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Other => FOnline:2238 Forum => Archives => General Game Discussion => Topic started by: FstrAnthony on February 21, 2011, 06:28:37 pm

Title: boneyard encounters??
Post by: FstrAnthony on February 21, 2011, 06:28:37 pm
what happened to the regulaters and raiders or children of the cath encounters now all i get when i go to boneyard is Muties centuars and floaters  i would like to no what happened with this
Title: Re: boneyard encounters??
Post by: cannotspace on February 21, 2011, 09:36:14 pm
what happened to the regulaters and raiders or children of the cath encounters now all i get when i go to boneyard is Muties centuars and floaters  i would like to no what happened with this

i still get regulators, scavengers, followers of apocalypse  and all the others u mentioned, never children of cath tho
Title: Re: boneyard encounters??
Post by: Lexx on February 21, 2011, 09:37:24 pm
I saw that some encounter groups have bad quantity values. Will adjust them in time, but it's some annoying batch of work. Though, after next update, it might feel a bit different already here and there.
Title: Re: boneyard encounters??
Post by: FstrAnthony on February 21, 2011, 10:39:37 pm
where can i get a good regulator encounter without encountering muties if possible
Title: Re: boneyard encounters??
Post by: Solar on February 22, 2011, 12:13:57 am
Hm, now the question is, whats to farm in that encounter? :P
Title: Re: boneyard encounters??
Post by: Eternauta on February 22, 2011, 12:57:50 am
Hm, now the question is, whats to farm in that encounter? :P

10mm JHP. Also some deteriorated 10mm SMGs which you can sell for a good price at the very Boneyard.
Title: Re: boneyard encounters??
Post by: Surf on February 22, 2011, 01:23:51 am
So the encounters now get determined of what stuff there is to "farm"?  ::)
Title: Re: boneyard encounters??
Post by: Crazy on February 22, 2011, 01:30:23 am
So the encounters now get determined of what stuff there is to "farm"?  ::)

They always have been !
Title: Re: boneyard encounters??
Post by: Eternauta on February 22, 2011, 01:34:05 am
It's sad, but Crazy is right, Surf.
Title: Re: boneyard encounters??
Post by: Surf on February 22, 2011, 02:24:39 am
It was more something directed at the questionable thinking of some people who don't recognize they are playing in a fallout universe. ;)
Right now there are no repercussions (Reputation is a joke) and there are no choices&consequences. Also, as said elsewhere, editing random encounters are a major pain in the ass, it's really tiresome doing that, so it's likely all that stuff will change sooner or later. :)
Title: Re: boneyard encounters??
Post by: Eternauta on February 22, 2011, 04:38:42 am
It was more something directed at the questionable thinking of some people who don't recognize they are playing in a fallout universe. ;)
Right now there are no repercussions (Reputation is a joke) and there are no choices&consequences.

Of course I agree man, some of us mention that from time to time.
Title: Re: boneyard encounters??
Post by: FstrAnthony on February 22, 2011, 04:43:26 am
no i farm for easy xp its like 1 burst and they die and they give a fight if they dont die so FA =xp up the ante
Title: Re: boneyard encounters??
Post by: Surf on February 22, 2011, 04:52:24 am
Of course I agree man, some of us mention that from time to time.

If it would be me, there was no such thing like farmable encounters. :P Well, these are fine, but as said, the repercussions ( r00fles! ) are a joke right now. So. Farming is ok, but only if it gives one disadvantages over newly creating stuff (crafting) or trading.
Title: Re: boneyard encounters??
Post by: FstrAnthony on February 22, 2011, 07:00:57 am
i see where your coming from i just wanted to really no why they was changed to mutie floater and centuar encounter
Title: Re: boneyard encounters??
Post by: Solar on February 22, 2011, 09:34:01 am
Because they originated in the Master's Vault, so any remnants would logically eminate from there.
Title: Re: boneyard encounters??
Post by: Lexx on February 22, 2011, 09:35:27 am
If it would be me, there was no such thing like farmable encounters. :P

And how would you do this? We can't limit the encounters in amount, as it wouldn't need much time until some players would have killed all of them and the next 100 players will wonder why there are no encounters on the whole gameworld.

Because they originated in the Master's Vault, so any remnants would logically eminate from there.

Like before, I don't really agree on that. It is true that there have been super mutants in the masters vault, but it wasn't a lot. Mariposa got much more mutants, becuase that's where they have been produced and not in the masters vault.
Title: Re: boneyard encounters??
Post by: Trokanis on February 22, 2011, 12:55:41 pm
And how would you do this? We can't limit the encounters in amount, as it wouldn't need much time until some players would have killed all of them and the next 100 players will wonder why there are no encounters on the whole gameworld.

Like before, I don't really agree on that. It is true that there have been super mutants in the masters vault, but it wasn't a lot. Mariposa got much more mutants, becuase that's where they have been produced and not in the masters vault.

And agreeing with Lexx also, the 'masters vault' blew up in what I can imagine was a somewhat large explosion.  I remember seeing windows break honest.  So it's much less likely they stuck around, and centaurs and floaters? Weren't those later and more north?

Sadly Surf the game is about what you can farm and where.  I know it's a lot of work, but until there are real consequences for actions in the game, people who really want to go out and enjoy the games quests and such are going to be hunted and abused by people who are out farming encounters, bluesuits, stealing in towns, bombing/shop shooting.  It's all reward to those type of people with little to no cost.
Title: Re: boneyard encounters??
Post by: Solar on February 22, 2011, 01:31:04 pm
I'm at work, so I can't get to the Vault to check. But I'm pretty certain Floaters and Centaurs are the results of the Master's experiments ... conducted in his Vault.

Also, you then have Mutants - the Encounter is the Remnants of the Master's Army. They were created in Mariposa, but it wouldn't have been much of an Army if it was created somewhere and then remained where it was.

We know the Master was based in the Cathedral, so we know where his centre of operations was.
We know Mutants were near V13 because that is an ending.
We know they came into contact with the BoS, because the BoS were fighting the Mutant threat.
We can presume that as a rising political power, the NCR army would have come into contact with them - depending on the exact history of what happened to the Master and the rise of the NCR in the 2238 universe (We are obviously not just a carbon copy of Fallout 2 canon, given that just doesn't make any sense).


The only sure things about it are that if there are any Remnants (there are, they are on the map) that they would logically cover the region in which the main base of operations of the Master was and the region in which Mutants were created - Mariposa and the Cathedral area ... and they would diffuse away from that central region of activity.

Title: Re: boneyard encounters??
Post by: Eternauta on February 22, 2011, 02:02:53 pm
Dop not forget the (maybe less important) operations in the East. If you decide to follow Fallout Tactics a bit (which might be questionable), then you got quite some mutants there.

And these operations are mentioned in Fallout 2: Marcus said he was in the East when the Master died.

EDIT: East East East! East! Sorry I repeated that word so much. Gonna edit to make it a bit more confortable to read :P
Title: Re: boneyard encounters??
Post by: Sarakin on February 22, 2011, 02:09:04 pm
It was more something directed at the questionable thinking of some people who don't recognize they are playing in a fallout universe. ;)
Right now there are no repercussions (Reputation is a joke) and there are no choices&consequences.
There already is - you risk your stuff in order to gain XP or loot. Moreover, theres reputation, which you cant omit.

Thats MMO - grind, grind, farm ,farm.
Title: Re: boneyard encounters??
Post by: Surf on February 22, 2011, 02:14:03 pm
There already is - you risk your stuff in order to gain XP or loot. Moreover, theres reputation, which you cant omit.

Laughable, it is.


Quote
Thats MMO - grind, grind, farm ,farm.

Doesn't mean general MMO "rules" have to be bildly copied.
Title: Re: boneyard encounters??
Post by: Lexx on February 22, 2011, 04:39:17 pm
I'm at work, so I can't get to the Vault to check. But I'm pretty certain Floaters and Centaurs are the results of the Master's experiments ... conducted in his Vault.

Also, you then have Mutants - the Encounter is the Remnants of the Master's Army. They were created in Mariposa, but it wouldn't have been much of an Army if it was created somewhere and then remained where it was.

We know the Master was based in the Cathedral, so we know where his centre of operations was.
We know Mutants were near V13 because that is an ending.
We know they came into contact with the BoS, because the BoS were fighting the Mutant threat.
We can presume that as a rising political power, the NCR army would have come into contact with them - depending on the exact history of what happened to the Master and the rise of the NCR in the 2238 universe (We are obviously not just a carbon copy of Fallout 2 canon, given that just doesn't make any sense).


The only sure things about it are that if there are any Remnants (there are, they are on the map) that they would logically cover the region in which the main base of operations of the Master was and the region in which Mutants were created - Mariposa and the Cathedral area ... and they would diffuse away from that central region of activity.

I am not disagreeing with mutants in these regions. After all, after the master was defeated, the remnants moved out into the wastes and spread into whatever directions. The point is, that right now in the moment, the amount of mutants is just too big. That's what I've partly dealed with in the last days and will continue in the near future (if I get the time).

Also I am pretty sure that Floaters and Centaurs have been created in Mariposa, as this is the place where the FEV is and not in the Masters Vault (there are nowhere hints in the game about the Master having FEV tanks for experiments in his vault). I am not denying that he got an scientific labor in there, though (as there is an actual lab on level 2. But the scientists worked on psionic power in humans, etc).
Title: Re: boneyard encounters??
Post by: avv on February 22, 2011, 04:43:44 pm
And how would you do this? We can't limit the encounters in amount, as it wouldn't need much time until some players would have killed all of them and the next 100 players will wonder why there are no encounters on the whole gameworld.

You can put farmable/huntable encounters in unsafe locations. Call them hunting grounds and put them all around the wasteland in similar way as unsafe gathering areas. You could have place like:

"hub outskirts" where you meet hub patrols, radscorps and whatever there is around hub. It would be multi-level area with "dept" meaning that when you go closer to the center you go deeper. The deeper you go, the tougher enemies you get but also nicer loot, another thing to take into account is the fact that the deeper you are the longer it takes to get out and chances to encounter other players rises.
Then you can put respawn times for these creeps to keep the economy at bay. For example hub sends patrols only once per ingame day.

The areas could be interactive, meaning that if you kill too many hub patrols and you get bad rep you might get ambushed by big group of hub elite soldiers when randomly travelling at the area. At night time differend beings could be encountered, like desert stalkers. At deeper levels they could be so numerous that players would have to find shelter to wait the night to end and fight off the monsters.

If it happens that a group of players decide to venture deep in the unsafe area and all loot-creeps have been killed by other group, there would still be stuff to gather with common gathering cooldown. And the stuff would be better the deeper you go. Of course the group would have to deal with no-loot creeps like floaters and desert stalkers on the way.  

Title: Re: boneyard encounters??
Post by: FstrAnthony on February 22, 2011, 07:51:42 pm
like a special encounter basically for the hub if u have bad karma
Title: Re: boneyard encounters??
Post by: Lexx on February 22, 2011, 07:52:13 pm
Too hard to realize and imo not a good solution. It would require very big (and many) maps, which opens up already various problems:

1. Map size == memory size
2. Many players in one map == lags
3. A big map is hard to create. Making it not look shitty isn't easy. Plus, it would look very flat, most of the time, as we don't have and most likely never will have appropriate mountain graphics that can be used on non-border areas of a map.
4. If the map isn't big enough, big gangs will find a way to camp various spots, etc. locking out everyone who is a loner or low level, etc.


Also I was more about how to change current encounters, etc. than totally throwing it into the trashbin to make some fixed locations instead.
Title: Re: boneyard encounters??
Post by: Solar on February 22, 2011, 08:55:08 pm
The main problem with the Encounters are that they are not very well balanced in risk vs reward. A lot of them you can solo many times with very little risk of losing, so it ends up being a farming session rather than any kind of true PvE.

If it stops being quite so easy then it stops being farming.

I don't think completely chaniging the system away from the original is the answer anyway.
Title: Re: boneyard encounters??
Post by: Sarakin on February 22, 2011, 09:40:25 pm
The main problem with the Encounters are that they are not very well balanced in risk vs reward. A lot of them you can solo many times with very little risk of losing, so it ends up being a farming session rather than any kind of true PvE.
I agree with that, but speaking of Boneyard encounter, it is really easy, BUT the gain is not worth mentioning (at least this season, when everyone got shitloads of stuff)

Laughable, it is.
Why ?

Doesn't mean general MMO "rules" have to be bildly copied.
Maybe theres a reason, why every MMO follows this rule ?  ::)
Title: Re: boneyard encounters??
Post by: Eternauta on February 22, 2011, 10:20:40 pm
Why ?

Bad Reputation just goes up before you feel any kind of pain because of it. Also nobody is after you, you just keep getting the same encounters like everyone else, with the same NPCs you can kill easily.
Title: Re: boneyard encounters??
Post by: Trokanis on February 23, 2011, 08:18:14 am
PVE LMAO, is there such a thing in this game?  For most pve encounters are just the time in between wiping out bluesuits, taking towns, and heading to NCR to grief.  For others pve encounters are the time when you sit begging to run to the exit grid before some uber pvp build drops in and takes you out in one turn.  You might stop to fight if you actually got to level up some, but smart moneys on running.  There is some risk in facing the pve portion of the game but it is sooooo far out shadowed by the risk of everything the pvp brings on you. 

The military base was where the FEV was, and conversely it's not unreasonable to say that some troops went to where their boss was to see what was up.  So encountering mutants everywhere, not so bad, but the severity of them in the boneyard, especially against the stuff that they fight, the boneyard in all technicality should be overrun with mutants, bye bye fortress lol. 

I really wish I had some idea to help out.  All I know is how I play, and I go for quests, pve, and exploration.  And most of that is not overwhelming with the encounters, but do to the pvp fact, I stay away from San Fran, and the Boneyard areas, and pretty much Mari-Navarro area, cause the gear required to explore there is too expensive for me to want to give up to the random pvp'r who comes in drugged up and looking for lawlz. 
Title: Re: boneyard encounters??
Post by: Lexx on February 23, 2011, 09:13:11 am
Quote
PVE LMAO, is there such a thing in this game?

Yes.
Title: Re: boneyard encounters??
Post by: avv on February 23, 2011, 12:17:38 pm
Whats so good about the whole random encounters system? What are the good sides that make them the best alternative for farming?

The main problem with the Encounters are that they are not very well balanced in risk vs reward. A lot of them you can solo many times with very little risk of losing, so it ends up being a farming session rather than any kind of true PvE.

If it stops being quite so easy then it stops being farming.

I don't think completely chaniging the system away from the original is the answer anyway.

Adding more player interaction always ups the risk level. For example faction patrols and caravans could make a distress whenever they were under attack. The number of enemies would be revealed in the message, in addition the progress of the battle. Members could come aid their fellow npcs. Too bad the fights are over so fast in real time and the way players are positioned in encounters is just awful.
Title: Re: boneyard encounters??
Post by: Solar on February 23, 2011, 01:11:27 pm
Nothing makes it better or worse than anything else. A well done Encounters system based upon the old version is possible, so there's no reason to change from the original - which is generally what we try to stick to.


I think having a factor in the NPC generation so that the worse your Rep is with whoever it is, the more of them spawn and the harder Encounters get. The first main job is to edit all the protos so that you don't get so many NPCs who can't defend themselves, then it will be adding Perk capabilities so we can give some NPCs protection against crits (and stop them being crippled so easily, and then Farmed) and then tinker with the amount of NPCs who are generated in the encounter - specifically factoring in Rep and tightening up how it works for multiple people hunting.

After that it would be great to add someone else's idea (I've forgotten who it was, sorry) and have mini quests quick off from inside encounters at random (also increase the dungeon aspect too).

Any system where we can make them more random will just increase the re-playability of them, which is very important when you are going to be getting so many of these encounters over your virtual life.
Title: Re: boneyard encounters??
Post by: avv on February 23, 2011, 02:47:33 pm
I think having a factor in the NPC generation so that the worse your Rep is with whoever it is, the more of them spawn and the harder Encounters get. The first main job is to edit all the protos so that you don't get so many NPCs who can't defend themselves, then it will be adding Perk capabilities so we can give some NPCs protection against crits (and stop them being crippled so easily, and then Farmed) and then tinker with the amount of NPCs who are generated in the encounter - specifically factoring in Rep and tightening up how it works for multiple people hunting.

Ok, but even now players do it this way: they split up and do distresses when suitable encounters are met. So if encounters become harsher the worse rep you got, the way out would be to do this: one dude with good rep seeks the encounters, generates easy encounters due to his good rep, makes a distress and his badass awful rep guys come and pwn the easy patrol. Npcs just can't recognize outside-of-the-game relationships.

Surely you could put some sort of backup system when easy patrol was under the attack of guys with bad rep.
Title: Re: boneyard encounters??
Post by: Solar on February 23, 2011, 07:51:23 pm
Yes, reinforcements acting in Encounters is an old idea, but linking it to new players coming in in ambush is something to consider.
Title: Re: boneyard encounters??
Post by: Sarakin on February 23, 2011, 08:02:18 pm
Bad Reputation just goes up before you feel any kind of pain because of it. Also nobody is after you, you just keep getting the same encounters like everyone else, with the same NPCs you can kill easily.
That is not what I was asking. Not to mention, I was waiting for Surf to answer.

Nothing makes it better or worse than anything else. A well done Encounters system based upon the old version is possible, so there's no reason to change from the original - which is generally what we try to stick to.
Maybe sticking to original is the problem.

I would like to see locations, where you not only move slow as hell, cant use car, OD is not working and encounters are so deadly that only the fittest will survive there. Nowadays, there are no places like this, if critters inside an encounter are strong, they are non-hostile anyway (Enclave, BoS, SF caravan). Only few squares from cities should be safe, other areas should be more or less restricted (creatures, radiation ?)
Title: Re: boneyard encounters??
Post by: Solar on February 23, 2011, 08:10:04 pm
All that is achievable through the current system though.
Title: Re: boneyard encounters??
Post by: Lexx on February 23, 2011, 08:47:42 pm
Quote
if critters inside an encounter are strong, they are non-hostile anyway (Enclave, BoS, SF caravan)

Yeh, because lots of people had problems with it. That's why it was adjusted to be like that in the first place. Guess players don't like it to be limited to some zones, but want to go to every place.
Title: Re: boneyard encounters??
Post by: Sarakin on February 23, 2011, 08:55:12 pm
Yeh, because lots of people had problems with it. That's why it was adjusted to be like that in the first place. Guess players don't like it to be limited to some zones, but want to go to every place.
Maybe if their territory was marked on WM, so players would knew, that they might encounter them and got killed.
Title: Re: boneyard encounters??
Post by: Lexx on February 23, 2011, 09:05:37 pm
Nah, thats not good. But maybe a message in the log window if you enter some dangerous territory?
Title: Re: boneyard encounters??
Post by: Sarakin on February 23, 2011, 09:11:07 pm
That would be good too. Btw whats wrong with coloured borders for factions ?
Title: Re: boneyard encounters??
Post by: Surf on February 24, 2011, 01:39:27 pm
It'd look ugly and non-believable. ;P