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Other => FOnline:2238 Forum => Archives => Suggestions => Topic started by: Reiniat on May 22, 2011, 03:37:27 am
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i have this idea when i see what feels an alt of a gang team: no problem i go to my tent and take more stuff. in the actual fonline stuff like weapons, armors, etc is something that you have in hundreds in your tent, even little factions have hundreds or even thousands of low lvl things.
So here is my proposition: you lose 5% of the XP required for lvlup when dies
If you die in a "safe city" you dont lose anything, otherwise we will have an horde of terrorism and xenofoby.
if you die killed by NPCs you only lose 3% of the XP for lvl up.
players with lvl 5 or less wont have that penalty
players being killed in a base lose 10%
people that have thief in a city and gets killed by his victims lose 10%
if a guy kills you, the next time you kill him he will lose 10%.
why?
because it wil make more harsh to lvl up alts, now lvl up to 21 takes days or even hours-
you need to suffer a real lose if you die, this way we can implement and retry some good suggestions from long ago, like XP for kill players, or for heal weakened people.
we need a way of lose statistics, like in any other good old MMO.
it will make death a serious thing, in this times when you die you think "ill be back in a moment" also kill people like traitors, or other types of scum its useless, you win nothing for kill a thief, and he is obviously in bluesuit with no inventory.
There is actually a big horde of 11 years-old boys with nothing to do, this proposition will not make a new apocalipsis because you cant see the suffering of your victim (or maybe yes, but thats his choose)
So...what do you think?
PD: i know im using a bad english, im apologize, i hope you understand the suggestion and if you dont, you can ask me for clear the things
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Nope.
I don't like the idea, but its just my opinion.
Also "Suffering a real lose" We loose our items, and getting back up can be hard (At least for me)
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Seems like a minor obstacle for big gangs and whatever alts they want to make, more detrimental to solo players but in effect it spices things up.
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we already lose time (alot of it, ofc depending on our builds), stuff, patience (your meter till you ragequit ;>). so no.... no..... it's been suggested before anyways and was rejected methinks. Mostly because newbies would never be able to make it in this game because of bad encounter design (which might be fixed sometime) a good example of which is the "Crazies" encounter where they can all immediately shot you to death (Because of massive crits) and kill you without a chance.
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I say no too. It would mainly mess up the little guy and not the big gangs. Also new players already have a lot of loss for them. Btw if there would be a hardcore mode (ala fallout tactics where you couldn't save only in the bunker) that would be an ok feature for that. Though for a hardcore mode the dieing is delete would be the best but since other players who would probably kill the poor guy who plays in hardcore (and i don't have to say they wouldn't be players who choose the hardcore mode). So it would mess things up for the guy who looking for a bit more challenge.
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also, what will hapen if we will lose a level?
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also, what will hapen if we will lose a level?
most logical approach is to drop it back to the min exp required for your level because it would probably be messy if you just leveled assigned new skillpoints and got new perk only to lose exp from death and get back to previous level. consequence here is debatable, should you simply lose exp or the skillpoints (or perk if applicable) as well as exp. alternatively should you just lose the exp but remain at the same level only now you just need to get more to make the next level.
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I agree that death should have a penalty but not like this. What would follow would be: die -> go kill some centaurs -> come back.
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most logical approach is to drop it back to the min exp required for your level because it would probably be messy if you just leveled assigned new skillpoints and got new perk only to lose exp from death and get back to previous level. consequence here is debatable, should you simply lose exp or the skillpoints (or perk if applicable) as well as exp. alternatively should you just lose the exp but remain at the same level only now you just need to get more to make the next level.
Yeah, losing level isn't good obviously because of different problems. But what you said is useless for 21st level, may be if you have less exp than required for your current level you'll have perma-weakness or other debuff that makes you impossible to craft items and gives some penalties to SPECIAL until you'll earn exp required for your current level. But it's pointless to suggest it because somewhere dev said that it'll "annoy" players a bit and devs don't want losing exp on death feature.
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no, this would encourage people to pking even more i dont think this is needed. Also before we had diminishing exp and leveling up to 21 took much more time than now. Devs made it on purpose to level up so fast so i think this will stay.
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Already suggested. I don't think it's a good idea.
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Well, i dont know if it is easy to do, but personally, as a 14-years-old kiddo i can tell you that loosing your items is enough for me. Even if i must admit is a good idea, there is enough PKing right now. Adding this would be like telling a PK:- Hey, kill me, so i will NEVER reach lvl (random number from 2 to 21)!-. I hope you understand my point of view.
PS: Sorry for any mispelling error, i'm Italian :P
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we already lose time (alot of it, ofc depending on our builds), stuff, patience (your meter till you ragequit ;>). so no.... no..... it's been suggested before anyways and was rejected methinks. Mostly because newbies would never be able to make it in this game because of bad encounter design (which might be fixed sometime) a good example of which is the "Crazies" encounter where they can all immediately shot you to death (Because of massive crits) and kill you without a chance.
Seems like a minor obstacle for big gangs and whatever alts they want to make, more detrimental to solo players but in effect it spices things up.
Are you serious? or its only a way of protect your growing alts? in my personal case i lvl up a idiot char called Reiniat, my first one with a terrible 6,5,5,6,5,6 SPECIAL, i make the lvl 12 dying like 3 or four times, most by pks.
recently i create Black Tears, with that char i only die in cityes, like 7 or 8 times (maybe im famous and everyone wants to burst or blow me ;D) but i did never lose a pvp fight or die in the desert, not yet.
Lvl up isnt harsh, and it will damage lvl21 too, because you will lose 5% of 230,000XP each time you die
most logical approach is to drop it back to the min exp required for your level because it would probably be messy if you just leveled assigned new skillpoints and got new perk only to lose exp from death and get back to previous level. consequence here is debatable, should you simply lose exp or the skillpoints (or perk if applicable) as well as exp. alternatively should you just lose the exp but remain at the same level only now you just need to get more to make the next level.
yes if you drop down a lvl you will have the lvl, but with a penalty, lets say -1 to all SPECIAL stats until you get enough xp to "reget" you lvl
no, this would encourage people to pking even more i dont think this is needed. Also before we had diminishing exp and leveling up to 21 took much more time than now. Devs made it on purpose to level up so fast so i think this will stay.
nah most of the pks kil for proof they can, this wil not change the pking, as i said before you only get a new reward for pk if you can see the pain of your victim, but its probably that you dont see it again, in the actual times pks kill weakeneds and little people, we dont care what is in your inventory, we will not care how many xp you lose.
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pkers kill now and they will kill later. But for example i am antipker, and i meet another person, now i dont kill him, if i die i dont care. If i would meet the same person with a risk to die and lose exp, i would kill him only for the chance he has to kill me.
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pkers kill now and they will kill later. But for example i am antipker, and i meet another person, now i dont kill him, if i die i dont care. If i would meet the same person with a risk to die and lose exp, i would kill him only for the chance he has to kill me.
.....yes and no, i already meet a lot of guys more or equal powerful than me in encounters and they awesomly shot me down, first time it was against a rocketer, (you were hit by 89 points, that dude was critically ht in the eyes for 105 points, bypassing his armor, knocked down and knocked ou)t.
most of the guys will kill you now if you have a posibility of kill they, also most of the time is obvious who will win the battles and the potential loser will ask for mercy (PEACE) and if the enemy is equal or more powerful than you, i see battle.
But yes its a posibility, it depends of the players, it made me formule a question, if you are in the real postapocaliptic world and you find a guy in the desert that can potentially kill you, what you will do? ask for peace, shot first for be sure, solve the things with high speech, get a shot and die?
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Thread cleaned. Next time I see someone continously spamming one picture-posts, (s)he will get some vacation. ::)
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Sorry :'(
I say no, because it is hard enough for new players even now.
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Sorry :'(
I say no, because it is hard enough for new players even now.
no it is not, also if the game is considered very hard and a newbie gets to a aceptable lvl he will feel with the right of be in the game and join into the 2238 community.
Most newbies left this game because post like yours, or the ones in that recent topic in the General Discussion, "its hard, left the game,you will die quickly" or even "i will cut your little dick and rape you with it" its true but if you survive you will be filled with the power of the wastes
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I just had this idea, and found this post. Needless to say, I like it.
At the moment life is cheap and this would make it a bit more of a commodity.
Also, leveling wouldn't end at level 21 since you might lose your level (and your last perk) and would need to regain it. So it would actually be worth gaining extra XP after level 21 to buffer yourself from losing your last level.
+1
wasteland is harsh right?
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discussed before: people will just make power-xping wich is boring and waste of time.
Im still thinking about my own suggestion, it is fine. maybe to be tested in the pre-wipe madness.
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I think its a good idea. Its not true, that bad encounter design kills u.
Im now levelling two characters which has never died, after 15+- hours of RT play each (so its almost cap level). Its just style of playing.
Making death serious problem would bring fresh change to game. And it will devastate troll-thief character and im 100% for that.
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Making people grind more is nothing "fresh and new".
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I don't know about 'fresh and new' but things are hardly perfect right now and the way I see it, this might help a few issues we are currently having as mentioned above, so...
Pros:
- actual consequence for thieves, grief bursters and bombers
- wouldn't really effect the learning curve as it won't kick in at later lvl
- keeps XP relevant even for end game characters
- increases the value of life (which is necessary imo)
Cons:
- Promotes power XPing? (which already happens anyway)
- Promotes player killing because you may loose XP if the other guy shoots first?
Lets keep the list coming, I mean it should be weighed properly
Lastly I'm not sure about loosing special points after dropping a level, I would rather drop down a level than loose my special.
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UNSTOPABLE ARGUMENT:
PLAYERS OF FONLINE 2238 ARE COWARDS
So if we give more penalties to die most of the players will hide in little zones, flee of any human encounter, and left cityes like NCR, and New Reno arena will be empty.
I did think it was a good idea, but i have to recognize that no, it isnt.
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I am against for a very simple motive
a xp penality on death is nothing for player that know the ropes, a expert nearly bored player would welcome this, some crafting some pve with friends more, a little trouble ( I know many expert players that create a alt when they want find again the thrill of levelling , my main char have more than 1 kk xp ...)
For new player it would be a pestilence, many would leave after the 5th death watching xp going back instead of increase,
and we need new player , because old one leaves for a reason or for another (real life , new games ...)
We need to do the game more difficult for the new players?
I dont think so.
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Generally there is nothing wrong with them being ones.
I can imagine all those superheroes being either lame sneak/unarmed builds with little to nothing to lose, or at least those pistol/smg guys running around in low stuff to hunt crafters. If anyone really PvP in some serious stuff they can either get it back, or just have good amount of it.
Also another big reason to chicken out for players is just the fact there is so few you can do to win. One can change his build, one might click on other earlier, one might move a little more careful, but that's all. In RPG games people usually have nice array of skills they can exchange. The exception is large scale PvP - currently implemented as TC.
I could just continue why it is not possible to make players act a bit more artificially without big changes to game, but it is pointless. I guess things will somewhat improve when more low-tier stuff is useful - like Laser Pistol or 10mm SMG currently, though.
BTW: after wipe PKing like mad is gonna be cool again. For easy itanz ofc!
EDIT:
- keeps XP relevant even for end game characters
What is the XP for? In every goddamn cRPG there is such thing. It's fun once, when you have story to back it up. But outside of it? It's just tedious.
I would praise the guy removing leveling from RPG while preserving it's purpose (learning curve, alt limitation, etc.) to the skies.
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I would praise the guy removing leveling from RPG while preserving it's purpose (learning curve, alt limitation, etc.) to the skies.
It'll also be entertaining unlike the current boring dreadful assembly line like fights.
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I think it is not the right way.
People (chars) who would be hurt mostly: PvP apes, sneakers, universal chars, pro thieves, noobs making mistakes in guarded town.
People (chars) who would not be hurt at all: Sucuide bomber (lvl 1 alts), troll thieves (lvl 1 alts)
People (chars) who would be hurt very little: Occasional thieves, sucuide bursters
Is it really right way to limit griefers by limiting much severely serious pvpers and occassional players?
This make sense in other harsh MMO rpgs because 0lvl alts are incapable of grief there unlike bombers here.
Limiting sucuide sneakers during fights and pro thieves would be imho fine but not at the cost of limiting serious pvp and leaving most anoying safe town greafers still unchecked.
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People (chars) who would be hurt mostly: PvP apes, sneakers.
About those 2 hmm
first one i dont think it will be hurted at all because of high FA what give shitload exp lately :) but sneakers yes especially proxy sneaker will be punished by this
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Are you kidding me ? Even if you healed for 300 xp everytime, you would need 67 successful heals to gain last level. The thing is, PvP apes die a lot, not a problem to die 3 times in a single massfight. I dont think you could regain xp so easily just by healing someone over and over.
Having xp loss on death, would bring just unnecessary nuissance
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Are you kidding me ? Even if you healed for 300 xp everytime, you would need 67 successful heals to gain last level. The thing is, PvP apes die a lot, not a problem to die 3 times in a single massfight. I dont think you could regain xp so easily just by healing someone over and over.
Having xp loss on death, would bring just unnecessary nuissance
Is it that bad? Just value your life...
I have character that is living while dying... Твоё ЧСВ... So it`l be more interesting to play it)