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Other => FOnline:2238 Forum => Archives => Suggestions => Topic started by: Cold_Fusion on September 16, 2011, 01:20:01 pm
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Simple as that.
Let me elaborate - I'd like to see a modification that would make player teammates untargetable.
Right now what scares people away from grouping up is the fear of being shot in the back and losing everything the very moment they left protected city with a stranger. Sure that would happen IRL but really really rarely and not like 90% of the time like in FOnline.
This would lead to easier life for newbies who could group up for better protection from bands of PKers roaming the wasteland as well as providing them a way to hunt together without the fear of immidiate treason.
Enabling shared exp would mean that everyone, not only superkillers would get something out of these groups and soon, specialized Leaders, Doctors, Trappers (skilled in Outdoorsman) or Repairmen would appear more often, putting "role" back to "RPG".
Most important - it would be FUN instead of paranoid and excrutiatingly paifull like it is now.
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But this would allow other kind of trolling where the "teammate" loots something that don't belong to him and leaves because you can't stop him.
It is true you can't trust randoms, but trustworthy people are out there and you just have to figure out how to recognize them. Fonline is kind of cool because it has the espact of distrust when it comes to meeting other people.
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As in 'teammate' you mean those that tagged you? That would be perfect defense from anyone in many situations. I dislike the idea. Bullets miss, and clicking the target instead of friends and knowing when not to burst is not that hard.
Thou yes, hunting in a group is fun but impractical. Shared XP would be great.
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@ avv - I wouldn't mind losing some loot if I get safe exp and its not ME being looted.
@ Evan - You're referring to "not hitting people by accident", I meant not being able to target an ally at all to prevent treason. As for defensive use, it could be easily countered by making "taging" work like trade - only when you're next to another player, and only when he agrees. That would actually be also a solution to abusing newbies by tagging along just to rape them.
How does it sound now, with these correction?
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Naw, it's fun that people can follow you if you don't look, and trust shouldn't be granted by a game mechanism.
I personally like the wasteland harsh. :)
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What would prevent you from leaving group at pve encounter and bursting the shit out of that exping n00bz?
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@Evan -The wasteland would be still as harsh, since it can't anyhow prevent one from meeting another group (of PKs in this case).
The idea is to relieve the toal-paranoia feel which is killing any kind of interaction and seriously hindering the RPG part.
@OskaRus - Good question and simple anwser to it - once stablished, the group could only be left from the map level. Alternatively, the player could just decide not to "Follow (insert leader name here) into the Wasteland".
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@ avv - I wouldn't mind losing some loot if I get safe exp and its not ME being looted.
Another scenario: the "teammate" distresses help, his pals spawn and start shooting at you. When you try to shoot back this teammate stims his friends. Even if you win, the teammate loots everything and leaves.
The thing is, if you go do stuff with a guy who doesn't plan on helping you it's going to end up bad in some other way if he can't shoot you straight away. If the dude plans to harm you, he most likely will succeed.
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That's a thing that can be resolved as well.
I can imagine somebody arguing about it dumbing down TCs, but that can be changed as well without touching the base idea.
But let me ask first, how would players see a 'sanctuary' feature in game like this?
I agree with you that players just feel paranoid and often refuse to cooperate just because of this and the multi-player part of game is nearly non-existant for many, because of this.
I think the idea of karma failed, so would any various automated ways to track player credibility, so by default everyone should be considered potentially dangerous and should not be trusted.
Question for those saying "No.":
How can you cooperate with those guys without being guaranteed safety?
I would like to know, because this solution is a little awkward.
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Hey man, Friendly fire is real dude get used to it.
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Hey man, Friendly fire is real dude get used to it.
Friendly fire or collateral damage is not shooting/being shot at the back every time one sees the opportunity to get away with it.
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Friendly fire existed in original fallouts.
Knowing the devs... They will not change this. They have repeatedly said they attempt to be as close to original fallouts as possible.
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The best way to promote group leveling through shared XP from a target would be to distribute XP based on damage dealt to that target per player. Which has been suggested somewhere else.
That way banding together to takedown a centaur would actually give all parties involved some of that XP based on how effective they were, and no one would get all of it.
However when it comes to the loot, its everyman for himself ;)
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I don't like this, people should be able to hit their own teammates and they should be able to get hit with burst FF.
As for sharing of XP, it has been suggested before.
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Depends if we want falloutish environment (bursting a "friend" for loot/lulz) or we wanna make teamplay something that is FUN (some abuse-free teamplay system with several loot mechanics (round robin etc.)).
Id really like to see that system, even with some "betraying" (if you think it is so important in Fallout mmo)
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Depends if we want falloutish environment (bursting a "friend" for loot/lulz) or we wanna make teamplay something that is FUN (some abuse-free teamplay system with several loot mechanics (round robin etc.)).
Id really like to see that system, even with some "betraying" (if you think it is so important in Fallout mmo)
Its the chance of a backstabbing that makes it feel falloutish imo, not the lulz.
But even with this system, I manage to find people I can trust for partying up all the time.
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Well at least do something so that "newbz" don't stand in NCR all day long. (Because they can chat there, see other players, but not going to die in several seconds).
It's not even fun how everyone just care to kill each other, and in fact it's much profitable than working with others.
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Jeez, how come some of you still think the original idea was to protect people from friendly fire!?
Its not about not being able to accidentally hit a teammate (critical miss) or disable burst/splash damage that hits friendly target. Its all about an option to make people safe from getting backstabed every fokin time they go into wasteland teamed up with strangers.
Even if the system I'm offering here sounds restricting, it only prevents an event (treason) that would happen in "realistic" setings like once in a couple thousand times. Currently in this game it happens all the time because there's nothing to prevent this.
Sad thing is its not actually the mechancs that are broken, but some (too many IMHO) people just being dumb deepshits knowing nothing about RPG or Fallout in general. Say statistically, how many "silent 1-Charisma ice-cold killers" are there IRL? Problem with immature players who failed at life and attempt to become pixel-machos ruining everyone's shit for the lulz is they'll do anything they CAN do to troll and profit. If something can technically be done (like proxy alts), there's nothing to prevent that kind of abuse unless an army of GM would watch over everything. But since this is not the case, small compromises in the form of built-in restraints can be introduced for the "greater good". That is of course unless everyone's idea of fun becomes screaming "FAP FAP FAP" all over the NCR and shooting each other just to watch the death animations again and again (because thgey've been relieved from their posessions a minute ago anyway).
Its not like I want to suddenly go all rage-mode, its just loving Fallout - I see a lot of non-PvP potential in this game getting simply wasted. And let's face it - Fallout doesn't recquire any real "skill" in 1 on 1 PvP combat, its all about who hits first or who gets the better crit first (blind/knockdown/knockout/cripple/weapon dropped), so its pretty much only about lulz at another's dude misery without any feeling of accomplishment.
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I can tell you that any mechanic which 'lightens' the game will never get adopted. This game needs a sense of risk with every decision (in fact what it lacks now imo is more risk).
On the bright side you don't need to feel like everyone here will kill you without a mechanic preventing them from doing so. As I said. I find new people to travel with all the time who are good natured. just out of curiosity, do you live in NCR?
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Its not like I want to suddenly go all rage-mode, its just loving Fallout - I see a lot of non-PvP potential in this game getting simply wasted. And let's face it - Fallout doesn't recquire any real "skill" in 1 on 1 PvP combat, its all about who hits first or who gets the better crit first (blind/knockdown/knockout/cripple/weapon dropped), so its pretty much only about lulz at another's dude misery without any feeling of accomplishment.
Well there are some things you can do to click on other guy first, like clever usage of environment, but that's not on the topic here.
The problem of no-pvp activity is the lack of it. You can do some quests, you can do some crafting, you can catch slaves and you can trade. And of course, you can chat. But let's face it, non of those are really that much exciting.
Another problem is the open-pvp character of the game, even if they added some nice PvE challenge - like Glow or something else, you would still face killers. And what worse - without restrictions applied to Glow (radiation - ton of it), it will be always more lucrative to just camp entrance and wait for others to finish the job and take stuff from PvP combat completely ignoring the PvE challenge.
Say statistically, how many "silent 1-Charisma ice-cold killers" are there IRL?
IRL you do not have to trade other attributes, if charisma was choice unrelated to other attributes and both low and high values would have some advantages, ratio would be very different.
And another thing -think of all those 'freedom fighters' in Africa/South America - they are all like PKs in Fonline.
people just being dumb deepshits knowing nothing about RPG or Fallout in general
Interesting, I would not say all of those guys never played Fallout and got it to play this. But then again most of my friends in the game are hardcore Fallout fans so I have no idea about all those kids around.
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Friendly fire or collateral damage is not shooting/being shot at the back every time one sees the opportunity to get away with it.
wow then you must seem to be in the wrong crowd of people :o
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I'd allow a Protected/Party Mode if it was 10% xp penalty at lv1, -10 per level beyond 1.
Level being of each character, not average party level- to prevent party level squatting tricks.
You also have to be able to leave Protected/Party Mode at will to betray if you like.
Also, splash damage not blocked, only accidental targeting.
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I dislike this. Currently when you do find some people that are trustworthy you go out of your way to hunt with them and probably eventually make a faction, its good because like a lot of things in fonline you have to think it through rather than just wandering out with any random geezer.
Removing the risk element would just see people stand about spamming NEED GROUP or suchlike.
No i havent betrayed someone like this, Yes i have been betrayed like this but i have also met people and formed alliances through the current system that wouldnt feel as important if it were a safe one.