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Other => FOnline:2238 Forum => Archives => Closed suggestions => Topic started by: duorden on January 28, 2010, 04:42:35 pm

Title: "Reward system"(for continuously playing)
Post by: duorden on January 28, 2010, 04:42:35 pm
                     I am submitting a proposal which would ensure a constant game for the character, it does not make it into a result, "the killing machine".The essence of such murder in 1000 (for example) units of each monster or creature, the player receives a certain (logical) reward.

Sample list:

FAUNA
Brahmins   +1% damage resist,+5% outdoorsman

Dogs        +1% damage resist,+5% outdoorsman

Geckos     +1% damage resist,+5% outdoorsman

Rats         +1% damage resist,+5% outdoorsman

Mantis      +1% damage resist,+5% outdoorsman

Plants       +1% damage resist,+5% outdoorsman

Scorpions  +5% poison resist,+5% outdoorsman

"...your life you annoying little creature, you do not stay in debt..."

MEGAFAUNA
Aliens         +5% poison resist,+5% radiation resist,+3AC

Centaurs     +5% poison resist,+5% radiation resist,+3AC

Floaters       +5% poison resist,+5% radiation resist,+3AC

Deathclaws  +5% damage resist,+5% radiation resist,+3AC

"...horrible monsters have left the living space on your body..."

HUMANOIDS
Ghouls         +5% radiation resist,+5% FA,+5% Doctor

Mutants       +5% radiation resist,+5% FA,+5% Doctor

Men            +10% science,+5% FA,+5% Doctor

Women       +10% science,+5% FA,+5% Doctor

"...dead humanoids much more interesting to live..."

ANDROIDS
Robots         +20% repair,+20% science

"...entertaining robotologiya..."

           
                    As a result, if the player will have come full circle killing monsters (16 000 dead creatures!!!), the total bonus amount to:
           
damage resist ------->+11%

poison resist   -------->+20%

radiation resist-------->+25%

outdoorsman  -------->+40%

FA------------------------->+20%

Doctor------------------->+20%

Science------------------>+40%

Repair-------------------->+20%

AC------------------------>+12



Thanks
Title: Re: "Reward system"(for continuously playing)
Post by: avv on January 28, 2010, 04:48:50 pm
This would encourage grind too much. Hopefully people can restrain from insults here.
Title: Re: "Reward system"(for continuously playing)
Post by: Szef on January 28, 2010, 05:18:45 pm
This option is.. interesting. A simple bonus for experiencing the game for one-character players. All but dmg resistance sounds nice - it shouldn't involve PvP/PK skills IMO. Also, maybe it could be a nice way to improve more "RP" skills.. but still I have no idea how to connect gambling/traps/speech with killing...

Title: Re: "Reward system"(for continuously playing)
Post by: duorden on January 28, 2010, 06:31:32 pm
I am not saying that this should be so, but if it is to realize the game much longer will cause interest.I am sure that it needs a detailed elaboration on the types of animals within species
Title: Re: "Reward system"(for continuously playing)
Post by: Elmehdi on January 28, 2010, 07:15:03 pm
It sounds much like an achievement system, common in console games. Kill 1000 rats and you will get +1 to sth... you are right, as far as it's just +1, it won't make you immortal.

There is no doubt that something should be done to make the game playable after reaching the level capacity. However, I'm afraid that people will do nothing but grinding if such an idea gets implemented.

I was thinking rather about boosts/perks that you could buy for cash. I posted it some time ago, yet on NMA:

Quote from: Elmehdi
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.

Anyway, the point is to keep a constant character progress during the whole game, without making anybody immortal and I agree with that.
Title: Re: "Reward system"(for continuously playing)
Post by: duorden on January 28, 2010, 07:29:22 pm
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"

its easy way for casual players

implantants/teacher/trainer/nanny/granny  - not my choisel
Title: Re: "Reward system"(for continuously playing)
Post by: Elmehdi on January 28, 2010, 07:39:53 pm
its easy way for casual players

Depends on the price.
Title: Re: "Reward system"(for continuously playing)
Post by: duorden on January 28, 2010, 08:00:09 pm
Depends on the price.



not word about morrowind and oblivion))

and actually becomes strong for the money it pop
Title: Re: "Reward system"(for continuously playing)
Post by: Roachor on January 28, 2010, 08:07:29 pm
That would be awesome as the character design so far is pretty bare bones.
Title: Re: "Reward system"(for continuously playing)
Post by: vedaras on January 28, 2010, 09:05:08 pm
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 ?
Title: Re: "Reward system"(for continuously playing)
Post by: duorden on January 28, 2010, 09:12:31 pm
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 ?

proposed a system for another class of players

Each player has multiple characters and is always among them is a fighter-shooter

Title: Re: "Reward system"(for continuously playing)
Post by: vedaras on January 28, 2010, 09:18:08 pm
i would like it more if they devs could make some rewards for being what you are, like if you  are  a hth character, you could win boxing tournament like in f2 and gain dmg resistence, if you are ranged character, you could win somekinda shooting competition and get like 1 perception, if you are a doctor you can get combat armor implants and etc. That would be fair and wouldnt make those gifts limitless, devs took some weapons armors out not to make all characters stronger, so those premiums you are offering would do the opposite :>
Title: Re: "Reward system"(for continuously playing)
Post by: Roachor on January 28, 2010, 09:20:28 pm
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 ?

Noobs will get pwnt regardless, with this system they'd be able to get stronger over time.
Title: Re: "Reward system"(for continuously playing)
Post by: Nilf-GaaRd on January 28, 2010, 09:21:28 pm
Very interesting....... 8)
Title: Re: "Reward system"(for continuously playing)
Post by: Crazy on January 28, 2010, 09:34:28 pm
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!).
Title: Re: "Reward system"(for continuously playing)
Post by: Giemz on January 28, 2010, 10:16:31 pm
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.
Title: Re: "Reward system"(for continuously playing)
Post by: Archvile on January 28, 2010, 10:49:01 pm
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.
Title: Re: "Reward system"(for continuously playing)
Post by: duorden on January 28, 2010, 11:08:18 pm
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.

not do this, let others do it
Title: Re: "Reward system"(for continuously playing)
Post by: duorden on January 28, 2010, 11:10:55 pm
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.

I do not like PvP, I do not like Kraft, I do not like the looting and robbery, but I love to play one, I love are constantly moving, I love to hunt and I am sure that I'm not the only one
Title: Re: "Reward system"(for continuously playing)
Post by: Surf on January 28, 2010, 11:44:29 pm


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)
Title: Re: "Reward system"(for continuously playing)
Post by: duorden on January 28, 2010, 11:51:33 pm

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)


though this than any))
Title: Re: "Reward system"(for continuously playing)
Post by: Surf on January 28, 2010, 11:53:47 pm
You know that this was a joke?
Title: Re: "Reward system"(for continuously playing)
Post by: duorden on January 29, 2010, 12:19:36 am
You know that this was a joke?

every joke has some truth)))
Title: Re: "Reward system"(for continuously playing)
Post by: Elmehdi on January 29, 2010, 12:45:22 am
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.
Title: Re: "Reward system"(for continuously playing)
Post by: duorden on January 29, 2010, 01:03:43 am
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.


Thank you, you got my point! game without motivation boring
Title: Re: "Reward system"(for continuously playing)
Post by: Bantz on January 29, 2010, 01:30:39 am
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.
Title: Re: "Reward system"(for continuously playing)
Post by: duorden on January 29, 2010, 01:35:31 am
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.


they are important moral,create the impression of cyclical and infinite games,endless quest, with awards during the execution!!!
Title: Re: "Reward system"(for continuously playing)
Post by: Reconite on January 29, 2010, 01:41:03 am
Quote from: Surf Solar
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)
I win this one.

Edit: Below: Good point, well; let's see. 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.
Title: Re: "Reward system"(for continuously playing)
Post by: duorden on January 29, 2010, 01:44:34 am
I win this one.


uninteresting, discuss the theme, not a joke
Title: Re: "Reward system"(for continuously playing)
Post by: Elmehdi on January 29, 2010, 02:18:50 am
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?

Sharing the ideas about how to make the game better is the point of the suggestion thread. Wrong or not, but this one could give some incentive to stick to the game for longer than a couple of days. It would also keep high level players busy.. and that would certainly make a life easier for a lot of newbie players.

The matter of balancing it is another issue.
Title: Re: "Reward system"(for continuously playing)
Post by: Reconite on January 29, 2010, 02:21:13 am
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.
Title: Re: "Reward system"(for continuously playing)
Post by: Elmehdi on January 29, 2010, 02:27:47 am
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.

And now tell me what exacly is unbalanced in this idea.
Title: Re: "Reward system"(for continuously playing)
Post by: Surf on January 29, 2010, 02:50:06 am
snip


Moron! Defend your new reached title!
Although I got a new one for you ( if onl I would know the scripts off of NMA's Order etc :D )


Heres the sign, reco! Take it as a man, in your sig, or.... :D


(http://www.abload.de/img/trolla6s4.png)
Title: Re: "Reward system"(for continuously playing)
Post by: Reconite on January 29, 2010, 03:04:07 am
Quote from: Elmehdi
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).

Quote from: Elmehdi
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.

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.

@Surf Solar: Uhh... no thanks.
Title: Re: "Reward system"(for continuously playing)
Post by: Elmehdi on January 29, 2010, 03:32:04 am
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.

And that's what is called a constructive comment.

Yes you are right. The idea, if ever took into consideration, needs tunning. Even though killing 1k creatures is already extremely time consuming, there will always be freaks that will do that over and over to eventually become "immortal". In order to prevent it, the kill count, required to obtain a bonus, could be progressive (f.e. 1k, then 2k, 4k, 8k) or it could be just 1 time boost with no option to repeat it. I'd say that rewards should be only for killing high level creatures, like deathclaws or aliens, not for rats. Adding anything to important skills this way isn't relevant too, since it would mess up with character planning.

These are just adjustments though - I think that the idea itself, if implemented properly, could add a lot to the game.  

EDIT: As for hardcore players.. no matter the game, they always have an advantage. But isn't it how it's supposed to be?
Title: Re: "Reward system"(for continuously playing)
Post by: Reconite on January 29, 2010, 03:41:56 pm
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?
Title: Re: "Reward system"(for continuously playing)
Post by: Elmehdi on January 29, 2010, 04:10:38 pm
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.
Title: Re: "Reward system"(for continuously playing)
Post by: duorden on January 29, 2010, 04:34:11 pm
2Reconite

...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))
Title: Re: "Reward system"(for continuously playing)
Post by: avv on January 29, 2010, 04:41:46 pm
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.

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.

But if they have a chance to get this advantage and get it, whats the difference from having an advantage?
Title: Re: "Reward system"(for continuously playing)
Post by: duorden on January 29, 2010, 04:49:32 pm
for those who believe that killing 1,000 creatures very easily))

avatar "Kansas" almost 2 months has been a leader on the number of dead creatures, here's his stats, actually the norm is made only by rats, and almost scorpions.

those who say that the strong will become even more unfairly, just Noobs


(http://xmages.net/upload/7759a784.jpg) (http://xmages.net/index.html)
Title: Re: "Reward system"(for continuously playing)
Post by: duorden on January 29, 2010, 04:53:09 pm
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?


game should be fun, but do not be sad as it is now,fter level 21, starts ICQ, and other chat
Title: Re: "Reward system"(for continuously playing)
Post by: Reconite on January 29, 2010, 05:03:02 pm
2Reconite

...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))
Right, 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.
Title: Re: "Reward system"(for continuously playing)
Post by: avv on January 29, 2010, 05:05:46 pm

game should be fun, but do not be sad as it is now,fter level 21, starts ICQ, and other chat

I agree that game should be fun. However grinding is not entertaining, it's tiresome.
Title: Re: "Reward system"(for continuously playing)
Post by: Elmehdi on January 29, 2010, 05:31:46 pm

But if they have a chance to get this advantage and get it, whats the difference from having an advantage?

No matter if you have to kill 1k of the creatures of some kind or gather 100k caps and buy the boost, the point is to give people something to do other than killing newbies for fun. A bonus can be very little and the way to get it extremely long, but what motivates people is chasing the rabbit not catching it, right?

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.
Title: Re: "Reward system"(for continuously playing)
Post by: duorden on January 29, 2010, 05:40:25 pm
For me important process!!!)
Title: Re: "Reward system"(for continuously playing)
Post by: avv on January 29, 2010, 08:39:19 pm
If you have some other idea, I'd really like you to write something more about it.

It's not about my ideas in this case. The point is if it's apropriate that the game should encourage grinding so much?

The game lacks lot of content, which is under development. It gets released little by little and it would be foolish to solve it all with this grinding competition.
Title: Re: "Reward system"(for continuously playing)
Post by: Roachor on January 29, 2010, 09:09:00 pm
Grinding already is the only thing to do because it is slightly less boring than crafting.
Title: Re: "Reward system"(for continuously playing)
Post by: Giemz on January 29, 2010, 10:41:58 pm
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)]
Title: Re: "Reward system"(for continuously playing)
Post by: duorden on January 29, 2010, 10:54:12 pm
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 1,000 centaurs - is an "experienced hunter" and he has a right to be stronger than those who have the game worth talking to Stepanakert, and then taking money for the profession and get experience
Title: Re: "Reward system"(for continuously playing)
Post by: Giemz on January 29, 2010, 11:14:23 pm
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?
Title: Re: "Reward system"(for continuously playing)
Post by: duorden on January 29, 2010, 11:22:06 pm
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?
Title: Re: "Reward system"(for continuously playing)
Post by: Giemz on January 29, 2010, 11:24:52 pm
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 :)
Title: Re: "Reward system"(for continuously playing)
Post by: duorden on January 29, 2010, 11:29:57 pm
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 :)

without comment, delirium
Title: Re: "Reward system"(for continuously playing)
Post by: Elmehdi on January 29, 2010, 11:49:37 pm
I would gladly see awards for role-playing, hosting player based events, doing group raids on PvE (as in group quests).

It would require a constant GM assistance. As for one-time quests... it would be just a matter of hours for each and every player in the game to complete it and have a bonus. And yes, these are also needed to make a start for new players easier but the point is to give us something to do for a little longer, this way or another. 
Title: Re: "Reward system"(for continuously playing)
Post by: Giemz on January 30, 2010, 12:03:33 am
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.
Title: Re: "Reward system"(for continuously playing)
Post by: duorden on January 30, 2010, 12:11:45 am
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.


you are not obliged to kill 1000 centaurs, but if it happens suddenly, you get your bonus,with regard to the RP, it died before birth.And more! I like to play one! on your I should be weaker than the other players?
Title: Re: "Reward system"(for continuously playing)
Post by: Elmehdi on January 30, 2010, 12:17:59 am
Giemz, I think these quest ideas, that you have posted are worth a separate discussion. If you think about and write some of them, with more details, maybe someone could find them useful. So, I suggest you open a new thread with these, because here they may be considered as a kind of off-topic you know.. Personally, I like them a lot.
Title: Re: "Reward system"(for continuously playing)
Post by: avv on January 30, 2010, 10:35:10 am
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.
Title: Re: "Reward system"(for continuously playing)
Post by: duorden on January 30, 2010, 11:23:36 am
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 present there is no technical document that would allow us to understand what will happen in the future, so that the game is not "assailed pissing rags", offers this innovation,at the moment when you reach level 21 the game ends
Title: Re: "Reward system"(for continuously playing)
Post by: Surf on January 30, 2010, 04:57:50 pm
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.
Title: Re: "Reward system"(for continuously playing)
Post by: duorden on January 30, 2010, 06:01:14 pm
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.

're right! players are beginning to live there, games are filled with necessary items for life. In our game all comes down to Kraft, banditry and looting. Very sad times


If the slogan of Fallout - by gamers for gamers, then why can not we help the developers? modeling, drawing maps, concept, development of gameplay???

Title: Re: "Reward system"(for continuously playing)
Post by: Resp on January 30, 2010, 07:29:44 pm
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 ::)
Title: Re: "Reward system"(for continuously playing)
Post by: duorden on February 01, 2010, 01:05:24 pm
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))
Title: Re: "Reward system"(for continuously playing)
Post by: dskpnk on February 04, 2010, 11:45:23 am
Good idea i think i vote yes but i don't see any poll !
Title: Re: "Reward system"(for continuously playing)
Post by: Crazy on February 04, 2010, 12:59:40 pm
I am ready to do for +5% to resist radiation))

You already doing it for no reward ;p