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Other => FOnline:2238 Forum => Archives => Suggestions => Topic started by: Gimper on April 22, 2013, 06:51:06 pm

Title: Karma Dropping rate
Post by: Gimper on April 22, 2013, 06:51:06 pm
I suggest to slow down the karma dropping rate for the gunrunners. The karma drops about 20 points every 4 hours. This is very hard to keep up with, and it is the only protected advanced workbench in the wastes. The rate drops too fast to keep doing courier runs every few hours. Us remaining players like to focus on other things then karma.
Title: Re: Karma Dropping rate
Post by: avv on April 22, 2013, 07:57:54 pm
Basically it shouldn't drop if you aren't online.
Title: Re: Karma Dropping rate
Post by: Gimper on April 22, 2013, 08:01:28 pm
Agreed. Because seriously, delivery after delivery, ain't nobody got time fo dat.
Title: Re: Karma Dropping rate
Post by: Pandaeb on April 22, 2013, 09:03:56 pm
Totally agree.
It's the main reason I've quit playing. With being online only 2-3 hours daily and with ~20h break between "sessions" I literally couldn't manage to raise GunRunners reputation high enough to get into the factory.
Title: Re: Karma Dropping rate
Post by: falloutdude on April 22, 2013, 09:05:29 pm
Pro tip - Go to a different one you don't always have to do it the safe way.
if you want to do it the safe way in gunrunners then you should be working your ass off to avoid Pks.
Title: Re: Karma Dropping rate
Post by: Gimper on April 22, 2013, 09:18:34 pm
Pro tip - Go to a different one you don't always have to do it the safe way.
if you want to do it the safe way in gunrunners then you should be working your ass off to avoid Pks.
Yeah that's a great idea! My crafter can defeat anything out there! I think you meant to say NOOB tip.
Title: Re: Karma Dropping rate
Post by: Pandaeb on April 22, 2013, 09:20:41 pm
Went 4 times to Mariposa. 4 times lost all of my crafting materials. I've decided just to fuck that then. But hey - thanks for the tip! ::)
Title: Re: Karma Dropping rate
Post by: the underground on April 22, 2013, 10:04:55 pm
I agree. If you've done the job, did a good job, and haven't caused them other troubles, your rep eith any group should stay up.
BTW, Gun Runners ain't safe either. Got PKed in thier lobby once just a few hexes from Marshal, had a package stolen from me while off line another time. So no, they're NOT safe, just not as dangerous.
Title: Re: Karma Dropping rate
Post by: Gimper on April 22, 2013, 10:09:03 pm
I agree. If you've done the job, did a good job, and haven't caused them other troubles, your rep eith any group should stay up.
BTW, Gun Runners ain't safe either. Got PKed in thier lobby once just a few hexes from Marshal, had a package stolen from me while off line another time. So no, they're NOT safe, just not as dangerous.
Also, there is a sneak thief that has access to the adv bench and he steals your finished products.
Title: Re: Karma Dropping rate
Post by: BenKain on April 22, 2013, 10:25:45 pm
Make a combat or sneak crafter and use the unguarded ones. Problem = solved. There is no better rush than killing a PK with your crafter.
Title: Re: Karma Dropping rate
Post by: Gimper on April 22, 2013, 10:40:44 pm
Make a combat or sneak crafter and use the unguarded ones. Problem = solved. There is no better rush than killing a PK with your crafter.
Yes, because we don't have time to get our karma up, but defiantly have time for a new alt! Another wonderful idea!  ::)
Title: Re: Karma Dropping rate
Post by: DeputyDope on April 22, 2013, 10:41:51 pm
There is no better rush than killing a PK with your crafter.

how implausible to kill a PK with a crafter...
Title: Re: Karma Dropping rate
Post by: avv on April 22, 2013, 10:44:35 pm
Pro tip - Go to a different one you don't always have to do it the safe way.
if you want to do it the safe way in gunrunners then you should be working your ass off to avoid Pks.

I don't get this idea of working my ass off. Basically the only ones who will be avoiding pks are turbofarmers who play every day.
The quest wouldn't be such a big deal if it could be done without cooldown. But it's very frustrating to log in after every few hours to keep the rep up.
Title: Re: Karma Dropping rate
Post by: Sarakin on April 22, 2013, 11:32:38 pm
Basically it shouldn't drop if you aren't online.
I agree with this, but then, people would log they crafters only when they are going to craft sth, thus possibly having no reputation drop for several weeks.

Afaik, Solar planned to force players to pay caps everytime you want to use the GR workbench (along with maintaining reputation). The fact that you dont have to pay caps leads to overusing of this workbench because its safe and forgetting unsafe ones (they should be used equally in perfect scenario).
Title: Re: Karma Dropping rate
Post by: Gimper on April 23, 2013, 12:21:09 am
I agree with this, but then, people would log they crafters only when they are going to craft sth, thus possibly having no reputation drop for several weeks.
well yeah, that's the whole point.
Title: Re: Karma Dropping rate
Post by: falloutdude on April 23, 2013, 03:05:47 am
I have never crafted at gunrunners and every time I craft at any of the unsecured locations I don't die. If you want 100% securey in a location like gunruuners you should have to work to do that.
My idea is simple instead karma decreasing over time(like now) it will decrease every time the player goes into the factory to craft(when you talk to the guy) so it does decrease but only when you use the factory. 
Title: Re: Karma Dropping rate
Post by: Gimper on April 23, 2013, 03:19:16 am
That seems a little more fair.
Title: Re: Karma Dropping rate
Post by: Alvarez on April 23, 2013, 06:13:35 am
That would mean, to get reputation with GR, you'll have to make more deliveries. Or make players get little crafting quests from Gunrunners. You receive materials from the foreworker, cant exit the location, craft stuff and give it to him back. When you put it on the ground, it remains there and can only be picked by members of Gunrunners and the quest is failed.

Also, people saying "hello %username%" would be nice.
Title: Re: Karma Dropping rate
Post by: the underground on April 23, 2013, 06:54:56 am
how implausible to kill a PK with a crafter...
Done it.
I like fallout dudes idea, but I'm also willing to pay a modest fee for the workbench (to avoid abuse).
Title: Re: Karma Dropping rate
Post by: Mike Crosser on April 23, 2013, 10:31:43 am
I have never crafted at gunrunners and every time I craft at any of the unsecured locations I don't die. If you want 100% securey in a location like gunruuners you should have to work to do that.
My idea is simple instead karma decreasing over time(like now) it will decrease every time the player goes into the factory to craft(when you talk to the guy) so it does decrease but only when you use the factory. 
^This.
Because:
1.Makes sense
2.Reduces grind
3.Makes it sligthly more accessible
Title: Re: Karma Dropping rate
Post by: greenthumb on April 23, 2013, 11:19:24 am
yeah fdudes idea is much better, since it would affect only GR reputation balance related to crafting, not global reputation system.
Title: Re: Karma Dropping rate
Post by: JovankaB on April 23, 2013, 12:10:52 pm
I don't really like the idea of grinding (let's face it, driving those boxes to SF is pure boring grind) to be able to craft HQ stuff. I would replace it with adv workbench at the end of instanced PvE dungeon. Hard enough to make hybrid character sweat a bit, but still worth coming to if you don't want to risk meeting PKs, which for such lone character is almost certain death.
Title: Re: Karma Dropping rate
Post by: Mike Crosser on April 23, 2013, 01:08:25 pm
I don't really like the idea of grinding (let's face it, driving those boxes to SF is pure boring grind) to be able to craft HQ stuff. I would replace it with adv workbench at the end of instanced PvE dungeon. Hard enough to make hybrid character sweat a bit, but still worth coming to if you don't want to risk meeting PKs, which for such lone character is almost certain death.
Crafting will then become stupidly hard.
So either make the highest tier gear available ONLY from crafting so it's worth to try or just do what fdude suggested.
Title: Re: Karma Dropping rate
Post by: Alvarez on April 23, 2013, 01:45:56 pm
I don't really like the idea of grinding (let's face it, driving those boxes to SF is pure boring grind) to be able to craft HQ stuff. I would replace it with adv workbench at the end of instanced PvE dungeon. Hard enough to make hybrid character sweat a bit, but still worth coming to if you don't want to risk meeting PKs, which for such lone character is almost certain death.

Oh shit.

As alternative for GR and PK trap, id say, good idea, but for replacement of GR, please no. Mining HQ mats is dangerous enough. Id take boring grind anytime. Being excited at prospect of losing the results of dangerous work isnt my way, im sorry.
Title: Re: Karma Dropping rate
Post by: JovankaB on April 23, 2013, 02:00:17 pm
Oh shit.

As alternative for GR and PK trap, id say, good idea, but for replacement of GR, please no. Mining HQ mats is dangerous enough. Id take boring grind anytime. Being excited at prospect of losing the results of dangerous work isnt my way, im sorry.

Then maybe you should pay Gunrunners for using the workbench instead of hauling cases to SF,
because it's really dumb job in my opinion, it's safe and fast (just repeatable and boring) and this
is not what Adv.WB should be about IMO. So there would be 3 ways:

1) you pay Gunrunners each time you want to access their guarded Adv.WB
2) 1-character instances where you fight your way through against mobs to access an Adv.WB
3) Unguarded locations with Adv.WB where anyone can come and PK you

I think there should be safe alternatives to most things but they can't be the most efficient.
They should be more like long time investment that rewards your persistence in farming.
For example plants in bases could grow slowly giving steady profit over time, if you water them
regularly. But visitng a garden in public location would give you much more than just waiting
for stuff to grow in your base.

If safe stuff is as good as unsafe (and it often was better, for whatever reason - most likely because
nobody paid attention to this), then unsafe stuff loses any sense. What's important to note is that
encounters ARE in fact very safe places, except a few squares when server is full of players.
Title: Re: Karma Dropping rate
Post by: Senocular on April 23, 2013, 02:26:37 pm
It's not unsafe if server is empty.
Title: Re: Karma Dropping rate
Post by: JovankaB on April 23, 2013, 02:33:54 pm
Thanks captain obvious, I wait for more of your valuable input.

With small pop. chances to get PKed are smaller, but it takes one sneaker
to make unguarded place unsafe, at least for a lone crafter. So it doesn't
require large population at all to feel unsafe in those places.
Title: Re: Karma Dropping rate
Post by: xsarq on April 23, 2013, 03:00:42 pm
This suggestion is just so wrong in so many ways.

There is no way lossing materials can be fun in any way. Making us do the dungeon in order to craft is a missfire. Crafter usually aren`t capable of good fight and we put a lot of time in getting blueprints on those chars so in the end:

1) I`ll have to drive my crafter on multilog (which suucks)
OR
2) I`ll have to ask for help (which also sucks, i like crafting alone and there is no reason i woud NEED a friend to craft.

I`m not going to endanger my materials by going to unguarded workbench, also i`m not going to train new combat oriented crafter and waste live on gettning new blueprints.

I just want to craft in peace ffs.
Title: Re: Karma Dropping rate
Post by: Alvarez on April 23, 2013, 03:14:11 pm
I thought there was a choice between spending time and risk to lose. Agreed, players can earn their access quite fast with a car, but is that a reason to just nerf it at once? It would be more elegant to turn this workaround in a challenge...
Title: Re: Karma Dropping rate
Post by: JovankaB on April 23, 2013, 05:19:24 pm
This suggestion is just so wrong in so many ways. (...) I just want to craft in peace ffs.

From what I read it's wrong only in that you probaly ate BPs with some wheel-chair
kind of character unable to do PvE and that you find paying the Gunrunners for ability
to craft high tier stuff in peace unappealing. I'm not really sure why, because there
are various ways to get caps (although there should be more ways to earn caps efficiently,
no doubt), and the price can be easily adjusted to any value until we feel it's right but there
is only one way to haul suitcases and it's always boring as fuck.

Your  "I would have to make new character" argument is pointless because:

1. I think we should make changes in obtaining BPs anyway, and maybe not only obtaining.
Not going to discuss it here now. Most people here are unable to think what's good for the
gameplay, instead they think what's good for the situation they are in or their style of play
that they got used to. Understandable, but maybe that's why you don't see devs discussing
here too often.

2. Even if we didn't make any changes in BPs, we can always wipe server in case of big
changes making many characters obsolete. Don't think this is the case though.

3. It's not even any argument. Even if we didn't wipe server, I see no reason to hold up
changes because someone has a character that is not suitable for stuff that improves game,
as long as it doesn't happen too often. Looking at this from your POV for some changes there
is never a good time, because someone just leveled a character or spent caps for something or w/e.
Title: Re: Karma Dropping rate
Post by: Tomowolf on April 23, 2013, 05:22:44 pm
1. I think we should make changes in obtaining BPs anyway, and maybe not only obtaining.
Not going to discuss it here now. Most people here are unable to think what's good for the
game, instead they think what's good for the situation they are in.

2. Even if we didn't make any changes in BPs, we can always wipe server in case of big
changes making many characters obsolete. Don't think this is the case though.

3. It's not even any argument. Even if we didn't wipe server, I see no reason to hold up
changes because someone has a character that is not suitable for stuff that improves game,
as long as it doesn't happen too often. Looking at this from your POV for some changes there
is never a good time, because someone just leveled a character or spent caps for something or w/e.
1. Waiting for it.
2. Not logical for me. (Again alt fest?)
3. Happend(sneak bursters, thieves), so true, but hybrids suck at level cap, played enough of them to give that argument, they cannot kill better npc than molerat and can't pvp with player more than bluesuit with old shovel.
Title: Re: Karma Dropping rate
Post by: JovankaB on April 23, 2013, 05:32:53 pm
hybrids suck at level cap, played enough of them to give that argument, they cannot kill better npc than molerat

Sorry but that's plain bullshit. Unless you make a hybrid with all professions and lockpick, perhaps.

We talk about instanced dungeon not small encounter map where 12 NPCs run at you at the same time.
It's just a matter of making difficulty level and the maps right.
Title: Re: Karma Dropping rate
Post by: Tomowolf on April 23, 2013, 05:43:47 pm
Sorry but that's plain bullshit. Unless you make a hybrid with all professions and lockpick, perhaps.
It's just a matter of making difficulty level and the maps right.
That's not plain bullshit, most of npcs got too high stats, so hybrids got squished.

It's just a matter of making difficulty level and the maps right.
It's just a matter of making proper maps and scripting AI which would take the time to grow children of my children up.
Title: Re: Karma Dropping rate
Post by: Mike Crosser on April 23, 2013, 05:49:05 pm
, but hybrids suck at level cap, played enough of them to give that argument
Obviously you haven't.
If designed well a hybrid can be both useful in pve/pvp and be able to take up to 2 professions or just be lockpicker.
 
An ew sniper hybrid can take care of most NPCs.
Title: Re: Karma Dropping rate
Post by: Tomowolf on April 23, 2013, 05:51:10 pm
An ew sniper hybrid can take care of most NPCs.
If you get proper gear, sure with laser rifle you'll just fast shot 'em out.
Crap about pvp is not true and will never be, since everyone who want's to PVP uses powerbuilds, and you'll just die like nub by crit/too much dmg/rock into eye.
Sure it can take up to two professions and be lockpicker, but it won't be good at anything there.
The minimaxing thing is the wrong in this game, that's why it'll never work.
Title: Re: Karma Dropping rate
Post by: the underground on April 23, 2013, 05:52:41 pm
Oh shit.

As alternative for GR and PK trap, id say, good idea, but for replacement of GR, please no. Mining HQ mats is dangerous enough. Id take boring grind anytime. Being excited at prospect of losing the results of dangerous work isnt my way, im sorry.
I agree. My miner doesn't fear the gecko mines, except for the fire gecko, but partly becaue he burns through 100 or more shells each time he goes in there, and then it's still BARELY worth it.

I still go with the "loose karma for use and pay a fee just to loose that karma" answer. It seems the fairest solution, and the most realisitc.
Title: Re: Karma Dropping rate
Post by: Mike Crosser on April 23, 2013, 05:55:24 pm
since everyone who want's to PVP uses powerduils
Sadly this is true,since the laser rifle snipers have been nerfed.
Title: Re: Karma Dropping rate
Post by: Tomowolf on April 23, 2013, 05:56:19 pm
Sadly this is true,since the laser rifle snipers have been nerfed.
They got not nerfed, but SG got bigger range, and that's why it's winning.
Title: Re: Karma Dropping rate
Post by: Mike Crosser on April 23, 2013, 06:02:08 pm
They got not nerfed
I remember very clearly a changelog where players posted screenshots of either how weak the criticals were or how the damage in general was low for the laser rifle.
Some time after the last wipe.
Title: Re: Karma Dropping rate
Post by: Tomowolf on April 23, 2013, 06:05:29 pm
I remember very clearly a changelog where players posted screenshots of either how weak the criticals were or how the damage in general was low for the laser rifle.
Some time after the last wipe.
They got great damage, you just need right perks :-) (even better than sniper rifle's damage) but work for snipers had overally changed-  by making it more support, and if you knew, headshots give now more ko/s than eye shots.
Title: Re: Karma Dropping rate
Post by: Mike Crosser on April 23, 2013, 06:17:05 pm
anyone knows, what happen with the laser crits??now, my crits do 30 50 of damage when i do a crit, and bypass of 60... the damage was nerfed?
I was referring to this.
But I haven't exactly used the LR since then.So I guess it was changed?
Title: Re: Karma Dropping rate
Post by: Tomowolf on April 23, 2013, 06:19:37 pm
I was referring to this.
But I haven't exactly used the LR since then.So I guess it was changed?
Depends on helmet, enemy's luck, your luck, your crit chance (biggest roll), AND the most usable thing now, RbtE perk - which gives huge boost, getting more damage wasn't even that fun.
(I've got my sniper with that perk, on combat helmet doing 150+ dmg in head when good crit goes in, when just a normal then its 70 -80 dmg)
Title: Re: Karma Dropping rate
Post by: Alvarez on April 24, 2013, 06:55:15 am

Jovanka... Just do what you want, you're a developer. You decide whether you listen to players or let them deal with it. Remember that players think not about the game, but about what the game have them to offer. Its egoism. Its normal. We don't want work more than being entertained. You're somewhat stuck to "more challenges" for players and always count on addicted ones who will swallow it down. I wont fall in offensive rhetorics, i truly don't want to have a reason to.

If you want us to pay, fine, go ahead. But then, we want another way to earn caps! If the entrance fee is supposed to be 1000 caps, as the worst case, let us do fetch quests around the map. 250 caps there, 250 caps here. This will be, i hope, enough entertainment for you.

The we can decide whether we pay, bore ourselves to death with fetch quests or participate on your amazing PvE instanced map adventure. Give us a choice instead of forcing upon us what's good for the game or not. Thank you.
Title: Re: Karma Dropping rate
Post by: Alvarez on April 24, 2013, 06:59:12 am
Excuse please the mess, i have to work in few minutes and the phone failed me to formatting text.
Title: Re: Karma Dropping rate
Post by: the underground on April 24, 2013, 07:24:36 am
Excuse please the mess, i have to work in few minutes and the phone failed me to formatting text.
Really.... So it's not just me you're saying.  :P
Title: Re: Karma Dropping rate
Post by: Alvarez on April 24, 2013, 09:52:43 am
Really.... So it's not just me you're saying.  :P

I still have less orthographic errors than you, my dear TU.
Title: Re: Karma Dropping rate
Post by: the underground on April 24, 2013, 05:51:32 pm
I still have less orthographic errors than you, my dear TU.
......
Ya ok. ::)