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Other => FOnline:2238 Forum => Archives => General Game Discussion => Topic started by: Reiniat on February 06, 2011, 12:49:01 am
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Today Junktown mine was dominated again by Section8, i go there and die, horrible loading screen bug appeared.
Then i go again and see those guys are having like a "recess" so, y go in there and begin to fun saying "ahahahaha" and "lololol" (yes i was trolling).
And i find the normal 10 supermutants with rokets but they dont shot me, i dont know why, then i find a PK with the very normal CAmk2 drugged with 253HP and a AK112 expmag, and he say "????" ans see me run, his name was LordSaddler, i was weakened he could killme with one bullet, but he dont do it, he send his fukin idiots giant trolls with bazookas to kill me, they shot everyone at the same time and killme and damage LordSaddler.
So ths game will be called "Age of Empires Falloutics" or something because people that CAN FUKIN EASILY KILL WITH ONE IDIOT BULLET DONT DO IT AN ONLY SEND HIS FUKIN GIANT TROLLS WITH STUPID BAZOOKAS AND HOLY 400HP FOR KILL ONE LITTLE WEAKENED GUY INSTEAD OF SHOT A FUKIN BULLET AND DAMAGE HIMSELF ONLY BECAUSE HE HAVE A LOT OF MONEY AND POWER AND DONT KNOW HOU TO FUKIN PLAY
Yes i know this is trolling blabla insulting blabla but this need to be solved once for all, as if Hinkley have problems, and GM disactive the place, you should disactive ALL MERCENARIES until this stupid problem is solved
Accept it the game is really screwing off you need to make something, please.
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Players count dont matter this game if you got 3-4 "merc-holders" whos can hold 5 nightkins with Rocket Launcher. If they take location without "pre-view" its causes "instant death" on load without any chance to survive or shoot back if you dont have mercenaries too.
So, soon it will be game "Fallout: War of Mercenaries".
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I've already suggest fixing this without all the flame and rage.
http://fodev.net/forum/index.php?topic=13157.0
-Ulrek--
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sigh.
Mercenaries are a great feature of fonline that allow realistic possibilty of leading marauding or simple gaurding workers and add a great amount of roleplay with the game combing player and npc together to survive together, thrive, die, etc. Some people get attached to long-term mercenaries and because of their random naming adds even more roleplay as already said.
the current situation, is unavoidable with time, which will end and rebegin with each wipe. This era, it has only gotten this far out of hand because a few factors:
1. no wipe.
2. Interest in banks.
3. TC bug didn't help in the beginning.
Just endure and endure till wipe soldier!
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It was caused due to some TC bug and the general interest rates. As long as no wipe is coming here we have to seek for some temporary solution which I am doing right now.
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I hope it will be good one, cause "instant death loading screen" realy annoys.
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Parle?
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Parle?
"Palulay. Palu-li-la-la-lulu. Parlili. Parsnip, parsley, partner, partner."
"Parley?"
"That's the one! Parley! Parley!"
But, if by that you mean, that a person will be able to walk in a town and be able to walk while being invincible, then no, it's bad.
If it were changed so that he is invisible for those few seconds and is unable to move, then it would be okay.
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http://fodev.net/forum/index.php?topic=10918.0
If it's a 'GUARDED' area, I think you should have the possibility of being SAFE. If you are not in a PvP area maybe pvp shouldn't be able to mow you over, take all your stuff, *lulz* and walk away. Especially considering the only discipline they will be getting for their exploiting of loading screens, and generally abusing players is.... Wait anything?
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The problem is not mercenaries, the problem is spawn camping and the fact that there are maps without preview and/or with only 1 entrance.
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The problem is people being people. The devs think they can make Fonline total reality wasteland is harsh shoot for da lulz and not expect problems???
I think it happened in this order.
1. Super rich no lives gangs grind/kill/rob/craft, their way to a fucking fortune. Now with this fortune already amassed, they CHOOSE to abuse/take advantage of the bank system in order to further their gains. Its easy to make 50k, 100k, or more, when one can ambush/spawn kill folks at T-Rays or base sellers.
Average Joe AKA carebears cannot make caps at this rate. Bank interest is truly one of the few ways peaceful folks can make money since we got insane cooldowns (again 3 hours for BA ON TOP of the 2 hour gathering cooldown for the mats).
Why no robbing/killing cooldown to control equipment and cap gain??
2. Spawn camping. Again, its people doing what they want simply because they are allowed to do so. Complete freedom sounds fun in theory but it gets retarded quick when folks start to exploit any and every loophole. There is a reason why the great many successful MMOS out there have to put limits on what people can do.
3. TC Glitch. Caps was an archaic system to limit super cool shit to big gangs only. Thats why all the good shit like bases, cars, car mods, etc were caps only and un-obtainable in any other way. The only sure fire way to steadily amass caps was to do TC (again a big gang only activity). Otherwise TC rewards could have come in much better forms like materials for the new crafting systems the devs had planned to implement. Problems then arose with folks camping the merchants for their stash of caps because of their artificial control power. Players began to get upset and developed more practical work arounds like alt tents and parking tents compared to things like basesand cars while some others simply said screw it and relied soley on storage tents and high od chars. Thank goodness for cars being invisible (still sucks that people can "stumble" upon them in encounters for10 minutes from leaving them).
4. AGAIN, for fucks sakes change the cost of muties from caps to something fucking else. So much bitching and whining about something that could be easily fixed.
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Make bases visible and disable mercs? Risky.
Bank interest rate is cool, after a month from 45k I had 200+k. Even with 1% rate it gives you 10k daily from million. I wish to have such banks in RL :>
Bad thing is caps have almost no value now.
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It was caused due to some TC bug and the general interest rates. As long as no wipe is coming here we have to seek for some temporary solution which I am doing right now.
disable those fukin giants is what we all want, maybe then you can think in a better solution... yeah i know im in rage, but this game is beautiful and those assholes (the players not the muties) are destroy it
maybe is the response time of IA, in this game IA is perfect, so make NPC spend some time before of shot(simulating they is aiming), this works practically with every shoter since SyphonFilter1 to Callofdutyblackops, if you can evade proyectiles once they are shoted (like in halo) the enemies will shot slowly.
its not mi point of see, is the way that every game works.
And respect to "people do whatever bercause they can do it" yeah freedom is not easy, im supossing as this way system will never be perfect, but always will be upgraded, maybe puting aleatory respawning point, really:
"AGAIN, for fucks sakes change the cost of muties from caps to something fucking else. So much bitching and whining about something that could be easily fixed."
this man Keldorn really understand what i mean, any posible wrong solution is better than this shit.
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I already disabled the mutants seller but this is obviously just a temporary solution.
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Most of our members agree with disabeling mecenaries, same thing happends to us too, we are always entering in merc traps losing gear. It really spoils the fun of the game.
And Surf, please unlock our faction thread, it's not our fault that people are trolling on our thread. Don't punish us for others, ban the flamers do not close our thread.
And the kid that rages and is insulting everybody is not actually right, this is not about the mutants, it doesn't matter what kind of mercs the players are using, due to the bug the computer freezes, so disable all mercs.
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Most of our members agree with disabeling mecenaries, same thing happends to us too, we are always entering in merc traps losing gear. It really spoils the fun of the game.
And Surf, please unlock our faction thread, it's not our fault that people are trolling on our thread. Don't punish us for others, ban the flamers do not close our thread.
And the kid that rages and is insulting everybody is not actually right, this is not about the mutants, it doesn't matter what kind of mercs the players are using, due to the bug the computer freezes, so disable all mercs.
So, you believe all mercs should be disabled due to the trolling of a few? By that logic your thread should indeed be closed ::)
It would be better to simply make it a requirement that mercs be lvl'd up before they are truly useful (weak starting stats around the same as a normal player) Voila i doubt the merc trollers would really spend the 4-5 weeks to get a few mercs to a decent level to be able to troll with them.
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May be there is a simple anti-lag solution?
Tweak merc's AI in this way:
Disable merc's auto-fire when new target is arrived UNTILL THIS TARGET WILL DO ANYTHING. I mean mercs (even aggressive ones) don't shoot automatically UNLESS YOU SHOOT OR MOVE.
Attack via Alt menu should be still available.
If implemented, there will be no bug "freeze on load because I got damage from merc while loading"
Removing muties is not a fix of anything. O'k no muties - next time I'll buy rocket bitches. They can run, they'll do the job. I will care even less of losing them, as caps no longer my concern. If somebody has no loads of caps - combat slaves.
Mercs btw is adding some balance to game. What can I do alone against a group of 4-5 no-lifer kids with voice chat and everything?
Now I can smash them with 6 rockets at time. Disabling mercs ? Bad idea - remove features like this from game. TLA or Requiem don't have mercs. Why don't go there? ;)
Voila i doubt the merc trollers would really spend the 4-5 weeks to get a few mercs to a decent level to be able to troll with them.
Even now merc commander with 5 muties risked a lot - 85kx5 investment, at least 2 days of leveling up, ammo and guns to level up. And can be lost in 1 fight (especially TB encounter). 4-5 weeks? 21 lvl char require 1-4 days to get level cap. Bad, bad idea
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So, you believe all mercs should be disabled due to the trolling of a few? By that logic your thread should indeed be closed ::)
They are not a few, I can't hunt more than 20-30 minutes without entering a merc trap. Most of our members are not using their TB alts anymore. And I agree with Doctor Eex, if disabeing mercs seems to rush at least disable auto-fire.
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Mercs nice die in turn based from snipers =)
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I have never dropped into any mercenary trap encounter ever last wipe, or this wipe. Hell i have only encounter maybe 2 people this whole era alone.
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I have never dropped into any mercenary trap encounter ever last wipe, or this wipe. Hell i have only encounter maybe 2 people this whole era alone.
Lol, may be it is because you setting the traps yourself? ;D
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I have never dropped into any mercenary trap encounter ever last wipe, or this wipe. Hell i have only encounter maybe 2 people this whole era alone.
hard to say but me too , encountering pks is now very rare , only in places unguarded (V13 , V15 ) you can see them
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We will already have tougher control on caps next time, but interest obviously needs to go also. It will stop mercs being so "cheap" that they can be thrown away without any thought.
I imagine mutants will take up more Ch points too, but I'm not sure about this as mercs aren't my thing.
I'd also like to see the delay on being able to attack people return, if for no other reason than to cover the loading time.
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Doctor Eex i dont think you quite understood, mercs would suck balls at level 1, thus making it a lot harder to level them so getting to lvl 2 would even be difficult for the merc itself, the suggestion has nothing to do with the player character.
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I imagine mutants will take up more Ch points too, but I'm not sure about this as mercs aren't my thing.
I like this idea.
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Doctor Eex i dont think you quite understood, mercs would suck balls at level 1, thus making it a lot harder to level them so getting to lvl 2 would even be difficult for the merc itself, the suggestion has nothing to do with the player character.
Yes, I got your idea, but mercs are gun meat anyway. They are so EASY to lose. They will not worth efforts.
I imagine mutants will take up more Ch points too
Sound very reasonable. More HP - less total team gunpower.
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I'd rather want to see mercenaries deleted from the game than watching My flying body pieces everytime i enter "guarded" mining sites. "Master gave us a gift, we didn't obey his rules, he took it away". It's kinda normal that people die and suffer because of single abusers...
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I'd rather want to see mercenaries deleted from the game than watching My flying body pieces everytime i enter "guarded" mining sites. "Master gave us a gift, we didn't obey his rules, he took it away". It's kinda normal that people die and suffer because of single abusers...
It's a matter of gridcamping, not mercs.
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I imagine mutants will take up more Ch points too, but I'm not sure about this as mercs aren't my thing.
Yeah great idea! Maybe you can push this more, sg mercenarie take 2 charisma, bg take 3, mutant 4 etc.. Mutant are not the only merc problem, 5 bitch with rocket luncher is to powerfull to, same for laser rifle etc...
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I already disabled the mutants seller but this is obviously just a temporary solution.
Disabling mutant seller now u disable chance of gangs whos dnt bought them yet. But some gangs whos bought them got benefit against others.
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Disabling mutant seller now u disable chance of gangs whos dnt bought them yet. But some gangs whos bought them got benefit against others.
So what, mutants don't respawn. As long as the seller is disabled gangs will be very careful with using them in battles.
Players tend to hoard goods which can't be replaced easily.
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I do not like it, and even more, i do not like the direction of this flame... Muties are problems of this era, like drag-builds an wipe ago and so on.
Disabling merc is, imo, bad idea. I have played as a merc/slaver almost all the time [even in times when leaving encounter was meaning the same as losing some merc] and they usually sux in pvp becouse players got more hp, better gear and this little funny think that is called... stimpack?
There are some people that see cha build only as an alt [taxi] becouse they love to toy with their big guns, ba and shit know what else. But wait a sec... What if we disable crafting? JAJ! no overpower dude gear! Blue suits for all!
Nope fellow users, the problem arent merc themself, it just a metter to find a method to balance them. Lower skills? why not, it would bring muuuuuuuch more work for pk-leader to make them usefull. Other way is just to lover their ap or making able to attack only players that are seen by merc leader [saw merc leader with 240 hp, 5 muties so rest of his special werent so... heroic?].
Making merc cost 1 slot, 2 slots, 3 slots etc is just a way to say "hello system i need some bugs in game". How? Some error and you can get your mutant for 1 slot or junktown dog for... 4 slots?
And why isn't anyone thinking about quests to recive merc? Do something for marcus and you can get your ugly rocket fucker insted of paying 40k... Merc cant be passed like slaves so if you put them like 1 quest/week that should be a little more balanced? Btw what would do 5 mutant squad if they havent got rockets? Think, think.. Remove encounters like BoS, unity patrols, remainds of master army and what? there is no more ammo for our altilery squad! I can hear you screaming "oh noooo! bg would be hitted nooo! thats a stupid idea!". No pain no gain bastards...
People are frustrated becouse of their mighty builds that are supossed to "rock'n'roll" but insted are smashed by a mutant merc leader. However, their cost much, the loss means -120k just like that. just like that, just lag, just get pked, just respawm in wrong points, just go near navarro adn lost ur merc in bugged map... You think that it is easy to obtain such army adn keep them healthy? Try!
Dont like merc army? cut their ammo, lower their sequence, perception, make them obtainable due quests but for fucking sake do not remove them from the game just becouse some trolls cant think about other way to solve this problem than deleting them.*
*sorry for my english, it was some time since i was writting.
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So what, mutants don't respawn. As long as the seller is disabled gangs will be very careful with using them in battles.
Players tend to hoard goods which can't be replaced easily.
or just they will start buying human bg mercs
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Return old drugs
And mercs will sux
xD xD
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Yes, I got your idea, but mercs are gun meat anyway. They are so EASY to lose. They will not worth efforts.
Sound very reasonable. More HP - less total team gunpower.
If most people believe they are not worth the effort then there will be no more abusing them like now, thus problem fixed, disabling all mercs is a terrible idea for those that actually enjoy being a merc leader and don't just use it as an alt for TC
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Most of our members agree with disabeling mecenaries, same thing happends to us too, we are always entering in merc traps losing gear. It really spoils the fun of the game.
And Surf, please unlock our faction thread, it's not our fault that people are trolling on our thread. Don't punish us for others, ban the flamers do not close our thread.
And the kid that rages and is insulting everybody is not actually right, this is not about the mutants, it doesn't matter what kind of mercs the players are using, due to the bug the computer freezes, so disable all mercs.
this is not about mutants is for those (insert blasfemy here) players that dont know how to play,
also, the guys in junktown mine was saying something about "viva section8" or "this is green justice from section8" (because his CA), are you pks or what?
lemark"Yeah great idea! Maybe you can push this more, sg mercenarie take 2 charisma, bg take 3, mutant 4 etc.. Mutant are not the only merc problem, 5 bitch with rocket luncher is to powerfull to, same for laser rifle etc..."
for god sake they are WHORES not bitches, Whores funny loaded with 14mm and like 220HP and jimmyhats :)
"So, you believe all mercs should be disabled due to the trolling of a few? By that logic your thread should indeed be closed "
no because its not a problem of some guys, everyone in power to buy muties are doing this, in TC, PK, even in little comertial factions, even me, so.
surf solar"I already disabled the mutants seller but this is obviously just a temporary solution."
god bless you, its obiously a temporaly solution and iy becomes with some problems, but its nice
And about Avoral, is temporaly soution, mercs need to be implemented
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We will already have tougher control on caps next time, but interest obviously needs to go also. It will stop mercs being so "cheap" that they can be thrown away without any thought.
I imagine mutants will take up more Ch points too, but I'm not sure about this as mercs aren't my thing.
I'd also like to see the delay on being able to attack people return, if for no other reason than to cover the loading time.
Mercs won't be "cheap", if they were not meant to be used as meat shields. Again other folks have brought up much better methods to fix the merc problem then resorting to a lazy interest nerf. Its pretty clear the real problem has been tc bug and spawn camping and rich gangs abusing the interest system with a very fucked up tc cap reward system.
If you eliminate interest then you eliminate yet another way for folks to earn caps peacefully and officially encourage more counterstrike trigger happy folks. Why spend 5 hours to make and sell ONE BA when folks can form bluesuit cripple teams with BB guns or just grid camp T-Rays/Junkyard or base sellers and make a hell of alot more.
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Mercs won't be "cheap", if they were not meant to be used as meat shields. Again other folks have brought up much better methods to fix the merc problem then resorting to a lazy interest nerf. Its pretty clear the real problem has been tc bug and spawn camping and rich gangs abusing the interest system with a very fucked up tc cap reward system.
It's surely a problem. It's surely not the real one. The real ones are the instant merc reaction, and the ability to get out while in combat.
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resorting to a lazy interest nerf.
Its not lazy, nor is it just to fix mercs. Ideally you would want slow inflation, not the exact opposite
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Its not lazy, nor is it just to fix mercs. Ideally you would want slow inflation, not the exact opposite
You have to have an actual economy in order to worry about inflation.
Plus it doesn't change how its the ALREADY MASSIVELY RICH gangs who are the real folks fucking shit up by abusing bank interest. Disposable mercs happened because of a glitch. Keep in mind interest only worksif folks DON'T USE the deposit but leaves it in the bank.
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eliminate the interests of bank,
and make bases and mercs sell by other things, no caps.
and wipe the server, even if no actualization will come, is better wipe now and wipe when the actualization is done,
is better wipe in reason of game crysis than actualizations
also when you buy a merc, he is not a slave, so he need paid every week. put a amount of money based on time, maybe 10k at week for ghouls snipers, in example. and make mercenaries weaker, its shit that a player can have 250HPmax and mercs muties 400HP and also a instant time reaction
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You have to have an actual economy in order to worry about inflation.
Plus it doesn't change how its the ALREADY MASSIVELY RICH gangs who are the real folks fucking shit up by abusing bank interest. Disposable mercs happened because of a glitch. Keep in mind interest only worksif folks DON'T USE the deposit but leaves it in the bank.
The game has an economy, its just an out of control one currently. No doubt we will have plenty of whinning again when it is brough back under control, but there you have it ;)
When caps are more scarce, the traders are sorted and there is no incentive to horde, a lot of problems shall disappear.
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When caps are more scarce, the traders are sorted and there is no incentive to horde, a lot of problems shall disappear.
WHAT!?!?! Hording will always exist in my opinion I could not imagine people not wanting to horde gear
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-deleting interest rates will hurt good gangs and the experienced players, but will kill any chance to make some good money for the weak/new players
-removing mutants WILL NOT MAKE THE LOADING BUG GO AWAY
-people that dont enter merc traps, either are using vehicles all the time or "rp" in guarded cities. my fellow members get murdered every day in merc traps because we are actually hunting. of course, we have no problem with dieing, we have a problem with it when it occurs due to a bug.
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-deleting interest rates will hurt good gangs and the experienced players, but will kill any chance to make some good money for the weak/new players
It's way too easy to get caps, even without interest. I am quite the opposite of a "pro" experienced player, but even when I had my loner character I managed to get hundreds of thousand caps without too much of a hassle. It's not hard, you just have to be creative.
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It will be very nice if getting caps will be harsher next session.
Last time I checked, my small gang had about up to 2 mln. caps income daily.
All because of intense cap making in the beginning of a session.
So this session is insane rich. Let next will be different.
However good finance and mercs muties allow me to fight gangs of 4-8 men alone. It is good help for rich enough loner.
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It will be very nice if getting caps will be harsher next session.
Last time I checked, my small gang had about up to 2 mln. caps income daily.
All because of intense cap making in the beginning of a session.
So this session is insane rich. Let next will be different.
However good finance and mercs muties allow me to fight gangs of 4-8 men alone. It is good help for rich enough loner.
But otherwise gangs with 4-8 mans cant opposite "big gangs" wtih 20+ peoplese cause they have no chances.
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WHAT!?!?! Hording will always exist in my opinion I could not imagine people not wanting to horde gear
Gear, yes. Caps, no.
If everything became 2% more expensive each week, then savings would gradually be de-valued and there would be no incentive to storing up vast sums in banks.
It could even open up some form of gold trade where-by you could sotre your reserves in a manner that will retain its value - and create some form of dynamic between BH gold mine and an NCR mint - and then an alternate currency, the NCR $.
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Solar just cut the intrest rates to 1% and make them to give profit for every 7 real life days not 1day like it is now.
The speed of cash growth would be so little that most players gona just spend them insteed of hoarding.
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Interest serves no good purpose. Inflation does.
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In terms of game economy, I think the huge purchases - mercs, bases, cars - warp the economy and make caps something hoarded rather than spent. Even if interest didn't exist in the game's banks, there would still be hundreds of thousands of caps being saved for one of these huge purchases that never ended up being spent. Caps are intended to be the currency of the wastes, but right now they're closer to the role of 'tokens'. Tokens that can be collected across the wastes, saved up, and cashed in for a 'prize' - like a merc or a shiny new car.
Whoever suggested it, I like the idea of getting mercs through quests, rather than just handing over a fat wad of cash. It'll open them up to more people, and make leader builds less of a moneysink if you don't want to be a slaver. Definitely worth thinking about tying it into NPC Factions, too. You build up 500 'Faction Points' and you get up to five NCR Recruits to watch your back. 2500 and you get an NCR Ranger. So on, and so forth.
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^ kind of like this idea. BUT, if interest is being removed anyway... why not just let people buy mercenaries. Yea, there will be lots of money floating around but it won't be free, easy to get interest money. It will be hard earned money that was gathered through pking, farming, etc...
So keep mercenaries as purchasable, just fix the infinite caps problem.
You: Hi can I hire you for caps?
Merc: No, it doesn't work like that.
You: Huh? I thought mercenary meant soldier for hire?
Merc: No, we have to be best friends first...
You: FFFFUUUUUUUUUUUUUUUUUUUUUUUUUU-
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You build up 500 'Faction Points' and you get up to five NCR Recruits to watch your back. 2500 and you get an NCR Ranger. So on, and so forth.
Klol but then it's just up to how faction points are received. If they can be farmed, it's no differend from caps.
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Klol but then it's just up to how faction points are received. If they can be farmed, it's no differend from caps.
agreed. I say keep mercenaries the way they are (stop raging about how awesome they are) and simply fix the economy. The only reason mercs are as good as they are is because of how horrible the economy is right now. If they had inflation and less bank interest, then mercs would be harder to get. Equipping gear, paying for ammo, plus paying for their services is going to be a lot after wipe.
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Faction points usually means doing a quest of varying difficulty to get them. Its a lot better then "I feel like being a douchebag so I am going to camp T-Rays/base sellers and get 100k. Then I am going to further abuse this mentality by dumping it in the bank.
If the devs are going to go the lame fix/nerf interest road then just shows how big gangs get to fuckover anyone without consequences. Eerything for the big gangs right? Just like Izual, wipe everything cause the big gangs are butthurt overmuties and mercs, all because of a glitch.
"Wasteland is da harsh for the little guys but special accomodationsfor others"
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The same with collecting points via quests can be made with the buying bases for example (which is pretty dumb at the moment).
I like it.
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My Noobish PoV
Problem:
Too many caps floating around.
Proposed Solutions:
Add inflation rate
Mercenaries require pay
Cons:
If you add an inflation rate you eliminate people who join mid game from being able to afford anything since they havent had the chance to build up their funds.
The Mercenaries require pay isn't such a bad idea but what happens when you can't afford it? Do they take it off your hide by killing you? Or do they just leave peacefully? In that case the flat fee to hire them needs to be much higher than the weekly/monthly payments otherwise you would hire, not pay, and repeat.
My Suggestions
Luxury Tax
Food for thought A
Food for thought B
Interest Rates
GICs
Vacation Time
Luxury Tax - Things that are luxuries; cars, and mercs, (needs a bit more definition on whats a luxury) will suffer from a weekly to monthly inflation rate of x percent.
Food for Thought A - Players will need to eat or suffer from starvation (drop in strength and endurance) how often they need to be fed should either be daily or once every 72 hours. You should not be able to die from starvation.
Food for Thought B - Slaves will need to be fed and watered this should be done through one of two methods the player could pay a weekly fee or supply the food and water himself, if he is paying a weekly fee, the fee should fall under the Luxury tax. If the slave is not fed for an extended amount of time they will die or revolt.
Interest Rates - I think interest rates should continue just not in the current fashion, they should be paid monthly and not on the same date each month otherwise a player will just sell all his items drop the caps off at the bank collect the interest rate wait the day and buy his stuff back. So there should be a formula that whatever amount the player had at the beginning of the month (subtracting all deductions from the month) is what the interest rate will pay out on.
Guaranteed Investment Certificate - Same as in real life, the bank will lock up your money for x amount of time (usually years) and pay a higher percentage of interest based on how long you lock it up. I think this is something that could be implemented for 4-6-8 month spans at a higher percentage of the interest rate would be for those times.
Vacation Time: If the food for thought ideas get implemented so should vacation time, meaning that if you activate vacation time there will be a; 24 hour period where you cannot log into your account (to prevent abuse) your character will not have to eat, the bank will not pay interest while you are on vacation time, your mercenaries and slaves do not require food or payment.
Let me know what you guys think, and try to be polite about it :p
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Disabling mercs is stupid you NEED mercs, dont be retards -.-
He said it right, just add a delay to attacks so they dont auto attack in 0 seconds, so they react like human players.
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Disabling mercs is stupid you NEED mercs, dont be retards -.-
He said it right, just add a delay to attacks so they dont auto attack in 0 seconds, so they react like human players.
Grid camping may be bannable but it is not likely to solve the problem at all just banning the character used.
That is why I think mercs should keep their 0 time reaction... Although there is very large cons and gains from this.
A better solution is needed, like the spawn places, when you spawn in you have 3-5 seconds before you're able to be attacked, and if you move you can be attacked. I dont know how this should affect mercs if implemented though...
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I'm not sure how I feel about the merc autoaim/autoattack feature. I realise it is vastly necessary to make mercs useful, but it also feels a bit cheap that they act like 'sentry guns', both automatically detecting enemies and shooting at them. I prefer the thought of mercs only attacking when instructed to.
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Now that you mention about it it would be nice if all NPCS in the game had a reaction time to attack, I attack whats his name gang leader, and before I know it all 9 gang members are auto ( sentry gun ) attacking me? almost before I can fire 1 round,
its like fighting fracken terminators 0.0
only robots should have 0 delay XD :P
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Why not just get rid of banks? Just replace them with merchants, or training areas where you can pay caps ONCE a day to do some sort of experience gaining activity that depending on how well you do determines how much is awarded. Also make it expensive so it gets "rid" of more caps that are in the game-world, and it's just another thing you can do in the game.
Like paying 1200 caps (or more/less) to fight oncoming protectrons armed with cattle prods that will knock you out if they get too close and damage you enough; the more you destroy, the more experience you get. It would ALSO help noobs out a bit, while not effectively nerfing the game, by granting additional experience and letting them see a little combat instead of going out into the wasteland and losing all of their shit. Of course, still only once a day and make it pretty hard so noobs (or even mid-to-high-level players) can't totally exploit it. I don't know, I think it sounds pretty sweet. ;D
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You mean something similar to the thorn in FO New Vegas?
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Yeah I guess, I mean it could work right? And speaking of The Thorn it would be neat if after your one round you could still bet on other players, to see how many kills or what "wave" (depending on how it's set up, I was thinking waves) and you could earn a modest sum but not totally over-do it like the banks seem to do.
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I prefer the thought of mercs only attacking when instructed to.
Then they are useless for base guarding, or for any situation where you are attacked and don't have time to give orders.
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Then they are useless for base guarding, or for any situation where you are attacked and don't have time to give orders.
Badger is referring to how they can just automatically attack anything they see, and even a split-second after they spawn on the map, which is imbalanced.
If a player with the mercs is the one being attacked, having the mercs attack in retaliation isn't the problem. It's that the mercs attack before the other player has a chance to react.
And the feature doesn't have to apply to faction bases, that was already discussed.
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1. Remove mercs or make it to where EVERYONE gets the same amount of points by time played or something close to it with a cap of 2 followers to each person (no matter charisma). You must use the points to get mercs.
2. Leave slaves but they can only use the weapons they have when you capture them with a cap of 3 or 4.
3. Leave the bases as they are, unfindable. It's already stupid enough that you have to pay 30k+ caps to have a cave when you run across caves while out hunting non-stop.
4. Bring back interest rate. People rage at the idea of this, but only because then people have the money to buy an easy 30+ mutants. If caps =/= mutants, no need for no interest rate.
5. (Off topic but whily we're stating needed changes here's one) Add xp gain to thieves. It's rediculous that you have to hunt to level16+ to get your 300 steal skill when you can't increase your fighting skill for shit without fucking it up. Also, make it to where you can steal from npc's (guards a 275+ with about a 33% chance of actually stealing at 300). This adds another valuable character setup to the game to replace the 5 mutant leader setup.