it's up to players to write down the concept of your server. Totally opposite to FOnline2 development for example, which has begun in 2012 from clear idea of what we are actually doing here.

Anyway so far I'm not convinced. Changes mentioned so far can be added to any existing FOnline server, with more or less acceptance from playerbase. It's not that difficult, just time consuming to take SDK, add some maps, new items, nerf this, boost that, shake before serving and boom, done. Klamath top left, Glow bottom right, yet another pixel-hungry-rats race on yet another 2238/TLA clone, nothing to see here, move along. Rolling the same ball of turd over and over is boring and repeatable as hell. Announcing "we take all the good FOnline features and mix them together but tell us what these features should be" - well, good luck, you're gonna need it.

Barter and Scavenging skills are passive on FO2, meaning they raise by using them and therefore making a dedicated alt for those is pointless. I guess someone did that anyway, but I cannot explain that poor soul.
TC or caravans is nothing "new" at all, it's been here and there for a longer while. In my opinion TC is one of the most game-destructive features in current shape, it makes TC-towns deserted and useless for majority of players. Simply because majority of players use to have fun solo, believe it or not, so they don't give a flying fuck about things designed and implemented only to keep few bunches of yelling clowns happy. Which never works by the way, those yelling clowns are never happy.

There's a long list of things I like on FO2 and miss on Reloaded and opposite, but most of these can be added with this or that update, so I'm not bothered much. I'm patient enough to sit and wait, I cannot split in two to combine developing an indie game with real life duties.
Title: Re: Fonline Origins
Post by: loord on September 22, 2016, 03:03:28 pm
Town control is most cancered fonline's feature. I can't imagine why someone would want to add it to his own server.
Title: Re: Fonline Origins
Post by: Lexx on September 23, 2016, 09:09:13 am
"Town Control" should never be done in a town location but in a custom one. This way you are also free to design it in a way to make it at least partly competitive.
Title: Re: Fonline Origins
Post by: Ranger101 on September 23, 2016, 09:01:51 pm
I checked your trello guys and I noticed that you plan to add metro to ncr, vc, hub... well, it is a bit strange, these towns not existed before war so from you get metro there? metro in la or sf ok, but in other towns it is a bit LOL.
Title: Re: Fonline Origins
Post by: Bungo on September 23, 2016, 09:17:29 pm
I checked your trello guys and I noticed that you plan to add metro to ncr, vc, hub... well, it is a bit strange, these towns not existed before war so from you get metro there? metro in la or sf ok, but in other towns it is a bit LOL.

That was entirely Tito's idea, I was actually arguing about it with him for two days straight and yeah, we'll have proper train stations now, I guess.
Title: Re: Fonline Origins
Post by: John Porno on September 24, 2016, 01:44:19 am
well technically the great war is still a couple decades away so I think a californian subway system is not too much of a stretch.

In any case, I agree with lexx and wichura and have already voiced the same concern. Coming from the aop standpoint, the changes that origins has been talking about are nothing but "balance" tweaks and not much in the way of "game design", which is something that's lacking in most projects, both failed and ongoing ones, I guess. Now, I don't know how that can be explained, maybe a problem is that fonline is based on fallout, which is considered a holy grail and so any substantial change to its core is considered heresy (y u no put 1hex on aop durr).

On the other hand though, everytime there is a discussion about fonline in general the usual arguments come up, our good friend "more servers will split the community even further" and our all time favorite "why fonline devs dont just combine and make the garden eden super server" and I think all of that has already been consisely discussed by lidae back in 2012 http://fodev.net/forum/index.php/topic,17910.msg235011.html#msg235011

Essentially, if the right couple of people are dissatisfied with current servers, they'll make their own server. It is more of a spontaneous and subjective thing, people doing what they want to do just because they want to. What a lot of other people do assume though, is that devteams are these highly rational and objective entities, entering the fonline market as a business in order to compete with other servers for their share of the market. Fundamentally, most people assume popularity to be the currency of servers, when really, devs just do what they want to do.

Coming back to origins, from that popularity standpoint, it's only logical to critize origins approach and I do share that point of criticism, however my reason for that is just, why would you even want to make exactly the same game for the 4th time now? I consider fonline dev as a creative work and would take devs as artists rather than businessmen. If a couple of musicians get together and form a new band to play 90's black metal, you wouldn't criticize them for picking a shitty genre to make money with, because amateur artists don't need to measure themselves by success, and doing so would be inapropriate.

That said, I have nothing against new projects and I do support them with my limited capabilities as a script illiterate, in the hopes that just maybe, we as a community might see some new stuff after all, at some point.
Title: Re: Fonline Origins
Post by: Ranger101 on September 24, 2016, 10:06:21 am
well technically the great war is still a couple decades away so I think a californian subway system is not too much of a stretch.

yeah, war and ~150 years probably is not able to totally destroy subway infrastructure, but if we keep in mind history of raising the hub, shady sands and vc it looks strange that these cities even has metro. is possible that in one town people found some old tunnels by diggin in desert sand, but not in all for sure.





Title: Re: Fonline Origins
Post by: AnarchCassius on October 11, 2016, 06:03:46 pm
Quote
Essentially, if the right couple of people are dissatisfied with current servers, they'll make their own server. It is more of a spontaneous and subjective thing, people doing what they want to do just because they want to. What a lot of other people do assume though, is that devteams are these highly rational and objective entities, entering the fonline market as a business in order to compete with other servers for their share of the market. Fundamentally, most people assume popularity to be the currency of servers, when really, devs just do what they want to do.

Pretty much. I always wanted to make my own Fallout multiplayer content, now I have an engine that can.

Why not join Reloaded or FOnline? Well I didn't know they needed scripters before. Having seen how many suggestion threads end in "make it and we'll add it" I am more than happy to share code with the other teams but what I want isn't what Kilgore wants out of a server. I disagree with the entire philosophy of PvE/PvP separation and their lack of a skill cap, so the changes I want aren't going to go in on Reloaded, period. Really if I tried to bring up my ideas as suggestions I'd quickly be told to make my own server.

A lot of people complain about the world map being the same, but I want a server with the original maps and using rules I want. If you really want to see all new maps make your own server or give me a few years.

And yeah, the "metro" was originally VC to Hub via a revived Hyperloop type train but things got confused and out of hand so that got scrapped.
Title: Re: Fonline Origins
Post by: fonliner on October 26, 2016, 10:21:33 pm
"Town Control" should never be done in a town location but in a custom one. This way you are also free to design it in a way to make it at least partly competitive.

Who did invent Town Control in 2238? You was 2238's developer, so could you tell us more 'behind' stories about development process? I'd like to read something like that.
Title: Re: Fonline Origins
Post by: Lexx on October 27, 2016, 06:55:10 am
Well, not much to tell about it. Originally, TLA had something similar in the cathedral location. A terminal you can use, then reinforcements in the form of a trunk with items would arrive at a certain time. The aim of it is clear: Make people interact with each other, and grand them a bonus for winning. The background story didn't fit for our 2238, though, so we naively thought "wouldn't it be cool if players could manage their own city, care for it and play city guard?" - that was the original intend and of course this never worked. You can't control players like that- no matter how you try to reward them. They do whatever they want simply because. Anyway... as we all know, town control ended up with players camping the main location until reward appears. Ghosthack redesigned the system a few times based on player suggestions, but it never really worked out and just produced ghost towns or never ending battlefields.
Title: Re: Fonline Origins
Post by: Ghosthack on October 28, 2016, 10:49:14 am
Who did invent Town Control in 2238?

I would give Atom credit for the idea, but I implemented the code for it.

Quote
Ghosthack redesigned the system a few times based on player suggestions, but it never really worked out and just produced ghost towns or never ending battlefields.
Yep, there's basically three versions: https://github.com/rotators/fo2238/blob/master/Server/scripts/_town.fos#L70-L72

We probably shouldn't have had it in main locations or maybe restricted it to only one such location with other PvP features instead, but we really were just testing a lot of different stuff, sometimes without any good overall design, some of those features never was released or was pulled quickly, like zone based economy and some other attempts to stop massive inflation.
Title: Re: Fonline Origins
Post by: AnarchCassius on October 29, 2016, 09:42:10 pm
Zone based economy?

Do you mean the code that looks like it's trying to track items spawned vs lost in each map zone and adjust loot accordingly? It seems like a great idea but I am curious what issues it may have run into.
Title: Re: Fonline Origins
Post by: Ghosthack on October 30, 2016, 02:41:02 am
Zone based economy?

Do you mean the code that looks like it's trying to track items spawned vs lost in each map zone and adjust loot accordingly? It seems like a great idea but I am curious what issues it may have run into.

Yes, to counter farming in specific spots, especially around towns. Basically, each grid has some amount of value and when there is an encounter, this value/currency gets converted into items in encounters and it can get depleted if there's too much farming. Then it'll slowly go up again over time at some rate accordingly to how much total value there is in the economy, I think we tried to count all inventories of all players or something like that combined with bank accounts. I don't remember all the details of what was not working but it was a bit too complex and buggy, there was also a ton of other things to get done so we focused on that instead.

Someone could try to implement some variation on that again, it may work.
Title: Re: Fonline Origins
Post by: JovankaB on October 30, 2016, 06:20:05 am
Quote
it can get depleted if there's too much farming

I can already imagine the shitstorm.

But I think the problem with depleting resources is not that it limits farming but that casual players (people who don't have time to check mines or scan the worldmap all day long) are penalized a lot more than than the "serious gamers".

I think farming shouldn't be effortless but it should be at least somewhat predictable. If I put x effort I get y result on average. I mean there can be some minor variation, but if I go to the mine and there is 0 ores there, or I try to find encounter and I can't find anything for 30 minutes because everything is being constantly depleted by pr0 players with army of alts, and then I have to log out because I don't have time to play anymore ...then I think something is wrong with the system.
Title: Re: Fonline Origins
Post by: Lexx on October 30, 2016, 02:56:24 pm
By now I think that this idea is taking on the issue from the wrong side anyway. There is a reason people farm in that very spot- if you really don't want players to farm it, then fix the issue instead of trying to come up with a super complicated system that basically only tries fixes the result of the issue (and probably fails anyway).

In the end, it's still an MMO and people farm in them. Like it or not, farming will always be a part of it.
Title: Re: Fonline Origins
Post by: AnarchCassius on October 31, 2016, 11:11:17 pm
Those are valid concerns. Limiting the overall loot will let in concetrate in veteran players hands.

I think to work mechanically and realistically the system would have to be limited to scavenge loot specifically. Literal farming and mining wouldn't be affected, only looting pre-war goods from maps. Overtime the server would move from a looting economy to a production one. That would make sense except in practice I think the system would be gamed and cheap produced goods would be "seeded" en mass to accommodate looting in key areas which would just be weird.

All in all I think I will hold off on pursuing any variant on this system unless a good idea strikes me.
Title: Re: Fonline Origins
Post by: Ghosthack on November 01, 2016, 08:26:23 am
Those are valid concerns. Limiting the overall loot will let in concetrate in veteran players hands.

I think to work mechanically and realistically the system would have to be limited to scavenge loot specifically. Literal farming and mining wouldn't be affected, only looting pre-war goods from maps. Overtime the server would move from a looting economy to a production one. That would make sense except in practice I think the system would be gamed and cheap produced goods would be "seeded" en mass to accommodate looting in key areas which would just be weird.

All in all I think I will hold off on pursuing any variant on this system unless a good idea strikes me.

I think the problem in a game (especially multiplayer) is that you have to strike a perfect balance between all systems. It becomes hard when you have PvE, PvP, solo players, faction players and so on. You also want to avoid hurting new players as much as possible which such a system easily can do.

Quote
But I think the problem with depleting resources is not that it limits farming but that casual players (people who don't have time to check mines or scan the worldmap all day long) are penalized a lot more than than the "serious gamers".
Agreed, again this is where the problem of making a game for "everyone" comes in.

Quote
In the end, it's still an MMO and people farm in them. Like it or not, farming will always be a part of it.
I'd change "farm" to "people will find the way that gives most return for least effort", that can be repeatable quests/task also.

http://www.raphkoster.com/games/laws-of-online-world-design/the-laws-of-online-world-design is always worth looking at when you are designing an online RPG.
Title: Re: Fonline Origins
Post by: fonliner on December 07, 2016, 10:14:42 am
So, what is current state of the project? How is going? What did you complete/implement? What are you going to develop?
Title: Re: Fonline Origins
Post by: AnarchCassius on February 25, 2017, 04:12:46 am
Dead? Haven't heard from Marius for a bit.

We actually got a good list of ideas together and I got a chance to get used to the codebase for Fonline but project organization seems to have ceased.

It may sound like I am trying to spin this but I think it was a good experience. I have copious design notes for my next projects and although I didn't actually get much done beyond design and figuring out the code I also didn't waste any time on anything I won't be able to use.

Myself and Striberium are now working with Ravenis on FOnline Forever. It's a bit closer to my personal vision from the outset and I intend to be working on mostly the same things. The only actual bit of code I completed for Origins, tweaking the follower caps, is already implemented.
Title: Re: Fonline Origins
Post by: marius on March 18, 2017, 03:53:47 pm
Project is still in progres we just don't have time to write about changes on forum. Origins is still live.
Title: Re: Fonline Origins
Post by: Ghosthack on March 19, 2017, 02:57:01 pm
Project is still in progres we just don't have time to write about changes on forum. Origins is still live.

Sounds familiar, used to be the same thing when we were working on 2238 too. Also you may not want to write too much in case you throw away or change stuff etc.
Any plans for open/closed beta soon or is it further in time?
Title: Re: Fonline Origins
Post by: fonliner on March 19, 2017, 07:23:20 pm
Then write or respond people that you still alive. Small monthly hint would be cool.
Title: Re: Fonline Origins
Post by: Tit0 on April 29, 2017, 11:52:12 pm
We are still here
http://imgur.com/a/a8wCV
Title: Re: Fonline Origins
Post by: Lexx on April 30, 2017, 08:59:07 am
Some nice looking maps there.
Title: Re: Fonline Origins
Post by: fonliner on April 30, 2017, 12:38:40 pm
Wow these maps are really beautiful. Did you make them alone? They are well designed.
Title: Re: Fonline Origins
Post by: Tit0 on May 02, 2017, 09:32:24 am
Yes I'm author of these maps also im working on running mutant animations but still must fix some frames

https://www.youtube.com/watch?v=cQNf4JEvceg&ab_channel=Tito
Title: Re: Fonline Origins
Post by: marius on May 31, 2017, 08:46:40 pm
We are looking for a good script writer who could write a script for us to set up faction. The solution is free. We only have two conditions:
- Establishing bases and fractions must be separate activities,
- The player himself determines the name of the faction and where he will build (or find) the base.



I remind you that we are still looking for interesting ideas and team members. Your opinion about the servers in the forums and the submitted ideas form us server remember about this :)
Title: Re: Fonline Origins
Post by: Slowhand on May 31, 2017, 11:06:42 pm
Yes I'm author of these maps also im working on running mutant animations but still must fix some frames

https://www.youtube.com/watch?v=cQNf4JEvceg&ab_channel=Tito

That running is too spastic imo, maybe a bit slower animation, less lean forward.
Title: Re: Fonline Origins
Post by: fonliner on June 05, 2017, 10:24:43 pm
I remind you that we are still looking for interesting ideas... Your opinion about the servers...

But tell us what is this server about. What features? What did you introduce in game? What are the main goals of this server? Is it PvE oriented? Did you finally create content which can fulfill lack from other servers in this part of game? Did you create something new? Something new which we haven't seen yet? ;)
Title: Re: Fonline Origins
Post by: fonliner on July 30, 2017, 05:28:03 pm
So are there any updates?
Title: Re: Fonline Origins
Post by: Bungo on August 19, 2017, 04:50:32 pm
Quick update, we have a public discord server now so if you guys have any questions you can ask there.

https://discord.gg/RczRYw2
Title: Re: Fonline Origins
Post by: Ranger101 on September 18, 2017, 11:08:01 am
when some first open tests? (your discord looks like meme polish cancer gathering not like source of any viable information)
Title: Re: Fonline Origins
Post by: Tit0 on December 06, 2017, 05:38:25 pm
(your discord looks like meme polish cancer gathering not like source of any viable information)

Yes it's btw if you have any questions about server just ask marius he is a main and last developer of Fonline Origins because I'm no longer a part of this team.
Title: Re: Fonline Origins
Post by: FAILGAMER1 on June 06, 2018, 02:58:54 pm
This is dead as long as i know the devs like tito or bungo are working on FOAT, i think.
Title: Re: Fonline Origins
Post by: Tit0 on July 23, 2018, 08:23:24 am
This is dead as long as i know the devs like tito or bungo are working on FOAT, i think.

Project is closed and yes we are working on FOAT right now.