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Other => FOnline:2238 Forum => Archives => General Game Discussion => Topic started by: lehytek on March 29, 2011, 12:15:17 am
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I AM
(http://img861.imageshack.us/img861/5953/bogactwocz1.th.jpg) (http://img861.imageshack.us/img861/5953/bogactwocz1.jpg)
SO
(http://img862.imageshack.us/img862/5048/bogactwocz2.th.jpg) (http://img862.imageshack.us/img862/5048/bogactwocz2.jpg)
RICH
This is what you get when you lay off "The Elder Gears of Halo V: Reach Vegas" and learn how things work in this game, stop being naïve, grab some guns and reap profits. Proof that the wasteland is absolutely not harsh.
SRSLY. Who reached success only by killing human NPC enemies, small animals, brahmins? Who got rich off from crafting on their own and shoveling shit? I want these people to prove me wrong.
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IT IS SO HARSH IT HAS FULL LOOT AND EVERYTHING.
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You are not so rich.
Anyways, yeah, wasteland is not so harsh as all people say, it's only very confusing to figure out the mechanics in the beginning, being so vaguely explained to you, if at all.
WE NEED A FREAKIN TUTORIAL ALREADY GUYS! ;D Seriously. I know it takes time but this has been a long time comin.
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What for you wasted so much time? I bet 95% of all those items won't be used ever in this session. Or it's some kind of carpet for your base?
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What for you wasted so much time? I bet 95% of all those items won't be used ever in this session.
Someone is anally wounded.
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Someone is anally wounded.
If it was the 1st thing came to your mind, then your parents better to show you to psychiatrist till too late.
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If it was the 1st thing came to your mind, then your parents better to show you to psychiatrist till too late.
(http://www.chyl.org/wp-content/uploads/ramblingrhodes.mu.nu/archives/normal_Internet-SeriousBusiness.jpg)
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(image)
Oh come, don't try to avoid it, you're already spoted, better say something in return, something that will atleast a bit offend me, this going to be deleted anyway.
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I agree with lehytek and absolutely with Michaelh139. It's just hard in the beginning to earn mauser pistol and too easy to get everything you want in late game, when you know how mechanics works.
That's why we have that small amount of online player count.
New players spawned near gecko are killed again and again, then log off forever. And old players are too bored because they have everything. Thats my opinion.
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Well crafting is being reworked - hopefully that'll be a step toward evening things out. I'm not sure whether the changes will go far enough to make crafter alts a thing of the past, though.
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Oh come, don't try to avoid it, you're already spoted, better say something in return, something that will atleast a bit offend me, this going to be deleted anyway.
I would normally come up with a response addressing the issues you've raised, but I need to admire the fact that this is a cool story bro.
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Who says one must be PVP happy to get rich?
One cannot get rich by crafting alone has many reasons.
1. People would rather alt their equipment than trust people. Keep in mind this game specifically mentions that trusting folks is a bad idea.
2. People would rather go to battle with easily farmed NPC weapons.
3. The crafting system is flawed. 5 hours for BA is ridiculous. Its much easier to camp T-Rays (or anywehere), and increase your gains ten fold.
Simply makes more sense to get things from killing others.
Next era is supposed to usher in a whole bunch of changes from lowering or eliminating cooldowns to make the crafting/robbing ratio more even. Tier 3 gear is supposed to be only available in limited quantities. Crafting tier3 is supposed to be much harder and only earnable by both violent and non-violent methods. Crafting is supposed to be seperate from combat so I am expecting a WoW type professions approach. Hopefully auction houses will be implemented to encourage player to player trading without folks getting shafted (already hears the moaning from the fuck with you for da lulz crowd).
Old players got bored when they ran out of carebears and noobs to kill. With only a PVP minded population, game stagnates.
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Guys imagine fallout online world where there is not only "pure combat alt" or "pure crafter alt". System where switching between alts is 6 hours and where people MUST cooperate with each other to reach something. Hundred of "semi crafting, semi combat" build. Every character is different. That would be too beautiful.
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Maybe implementation of a more complex system economics through auction houses instead of "shoot in eyes".
You name it, I've suggested it. (http://fodev.net/forum/index.php?topic=14837.msg121925#msg121925)
I think the only way to discourage alts is to accept them. If someone is that determined to make a crafter alt, they will no matter how many arbitrary barriers you put in his way. Instead, you encourage people to craft with their main.
The current system doesn't encourage this - you need to level up two non-combat skills to craft Small Guns, for example. If crafting certain items was tied to one non-combat skill, say Repair for Small Guns, Science for Energy Weapons, etc. your average joe would be a lot more likely to take a profession and start crafting stuff that isn't BBs and 10mm pistols. Same goes for the stat requirements - I have no idea why they're there, particularly when they can be circumvented by drugs. It just encourages alting.
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You are not right Keldorn. People still will build 1ch pure pvp chars, with this difference that their alt will be easier to craft items for main-pvp-character. And IS matter how many arbitrary barriers we put. Now, there is less than 10 minutes between switching alts. Let's make it 6 hour. Do you think people will still use few alts ? I don't think so. And what if we make system that player can have ONLY 1 character ? Do you think people will still use specialized alts ? I don't think so ;)
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You are not right Keldorn. People still will build 1ch pure pvp chars, with this difference that their alt will be easier to craft items for main-pvp-character. And IS matter how many arbitrary barriers we put. Now, there is less than 10 minutes between switching alts. Let's make it 6 hour. Do you think people will still use few alts ? I don't think so. And what if we make system that player can have ONLY 1 character ? Do you think people will still use specialized alts ? I don't think so ;)
The language barrier is tough to get through but I will try to elaborate.
Why not have a seperate page for crafting ALA WoW? Where crafting has nothing to do with SPECIAL. That would work wonders for alt elimination (atleast crafting wise). Same with vendor interaction. Why not just remove the CH requirement? This way folks can do their pvp and thier crafting at the same time. You will never eliminate alting but you can lower it by eliminating some of the reasons for it.
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i encountered a player today. when i dropped into encounter he was fıghtıng against raiders with his ripper and about 36 hp ın turn based. there were also hub patrol in the map. i started to watch. he didn't see me and kept plying. a patrol soldier killed the raider two hexes before him. the player approached the dead raider to loot him. "DON'T TAKE EM OR THE GUARDS WILL SHOOT YOU" i shouted but he didnt listen. and one of the patrol members told him to leave the stuff and he shot him right after his turn was over. he logged off while lying on the ground and he probably thought that a random asshole killed him to take his (probably high det encounter) ripper and his leather armor.
i remember getting killed and losing my everything (some caps, a few flowers, a sladgehammer and if i am lucky my high det encounter mauser and a few bullets) to 250 hp pks who has brotherhood armors and avanger miniguns. later i learned how to survive, how to avoid pks and how to fight them, but most of my friends gave up and moved on. wasteland is not harsh, it's only people.
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I never trusted random players at encounters.
They say you are free to go and then burst!
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Well crafting is being reworked - hopefully that'll be a step toward evening things out. I'm not sure whether the changes will go far enough to make crafter alts a thing of the past, though.
People will still make crafter alts, you will just gain less of a competitive advantage in doing so. The requirements for gaining either level of a profession are greatly reduced. The new repair system discourages repair alts too (and promotes crafting), the new trader system will make it harder to turn crap into high level stuff.
Then on the other hand, you will still be able to arm yourself through encounters, if thats what you like - you will just have to deal with some drawbacks that crafting could overcome.
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Sorry, I was sleeping, now continue:
I would normally come up with a response addressing the issues you've raised, but I need to admire the fact that this is a cool story bro.
Can you sometimes don't use quotes or someone's speech? Try to use your personality, or else you will play someone's role whole your life. It's like if your mind doesn't even exist, you're like NPC in our world of PCs. You see an event, checking for conditions and then do an action as example that you saw/learnt from others, if you won't use human's unique ability to think creatively, then it's like you never lived.
(To not look like full offtop, need to say something about topic)
You name it, I've suggested it. (http://fodev.net/forum/index.php?topic=14837.msg121925#msg121925)
I think the only way to discourage alts is to accept them. If someone is that determined to make a crafter alt, they will no matter how many arbitrary barriers you put in his way. Instead, you encourage people to craft with their main.
The current system doesn't encourage this - you need to level up two non-combat skills to craft Small Guns, for example. If crafting certain items was tied to one non-combat skill, say Repair for Small Guns, Science for Energy Weapons, etc. your average joe would be a lot more likely to take a profession and start crafting stuff that isn't BBs and 10mm pistols. Same goes for the stat requirements - I have no idea why they're there, particularly when they can be circumvented by drugs. It just encourages alting.
May be because current game doesn't allow you to use any skills except for combat skill/fa/doc, it doesn't mean other skills are useless. I think instead of making science/repiar/gambling/(other useless skill) even more useless, it's better to add those skill in future actions. Right now game has only few quests and later whole game you're doing "pew-pew" with others, there's nothing except for clicking on pixels of enemy character with a target cursor, that's why everyone is making ugly powerbuilds who can't do anything except for pull a trigger of his gun and fix his limbs. In original fallout repair and science could help you on military bases, repair to remove force fields, science to use terminals, also science gave you more dialogues, like teaching famer in Shady Sands in fallout1, etc. This is MMO, it means that all player interactions (TC for now) should include all those skills to complete it successfuly or atleast more easy than enemy's team, especially with small fixed number of players in each team, so you won't see specialized alt - bluesuiter with 300% science who's running around and doing required stuff, because 1 less player will make your team weaker in comparison to other team, if numbers are equal and small. But I think devs know it better and already planned something for those skills. I hope.
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the author is not rich at all in this session standards, wasteland is harsh after all :<
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WE NEED A FREAKIN TUTORIAL ALREADY GUYS! ;D Seriously. I know it takes time but this has been a long time comin.
What would you include in it?
My suggestions:
Joining bos and then stealing 5mm ammo
Preview-camping with mercs
Tent following
Base raping
Making alts for everything
Encouraging the use of autoclickers and proxies
Gridcamping previewless areas
Capturing towns in midnight
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People will still make crafter alts, you will just gain less of a competitive advantage in doing so. The requirements for gaining either level of a profession are greatly reduced. The new repair system discourages repair alts too (and promotes crafting), the new trader system will make it harder to turn crap into high level stuff.
Then on the other hand, you will still be able to arm yourself through encounters, if thats what you like - you will just have to deal with some drawbacks that crafting could overcome.
Argh, no, why more damn craft? Trading need skills (IRL), risks and charisma, why nerf it?
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The language barrier is tough to get through but I will try to elaborate.
Why not have a seperate page for crafting ALA WoW? Where crafting has nothing to do with SPECIAL. That would work wonders for alt elimination (atleast crafting wise). Same with vendor interaction. Why not just remove the CH requirement? This way folks can do their pvp and thier crafting at the same time. You will never eliminate alting but you can lower it by eliminating some of the reasons for it.
Sorry, my english isn't so good.
Man, you want to kill RPG in this game. Remove CH requirement ? So you want just to delete one of the SPECIAL by making it more useless ? I think EVERY SPECIAL/skill should be useful. Like lockpick, science, barter or even speech and gambling.
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Man, you want to kill RPG in this game. Remove CH requirement ? So you want just to delete one of the SPECIAL by making it more useless ? I think EVERY SPECIAL/skill should be useful. Like lockpick, science, barter or even speech and gambling.
In rpgs minmaxing is recommended. If minmaxing is encouraged in multiplayer game, it encourages alts.
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Sorry, my english isn't so good.
Man, you want to kill RPG in this game. Remove CH requirement ? So you want just to delete one of the SPECIAL by making it more useless ? I think EVERY SPECIAL/skill should be useful. Like lockpick, science, barter or even speech and gambling.
Charisma is talking stuff, obviously useless with decline of NPC dialoges in fonline.
Making gambling useful is just icing on cake, what would you do with that? Gamble... If they add gambling, it'd either be totally worthless because you need gambling skill for it, or it'd make gambling skill worthless, because it wouldn't matter much.
Another option is to make some secondary skills easier to increase...
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What would you include in it?
My suggestions:
Joining bos and then stealing 5mm ammo
Preview-camping with mercs
Tent following
Base raping
Making alts for everything
Encouraging the use of autoclickers and proxies
Gridcamping previewless areas
Capturing towns in midnight
Erm, no, those are strategies in pvp you learn through play. :>
I would suggest teaching them crafting,
"BASIC" survival skills (such as raiders being bad guys and every animal going to attack you except brahmin, and gaurdslooting mechanic so they aren't shot when they get the bright idea to loot bodies when they kill and get shot, etc),
how the aimshot system works,
how bursting works,
that mixed builds are useless,
What skills are useless,
What skills are "useful" if at all.
A small PLAYER view on every town ingame. (Broken hillls is anarchist brutal place where death is everywhere, you smell it walking in, and smell like it walking out.)
Town Previewing.
It's not that difficult, and I could probably name more.
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Argh, no, why more damn craft? Trading need skills (IRL), risks and charisma, why nerf it?
Farming loads of low tech encounters and using that to trade for hi-tech stuff doesn't require much at all. Nothing forces you to craft more, as I said, you will still be able to survive purely by killing encounters (and trading that stuff if you want to).
In original fallout repair and science could help you on military bases, repair to remove force fields, science to use terminals, also science gave you more dialogues, like teaching famer in Shady Sands in fallout1, etc. This is MMO, it means that all player interactions (TC for now) should include all those skills to complete it successfuly or atleast more easy than enemy's team, especially with small fixed number of players in each team, so you won't see specialized alt - bluesuiter with 300% science who's running around and doing required stuff, because 1 less player will make your team weaker in comparison to other team, if numbers are equal and small. But I think devs know it better and already planned something for those skills. I hope.
Yes, this is Domination Mode. Small teams, lots of "map features" which can be exploited by players who have certain skills
In rpgs minmaxing is recommended. If minmaxing is encouraged in multiplayer game, it encourages alts.
This is true. Hopefully you will notice a move away from favouring min maxing on the wipe. It feels like we are pretty much remaking every fundamental system in the game at the moment :P
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This is true. Hopefully you will notice a move away from favouring min maxing on the wipe. It feels like we are pretty much remaking every fundamental system in the game at the moment :P
(http://t1.gstatic.com/images?q=tbn:ANd9GcSKq_2-UYOWkVTu2suz8-Ex7kg9kWa_VEadbeB-mJADpjEWM52Q&t=1)
Interested to see how it turns out.
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awww he found his first gauss
look at him all proud and stuff
On the other hand if he's bragging about the rest of stuff on ground:
HAHA you're so naive thinking other's don't already have the double or triple
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Wow, a random picture of a guy carpeting his tent with stuff he will never lose.
In rpgs minmaxing is recommended.
Bullshit.
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I AM
(http://img861.imageshack.us/img861/5953/bogactwocz1.th.jpg) (http://img861.imageshack.us/img861/5953/bogactwocz1.jpg)
SO
(http://img862.imageshack.us/img862/5048/bogactwocz2.th.jpg) (http://img862.imageshack.us/img862/5048/bogactwocz2.jpg)
RICH
This is what you get when you lay off "The Elder Gears of Halo V: Reach Vegas" and learn how things work in this game, stop being naïve, grab some guns and reap profits. Proof that the wasteland is absolutely not harsh.
SRSLY. Who reached success only by killing human NPC enemies, small animals, brahmins? Who got rich off from crafting on their own and shoveling shit? I want these people to prove me wrong.
lol, never see such poor bastard. 0 CA and shitty scout.
I should give 1 or 2 millions caps so you can buy actually some stuff ;D
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What is minmaxing ? That thing you are for example minimizing luck and maximizing something other ? If so, I don't like it.
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Bullshit.
Of course that its bullshit for someone who dont play this game and just dont know nothing about "variety" of different builds, where is minmaxing necessary.
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Of course that its bullshit for someone who dont play this game and just dont know nothing about "variety" of different builds, where is minmaxing necessary.
He was talking about RPGs in general. I didn't mean FOnline where you have to sacrifice some stats, just like you said.
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He was talking about RPGs in general. I didn't mean FOnline where you have to sacrifice some stats, just like you said.
Don't tell you never minmaxed your chars in BG2 ;p Why your barbarian would need intelligence? He just need 18/00
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Last time I played Baldurs Gate II, I played a bard, no warrior. Don't recall any minmaxing, just put points where I thought it could help me later. Was bored to death by it however, so I don't know all the games secrets which unravel after you finished the game and get more experience playing it.
Bringing BGII as "the" example for RPGs is a fail anyway. :P
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I think generally in RPGs where you lead a party of characters minimaxing is recommended, because every character can specialize in other task. In games like Fallout where you play only one character not necessarily (or at least it's harder). In FOnline it is recommended, because in FOnline you have a party ...of alts. But then again, FOnline isn't RPG, it's a 2D team shooter.
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Last time I played Baldurs Gate II, I played a bard, no warrior. Don't recall any minmaxing, just put points where I thought it could help me later. Was bored to death by it however, so I don't know all the games secrets which unravel after you finished the game and get more experience playing it.
Bringing BGII as "the" example for RPGs is a fail anyway. :P
Thats because you have nothing vested in the game, the interest isn't there. If you are competitive at all at any game that is stat dependent then you have min maxed. Any in-depth rpg/class/stat based game is geared toward specialization of a job in order to do do the job with maximum efficiency.
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What does it mean to be competitive in a single player game anyway? Finishing a game on minimaxed characters is the easiest way to do it, how is it competitive? For teh score? It's ok, if you play it the first or second time... But when you know the mechanics, you may want to put some RP constraints on your character, to make the game more challenging. Play a vegetarian, atheist, kleptomaniac, misogynist or whatever the mechanics / story allows. If all you do with RPGs is finish it with all spells, bestest weapons and I HAVE MAXED STATS I KILL ALL MUAHAH, then you miss some point of the genre IMHO.
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Exactly. The best times in RPGs for me are always the very first playthroughs, where you don't know what's the "best" character for certain situations etc. You take the stats and skills from a stomach feeling and not because you know stat xy grants you sucess on situation xy, which I find very boring.
Being "competive" in a singleplayer game is very objective and trivial anyway. If a game only allows ways for perfectly tailored "classes" to solve situation xy it's bad design anyway. Not everyone likes to sit infront of a calculator for days and minmaxes everything.
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Ok, I get ya surf, atleast when playing handi-capped characters. Yet having a character who can fight as well as explore all of the games quests was fun too. The STR bonus from PA allowed me to put more points into CH and INT. By all means I was not overpowered (well mebbebut not the SPECIAL but more armor stats). But it was sure fun to do different combat builds and still enjoy all of the rp aspects of the game too.
I think we may have different definitions of "min-maxing". Your talking more god mode while I am speaking about a properly built character. As a mage for example, one normally focuses on things like wisdom and intelligence over qualities such as strength or perception or dexterity. There really is no way to get perfect stats and so because of that, one places their points into things crucial to their specialization.
Its competitive when folks are doing things like speed runs and as you folks said, scores.
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Explain how 6 hour alting restriction will stop the proxy abusers?
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Balanced/non min-maxed characters need content to interact with to have "gears to push against".
(No offense to those who donate free time in labor of love.)
Otherwise players must either make up an RP rationale (jack of all trades survivalist/etc.) that probably won't last long, or work with what there is- crafting and PvP.
I'll find a way to enjoy the Wipe, I'm sure, as I'm not into collecting things I won't use, don't like standing around in NCR, and can't exactly PvP with only 1-3 people. (Especially vs a proxy horde).
I hope there will be some kind of Scavenger/Tracker profession, or things for thieves to do.
Demo skill for mining?
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If all you do with RPGs is finish it with all spells, bestest weapons and I HAVE MAXED STATS I KILL ALL MUAHAH, then you miss some point of the genre IMHO.
I don't think so. In fact, I see no problem if a player wants to play the game in this way. Always running around, killing everyone in every town? Becoming the master slayer of doom? Sure, do whatever brings you fun, especially if the possibilities are given. And as it is a singleplayer game, it doesn't influence me anyway... so go for it.
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Explain how 6 hour alting restriction will stop the proxy abusers?
I don't have time for explaining you this, because it's a technical problem. The idea is good.
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Indeed, the point of a game is to have fun.
If that fun is derived from min maxing and achieving the most competitive build of a char from a system then thats equal to someone who enjoys the storytelling element.
As someone who enjoys both aspects, its always puzzled me why people argue over it :P
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Indeed, the point of a game is to have fun.
If that fun is derived from min maxing and achieving the most competitive build of a char from a system then thats equal to someone who enjoys the storytelling element.
As someone who enjoys both aspects, its always puzzled me why people argue over it :P
It's the same as why people go to war.
It's just an excuse to fight where they could just make a complicated peace treaty.
Fighting is just so much simpler. (and more fun :D)
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(http://www.chyl.org/wp-content/uploads/ramblingrhodes.mu.nu/archives/normal_Internet-SeriousBusiness.jpg)
You guys really need to take time and learn the game BUT DON'T LEARN TOO MUCH YOU'LL TURN INTO A NO-LIFE TROLL.
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It's the same as why people go to war.
It's just an excuse to fight where they could just make a complicated peace treaty.
Fighting is just so much simpler. (and more fun :D)
It's true. It's much easier to shoot people in tc towns than try to get acquainted with them.
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It's true. It's much easier to shoot people in tc towns than try to get acquainted with them.
It gets boring quickly.
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It gets boring quickly.
Once you start solving drama between players, you will know what I mean.
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the game
DAMNIT
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Once you start solving drama between players, you will know what I mean.
Nobody forces you to do it.
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The wasteland is dangerous. And very dangerous when we meet :)
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DAMNIT
Had I worded that any other way, you probably would have learned something from what I said.
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Had I worded that any other way, you probably would have learned something from what I said.
Some people are born to troll.
(http://i524.photobucket.com/albums/cc328/AxelordFTW/Round%203/Birthday_candle_blow.gif)
Deal with it.
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if i might jump in here, concerning people geting wasted by high level characters without any provocation whatsoever; i think this might be the first game ive seen where the setting reflects that attitude towards the weak.
isnt that what makes post=apoc so cool? psychotic assholes pillaging and plundering just because they can? post apoc earth is just armed trolls running amok anyways, right?
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if i might jump in here, concerning people geting wasted by high level characters without any provocation whatsoever; i think this might be the first game ive seen where the setting reflects that attitude towards the weak.
isnt that what makes post=apoc so cool? psychotic assholes pillaging and plundering just because they can? post apoc earth is just armed trolls running amok anyways, right?
Post apo is also about communities and rebuilding.
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very true . its being shown by the anti-pk gangs that are getting organized,i believe.
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if i might jump in here, concerning people geting wasted by high level characters without any provocation whatsoever; i think this might be the first game ive seen where the setting reflects that attitude towards the weak.
isnt that what makes post=apoc so cool? psychotic assholes pillaging and plundering just because they can? post apoc earth is just armed trolls running amok anyways, right?
Post apoc is also about looking for food and water. Looking for medicines to fight off infection. Its also about slavery so peoples characters should be enslaved and their sole objective when logging on is to be another persons bitch.
Seriously, a game is supposed to be fun for EVERYONE, not for a niche group of folks who think trolling and griefing is the "end game" experience.
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i didnt mean to give off the impression that i play to mess with people, i dont do that at all. no, i only meant to say that the concept of survival of the fittest is what helps define the post apoc genre, imho. like, say, fist of the north star, or mad max, or cyborg, waterworld, those stories and others like it usually have a force that does not care about finding water and medicine, as opposed to taking it and raping everything everything they see. so in my head, so i dont completely flip out when it happens, the trolls and griefers almost have their place in the concept of fallout online. i hate em too, but they will always be there.
believe you me, if there was a player group of dedicated rangers that were helping build shangri la in fonline through collecting resources and lots of support from the community, id fall right in line to help make the "bad guy" trollers the minority. but i dont see that happening in fonline, or any other game, or IRL for that matter. (but then i dont know shit so im probably wrong on many levels) as it stands, iits a rad concept; im outgunned and scared of leaving my tent. so i hooked up with a gang. hah, awesome. trust actually matters in this game. of course im pretty new to mmo games, like i said i know squat.
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believe you me, if there was a player group of dedicated rangers that were helping build shangri la in fonline through collecting resources and lots of support from the community, id fall right in line to help make the "bad guy" trollers the minority. but i dont see that happening in fonline, or any other game, or IRL for that matter. (but then i dont know shit so im probably wrong on many levels) as it stands, iits a rad concept; im outgunned and scared of leaving my tent. so i hooked up with a gang. hah, awesome. trust actually matters in this game. of course im pretty new to mmo games, like i said i know squat.
Antipk factions try to do that. They go to places where pks are reported to be and shoot everyone they recognize or suspect being an enemy.
In addition wwp tries to uphold peaceful state in Redding.
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thats awesome
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Yes the realism of the Post Apoch is survival of the fittest. But this is also a G A M E. A simple thing to add to the realism, is for places to keep better track of the good people and the bad. (gray area and all) Basically those who pray on others, steal, kill in the wasteland get some karma/rep reduction with the 'good' towns. Mainly NCR, Hub, Ady, since we know that VC is as twisted as they come ;). And these shouldn't be Temp, especially for offenses that happen IN towns. The fricking 3 second memory of guards is just wrong. And one kill then all is forgiven, and we know you do it again??!!? Yeah that's realism HA. Wasteland is har-assment.
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excellent point, sir. i would like to see a better memory from the guards, youre right.