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Other => FOnline:2238 Forum => Archives => Suggestions => Topic started by: JovankaB on June 11, 2012, 11:55:49 am

Title: Harsher travels: chased by PvE mobs
Post by: JovankaB on June 11, 2012, 11:55:49 am
It's very simple, if you run away from mobs to a grid you get "you are chased by [mob name]"
messages during travel. Some character stats are tested regularly to check if the mobs managed
to get you - if you fail, you are enforced into encounter with the same mobs right next to you.
The message stops if you get close to a big town (one square from any big circle).

It would make traveling far from peaceful settlements more dangerous, traveling alone by some
chars that can't fight at all more dangerous and discourage running away to grid even if you can fight.
Title: Re: Harsher travels: chased by PvE mobs
Post by: Surf on June 11, 2012, 12:04:48 pm
This would make travelling without the intention to battle any foes even more tiresome. :/
Title: Re: Harsher travels: chased by PvE mobs
Post by: JovankaB on June 11, 2012, 12:13:30 pm
This would make travelling without the intention to battle any foes even more tiresome. :/

If you don't want to battle any foes, then don't go into wasteland and stay in town :P
Or travel with people who can kill the foes.
Title: Re: Harsher travels: chased by PvE mobs
Post by: Who Killed Bambi on June 11, 2012, 12:17:09 pm
in FO NV hostile npc was following player just for some distance.

I suggest to  add doctor visit 100-200 caps price after encounter escape also.
Title: Re: Harsher travels: chased by PvE mobs
Post by: Horatio on June 11, 2012, 12:21:39 pm
I like this suggestion. But i think that mobs should be able to get pursued as well as players, too.

Tagging your leader/victim should be done automatically, but not in cities.
Title: Re: Harsher travels: chased by PvE mobs
Post by: Surf on June 11, 2012, 12:24:16 pm
If you don't want to battle any foes, then don't go into wasteland and stay in town :P
Or travel with people who can kill the foes.

C'mon, we both know that sometimes you just want to go somewhere ASAP - meeting dozens of "you encounter: Mantis" encounters and then they even follow you is not my idea of fun. :/
Title: Re: Harsher travels: chased by PvE mobs
Post by: TKs-KaBoom on June 11, 2012, 12:31:37 pm
Yes!  Best idea ever!  Please implement this before all other considerations especially Town Control mechanics.
Title: Re: Harsher travels: chased by PvE mobs
Post by: JovankaB on June 11, 2012, 12:32:52 pm
C'mon, we both know that sometimes you just want to go somewhere ASAP - meeting dozens of "you encounter: Mantis" encounters and then they even follow you is not my idea of fun. :/

If you want to avoid encounters and get to a place fast:
 - buy a car
 - invest in 150% outdoors
 - take a train
 - ask someone to lead you through wasteland

BTW, taxi alts without cars should be nerfed IMHO (outdoors summarized and divided by number of people in group, or a flat % penalty for each follower).
Title: Re: Harsher travels: chased by PvE mobs
Post by: Horatio on June 11, 2012, 12:37:03 pm
This needs a cooldown, during that the mobs will drop the chase. The more Outdoor, the shorter the cooldown.

Also, fix the game first before we enjoy more harshness.
Title: Re: Harsher travels: chased by PvE mobs
Post by: Chrupek on June 11, 2012, 01:01:58 pm
[...]

As i said before: everything should be nerfed! Just look at the numbers: still around 50-80 people online! Lets punish them: nerf everything, make game even less playable!

first suggestion: make 'enter' button in main menu luck check: every 3/4 hits force your computer to crash, or even force you to reinstall windows! Wasteland is harsh, right?:)
Title: Re: Harsher travels: chased by PvE mobs
Post by: HertogJan on June 11, 2012, 01:07:44 pm
Bad idea. It will chase away the last few new players who don't rage quit after being killed in NCR.
What about unguarded town? It's not like certain groups would be squared to chase you into towns like Modoc or Klamath.
Not to mention gangs chasing you into and through NR.
Title: Re: Harsher travels: chased by PvE mobs
Post by: T-888 on June 11, 2012, 01:12:30 pm
BTW, taxi alts without cars should be nerfed IMHO (outdoors summarized and divided by number of people in group, or a flat % penalty for each follower).

300% outdoorsman alt to collect ( you must grind them all! ) , more grind to be able to enjoy something simple as just traveling with your friends. We all know trains are just impractical for common use because it is a waste of time and cars are hard enough to get for new players already , you will make cars just a necessity and i don't see how that brings anything good for gameplay. We will have either 300% outdoorsman alts or no alts at all , what i'm saying OD could become useless. Thanks , but no thanks. Far-fetched if you ask me.

It would make traveling far from peaceful settlements more dangerous, traveling alone by some
chars that can't fight at all more dangerous and discourage running away to grid even if you can fight.

How is that good for gameplay? I can see a clear picture already , random forced encounters will become just more random. Let's implement an annoyance , just think hard what are you suggesting. Imagine a new player that is trying to get from vault city to NCR , imagine any character trying to get from respawn to his own base if he doesn't have OD. Car bases over respawns , more alts , or just more cars. MORE is bad.
Title: Re: Harsher travels: chased by PvE mobs
Post by: Who Killed Bambi on June 11, 2012, 01:29:10 pm
just cap % at 150% to all skills...
Title: Re: Harsher travels: chased by PvE mobs
Post by: Horatio on June 11, 2012, 01:37:15 pm
Bad idea. It will chase away the last few new players who don't rage quit after being killed in NCR.
What about unguarded town? It's not like certain groups would be squared to chase you into towns like Modoc or Klamath.
Not to mention gangs chasing you into and through NR.

You say it as if it's already planned in the update.
Title: Re: Harsher travels: chased by PvE mobs
Post by: Brujah on June 11, 2012, 01:42:22 pm
BTW, taxi alts without cars should be nerfed IMHO (outdoors summarized and divided by number of people in group, or a flat % penalty for each follower).

Some people worked hard for that high ch and outdoorsman, I think they are completely on their right of travelling without giving a shit.
Title: Re: Harsher travels: chased by PvE mobs
Post by: HertogJan on June 11, 2012, 02:32:00 pm
You say it as if it's already planned in the update.

Where did you get that idea? I'm just explaining why I find it a bad idea.
Title: Re: Harsher travels: chased by PvE mobs
Post by: Tomowolf on June 11, 2012, 02:59:34 pm
C'mon, we both know that sometimes you just want to go somewhere ASAP - meeting dozens of "you encounter: Mantis" encounters and then they even follow you is not my idea of fun. :/
Imagine same with Turn-based, and pvp apes, this just is too realistic, I know its good, but first you need to make that not "so annoying" ;-).
But still cool.
Title: Re: Harsher travels: chased by PvE mobs
Post by: Eternauta on June 11, 2012, 03:32:24 pm
Sounds like this would bring back the annoying situation we had last year before travelling speed was increased again. Lots of encounters in one square. It was annoying and tedious.

If you don't want to battle any foes, then don't go into wasteland and stay in town :P
Or travel with people who can kill the foes.

I do iddle in some town from time to time but we all know that's not what you have to do in the game to level up, get caps/gear and have fun in general. When I iddle in a town it's because I just feel like having a conversation with some nice wastelander, but what if there are only trolls, or not-so-nice people, or nobody at all? This is a quite common situation with the current server population, especially in my timezone - by the way, this suggestion is about meeting people but I hardly ever meet anyone during the hours that I play at, so this suggestions would be quite a penalty for players from "other" timezones.

Also, the whole "meet people and join" does not usually work in 2238. The very Wiki tells newbies not to trust anyone and some of them follow that advice. We all know that there are high chances of being backstabbed if you join random players , and in fact, players can be even more dangerous than mobs.

Quote
If you want to avoid encounters and get to a place fast:
 - buy a car

Which you can't do when you had just created your first car -> would be harsher for newbies, but no change for more experienced players.

Quote
- invest in 150% outdoors

Why? Shouldn't there be variety?

Quote
- take a train

A feature which is not reliable because it gets bugged from time to time, like right now.

Quote
- ask someone to lead you through wasteland

Same as above.

Quote
BTW, taxi alts without cars should be nerfed IMHO (outdoors summarized and divided by number of people in group, or a flat % penalty for each follower).

Why do you hate taxi alts so much? I too think alts ruin the game but I don't see taxi ones as the worst, I'd talk about Silent Dead trolls instead, or thieves that steal from NPCs, but not taxi alts which are pretty useful for non-metagaming activities. If they allow you to move players around it means it helps teamplay and interaction. Have you seen a medic-leader build? some of them have 1 Str, End and Agi, which means they need other people to survive. Yeah, minimaxed, but is that so wrong in a game where you are supposed to cooperate with others offering your skills?. They got pros and cons, and they need others to survive those cons, isn't that how this game is supposed to be played? A BG ape has a lot of cons which can be solved with alts, and he can survive on his own most of the time. Alts won't save your leader, who is made to lead other people who are online at the same time.

Sure they can be a pain to level and they are another alt after all, but the problem is IMHO not the leader in particular but the whole alting in general. I don't think leader alts have such a negative impact on the game.
Title: Re: Harsher travels: chased by PvE mobs
Post by: Tomowolf on June 11, 2012, 03:40:48 pm
I don't want to judge you Jov, you do great work, but your suggestions are for FOnline that got ALREADY repaired bugs, new features (which now aint ;-)).
Title: Re: Harsher travels: chased by PvE mobs
Post by: Eternauta on June 11, 2012, 03:49:42 pm
I don't want to judge you Jov, you do great work, but your suggestions are for FOnline that got ALREADY repaired bugs, new features (which now aint ;-)).

Exactly, but you forgot another detail: a less trollish playerbase.
Title: Re: Harsher travels: chased by PvE mobs
Post by: Malice Song on June 11, 2012, 04:14:35 pm
Kind of irrelevant. Game not being in pristine state can hardly mean that every suggestion should be put on hold for the time being.

As far as the OP goes, in theory I'm in favor of some rough treatment.
However, upon further consideration it seems T-888 pretty much nailed a major issue:
Imagine a new player that is trying to get from vault city to NCR , imagine any character trying to get from respawn to his own base if he doesn't have OD. Car bases over respawns , more alts , or just more cars. MORE is bad.
Title: Re: Harsher travels: chased by PvE mobs
Post by: Horatio on June 11, 2012, 05:53:35 pm
Where did you get that idea? I'm just explaining why I find it a bad idea.

Pardon, i wanted to say "you sound like it's inevitable", IMHO.

For me, this suggestion would be good after all the server issue would be solved, right now it sounds...somewhat inappropriate.
In other times, that would be fun, yes, that's why i support the opinion of Malice Song.
Title: Re: Harsher travels: chased by PvE mobs
Post by: Wichura on June 11, 2012, 06:06:29 pm
I don't understand why to improve harshness on a server that is pretty much deserted already. Slow travel speed was one of mah fav butthurts some time ago.
Title: Re: Harsher travels: chased by PvE mobs
Post by: Roachor on June 11, 2012, 06:15:44 pm
I put 150 points into outdoor and i still move slow as shit, it's a worthless skill since cars are cheap and more than twice as fast and require nothing from your build to use. Why nerf outdoor when its already crap?
Title: Re: Harsher travels: chased by PvE mobs
Post by: greenthumb on June 11, 2012, 07:28:17 pm
well i can imagine such folowing but maybe only for players.

Outdoorsman should also allow u to see nearby players groups on map, where  OD of both leaders should determine range where they can see other groups(300%OD sight of 3 tiles etc), after 1 group saw other group they can decide to avoid or follow. If decided to follow,  speed comes important so they can or cant catch them up. To enter encounter there can be used same mechanism as its used till now. Group with lower OD will probably try to escape so they will head to nearest city or safe location, if their speed is greater they will simply lost to chasers.
Title: Re: Harsher travels: chased by PvE mobs
Post by: maciek83 on June 11, 2012, 07:29:01 pm
moving to exit grid means that you were faster you outmanouvered enemy and ESCAPED, and lets leave it like that
Title: Re: Harsher travels: chased by PvE mobs
Post by: Who Killed Bambi on June 11, 2012, 08:02:02 pm
if this game is hello kitty based - please : (!) remove all which add power leveling, uber equiping, trolling, and other bad parts of game for: funny gameplay and enjoyable hunting/crafting/lvling
Title: Re: Harsher travels: chased by PvE mobs
Post by: falloutdude on June 11, 2012, 08:23:52 pm
worst suggestion this era. hell i know i made fun of the "magic" suggestion but this one really makes me laugh. its really funny sense it comes from a gm who does not even need to travel owm and does not know how annoying it is right now. here is another suggestion to killl the remaining 20 people who are really playing. make all itemz hurt you by 10000000 hp per second so they cant kill npcs!
watch this suggestion be placed in game and devs come back just to do it. but yet going back to old tc and no sd will never happen.
praise this server.
Title: Re: Harsher travels: chased by PvE mobs
Post by: DeputyDope on June 11, 2012, 10:39:53 pm
if this game is hello kitty based - please : (!) remove all which add power leveling, uber equiping, trolling, and other bad parts of game for: funny gameplay and enjoyable hunting/crafting/lvling

in other words make this game a boring piece of shit that will narrow this server population to GMs making events for each other and bambi's chinese-factory-like crafting. pure awesomeness!

PS: horrible suggestion.
Title: Re: Harsher travels: chased by PvE mobs
Post by: Horatio on June 11, 2012, 11:03:39 pm
He was being sarcastic i think. Sarcasm is contagious.
Title: Re: Harsher travels: chased by PvE mobs
Post by: kala on June 12, 2012, 09:45:32 pm
this one is going to chase away even hardcore optimists
it is like blasting holes to already sinking ship
now to wonder why russian server are 180+ online all the time
Title: Re: Harsher travels: chased by PvE mobs
Post by: Giftless on June 16, 2012, 10:09:52 pm
I think it's enough excitement having enemies jump into empty encounters as it is. I've been shot before on the second floor of an urban ruin and have had raiders-from-nowhere kick down doors to come after me.

If it gets worse than that, I want heavy machine gunners in my hummer to autobattle these mobs and leave hundreds of spent shellcasings along the way  ;D
Title: Re: Harsher travels: chased by PvE mobs
Post by: Giftless on June 16, 2012, 10:22:02 pm
just cap % at 150% to all skills...

Or make it closer to the originals where 150-180% was highly proficient and you didn't need more than that in a single skill.