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Other => FOnline:2238 Forum => Archives => Suggestions => Topic started by: Nadmozg on October 22, 2010, 08:52:06 am

Title: Return timeouts for worldmap encounters
Post by: Nadmozg on October 22, 2010, 08:52:06 am
Now loot doesn't cost anything, even CA. I need only 3.5 minutes of stealing from BoS patrol to get 1250 5mm AP (10.000 caps). It's 160.000 caps per hour.
Title: Re: Return timeouts for worldmap encounters
Post by: VongJin on October 22, 2010, 09:01:59 am
Economic is ruined and only wipe can solve that problem *tear*
Title: Re: Return timeouts for worldmap encounters
Post by: avv on October 22, 2010, 10:17:55 am
Agreed. I doubt many people actually craft for example .223 pistols when they can be exchanged with junk items in npc shops.

But it's not that simple to fix it. Having encounter cooldowns wasn't particularly fun. I remember a time when it was seriously hard to find even robber or highwaymen, it was pretty boring because there was no telling whether it took 1-30mins to find the encounters yet you had to keep searching if you wanted to find some.
Title: Re: Return timeouts for worldmap encounters
Post by: Hololasima on October 22, 2010, 11:18:50 am
No, thanks.
Title: Re: Return timeouts for worldmap encounters
Post by: maszrum on October 22, 2010, 11:31:42 am
yea, no thx
its not a solution
Title: Re: Return timeouts for worldmap encounters
Post by: Wichura on October 22, 2010, 11:38:36 am
Now loot doesn't cost anything, even CA. I need only 3.5 minutes of stealing from BoS patrol to get 1250 5mm AP (10.000 caps). It's 160.000 caps per hour.
There are people who don't like to craft a single shit, they want to get "itanz" from rape and pillage. Why not allow them? Economy is a joke anyway, players buy from other players or vendors what they want or need, you can't balance it.
Title: Re: Return timeouts for worldmap encounters
Post by: avv on October 22, 2010, 11:50:39 am
There are people who don't like to craft a single shit, they want to get "itanz" from rape and pillage. Why not allow them? Economy is a joke anyway, players buy from other players or vendors what they want or need, you can't balance it.

Because raping and pillaging gives itanz too fast compared to crafting. Everyone can rape alone and thus it takes away important multiplayer aspect: player to player trade. I mean I've been personally completely self-sufficient the last and this wipe by only farming encounters. And so has probably many others.
Title: Re: Return timeouts for worldmap encounters
Post by: Michaelh139 on October 22, 2010, 12:46:20 pm
Because raping and pillaging gives itanz too fast compared to crafting. Everyone can rape alone and thus it takes away important multiplayer aspect: player to player trade. I mean I've been personally completely self-sufficient the last and this wipe by only farming encounters. And so has probably many others.
It's not like the same goes for crafting?
Title: Re: Return timeouts for worldmap encounters
Post by: avv on October 22, 2010, 12:53:20 pm
It's not like the same goes for crafting?

You can blame crafter alts for that.
Title: Re: Return timeouts for worldmap encounters
Post by: John Ryder on October 22, 2010, 03:18:24 pm
Forcing everyone to be a crafter or to get a crafter alt is ok, but letting them loot encounters is not. Yes, that makes a lot of sense. I thought that Fo2 was a game of many choices?
Title: Re: Return timeouts for worldmap encounters
Post by: avv on October 22, 2010, 03:21:07 pm
Forcing everyone to be a crafter or to get a crafter alt is ok, but letting them loot encounters is not. Yes, that makes a lot of sense. I thought that Fo2 was a game of many choices?

Cashflow from encounters is tremendously higher than from crafting. It isn't even risky bussiness if you use cheap equipment.
Title: Re: Return timeouts for worldmap encounters
Post by: John Ryder on October 22, 2010, 03:32:17 pm
So what? Why do you want to slow down anything? After first month after wipe it will look the same as before it, you may slow it down to 2 months but what's the point? Encounters are a chance to smaller gangs to actually get a base, cars, mercs and shit. Cash is not that high - big gangs that take part in TC have MILLIONS of caps in banks - that, is high. Slow it down! Put a cooldown on it! Jesus, this game has so many useless cooldowns and you want to add more. WHAT'S THE POINT? See how crafting is now useful? Nobody gives a fuck about it because no one normal will spend an hour getting materials for BA that can be lost in seconds. Even if you finally craft the BA you wanted you have to wait AGAIN for crafting cooldown. Cooldowns, cooldowns everywhere.

But who am I talking to? To a guy that wanted to add a cooldown on aiming a weapon. ::)
Title: Re: Return timeouts for worldmap encounters
Post by: avv on October 22, 2010, 03:53:33 pm
So what? Why do you want to slow down anything? After first month after wipe it will look the same as before it, you may slow it down to 2 months but what's the point? Encounters are a chance to smaller gangs to actually get a base, cars, mercs and shit. Cash is not that high - big gangs that take part in TC have MILLIONS of caps in banks - that, is high. Slow it down! Put a cooldown on it! Jesus, this game has so many useless cooldowns and you want to add more. WHAT'S THE POINT? See how crafting is now useful? Nobody gives a fuck about it because no one normal will spend an hour getting materials for BA that can be lost in seconds. Even if you finally craft the BA you wanted you have to wait AGAIN for crafting cooldown. Cooldowns, cooldowns everywhere.

I never said that encounters need cooldowns. I didn't even suggest anything yet. I only said that encounters are way more effective way to get rich than crafting. If this is the case, then there's unbalance between crafting and farming.

But who am I talking to? To a guy that wanted to add a cooldown on aiming a weapon. ::)

I never said that either. I was for an idea where shooting would be done in reverse order (first regenerate aps, then shoot), so your vague attempt to somehow reduce my credibility here failed.
Title: Re: Return timeouts for worldmap encounters
Post by: John Ryder on October 22, 2010, 04:12:42 pm
I never said that encounters need cooldowns. I didn't even suggest anything yet. I only said that encounters are way more effective way to get rich than crafting. If this is the case, then there's unbalance between crafting and farming.
Then it's problem with crafting not farming.
I never said that either. I was for an idea where shooting would be done in reverse order (first regenerate aps, then shoot), so your vague attempt to somehow reduce my credibility here failed.
You can call it however you want but it was a cooldown. First wait then shoot. Cooldown, timeout whatever. :)
Title: Re: Return timeouts for worldmap encounters
Post by: avv on October 22, 2010, 04:37:22 pm
Then it's problem with crafting not farming

I guess you can put it that way aswell. But crafting is actually balanced and the ammount of items produced per time unit is calculated. Only real problem with crafting is that it's not fun. Even if cooldowns were removed crafting wouldn't be any funnier. Then it would be just running from place to place without cooldowns. We used to have that a time ago. You could mine 300 ores and craft billion metal armors if you had a brahmin with you, incredibly boring, finger-straining and repetive.

First wait then shoot. Cooldown, timeout whatever. :)

You have to wait after first shot anyway. Besides, that idea got more yes votes than negatives. But overall it doesn't even have anything to do with this issue here. If you want to discuss it, by all means resurrect the old thread.