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Other => FOnline:2238 Forum => Archives => Suggestions => Topic started by: TKs-Xav on August 13, 2011, 03:23:14 am

Title: Balancing
Post by: TKs-Xav on August 13, 2011, 03:23:14 am
Dunno if you've noticed, but -everyone- and their mom has a 200+ hp build with an LSW, and its -boring-.  I think some balancing done to the guns is needed.

Also, crafts are there for a reason, but everyone makes alts and just mass's large amounts of equipment, then makes a PVP build.  They should place HQ Ores and HQ Minerals in dangerous places, IE you have to fight through Enclave or something to get to them, and you get 20 min. to mine before things respawn.

I would also limit what is lootable from encounters.  I roll to San Fran with groups and we get countless ammounts of stuff.  I think its just too easy.  People don't care what they lose, they have a tent with 10 BA's and 10 more LSW's and 1000 more rounds so they can respawn and just come back, and it shouldn't be like that.  Dying and losing your shit should set you back, not just you go'n "har har har noob, brb to kill you"

Also.. fix merc/slaves so that they don't attack on spawn, like if there's some 10 second window that you get to react before they start blasting you.  On RT that is, TB isn't much of a problem.
Title: Re: Balancing
Post by: Luther Blissett on August 13, 2011, 05:05:23 am
I absolutely agree that something doesn't feel right about all of this, but to be quite honest I have no idea on a solution. In Fallout 1/2, once you got armed and powerful to that degree, you were in "end-game". Once you're functionally immortal, and the enemies have to be increasingly strong to be a challenge, you were very close to videos and end-credits.

It doesn't (and can't) stop here under the same rules. It's a very difficult translation between those games and a multiplayer version, and I think a very good attempt has been made of this - though as you say, it still needs (and maybe always will) more balancing. Some people will go from "new start" to "game over for character development" in a single day, then play the game forever onwards at maximum level. Unless you kill off all players who reach Lvl 21, with a "You won!" message, I can't see any obvious way to fix this. Note that this doesn't mean that a solution doesn't exist, of course.
Title: Re: Balancing
Post by: TKs-Xav on August 13, 2011, 05:34:01 am
Well limiting players to 2 chars would be nice, but i don't know of any way to enforce it unless you log IP's to each account and once they hit 2 accounts at same IP they can't make anymore at that IP.  but people will use proxies anyway. 

that being said, 21 is the main goal, because you can never lose it.  I'd say that you should lose XP for death.  It sounds like a shitty way to go, but it makes for better team play, and it doesn't have to be rediculous say level 1-9 is safe levels, and the next safe level is 15, so no one can go under 15 once they level up past it, and 1-9 allows them death without loss of XP, and it makes all the difference when you kill someone level 21 and now he's down a level and is gonna come back to life with 1 less perk and a few less hp's so to run back into the encounter repeatedly, and chance death won't be the smartest decision.
Title: Re: Balancing
Post by: Michaelh139 on August 13, 2011, 09:09:03 am
You are right on all points but they've already been discussed and the devs mentioned they have plans for the next wipe's update or whatnot on these things.

Dunno if you've noticed, but -everyone- and their mom has a 200+ hp build with an LSW, and its -boring-.  I think some balancing done to the guns is needed.
soon we'll have 300 hp Avenger (Avenger gets big buff next wipe i hear) tanks!! Woohoo!
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Also, crafts are there for a reason, but everyone makes alts and just mass's large amounts of equipment, then makes a PVP build.  They should place HQ Ores and HQ Minerals in dangerous places, IE you have to fight through Enclave or something to get to them, and you get 20 min. to mine before things respawn.
  You will need blueprints to make anything above tier 3 afaik.
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I would also limit what is lootable from encounters.  I roll to San Fran with groups and we get countless ammounts of stuff.  I think its just too easy.  People don't care what they lose, they have a tent with 10 BA's and 10 more LSW's and 1000 more rounds so they can respawn and just come back, and it shouldn't be like that.  Dying and losing your shit should set you back, not just you go'n "har har har noob, brb to kill you"
NPCs in encounters will get buff and i believe that party system is getting changes.
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Also.. fix merc/slaves so that they don't attack on spawn, like if there's some 10 second window that you get to react before they start blasting you.  On RT that is, TB isn't much of a problem.
  I have no doubt they got somethin planned for this.
Title: Re: Balancing
Post by: TKs-Xav on August 13, 2011, 09:42:14 pm
Thanks for the info, I'm not too savy on all that goes on.

Though I'd like to see SG's be worth playing ... seems kinda lame that if you want to have any success pvp you -have- to be a BG char.
Title: Re: Balancing
Post by: Sarakin on August 13, 2011, 10:16:35 pm
What do you know about PvP ? I dont recall your team as a major TC force.
Dunno if you've noticed, but -everyone- and their mom has a 200+ hp build with an LSW, and its -boring-.  I think some balancing done to the guns is needed.
Duh, you dont pvp that much, do you ? Balancing guns is easy to say and we all know that we need better balance.

Also, crafts are there for a reason, but everyone makes alts and just mass's large amounts of equipment, then makes a PVP build.  They should place HQ Ores and HQ Minerals in dangerous places, IE you have to fight through Enclave or something to get to them, and you get 20 min. to mine before things respawn.
I dont know if you havent noticed, but hq ores and minerals are in dangerous places. They are less dangerous than they were used to be, because of low player base.

I would also limit what is lootable from encounters.  I roll to San Fran with groups and we get countless ammounts of stuff.  I think its just too easy.  People don't care what they lose, they have a tent with 10 BA's and 10 more LSW's and 1000 more rounds so they can respawn and just come back, and it shouldn't be like that.  Dying and losing your shit should set you back, not just you go'n "har har har noob, brb to kill you"
Its alright to farm equipment and there are going to be some anticrit perks for NPCs, so it should be a bit harder.

Well limiting players to 2 chars would be nice, but i don't know of any way to enforce it unless you log IP's to each account and once they hit 2 accounts at same IP they can't make anymore at that IP.  but people will use proxies anyway. 
I dont agree with limiting and your suggestion how to enforce it is flawful.
Title: Re: Balancing
Post by: Wichura on August 14, 2011, 06:02:29 am
"They killed me, nerf it!" thread. Again.