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Other => FOnline:2238 Forum => Archives => Suggestions => Topic started by: fylhtqrby on June 24, 2011, 03:18:32 pm
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Sorry about my bad english.
I suggest to put Voodoo into the game if it is possible. Cause there is no drug in game to gain Luck and no drug decreasing endurance too.
(http://images.wikia.com/fallout/images/1/1e/Voodoo.png)
It could give to player: +1 LK, -2 (or 3)EN as example for 30 minutes. And maybe additional +5% DR for normal damage (but i dont think its really neccesary).
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Raising luck per "magic" is just awkward in my opinion. That's one thing I hated in Hones Hearts. Endurance seems to be ok.
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Hey, you forgot the +20% crit chance which is the true interest of this drug!
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As crazy say it would be better if increase critical chance.
I suggest: +10% critical chance,+2LK, -3EN, -1ST.
Fro the recipe:
2x gecko pelts
2x scorpion tails
4x meat jearky
2x healing powder
Raising luck per "magic" is just awkward in my opinion.
Healing a person or a crippled limb with bare hands seems more magical to me than a drug that increase luck.
And also there are chamans, spirits and ghosts in fallout universe, and this drug seems to fit in that lore.
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I suppose +10% crit chance is too much. Because 2 ranks of perk "more criticals" should not be equal to any drugs. For example one rank of perk "weapon handling" is almost equal to buffout + psyho. I guess for voodoo +1 LK, -3 EN is appropriate. Also i dont think it should be craftable but could be obtained by killing cannibals, savages and cave inhabitants (or trading in Den or Klamath).
Thank you for giving your opinion ;)
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I suppose +10% crit chance is too much. Because 2 ranks of perk "more criticals" should not be equal to any drugs. For example one rank of perk "weapon handling" is almost equal to buffout + psyho. I guess for voodoo +1 LK, -3 EN is appropriate. Also i dont think it should be craftable but could be obtained by killing cannibals, savages and cave inhabitants (or trading in Den or Klamath).
Thank you for giving your opinion ;)
They should not only have it in inventory, but also using them after some time in combat.
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I thought this thread was going to be about a suggestion for controling other players... ah well.
+5 or 10 critical chance would do, as well as minuses to Endurance sounds good. It, of course, would take some balancing if it ever makes it in-game, to see if it is overpowered, underpowered, or fine.
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And also there are chamans, spirits and ghosts in fallout universe, and this drug seems to fit in that lore.
Do you see any Shamans, Ghosts or Spirits in FOnline? Try to find 'em, I'll wait for you here meanwhile.
It has often been said that silly stuff from FO2 is best to be avoided. A drug magically raising luck fits very well into that category. Not that I am against new items/stats enhancers or however you want to call it - I like it - but no magic, voodoo, flying spagehettimonster from outerspace kidnapped cthuhlu stuff. The Endurance route earlier mentionend sounds good though, as said.
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Do you see any Shamans, Ghosts or Spirits in FOnline? Try to find 'em, I'll wait for you here meanwhile.
Arroyo exists in FOnline it just hasn't been founded by players or rest of world. Thus,
- That women shaman whateverhernameisinthebeginning
- Dunno about ghosts, Modoc's Ghost Farm reference?
- Shaman speaks of Spirits I believe. (And so does Sulik, you could ask him what the spirits are sayin.)
p.s. lost Fo2 Disk and it would seem someone deleted files for it so I cannot check these things, maybe youtube...
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I thought this thread was going to be about a suggestion for controling other players... ah well.
And I thought, that it could works for controlling ANY NPC for some time ;D
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https://www.youtube.com/watch?v=BKXKWBcaV3A
It could boost LK but it should reduce PE to 1 as on Video.
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Raising luck per "magic" is just awkward in my opinion. That's one thing I hated in Hones Hearts. Endurance seems to be ok.
Er... Mr. Surf, if raising Luck per "magic" is awkward, how should it be raised? With some kind of Karma or another suggestion, you're willing to share with us? And don't tell me it shouldn't be raised at all, because Luck-raising-IRL is esotheric nonsense.
Here in game it's a numeric value involved in gameplay, so it should be modified as well as other SPECIAL attributes. Thank you.
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Er... Mr. Surf, if raising Luck per "magic" is awkward, how should it be raised? With some kind of Karma or another suggestion, you're willing to share with us? And don't tell me it shouldn't be raised at all, because Luck-raising-IRL is esotheric nonsense.
Here in game it's a numeric value involved in gameplay, so it should be modified as well as other SPECIAL attributes. Thank you.
Dear Mr. Alvarez, the game is not only a spreadsheet with value a, b, c or d in it, there are meanings behind numbers aswell. Raising luck through hokus pokus bogus fits perfectly to the nonsense FO2 brought to us and it has been said numerous times that we don't want that. If you'd actually read what people say then you'd know that.
- That women shaman whateverhernameisinthebeginning
- Dunno about ghosts, Modoc's Ghost Farm reference?
- Shaman speaks of Spirits I believe. (And so does Sulik, you could ask him what the spirits are sayin.)
None of this is ingame or will ever be (Arroyo). The "ghosts" in the ghostfarm were the Slags trolling the people of Modoc.
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None of this is ingame or will ever be (Arroyo).
But it still EXISTS! ;D
The "ghosts" in the ghostfarm were the Slags trolling the people of Modoc.
I knew that, but that's the thing! It adds to the superstition among the people in modoc, so more people fanatical about ghosts and stuff might spread causing items like voodoo dolls to appear.
And Sulik IS ingame :P.
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It's not actual 'magic' that raises the luck, it's just the drug. The story behind the drug is where the so called 'magic' comes from. It falls into the suspension of disbelief category. You really think caravans are gonna constantly drag 'dead' bodies miles away to be healed, I mean the wasteland is harsh, that's the drum everyone keeps banging on. You can make a gun with some junk and a piece of wood? A few pieces of metal and a spiffy computer part that shouldn't even work after so long gives you a laser pistol?
Aspects of the fantasy world have to not be picked apart piece by piece otherwise people will find holes in them and the fantasy goes poof.
I mean what is the Luck stat anyway if not a mystical stat. It gives you better chances to crit?? Wait isn't being able to see better, and knowing how to use your weapon, how you hit those vital spots? I mean I get that it's another exploitable drug that will make already deadly and powered pks even more so. But in a world where they have drugs that increase your str, one that makes you move faster than others, or that 'magically' heals your wounds in an instant. One that gives you a hair more luck doesn't seem all that farfetched.
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Raising luck through hokus pokus bogus fits perfectly to the nonsense FO2 brought to us and it has been said numerous times that we don't want that.
In F1 there was a guy in Adytum, that could raise your character's LK by one (by two due to a bug) from future precognition with cards.
I agree with "F2 nonsense" however, that part included many dumb things.
And who are "we"?
None of this is ingame or will ever be (Arroyo). The "ghosts" in the ghostfarm were the Slags trolling the people of Modoc.
I lol'd from "trolling Slags" a lot, I mean this word for what they were doing :>
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And who are "we"?
Generally talking of the writers etc.
I lol'd from "trolling Slags" a lot, I mean this word for what they were doing :>
But don't they? ;)
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Dear Mr. Alvarez, the game is not only a spreadsheet with value a, b, c or d in it, there are meanings behind numbers aswell. Raising luck through hokus pokus bogus fits perfectly to the nonsense FO2 brought to us and it has been said numerous times that we don't want that. If you'd actually read what people say then you'd know that.
I remember you said that numerous times. I believe "not wastelandish enough" is the term.
Actually, if you read what I said, dear supreme moderator/ambience music artist:
if raising Luck per "magic" is awkward, how should it be raised? With some kind of Karma or another suggestion, you're willing to share with us?
i merely asked WHAT YOU WOULD SUGGEST FOR RAISING LUCK IF YOU DON'T WANT SAID HOKUS POKUS BOGUS IN GAME, but you resorted to bashing on. Apart from that, disliking FO2 is your personal taste as long as you don't share the opinion of the whole forum. Do you treasure the opinions of forum members?
Or do you think that your taste is the only right one?
That's what hipsters do, enforcing their personal taste on others, being pseudointellectual and artsy and all like that. And you aren't one of these, i guess, as Mr.Alvarez noticed for himself, as he reviewed your music on NMA.
And oh yeah, and thanks for not telling around, my dear anonymous friend.
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Nice rage. Not sure what I am supposed to keep for myself as it's quite obvious you are using multiple accounts.
Anyway, I am not enforcing anything, I simply stated facts. That's now up to you to accept or not.
I personally don't see a way to raise a merely ambigious stat without using Merlin the Mage stuff, but maybe someone comes up with a good logical explanation here.
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As someone said, i feel that is easier to boost luck with a drug than making a gun with some wood and some junk, or healing over 50 hit points with my bare hands. Think 'bout that stuff mons.
Plus, magic's real in fallout world. Think for Sulik, and Grampy Bone, or Hakunin, that speaks with the Chosen One in his dreams.
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I suppose +10% crit chance is too much. Because 2 ranks of perk "more criticals" should not be equal to any drugs. For example one rank of perk "weapon handling" is almost equal to buffout + psyho. I guess for voodoo +1 LK, -3 EN is appropriate.
Jet gives 2 AP, thats equal to 2 action boys, and that perk requires some more lvls than More criticals. Also psycho gives +15% DR, more than any perk. But it can be lowered to +5% if is OP.
Do you see any Shamans, Ghosts or Spirits in FOnline? Try to find 'em, I'll wait for you here meanwhile.
It has often been said that silly stuff from FO2 is best to be avoided.
So shamans and sprits are silly stuff? most your char background (and a bunch of npcs) in F2 is related to this. How you did to enjoy such a silly game?
Anyway, the drug can only give a bonus to critical chance that is also related with the finesse of the char.
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So shamans and sprits are silly stuff? most your char background (and a bunch of npcs) in F2 is related to this. How you did to enjoy such a silly game?
About Pop Culture References (http://fodev.net/forum/index.php?topic=6803.msg60527#msg60527) and inane stuff. There are tons of these threads buried on the old NMA forum though. FO2 has been rightfully bashed to oblivion because of this, let's not repeat it again and again.
Anyway, the drug can only give a bonus to critical chance that is also related with the finesse of the char.
Sounds much more reasonable. Might give some PE related bonus aswell, some kind of "sharpening" of senses.
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Jet gives 2 AP, thats equal to 2 action boys, and that perk requires some more lvls than More criticals. Also psycho gives +15% DR, more than any perk
Yep. But as we know jet gives some serious penalties to ST and DR. The main reason why i dislike bonus +% to crit chance from drug is the fact that crit chance could be 95% without any drugs. Having 10 LK and 3 ranks of "more criticals" and trait "finesse" you have totally 70+15+10 = 95% crit chance for aimed shot to eyes.
As to explanation of voodoo effects... Voodoo description from fallout tactics says "Voodoo is a tribal concoction, made from the left-over byproducts of various critters. It imbues the user with greater agility and a sense of invincibility."
I guess that spirits of that dead critters may follow the player and help him in various situations when luck is applied. And the negative side of their influence is decreasing of endurance.
But if someone doesnt like magic it could be something else instead of voodoo. Maybe chewing gum "Lucky Bob" or cookie "St. Maria" :)
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What about Anna in the Den? She was a Ghost.
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She`s still there!
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What about Anna in the Den? She was a Ghost.
Eh? Who is Anna? it would seem I haven't played fo2 thoroughly enough :P.
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Eh? Who is Anna? it would seem I haven't played fo2 thoroughly enough :P.
she couldn't find her locket, ring a bell?
anyway, I think it is reasonable for Shaman, medicine men to exist in this universe however I think there is a difference between there beliefs and what we would call magic. To bring a hallucinatory peyote button into the game is different than bringing in a magic potion that can somehow change the trajectory of your (now magical) bullet. We already have enough debate about criticals being unbalanced and we don't really need to tip the scale further in towards crippled limbs, and I say this despite favoring a crippler build over many others.
However I think there is a place for some kind of warrior juice, I just think it would be more like a poor mans psycho or buffout. It would perhaps be perceived by a shaman as magical but could also be explained by enclave scientists in chemical terms. maybe it could increase heal rate or give a kamikazesque effect?
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As i already said, Hakunin was able to communicate with the Chosen One throught his dreams. More magical than this?
Sulik was able to speak with his ancestors, and more specifically with his granmpa, Grampy Bone, and tell the player many useful things (in a very deep and strange way, like Hakunin, but they are always right. Think for the quest "Find out whi is resposible for Richard Wright overdose", we he says "This place is full of poison", obiviously talking 'bout the poisoned Jet canister)
So, you still think that magic is something totally out of Fallout? Maybe you are right. It might be only an mind enhanced by mutation, like a sort of ghost from Starcraft. Only the Mast... GOD knows.
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As i already said, Hakunin was able to communicate with the Chosen One throught his dreams. More magical than this?
Sulik was able to speak with his ancestors, and more specifically with his granmpa, Grampy Bone, and tell the player many useful things (in a very deep and strange way, like Hakunin, but they are always right. Think for the quest "Find out whi is resposible for Richard Wright overdose", we he says "This place is full of poison", obiviously talking 'bout the poisoned Jet canister)
So, you still think that magic is something totally out of Fallout? Maybe you are right. It might be only an mind enhanced by mutation, like a sort of ghost from Starcraft. Only the Mast... GOD knows.
You do realize that all those tribals were tripping like shit on selfmade drugs and thus "saw" things? Hakunin appaearing in your dreams is just a developers device to say Hurry the fuck up. ::) And now cut it, we've already established a few times why this won't happen. jonny rust summarized it aswell
I think it is reasonable for Shaman, medicine men to exist in this universe however I think there is a difference between there beliefs and what we would call magic. To bring a hallucinatory peyote button into the game is different than bringing in a magic potion that can somehow change the trajectory of your (now magical) bullet.
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IMO, the luck stat itself doesn't make any sense, so it can be raised with "magical" ways, like it's already a "magical" stats.
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Well, what about psycho? A drug that makes me more resistant? Please.
However, there could be magic. Just is not magic. For the Hakunin or Sulik thing, look there
http://fallout.wikia.com/wiki/Psyker
And tell me that it's impossible. They were even in the Cathedral.
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You do realize that all those tribals were tripping like shit on selfmade drugs and thus "saw" things?
Where in Fallout Lore do the people of arroyo do a bunch of drugs and trip out?
Hakunin appaearing in your dreams is just a developers device to say Hurry the fuck up. ::)
lol.... By that mentality the whole game is a developers device. This gun you were just given before an attack is a developers device saying start shooting some people. The sand around you is a developers device saying your in a desert.
It doesn't disprove the fact that Hakunin visited you in your dreams as a spirit in fallout lore.
And now cut it, we've already established a few times why this won't happen. jonny rust summarized it aswell
And here you basically say "Stfu". Wonderful.
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drugs in fallout: the elder-medicine-woman in the first sequence when starting out in fallout 2 has a massive bong siting next to her.
anyway, we are arguing over 1 point of luck here which we haven't even decided is a good idea explanations aside. Do crippler builds need this? Aren't they already powerful enough? why don't we just think of a more useful purpose for voodoo?
I think its best potential to be in the game is as a weaker variant of a drug that already exists, craftable either without a profession but with certain amount of outdoors and first aid or with lvl 1 doctor to give early chars a bit some edge when competing with stronger ones. Voodoo could be to healing powder as jet is to stimpacks and I think doctor builds would appreciate the added usefulness of their first profession level.
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anyway, we are arguing over 1 point of luck here which we haven't even decided is a good idea explanations aside. Do crippler builds need this? Aren't they already powerful enough? why don't we just think of a more useful purpose for voodoo?
That's a good remark i guess. If it still boosted LK what would you like more: (+1LK, -2EN) or (+2LK, -3EN) or (+2LK, -2EN, -1ST) or (+3LK, -3EN, -1ST, -1CH) or smth. else?
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I think its best potential to be in the game is as a weaker variant of a drug that already exists, craftable either without a profession but with certain amount of outdoors and first aid or with lvl 1 doctor to give early chars a bit some edge when competing with stronger ones. Voodoo could be to healing powder as jet is to stimpacks and I think doctor builds would appreciate the added usefulness of their first profession level.
Ok, for me is good. Someone got some useless comments without reason to destroy this?
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Meh, i wouldnt wanna enhance luck anyway as it is on 10 always, because luck makes me the wizard of california!
Jokes aside, i don't care much about luck anyway, its either on 1 or 6 in my characters (yes i like a good exploding gun in my face). But +LK is a thing that doesnt make much sense to me from the realistic game view i share with some other hippsters players.
Drugs should always be thought out well and balanced with already existing drugs.
As this drug doesnt change much I rather go the lexx-way and say it's nonsense to get something trivial like +1 LK as it is only 1% crit and some stuff on roll-tables we mostly don't know anything about.
oh and I also thought this suggestion is about voodoo dolls and stuff.
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Drugs should always be thought out well and balanced with already existing drugs.
As this drug doesnt change much I rather go the lexx-way and say it's nonsense to get something trivial like +1 LK as it is only 1% crit
I thought 1 point of LK gives at least 3.4% of crit chance to eyes. Is this formula aimed_crit_chance=(60+4*luck)/100*aim bonus+crit_chance wrong?
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fylhtqrby,
Your formular is right my friend. But it doesnt change the fact that it gives you 1% crit, i just didn't list the other improved percentual crit chances of every body part except the torso(unaimed) as they arent that much improved.