Make purchasable perks.
In both Fo1 and Fo2 player could come across the opportunities to obtain some special character adjustments, here are some of them (from fallout.wikia):
Alcohol Lowered hit points -2 HP
Alcohol Lowered hit points II -4 HP
Alcohol Raised hit points +2 HP
Alcohol Raised hit points II +4 HP
Dermal Impact Armor +5% to DR against normal and explosion damage
Dermal Impact Assault Enhancement +10% to DR against normal and expl. damage, -1 Charisma
Expert Excrement Expeditor +5% Speech skill
Gecko Skinning Ability to skin geckos for sale
Phoenix Armor Implants +5% to DR against plasma, laser and fire weapons
Phoenix Assault Enhancement +10% to DR against plasma, laser and fire weapons, -1 Charisma
Vault City Training +5% to skills: Doctor and First Aid
Vault City Inoculations +10% to poison and radiation resistance
Gain (attribute) +1 to str/pe/en/cha/int/ag
My suggestion is to add some more to the list, make them expensive and let us purchase them for caps.
The point is to:
- make some use of cash (alloys are currency atm),
- prevent inflation,
- and keep players busy after reaching level capacity.
its easy way for casual players
Depends on the price.
i dont like that, those who have many kills are strong by themselves, and making them even stronger i dont know... they pown newbies and they will pown them even more, do we really need this ?
i dont like that, those who have many kills are strong by themselves, and making them even stronger i dont know... they pown newbies and they will pown them even more, do we really need this ?
i dont like that, those who have many kills are strong by themselves, and making them even stronger i dont know... they pown newbies and they will pown them even more, do we really need this ?Man you see these bonuses? You really think it gonna make a 21 char more powerfull? No, it's just a nice and simbolic reward for achieve successfully a regulation of specie (we have to kill them or they'll die!).
There already is a reward for killing stuff, and it's called experience. That's where you get all skills and perks from.
Witnessing high-level players hunting for rats to get some stupid achievement would be somewhat gamebreaking for me.
Reward system encouraging grinding? Yuck. Fallout isn't about numb slaughtering of the same creatures over and over again. At least in my opinion. But nonetheless. I thinkf that rewards for grinding PvE combat should be purely non-combat and rewards for non-combat grind [healing, crafting, trading, exploring the whole map] should be combat profits. Just to even out a little the playfield and disencourage alts at elast a little.
Witnessing high-level players hunting for rats to get some stupid achievement would be somewhat gamebreaking for me.
I can see it clearly before my eye - the new system to get players stay at fonline!Achievment unlocked - "Nuclear Warmachine!"
(http://www.abload.de/img/achievmentnfuz.png)You basically pwned every n00b on teh server - you rock! (1249 Trillion g)Achievment unlocked - "Zoophilia - it a mercy"
(http://www.abload.de/img/achpers.png)
You discovered how to fulfill your wettest dreams, even without humans! But boy, it's just a dog! (25 g)Achievment unlocked - "FOnline 2238 - been there, done that."
(http://www.abload.de/img/achievment11eu5.png)
You posted the shit out of the official forum - now you mastered the high art of trollin'! (∞ g)
;)
(it was actually funny creating those things)
You know that this was a joke?
There already is a reward for killing stuff, and it's called experience. That's where you get all skills and perks from.
Reaching a max level usually takes a couple of days of intense playing. Regardless the way, it would be nice to have a possibility to continue specialising your character even more after that time.
I like that idea, as long as achivements are not very important but still not worthless. I remember in F2 i was hunting every little bonus beside regular leveling eventhough it had no use for me except feeling that my character is a little better and I am sure I wasnt the only one.
Achievment unlocked - "FOnline 2238 - been there, done that."I win this one.
(http://www.abload.de/img/achievment11eu5.png)
You posted the shit out of the official forum - now you mastered the high art of trollin'! (∞ g)
I win this one.
In theory, the reward for continuously playing is being able to play the game in the first place, it is free and the players do not need unbalanced reward system ideas to make them play. If they do - there is something terribly wrong with this game and its development team, which I don't think is true.
So, as far as there are some people that play the game, it doesn't need any changes? Is this your argument?I would loooooooooooooooooooooooove to see where I said that.
I would loooooooooooooooooooooooove to see where I said that.
In theory, the reward for continuously playing is being able to play the game in the first place, it is free and the players do not need unbalanced reward system ideas to make them play. If they do - there is something terribly wrong with this game and its development team, which I don't think is true.
snip
So, as far as there are some people that play the game, it doesn't need any changes? Is this your argument?Unfortunately you were unable to show me where I said "the game does not need any changes because people play it". I said it doesn't need this particular change. If the game did not need any changes (as you claim I have said) it would be past beta and out the door in full release. So you are wrong (http://www.youtube.com/watch?v=WrjwaqZfjIY).
And now tell me what exacly is unbalanced in this idea.People will just farm for this stuff and get the upper hand on other players who don't play as much (not like they don't have the upper hand on those players already, right?), the whole game will be a mess with this "Kill 1000 of this enemy for this reward". If someone were to manage to get enough of these bonuses stacked it would be heavily imbalanced. And don't think that there's no one with enough time to do this stuff, people's lives are being devoured by the FOnline addiction as we speak.
People will just farm for this stuff and get the upper hand on other players who don't play as much (not like they don't have the upper hand on those players already, right?), the whole game will be a mess with this "Kill 1000 of this enemy for this reward". If someone were to manage to get enough of these bonuses stacked it would be heavily imbalanced. And don't think that there's no one with enough time to do this stuff, people's lives are being devoured by the FOnline addiction as we speak.
How exactly would this suggestion work - logically? If I killed 1000 men in real life would I suddenly be better at Science, First Aid and Doctoring? It's a disguised excuse for HARDCORE (http://fodev.net/forum/index.php?topic=1406.msg10851#msg10851) (the guys who have enough time to grind 100k caps to pay for 100 reputation) players to get extras that the guys who don't play as much can't.
EDIT: As for hardcore players.. no matter the game, they always have an advantage. But isn't it how it's supposed to be?Well, if they already have the advantage, why give them more?
Well, if they already have the advantage, why give them more?
Not "give them advantage" but give them a chance to get it, and only a symbolic one.
As for the reason, I've already said it several times and I'll say it once more: To keep them busy.
For heaven's sake! Do some people REALLY think that fallout online is supposed to be about hunting thousands of npc enemies? Further character advancement is ok, killing thousands of enemies in repetitive way isn't. That's what you can do in Diablo singleplayer.
Hopefully the the future of character advancement lies in player interaction, not grind.
But if they have a chance to get this advantage and get it, whats the difference from having an advantage?
2ReconiteRight, so if I go on a mass rampage blowing people's heads off I will be better at Anatomy? And will be able to fix my crippled limbs, patch myself up and hack computers? You make sense! I'm not sure Anatomy students in med school go on mass rampages and kill thousands of people to study.
...How exactly would this suggestion work - logically? If I killed 1000 men in real life would I suddenly be better at Science, First Aid and Doctoring?(c)
it know as "Anatomy",it studied in med.universitet))
game should be fun, but do not be sad as it is now,fter level 21, starts ICQ, and other chat
But if they have a chance to get this advantage and get it, whats the difference from having an advantage?
Further character advancement is ok, killing thousands of enemies in repetitive way isn't.
Hopefully the the future of character advancement lies in player interaction, not grind.
If you have some other idea, I'd really like you to write something more about it.
No, no, no. Mindless, numb grinding should not give rewards other then exp. This isn't and it shouldn't be WOF ffs. I would gladly see awards for role-playing, hosting player based events, doing group raids on PvE (as in group quests). But not anything as silly as kill 1000 rats and get a bonus.
[if you really must have this then give a award for killing 100 of creature tyoe that will give you some damage bonus towards that one creature (players are not a creature type)]
Hunter who killed 1000 centaurs is a no-life really. Anyway, I can aknowledge he is an expert centaur hunter. But that's the only thing it proves. So he may get a "you have no life part 3" medal and some bonus in figthing centaurs but why the hell he should be more effective in figthing dogs, or any other being apart centaurs?
you lived in America in 2241? How do you know that this is not real?
HAHAHAHA :D Best argument ever :) Let's give everybody a plasma gun instead of their left legs. Nobody lived in USA in 2241 yet and maybe that's what it will be like :)
I would gladly see awards for role-playing, hosting player based events, doing group raids on PvE (as in group quests).
Role-playing should not require a lot of GM assistance. And if so then give a weaker GM status to so called RP moderators who are eliglible to give out rewards for it and take part in them. I'm quite sure that the game community would find such persons quite eager to do so.
For the quests. Some could require weeks of work or major resource pull [like gather 2000 minerals on a cow and talk to a npc]. Some could require a lot of free time [visit every swuare of the map], some could be repeatable with a random factor [like kill 10 randomcreaturetype], some could require player interaction [take 5 of item Z to place Y, where item Z is so heavy that only one per person is actually availible, no brahmins or cars allowed of course]. Possibilities in getting the attention of players on top levels are endless. It's the lack of developer power to make them true :(
Quests with random factor and a cooldown of... 24 real hours for example. Like:
A hunter's guild opens in Klamath. They give daily hunting quests. They require killing a set amount of specific type of creature. And every player in a group ledeared by quest taker can participate. So they hunt as a team. The balance should be set up so it's basicly impossible for one person, impossible for 2 maybe, very hard for 3 and challanging for 4-6 persons. Strategy [everybody solo - teams of 2 - teams of 3 - whole group hunting together] can be chosen based on the number and type of creture to hunt. You obviously go solo if you got 12 2238's hours to kill 150 rats but go as a group if you need to take out 10 enclave soldiers.
If you kill 1000 centaurs it already gives you levels which increase your skills and give perks. If level 21 dude kills centaurs, then he's doing it at his maximum efficiency.
at the moment when you reach level 21 the game ends
The game isn't just about leveling process. I know - these are shitty comparisons, but look at WoW or other MMO's - mostly the game starts when you reach the end level.
I would give 100k if they had I had, that someone would kill 1,000 Centaurs or Floaters. ;)
But I have no such personal savings ::)
I am ready to do for +5% to resist radiation))