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Other => FOnline:2238 Forum => Archives => General Game Discussion => Topic started by: Hololasima on January 13, 2012, 01:29:31 pm
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As noone stated yet where we can get blueprints, then i want to ask where we can get them. Loockers? Quests? Shop?
Also i dont understand why there are no blueprints needed for such ammo like AP rocket, 7.62, 223. and for flamethrower fuel MK2 there must be a blueprint.
Thanks for answer Devs ;)
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Encounter lockers and Quests
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Also i dont understand why there are no blueprints needed for such ammo like AP rocket, 7.62, 223. and for flamethrower fuel MK2 there must be a blueprint.
An oversight, there should be BP for those.
Encounter lockers and Quests
Maybe caves too?
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An oversight, there should be BP for those.
Maybe caves too?
If you say so I guess caves too ;)
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Solar. I have some 36 caves now, and even in tough caves(deathclaws,riders) there were nothing. I have shovel and blue condom from there.
So i think caves are just random. If there is 1% to have some blueprint, then its nonsense to try.
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They currently aren't in caves.
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Thats great. Left hand dont know what right hand doing .... So any chance where we can get at least some blueprints? Or only 1/100 lockers?
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Are All blueprints ingame available? or some are missing ?
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Thats great. Left hand dont know what right hand doing ....
Probably because Solar wasn't adding them to the maps.
All blueprints are available in the game. Some are just more rar than others, if I remember correct. A few can be obtained from quests (partly in ways which I think players haven't tried out yet. At least I've heard no reports so far.), but generally you are able to get them from - as example - encounters.
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I'm not sure if they are in caves, I just remember caves coming up when we were talking about where to put them.
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Soooo... We gonna farm lockers in encounters until we found damn blueprints? That's best way to get them it seems. Hope it is not a 1/10000 rate.
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Soooo... We gonna farm lockers in encounters until we found damn blueprints? That's best way to get them it seems. Hope it is not a 1/10000 rate.
Well, we tried arround 60 lockers and we didnt find any blueprints. Only 1x caps, 1x 10mm ammo, nothing, nothing and so. So yeah, rate will be about 1/100 or something. Thats great. And i dont count we need alts for lockpicking ;)
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To get any blueprints you really need Lockpicking/traps or Lockpicking/HpDoc build. With tresure hunter for extra chance...
I'm testing it right now. So far I managed to find one blueprint out of about 120-150 containers...
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Blueprints aren't terribly hard to find. So far we've found 2 for an FN FAL, 2 for an HN Needler, 1 for a Rocket Launcher, and 1 for Metal Armor MK2, all between two guys, and I doubt we've hit 100 locked containers between us. They only show up in locked lockers which occur in encounters. These were all found down in the Boneyard, except the armor print which was found by Reno. My guess is that something like this depends on your build's luck, which would make sense since it was taken from the req's of most perks this session.
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There is always the option of trading stuff from other players.
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I think it would be nice if character with specific profession level 2 had a bigger chance to find blueprints from their craftlist. Even in non-locked chests, or with much weaker locks, so not-a-lockpicker can open it with lockpicks. Maybe add advanced lockpics in some merchant, even if they would be rare or limited number to buy like holodisks.
I don't want to make lockpicker alt and I doubt trading will be option for me at this rate people find them.
They will always be very very expensive.
I like that they rare, but maybe slightly-less alt encouraging approach would be better?
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I think it would be nice if character with specific profession level 2 had a bigger chance to find blueprints from their craftlist. Even in non-locked chests, or with much weaker locks, so not-a-lockpicker can open it with lockpicks. Maybe add advanced lockpics in some merchant, even if they would be rare or limited number to buy like holodisks.
I don't want to make lockpicker alt and I doubt trading will be option for me at this rate people find them.
They will always be very very expensive.
I think that's the point though, that these things are rare and aren't to be found on every single player in the wastes. That's a good thing, I like the idea that times should actually seem tough and that the wasteland isn't full of millionaires with unlimited supplies of everything like it was last season. Even your own signature says "FOnline is not harsh enough!"
It'd be great to see more players bartering for things they actually need, and not "50 BA's for sale" and "offering 100k caps for a Mr. Nixon Doll!" Hopefully things like this will deter what happened last time, with everyone playing for a month and then just building stockpiles in their bunkers.
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it should have lower lockpick needs ~120-150% one of our "treasure hunters" wasnt able to locpick some even with 300 skill
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Guys? I am wondering; footlockers are to be found in "city" maps and "skyscraper" maps
Is there any difference where you try to find them? Or for example do skyscraper maps have greater chance to have a blueprint than flat city map?
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I've found 3 prints for FALs, but just recently acquired treasure hunter. My lockpock build has 5 luck, so maybe I need to remake.
I have a solid stockpile of crowbars though...
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I think it would be nice if character with specific profession level 2 had a bigger chance to find blueprints from their craftlist. Even in non-locked chests, or with much weaker locks, so not-a-lockpicker can open it with lockpicks. Maybe add advanced lockpics in some merchant, even if they would be rare or limited number to buy like holodisks.
I don't want to make lockpicker alt and I doubt trading will be option for me at this rate people find them.
They will always be very very expensive.
I like that they rare, but maybe slightly-less alt encouraging approach would be better?
Never. I hope the situation will force players to trade blueprints and "hunt" for them together etc :)
But yay to lockpicking thing. I don't want to be actually forced to have a go with alts for the first time since I'm playing :(
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Never. I hope the situation will force players to trade blueprints and "hunt" for them together etc :)
And who will take this 1 blueprint found in 1/100 encounters when hunter party finds it?
Lockpicker doesn't need any party really.
Mostly "usless blueprints" (stimpak, needler etc) will be traded. Most people poweruse alts and won't sell good blueprints, because you don't know if you won't make a char that will need it. And you could look for it later for a month. It's very unlikely that you will see psycho or sniper rifle blueprint for sale very often. Which means peole who don't "abuse" alts are screwed.
I'm not saying I want them often, only that locks/traps could be possible to pick if you find them with "normal character", not one-purpose lockpicker alt made for farming from footlockers. And that they could be more often generated to fit the character that created the encounter.
Footlockers with strong locks and traps could have some additional goodies for treasure hunter characters.
Things that could be actually shared in hunting party, like caps or a few good items.
And they should have more enemies and NO "vs" encounters. They could appear only if lockpicker is with a group not alone.
Then you have your proper treasure hunting party.
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How its possible that with 300 lockpick we are unable to open half of the lockpicked lockers?
EDIT: 300lockpick + lockpick set - 16 attempts and still locked!
lockpick set broken at 16 attempt, continue only with 300 skill! 30 attempts on one single locker! We stopped lockpicking. Please some developer, can you explain us a bit??? Thanks
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What if you could use a crowbar to attempt to force the lock, or blow them up at the risk of destroying the contents. Heck itd be good if you could set the damn mines of by throwing crap on them.
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I pity the fools (loners) now, even big gangs will have a hard time to find every blueprint for one char / each profession. Loners and not-so-powerful gangs will suffer.
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How its possible that with 300 lockpick we are unable to open half of the lockpicked lockers?
EDIT: 300lockpick + lockpick set - 16 attempts and still locked!
lockpick set broken at 16 attempt, continue only with 300 skill! 30 attempts on one single locker! We stopped lockpicking. Please some developer, can you explain us a bit??? Thanks
Unlockpickable?
I have only ~200% skill but after 20 attempts I decided to give up. Now, I go to look for another locker after 5 unsuccessful attempts because it's almost certain I will not be able to lockpick it.
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Meh this cratelockpicking is like pickpocketing bos. Just need 300 lockpick.
The game should get rid of the "300 is the only option" stuff anyway.
Here's some suggestion how to make the crates fun and less alt-requiring.
- They are like random encounters but they can occur anywhere at any time when travelling.
- Quest: Explore vault. Full of either supermuties, endless walkers, fire geckos, aliens, raiders, crazy inhabitants or robots. Reward is always random blueprint. Need 3 to get the quest.
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I'm with Holo on this one, it would be nice for an explanation to these almost-certainly-impossible-to-pick chests. With my 300% lockpick treasure hunter I've learned to just leave any chests I can't pick at the first attempt, because anything else is a waste of time. Problem is these chests are roughly a third of all locked chests. It's frustrating for sure - if they can't be picked, why are they there to begin with?
Some statistics for you: out of 307 chests (ie 307 encounters), 221 were unlocked and empty (72%), 59 I managed to open (19%) and 27 (9%) were locked but couldn't be opened with 300% lockpick skill. I have found 11 blueprints so far, but many duplicates (4x stimpak and 2x radaway, for example). So it looks like there's about 3%-4% chance that a chest contains a blueprint. It appears about 8% of the encounters are trapped.
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Talk to gm about those unlockpickable lockers. They are just bugged. For example one of this unlockpickable lockers got just 3 junk.
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- Quest: Explore vault. Full of either supermuties, endless walkers, fire geckos, aliens, raiders, crazy inhabitants or robots. Reward is always random blueprint. Need 3 to get the quest.
^This^
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~8 hours spent searching for and locpicking lockers
no blueprint found. :-\
10 luck, treasure hunter
i can only hope there would be some usefull BPs from quests.
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Due to this feature players(at least that serious) are forced to level up 300% lockipicker and than pray for lucky encounter... I love this game.
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Due to this feature players(at least that serious) are forced to level up 300% lockipicker and than pray for lucky encounter... I love this game.
Sorry to admit that, but its right - next thing what for we need alts, and don't say me that other players will trader the others blueprints, - they'll give it to their faction friends, so loners or small gangs are forced to play with stick and stones.
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Due to this feature players(at least that serious) are forced to level up 300% lockipicker and than pray for lucky encounter... I love this game.
Yeah its strange that need alts with 300 lockpick, and process by itself is quite boring, im giving up I think, maybe thats is the point. I think blueprints should be findable by anyone and any luck characters, maybe little often with more luck and locpicks and lockpicks should be like 100 or 150, and of course EVERYWHERE across the map . I dont think there are many players with one character with huge lockpicking skill.
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If [INSERT SKILL, STAT, LEVEL, PERK, TRAIT] in needed to get blueprints or just to raise the chance to get one, then it's just another make-o-alt-for-feature.
I don't mind that the schematics would pop up once in a bazillion encounters/lockers/caves/shops/quest rewards just as long as everyone has a chance to fine one, not just a 300% lockpick, 10 luck, treasure hunter standing all day in one city hex.
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This isn't really meant to be the primary way to get blueprints ... I guess we just need to speed up some blueprints quests :P (some already exist by the way)
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This isn't really meant to be the primary way to get blueprints ...
Well it is now to players. But if each blueprint is going to have a quest of its own, it would satisfy everyone I bet. But then those crates would become rather pointless. If they are empty, there's never anything and if they are locked, you can't open it without lockpicker. Lockpick cd is 2 minutes so it's either lockpick 300 or gtfo because nobody has the patience to make several attempts on same crate with bad lockpick.
A suggestion:
- There is always something in the crate, always
- Locked crates only in special "raider camp" or "small outpost" encounters. It would be a small encampment of npcs. One of them has the key to the crate
- Caravan kart locker for caravans. Kill caravan leader who has the key and check what's in the kart
- Lockpick can be used too, but not necessary. Lower ammounts are sufficient, reachable with lockpick set. If you fail, the lock is bust and you best just leave. This simply means that you don't have to spam the same crate over and over again.
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you can't open it without lockpicker.
This is nonsense. Everyone can try to lockpick those crates (and open it too), without a "lockpick alt". The nature of randomized lock difficulty makes people think they need another 300% alt to do this, which is not true, blessed be the RNG.
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This is nonsense. Everyone can try to lockpick those crates (and open it too), without a "lockpick alt". The nature of randomized lock difficulty makes people think they need another 300% alt to do this, which is not true, blessed be the RNG.
I agree. I think the current system makes it enticing for some people enough to tag lockpicking, definitely far more than last session, and the randomization makes it so that it's possible to maybe plug some leftover SP into lockpick on a character who doesn't have it tagged. I was cracking some open with a skill of little over 100%. To me, that's one of the more interesting of the new features this session so I tagged it.
It's still early. I don't think that at this point you can really say "no one will ever be able to ever make anything good" except lockpickers. To the best of my knowledge, I'm not sure that the contents of the locked lockers actually correspond to the toughness of the lock. I've failed on a couple once or twice, and when I finally get them open they only had 1 shell in them, or a junk, or whatever. Whereas my first blueprint I got with probably 125-150% skill.
So if anything, maybe the current system would benefit from tweaking, ie adding blueprints to quests and caves, possibly reduce skill needed slightly, but overall I think it's one of the better changes.
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Yes, I think everyone would agree the lockers thing isn't correctly calibrated at the moment.
I'm sure we'll get time to improve it when the post wipe bug madness cools down ;)
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So good items will currently have some 1-2% of server? Until it get fixed?
This is nonsense. Everyone can try to lockpick those crates (and open it too), without a "lockpick alt". The nature of randomized lock difficulty makes people think they need another 300% alt to do this, which is not true, blessed be the RNG.
So players which have 300 in lockpick will suffer because they have highest skill?
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This is nonsense. Everyone can try to lockpick those crates (and open it too), without a "lockpick alt". The nature of randomized lock difficulty makes people think they need another 300% alt to do this, which is not true, blessed be the RNG.
People already noted that you can't open many footlockers even with 300% skill so your "blessed RNG" must be pretty damn harsh.
Normal characters have almost no chance to get something they will be able to use, that's how multiplication works, you know.
They have to get past traps * lock * find blueprint * be lucky to find the one they need.
Even if I don't know script formula I can guess it's a tiny tiny chance to actually find somethin you would want.
Maybe if you spend all the time in game hunting on urban tiles.
I guess our only hope is to wait for more quests.
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Had a chat about it today and we will boost the amount in lockers, including increasing the chance of blueprints.
Still need to sort something about the 300% alt thing, as its just lame :P
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about the lockpick alts, np, for we still need special build
traps
lockpick
weapon
so unless you whant to decrease cld dependong on skill, but the same chance aplys on everyone, is ok
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Still need to sort something about the 300% alt thing, as its just lame :P
We had an idea about this, that each locker would have random number <1,300> of lock strength and the closer your skill is to it, the bigger chance to lockpick it. To make investing in lockpick viable, random numbers would lean more toward 300.
Anyway, the problems now are:
1. Locked empty or useless lockers
2. Unlockpickable lockers
3. High rarity of blueprints and other good stuff
Fix this and were all happy :)
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Why would you need to lockpick it ? Just bash it, shoot it, whatever, they are just lockers not safes.
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Why would you need to lockpick it ? Just bash it, shoot it, whatever, they are just lockers not safes.
Then I think we should add the ability to open lockers with dynamite, c4 etc, like in the original F2.
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Well it is now to players. But if each blueprint is going to have a quest of its own, it would satisfy everyone I bet. But then those crates would become rather pointless. If they are empty, there's never anything and if they are locked, you can't open it without lockpicker. Lockpick cd is 2 minutes so it's either lockpick 300 or gtfo because nobody has the patience to make several attempts on same crate with bad lockpick.
A suggestion:
- There is always something in the crate, always
- Locked crates only in special "raider camp" or "small outpost" encounters. It would be a small encampment of npcs. One of them has the key to the crate
- Caravan kart locker for caravans. Kill caravan leader who has the key and check what's in the kart
- Lockpick can be used too, but not necessary. Lower ammounts are sufficient, reachable with lockpick set. If you fail, the lock is bust and you best just leave. This simply means that you don't have to spam the same crate over and over again.
I like this. Especially the first point. Even if it's usually just junk there should be something in the lockers. Otherwise why bother having them on the map? It's the same with the hoodless convertible (FCC giving car). I don't mind the overall rarity of finding the FCC but I do find it irritating that most of the time I won't even find junk in it.
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Then I think we should add the ability to open lockers with dynamite, c4 etc, like in the original F2.
I don't think that doing it with dynamite is any good idea, if you want the content of the locker that is.
Also keep in mind if you are getting papers to often, there will not be any meaningful trade, unless it's the very rare one.
Otherwise why bother having them on the map?
Why not? If you have chance to receive something nice, you'd still try it. I don't think it matters at all. The question is just - what is more fun, and I have darn no idea what would be answer to that.
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Why not? If you have chance to receive something nice, you'd still try it. I don't think it matters at all. The question is just - what is more fun, and I have darn no idea what would be answer to that.
What's more fun? Finding an empty locker or finding a locker with something in it?
It's caves... last season after I had leveled up a few guys to 21 I was wanting to do different things. So I spent a lot of time exploring caves. A lot of caves were utterly empty. Boring. Most of the caves were empty of anything useful... but had flowers or condoms or lighters. Totally utterly useless... but still entertaining in a strange way.
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You should get blueprints via normal game activity not standing all day in a city square clicking the hell out of locked boxes on empty maps.
If there's 1 blueprint in a 1000 maps and devs will 'fix' it to be 1 in 10 then anybody willing to search for a day will have all the papers he can eat.
Do it via random encounters - a trader selling for caps, cave with deathclaws, a npc with a broken car that will give it for repair/fuel, a npc that will trade it for your dog, 10 brahmin hides, 5 electronic parts or a condom collection, a tribal in need of a doctor. A traped, locke box can be an option - but one of many.
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You should get blueprints via normal game activity not standing all day in a city square clicking the hell out of locked boxes on empty maps.
Actually I haven't find any containers on non-encounter maps. I think it's always some encounter and it doesn't matter if it's friendly SF caravan, bunch of rats or we-are-going-to-rape-your-corpses-9-pack-of-mercenaries.
Truth is there are waaay too much empty footlockers and unbreakable ones.
Do it via random encounters - a trader selling for caps, cave with deathclaws, a npc with a broken car that will give it for repair/fuel, a npc that will trade it for your dog, 10 brahmin hides, 5 electronic parts or a condom collection, a tribal in need of a doctor. A traped, locke box can be an option - but one of many.
- Oh hello travelers where are you heading?
- We're heavy armed caravan from San Francisco. Our destination is place called Shady Sand
- Oh so you're traders.
- That's right!
- Can I take a look at your merchandise?
- Certainly!
~14 HN needler cartidges.
EVERY - GODDAMN - TIME.
Give them at least something. Loose thought - Create some chance of hitting caravan with low tier equip for trading, then lower chance on higher tiers including blueprints. Create faction reputation so if some of the players from faction are hated by NPCs for looting them then all of them are hated. Give no possibility to loot blueprints from dead caravans. (NPC factions are trying to hide their secrets of creating powerful weapons and armors by destroying blueprints in case of danger).
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Well it is now to players. But if each blueprint is going to have a quest of its own, it would satisfy everyone I bet. But then those crates would become rather pointless. If they are empty, there's never anything and if they are locked, you can't open it without lockpicker. Lockpick cd is 2 minutes so it's either lockpick 300 or gtfo because nobody has the patience to make several attempts on same crate with bad lockpick.
A suggestion:
- There is always something in the crate, always
- Locked crates only in special "raider camp" or "small outpost" encounters. It would be a small encampment of npcs. One of them has the key to the crate
- Caravan kart locker for caravans. Kill caravan leader who has the key and check what's in the kart
- Lockpick can be used too, but not necessary. Lower ammounts are sufficient, reachable with lockpick set. If you fail, the lock is bust and you best just leave. This simply means that you don't have to spam the same crate over and over again.
This is the best post in this thread.
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Yeah, random stuff is hard. Thats why its random, jesus.
My junk collecting alt (yeah you can have an alt for that bullshit too) has found laser rifle blueprints, in one of about 6 lockers he managed to open, 100 lockpick. Its random, people.
Anyway, there is a question i have been meaning to ask: why dont i get blueprints by sciencing items, maybe with next-to-nothing probability, high science skill or even a support perk?
Seems about fair to me. And logical, oh hell yeah, dont forget logical.
I would be actually looking forward for gangs sciencing gauss pistols - has some kind of poetry in it.
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Actually I haven't find any containers on non-encounter maps. I think it's always some encounter and it doesn't matter if it's friendly SF caravan, bunch of rats or we-are-going-to-rape-your-corpses-9-pack-of-mercenaries.
Truth is there are waaay too much empty footlockers and unbreakable ones.
- Oh hello travelers where are you heading?
- We're heavy armed caravan from San Francisco. Our destination is place called Shady Sand
- Oh so you're traders.
- That's right!
- Can I take a look at your merchandise?
- Certainly!
~14 HN needler cartidges.
EVERY - GODDAMN - TIME.
Give them at least something. Loose thought - Create some chance of hitting caravan with low tier equip for trading, then lower chance on higher tiers including blueprints. Create faction reputation so if some of the players from faction are hated by NPCs for looting them then all of them are hated. Give no possibility to loot blueprints from dead caravans. (NPC factions are trying to hide their secrets of creating powerful weapons and armors by destroying blueprints in case of danger).
bad idea...many people including me are farming sf caravans for lsw and ca...so now we will have just more loot
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bad idea...many people including me are farming sf caravans for lsw and ca...so now we will have just more loot
who says caravan leaders have to be lootable?
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Yeah, random stuff is hard. Thats why its random, jesus.
My junk collecting alt (yeah you can have an alt for that bullshit too) has found laser rifle blueprints, in one of about 6 lockers he managed to open, 100 lockpick. Its random, people.
Anyway, there is a question i have been meaning to ask: why dont i get blueprints by sciencing items, maybe with next-to-nothing probability, high science skill or even a support perk?
Seems about fair to me. And logical, oh hell yeah, dont forget logical.
I would be actually looking forward for gangs sciencing gauss pistols - has some kind of poetry in it.
1 blueprint in several tries is not a valid, stastical sample. You were just lucky (a lot).
Blueprints from sciencing is a great idea, though.
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Stop it with the empty footlockers, just modify footlocker's rarity to little less common and ALWAYS have something. And not just a fucking bullet either, like a couple stimpaks and a 100/100 Leather Helmet. Just little goodies like that.
Let footlockers spawn in that desert house map too.
And please, make the locked footlockers only require average (100~200) lockpicking skill, as well as vulnerable to high ST+crowbar or explosives.
This is all I want for Christmas.
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100% skill so crafter - med - picklocer - battle char nabz can open it ;]
yea and please disarm all traps and mines so i wont hurt my legs :(
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Maybe you should add some blueprints to encounter NPC like "Trader" or Caravans.
Of course it should be rare etc., but it will increase the popularity of these encounters.
Dunno if it is possible, but you may also add feature like this:
-you can learn about how the weapon or armor is created when you are dismantling them
-the speed process of how fast you will learn about any weapon/armor depends on weapon (you will need to dismantle more combat armors, than metal mk2 to know how its crafted) and skill (the higher skill of science you have the faster you will know how it is created).
-you will need to have profession at 2 lvl to start learning about weapons/armors that do not exist in profession's crafting list
Any suggestions?
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Thanks god there is something like blueprints with rare chance to obtain them. Few gangs have enought res., caps, ... so without blueprints, we could say that session is at its peak :)
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Has anyone found Blueprints for Plasma Grenades. And are all the blueprints in Boneyard because
All the chest I found there are lock.
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I'll spoil you little fun.
There is hard quest for blueprints- but may be abusable for now, just use grease gun sneaker and lockpicker (can be with sneak too) and get the case from Gunrunners quest - I mean that about you need some player to do it,
When you got the case - yo can open it getting blueprints, but you can also fail if ther eis not enough traps/lockpick skill.
We just obtained LSW,14mm pistol,plasma pistol and Laser rifle blueprints, maybe you cna get combat, tesla and other armor blueprints? Find out that please ;-).
If anyone tried to give the case to the BoS or Khans just tell there, we can share info to everyone to not only search in stupid lockers for em :DD.
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We just obtained LSW,14mm pistol,plasma pistol and Laser rifle blueprints, maybe you cna get combat, tesla and other armor blueprints? Find out that please ;-).
I just obtained LSW,14mm pistol,plasma pistol and Laser rifle, drug and dynamite blueprints
Thanks a lot, u are my best friend ;)
http://dl.dropbox.com/u/9974002/LOOTS.jpg
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Traps is needed or lockpick (how high) is all I need?
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Traps is needed or lockpick (how high) is all I need?
some lockers are surrounded by traps, without some traps skill or good EN/doc/fa it will be a trouble to get to the locker.
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@up: My q were to Tomowolf / Dequ :P Sry for quotless post.
So, guys, dis you use the high-trap skilled wastelanders to disarm in advance the gunrunners suitcase, or you just broke them with high locpick?
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@up: My q were to Tomowolf / Dequ :P Sry for quotless post.
So, guys, dis you use the high-trap skilled wastelanders to disarm in advance the gunrunners suitcase, or you just broke them with high locpick?
Some are trapped and some aren't, it's random. If you don't attempt to disarm it, or fail to disarm it, it blows up and you don't get another chance. So it's best to use traps before lockpick.
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I'll spoil you little fun.
There is hard quest for blueprints- but may be abusable for now, just use grease gun sneaker and lockpicker (can be with sneak too) and get the case from Gunrunners quest - I mean that about you need some player to do it,
When you got the case - yo can open it getting blueprints, but you can also fail if ther eis not enough traps/lockpick skill.
We just obtained LSW,14mm pistol,plasma pistol and Laser rifle blueprints, maybe you cna get combat, tesla and other armor blueprints? Find out that please ;-).
If anyone tried to give the case to the BoS or Khans just tell there, we can share info to everyone to not only search in stupid lockers for em :DD.
If you deliver the case to bos you will get Minigun nd Plasma Pistol blueprint , you can also give it to khans in their base near NCR but it's not worth it science they give you only 5psycho,5 buffout, 5 jet and 5 mentats not blueprint.
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How do blueprints work?
Do they work like the technical books in previous wipes, or are they consumable?
I got a blueprint off a bluesuit and it disappeared when I used it, lol.
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first you need profession for them. If you use them without it they just vanish.
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They don't just vanish. You have still learned them-- but you can't use the knowledge without the profession (at least the stuff that needs a profession).
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Can't wait for the BPs to be found in caves. I love cave spelunking. I just hope they aint in locked lockers inside the cave...
Put an army of DCs infront of it, but please no locks ;)
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Why can't the Blueprints be sold by certain type of people
like BP for Dynamite from Dangerous Dan but the more people buy, the more the price raises
and if you don't have the caps, you can go look for them in Encounters
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hello, i am demo expert 2 , and must say i dont need bp for dinamite, but i dont have in crafting list plazma granades, so is is bug or what? do i need bp for plazma nades? if so..why is needed bp for plazma nades and not for dinamit? and when i lear bp can i give it to someone else? thanx for answers
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Having Dynamite without BP is a bug, just like with Super Sledge. BPs are one-time consumable. For plasma nades, you need BPs, obviously.
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Why can't the Blueprints be sold by certain type of people
like BP for Dynamite from Dangerous Dan but the more people buy, the more the price raises
and if you don't have the caps, you can go look for them in Encounters
Blueprints are a way to a "hard to learn, easy to craft"-kind of system. Having big cooldowns and stuff on crafting items is bad- nobody likes it, especially because you lose items very fast. But something like this is needed for the gamebalance. That's why this stuff has been changed and instead you now have to find blueprints to *learn to craft* (beside professions). It's hard to find blueprints (it will be a bit easier in future, but not too easy), but if you got it, you can craft the items faster than in prior wipe-periodes.
Caps is a bad way to balance this, because sooner or later, everyone will be rich and nobody has problems with buying them anymore (see professions from last wipe, as example). It's also working pretty good in pvp combat (tc, etc). A faction might be stronger in numbers than a different one, but the different one might have access to better / more efficient weapons. You get the picture.
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I don't see the picture... I see PvP apes with stuff they grinded from unity (miniguns) and NCR (CAs)...
And what i don't see is armors availible for loners/crafters
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Having Dynamite without BP is a bug, just like with Super Sledge.
Anyone compiled a list of tier 2 items missing BPs to save a lazy dev a job? ;D
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Has anyone found Blueprints for Plasma Grenades. And are all the blueprints in Boneyard because
All the chest I found there are lock.
I found plasma grenades blueprint last night, and it wasn't in bone yard. However, I'm comparing what blueprints I've found and where to what others have found and where, and I'm getting the same prints in different places than others are getting them. So I doubt they are in any one specific location, just ruins encounters. I've seen lockers near Themepark, Reno, Boneyard, BOS, SF, you name it.
So I think you can choose one hunting ground and not have to worry about missing out on a specific item because you're in the "wrong spot".
I think.
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When you got the case - yo can open it getting blueprints, but you can also fail if ther eis not enough traps/lockpick skill.
How do you disarm the explosives and open in to get the blueprints? Every time i try to disarm it with 250 traps character it says "explosives are already disarmed" but when i try to lockpick it, it just blows up into my face every time.... What am i doing wrong?
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How do you disarm the explosives and open in to get the blueprints? Every time i try to disarm it with 250 traps character it says "explosives are already disarmed" but when i try to lockpick it, it just blows up into my face every time.... What am i doing wrong?
Low lockpick sire?
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253 lockpick + lockpick set isnt enough? I dont think lockpickis the problem here cause i cannot disarm the explosives with traps. Every time i try it says "explosives are already disarmed" no exp no nothing but when im tryin to open it it says that case is rigged with explosives. Then when i try to locpick it it just blows up. How do you do it then?
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I found BigBazooka, Dynamite, Jet, Stimpack, and Tesla Helmet all in the same area so i don't think the area matters. But Jet plans were loaded by a tier 2 Doctor and did not show up on his Fix-Boy list so this appears to be a bug.
Also i use Lockpick 300% + lockpicks, Luck 10, Agility 9 and Perception 9 and i still fail 10 times in a row on some lockers. The heavily trapped lockers don't seem to be any more important than non-trapped lockers. Also lockpicks break sometimes so make sure you bring several sets.
I know of one blueprint available in a town via a "quest" but this is not a spoiler area - just saying not all BPs are only in random lockers. One last thing: the only encounters where i find lockers seem to be always with critters or NPCs, and never in an empty grid with no potentially hostile life forms. So entering and re-entering the same "triangle" over and over to hurry things along does not seem to work for me - i have to actually cruise an area for hours to find actual encounters in order to find lockers, and even then only in some of them.
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I was reffering to Tomowolfs post about gunrunners case rigged with explosives. Its just blows up every time i try to lockpick it. Using traps on it gives me a message "explosives are already disarmed" every single time but it just keeps blowing up after that when i try to open the case. Its just weird. How do you open that case to get the blueprints? 300 traps, 300 lockpick or it will blow up ?
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I spent over 2 hours trying to find some prints last night. With 6 luck I came across one container in the middle of a raiders and remnants battle. I died trying to get close enough to opening it. I personally have no problem with difficult enemies in the area but the time spent searching was a bit of a bore. All in all a cool feature but I think some tweaking on the rate of such encounters is a must.
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How much would blue prints go for cap wise? What items would be deemed worthy of for trading blueprints?
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that's up to the owner, now isn't it!
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I found BigBazooka, Dynamite, Jet, Stimpack, and Tesla Helmet all in the same area so i don't think the area matters. But Jet plans were loaded by a tier 2 Doctor and did not show up on his Fix-Boy list so this appears to be a bug.
Good to hear that jet is craftable,
try to finish this quest
http://fo2238.fodev.net/wiki/Deliver_Jet_to_join_the_Mordino_family
..it should give you Mordino's Druggist profession, maybe then will Jet show up in in your fixboy
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mardios drug profs are broke atm.