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Other => FOnline:2238 Forum => Archives => News and Announcements => Topic started by: Wipe on August 20, 2012, 12:39:59 am

Title: Changelog 20/08/2012
Post by: Wipe on August 20, 2012, 12:39:59 am
FIXES:
- It's no longer possible to stop antiblock counter by moving from one antiblock hex to another (requires regenerating existing maps, it will be introduced gradually).
- Fixed issue which made some encounter npcs use wrong weapons.
- Fixed various map bugs.
- Fixed various dialog bugs.
- Applied certain fixes to slaveruns, consult comments under http://dev.fonline2238.net/trac.wsgi/ticket/84
- Field of view contours should work properly with the Sharpshooter perk.
- Hirable homesteader will travel to faction bases (the oldest faction base that does not have a homesteader yet, if any).
- Followers will not jump to the world map if they cannot actually reach an exit grid.

CHANGES (WIP):
- Followers can no longer be assigned to characters during their logout time.
- Expanded lockpick is craftable now.
- Limit for cumulative crafting cooldown increased to 6 hours.

EXTRA NOTES:
- All items from Hinkley, found outside of this map, are deleted. This includes items sold to vendors/other players and ammo/grenade stacks which have been merged with regular items. There won't be any refunds for such items.
- Run the updater to obtain the new files.
Title: Re: Changelog 20/08/2012
Post by: chocolate_chip_cookies on August 20, 2012, 12:42:04 am
Yay update
Title: Re: Changelog 20/08/2012
Post by: foonlinecurious on August 20, 2012, 12:49:09 am
good job, I updated, and now I cant play the darn game
''' it was not possible to connect to server''

I suppose i have to completely uninstall, and reinstall fallout, and fonline mod?
Title: Re: Changelog 20/08/2012
Post by: jossi on August 20, 2012, 12:50:34 am
offline
Title: Re: Changelog 20/08/2012
Post by: HertogJan on August 20, 2012, 12:50:54 am
good job, I updated, and now I cant play the darn game
''' it was not possible to connect to server''

I suppose i have to completely uninstall, and reinstall fallout, and fonline mod?

http://fodev.net/forum/index.php/topic,9.0.html
Title: Re: Changelog 20/08/2012
Post by: foonlinecurious on August 20, 2012, 12:55:07 am
Thanks, sorry for my tone.
I forgot about the online/offline status thingy :P
Title: Re: Changelog 20/08/2012
Post by: falloutdude on August 20, 2012, 01:25:43 am
well atleast we can actually craft now a little.
Title: Re: Changelog 20/08/2012
Post by: Pvt.Hudson on August 20, 2012, 01:29:39 am
Still no important changes in this update.
Title: Re: Changelog 20/08/2012
Post by: Roachor on August 20, 2012, 02:13:39 am
OMG THEY RUINED THE GAME  >:(


but seriously what are the slaverun changes the comments are in the forbidden zone
Title: Re: Changelog 20/08/2012
Post by: HertogJan on August 20, 2012, 02:22:41 am
OMG THEY RUINED THE GAME  >:(


but seriously what are the slaverun changes the comments are in the forbidden zone

Use your forum name and password to login there and you can read the report and comments.
Title: Re: Changelog 20/08/2012
Post by: naossano on August 20, 2012, 09:07:08 am
This update is very awesome and will improve playability.

But i don't understand the followings :

It's no longer possible to stop antiblock counter by moving from one antiblock hex to another (requires regenerating existing maps, it will be introduced gradually).

Followers can no longer be assigned to characters during their logout time.
Title: Re: Changelog 20/08/2012
Post by: Redivivus on August 20, 2012, 09:25:10 am
It's no longer possible to stop antiblock counter by moving from one antiblock hex to another (requires regenerating existing maps, it will be introduced gradually).
You can't avoid unprotected status just by moving from one antiblock hex to another. Now all antiblock zone counts as one.
Like it was possible to block entrance to some place just by moving from one ab hex to another.

Followers can no longer be assigned to characters during their logout time.
You can no longer give slaves/brahmins/ w/e to 'off' characters.
Title: Re: Changelog 20/08/2012
Post by: Ville on August 20, 2012, 09:26:15 am
This update is very awesome and will improve playability.

But i don't understand the followings :

It's no longer possible to stop antiblock counter by moving from one antiblock hex to another (requires regenerating existing maps, it will be introduced gradually).


I can't figure out what they mean by this either. I think it might have to do with aim blocked shots. Now that I have read this 50 times, maybe if you stand at a door then move at last minute it doesn't stop the you better move message? So you still get bursted by guards if you decide to move at the last minute? Any developer want to explain this?
Title: Re: Changelog 20/08/2012
Post by: DeputyDope on August 20, 2012, 09:28:21 am
no AC cap yet? cya later, alligator.

but at least they increased the crafting cooldown which sounds pretty good.
Title: Re: Changelog 20/08/2012
Post by: Andr3aZ on August 20, 2012, 09:56:52 am
reads changelog
good changes/fixes
reads nothing about TC/AC fixes
prepares for whine
Title: Re: Changelog 20/08/2012
Post by: JovankaB on August 20, 2012, 09:57:23 am
I can't figure out what they mean by this either. I think it might have to do with aim blocked shots. Now that I have read this 50 times, maybe if you stand at a door then move at last minute it doesn't stop the you better move message? So you still get bursted by guards if you decide to move at the last minute? Any developer want to explain this?

It's about the hexes in guarded towns which make you unprotected if you stand too long on them (door entrances and other narrow passages which make possible blocking other players). Before if there were two such hexes next to each other, you could stand on any of them forever without becoming unprotected by walking on it from the other antiblock hex. It was occasionally used in some minor trolling.

It's still the case in largest towns except VC because they weren't regenerated yet (and not sure if they will be this session).

Title: Re: Changelog 20/08/2012
Post by: Killer Rabbit on August 20, 2012, 10:09:58 am
What is wrong with current tc? I am not playing this game for few months and i dont know how bad it is now...
Title: Re: Changelog 20/08/2012
Post by: Ville on August 20, 2012, 10:27:26 am
What is wrong with current tc? I am not playing this game for few months and i dont know how bad it is now...

The current TC is pre-wipe TC without militia. "Toilet Control" is gone.
Title: Re: Changelog 20/08/2012
Post by: manero on August 20, 2012, 10:47:23 am
The current TC is pre-wipe TC without militia.

I can't believe im writing it but it's the best TC system ever.
Title: Re: Changelog 20/08/2012
Post by: TKs-KaBoom on August 20, 2012, 10:52:47 am
Not a crafter but I do appreciate the cooldown change for the sake of the community.  AC troll fix?
Title: Re: Changelog 20/08/2012
Post by: Ville on August 20, 2012, 10:58:35 am
I can't believe im writing it but it's the best TC system ever.

I liked it 3-4 updates ago when it was bugged, leaving the town bug was stupid but I liked the bugged TC timer where you could setup strategy anywhere in town :(

I can only wish for the entire town to be a TC zone and not just small parts of it ;\ Oh well its not that bad anyways.

One thing I kind of miss about militia was the towns were more active with players standing around game seemed more lively.

But back to the update... 6 hours crafting cool down is epic, now I just feel stupid for making 10 crafters alts. Still waiting for the AC nerf...
Title: Re: Changelog 20/08/2012
Post by: Perteks on August 20, 2012, 11:41:04 am
Wanna get militia? Spam with Mercenaries, for that they are ? Just more expensive and its like more realistic even :)
Title: Re: Changelog 20/08/2012
Post by: T-888 on August 20, 2012, 12:26:00 pm
- Field of view contours should work properly with the Sharpshooter perk.
- Limit for cumulative crafting cooldown increased to 6 hours.
- Run the updater to obtain the new files.

Thanks.


I can't believe im writing it but it's the best TC system ever.

Well if not including the broken distribution of items from TC box, yes.
Title: Re: Changelog 20/08/2012
Post by: Dark Angel on August 20, 2012, 01:22:15 pm
Still no ac fixes? Lol.
Title: Re: Changelog 20/08/2012
Post by: Tomowolf on August 20, 2012, 01:25:42 pm

- Followers will not jump to the world map if they cannot actually reach an exit grid.
- Followers can no longer be assigned to characters during their logout time.
- All items from Hinkley, found outside of this map, are deleted. This includes items sold to vendors/other players and ammo/grenade stacks which have been merged with regular items. There won't be any refunds for such items.

Not bad, keep 'em updating!

Title: Re: Changelog 20/08/2012
Post by: Killer Rabbit on August 20, 2012, 01:53:44 pm
And can you farm/get enclave ca? And if ca mk2 is craftable?
Title: Re: Changelog 20/08/2012
Post by: ronillon on August 20, 2012, 01:56:33 pm
- Followers can no longer be assigned to characters during their logout time.
You can no longer give slaves/brahmins/ w/e to 'off' characters.

Could anyone in charge explain why to make such a change? Are there any Pros ?
Title: Re: Changelog 20/08/2012
Post by: naossano on August 20, 2012, 01:58:11 pm
You will have to dual or ask a friend to use second char, when you want to stash slaves...
Title: Re: Changelog 20/08/2012
Post by: Tomowolf on August 20, 2012, 02:01:40 pm
- Followers can no longer be assigned to characters during their logout time.
Could anyone in charge explain why to make such a change? Are there any Pros ?
You were able to transfer slaves/brahmins to the another alt w/o problem, now you need to do dual log.
This was made to prevent abusing Hinkley (But you still can, using dual log lol).
Title: Re: Changelog 20/08/2012
Post by: ronillon on August 20, 2012, 03:13:19 pm
You were able to transfer slaves/brahmins to the another alt w/o problem, now you need to do dual log.
This was made to prevent abusing Hinkley (But you still can, using dual log lol).
So almost no pros. Just promoting multilog and anoying casual players.
Title: Re: Changelog 20/08/2012
Post by: Alexandrite on August 20, 2012, 03:15:40 pm
So we can't keep our slaves/mercs when we are offline for like an hour?
Title: Re: Changelog 20/08/2012
Post by: AtomicWrangler on August 20, 2012, 03:18:11 pm
Thank you for update...CD 6 hours for crafting is good enough. My second and third crafter is probably now a little bored,but never mind. Thank you again.
Title: Re: Changelog 20/08/2012
Post by: Tomowolf on August 20, 2012, 03:19:37 pm
So almost no pros. Just promoting multilog and anoying casual players.
Casual ain't meaning loners pal, get friends...
I find this obvious pro, because before I could w/o problems abuse whole hinkley, and it means for 1/3 of server no fun, so it was half fixed :P.
Title: Re: Changelog 20/08/2012
Post by: Billy Carter on August 20, 2012, 03:53:51 pm


But back to the update... 6 hours crafting cool down is epic, now I just feel stupid for making 10 crafters alts. Still waiting for the AC nerf...

Nope. You still need high repair alt to fix stuff. Corresponding tasks - craft and repair - still don't work together. My idea is - you need high repair skill to create some high-tech things (requirements in about 150-180 repair for every item) and, at the same time, you will be able to fix them. Good. This is fair, make sense, and make crafters like really useful guys.
So repair skill still is some issue. For me at least.
Title: Re: Changelog 20/08/2012
Post by: naossano on August 20, 2012, 04:36:59 pm
What is an issue, man ?
Title: Re: Changelog 20/08/2012
Post by: Roachor on August 20, 2012, 04:37:58 pm
So we can't keep our slaves/mercs when we are offline for like an hour?
not even close, you can't trade slaves to offline chars
Title: Re: Changelog 20/08/2012
Post by: Billy Carter on August 20, 2012, 04:42:37 pm
What is an issue, man ?

using repair skill effectively, bro :)
Title: Re: Changelog 20/08/2012
Post by: naossano on August 20, 2012, 04:49:53 pm
Nobody forces you to lower your repair skill.. ???
Title: Re: Changelog 20/08/2012
Post by: Tomowolf on August 20, 2012, 04:51:19 pm
Nope. You still need high repair alt to fix stuff. Corresponding tasks - craft and repair - still don't work together. My idea is - you need high repair skill to create some high-tech things (requirements in about 150-180 repair for every item) and, at the same time, you will be able to fix them. Good. This is fair, make sense, and make crafters like really useful guys.
So repair skill still is some issue. For me at least.
That was before and guess what? Alts alts and one more alts.
Now noone is repairing stuff, at least armors only to the about 80%, in other way you just farm better eq, throw/science that with less than 20%, thats all.
Stop dreaming.
Title: Re: Changelog 20/08/2012
Post by: Billy Carter on August 20, 2012, 04:55:28 pm
Maaan. But it's good. Make sense. ??? Ok, nevermind. Just go to 100 % repair and leave it useless. Make sense? Not much...
Title: Re: Changelog 20/08/2012
Post by: DeputyDope on August 20, 2012, 04:57:47 pm
That was before and guess what? Alts alts and one more alts.

how does his suggestion forces you to make more alts?
Title: Re: Changelog 20/08/2012
Post by: Billy Carter on August 20, 2012, 05:12:01 pm
@ DeputyDope. Cool, bro. I and Tomowolf - we know each other. And i know what he's talking about.
By the way - no alts - Characters.
There is just no other solution... Fixing/crafting - same skill.
Title: Re: Changelog 20/08/2012
Post by: Tomowolf on August 20, 2012, 05:16:51 pm
We had those reqs for repair like 180% for 3rd lvl profession level and what? People did alts for 3 sg profs, 3 bg profs, 3 armor profs, and that changed nothing, also making another repair alt to repair stuff... leave it as it is now, its best system, now you don't have to make 10 alts for crafting three several things, and its good.
If someone wants to repair stuff he'll make another alt, what's problem in it? My main lumberjack does it good with 170% repair, no need of tools or uber skills, 100% is also enough to repair basic stuff.
Title: Re: Changelog 20/08/2012
Post by: Billy Carter on August 20, 2012, 06:12:01 pm
Ok. Let's go - theoreticlly - lower. 120%- 140% for more advanced stuff. And no professions. Only requirements. After all, you are skilled, and that means you are able to do something. Not to - just achieve.
So, if you can build, for example - Tesla Armor, you are skilled enough to build other things. Simple energy, big guns, sg, those melee toys. Because you can handle this. :) Got high repair skills.

But just not to repair stuff, that you were able to build from scratch... :P
Piece by piece... Maaaan. : )
Title: Re: Changelog 20/08/2012
Post by: Wipe on August 20, 2012, 07:21:06 pm
Quote
hinkley half fixed

I'd like to see it confirmed ingame - even if you take item outside the fence, somehow, it's not a success yet.
Title: Re: Changelog 20/08/2012
Post by: avv on August 20, 2012, 07:33:53 pm
Thanks for fixes, especially the crafting one relieves a lot. Would still be better without cd but whatever, we can always make alts.

Quote
- Followers can no longer be assigned to characters during their logout time.

What does this mean?
Title: Re: Changelog 20/08/2012
Post by: falloutdude on August 20, 2012, 07:39:29 pm


What does this mean?
it means when a alt is loged out you cant give the loged out alt  a slave or some follower like that.
Title: Re: Changelog 20/08/2012
Post by: Eternauta on August 20, 2012, 08:03:57 pm
Dual log to give followers to your alt...
Title: Re: Changelog 20/08/2012
Post by: Hawker on August 21, 2012, 02:50:26 am
thanks for the update!
Title: Re: Changelog 20/08/2012
Post by: Mars Sultan on August 21, 2012, 06:47:40 am
Where are the hats?
Title: Re: Changelog 20/08/2012
Post by: Jotisz on August 21, 2012, 07:01:32 am
Quote
Hirable homesteader will travel to faction bases (the oldest faction base that does not have a homesteader yet, if any).
I really have missed those homesteaders nice to see them following us to the bases. Time to get a few when I can.
Title: Re: Changelog 20/08/2012
Post by: naossano on August 21, 2012, 12:46:50 pm
These are even more awesome with new cession base management system.
Title: Re: Changelog 20/08/2012
Post by: cheater on August 22, 2012, 06:56:26 pm
thanks for the update devs.
more crafting time makes the slog of building up an avatar a bit less tedious.
if more people would send a little sugar ($$.00) your way, like i just did again, maybe the slog of updating would seem a bit more rewarding for you all and all of us.
youll never hear a whine from me.
besides, when i get my build right and up to snuff, im going jackass hunting.
like santa ive got my list and im checking it twice.
and i wont be nice to the naughty.
keep up the good work.
cheaterx
chieterx


Title: Re: Changelog 20/08/2012
Post by: Johnnybravo on August 23, 2012, 02:52:09 am
Is not that offline thing to prevent somebody from loading them with explosives to kill the guy when he logs back? Not sure if it was ever possible, just guessing.
Title: Re: Changelog 20/08/2012
Post by: FrankenStone on August 24, 2012, 03:47:15 am
is it normal that i doesnt fin 1 chest in about 2 hours in any encounter ?
Title: Re: Changelog 20/08/2012
Post by: Swinglinered on August 24, 2012, 11:30:00 pm
is it normal that i doesnt fin 1 chest in about 2 hours in any encounter ?


Luck + City Square?
Title: Re: Changelog 20/08/2012
Post by: T-888 on August 25, 2012, 02:40:37 am
Urban areas only, if someone believes luck is a factor then his mind is playing tricks on him.

Rough estimations by the brain. "I feel like i found more with high luck."

I feel like the world is spinning faster than it should, but does it? :)
Title: Re: Changelog 20/08/2012
Post by: FrankenStone on August 25, 2012, 05:26:36 am
haha funny thing is that my lockpicker char got 10 luck but it seems that he does have -10 lmfao
Title: Re: Changelog 20/08/2012
Post by: Horatio on August 25, 2012, 12:16:47 pm
As a lockpicker with 28 Outdoor and 1LK i stumble over encounters every 15 seconds.

Think about high requirements.
Title: Re: Changelog 20/08/2012
Post by: Ox-Skull on August 26, 2012, 01:34:35 am
As a lockpicker with 28 Outdoor and 1LK i stumble over encounters every 15 seconds.

Think about high requirements.

How many of these contained lockers?
Title: Re: Changelog 20/08/2012
Post by: Horatio on August 26, 2012, 02:04:46 pm
How many of these contained lockers?

1 out of 10. Fine for me.
Title: Re: Changelog 20/08/2012
Post by: Pandaeb on August 26, 2012, 02:10:58 pm
I haven't tried opening Glow boxes with extended lockpics, but for normal footlockers in encounters, it works quite the same as with normal lockpics. So that mean - if you cannot open it with normal lockpics you wont open with extended set. It makes then this update totally useless for lockpickers, unfortunatelly.
Title: Re: Changelog 20/08/2012
Post by: Billy Carter on August 26, 2012, 05:43:58 pm
@Pandaeb. Glow lockers - About 180% lockp. If you feel lucky.

Oh yeah - don't go alone. You need someone in 6 floor to repair elevator shaft for you... But i m not sure, to be honest. Its that how it works? It works?
Title: Re: Changelog 20/08/2012
Post by: Pandaeb on August 26, 2012, 06:19:02 pm
No, no, no - you didn't understand me. I was in Glow many times before (and btw. I assure you 180% lockpicks is too small), I just wanted to say, I wasn't there with expanded lockpicks set yet. So I don't know the difference between normal and extended lockpicks if speaking of Glow lockers.
Title: Re: Changelog 20/08/2012
Post by: Billy Carter on August 26, 2012, 06:39:04 pm
Ok. So be nice and tell me - how to deal with those elevators? Rapairman  at 6? Really i don't know ho to get out.
Title: Re: Changelog 20/08/2012
Post by: Pandaeb on August 26, 2012, 08:37:35 pm
You need someone to stay on lvl 6 and repair the elevator some times - it probably depend on your repair skill, but 100% skill gives me ~3-4 minutes of working elevator. Also you need to repair it by using tool on it.
Title: Re: Changelog 20/08/2012
Post by: S.T.A.L.K.E.R on August 26, 2012, 08:40:40 pm
Also you need to repair it by using tool on it.
Not true, my repair man/Bger has 157% skill and repairs with just high skill and no tools
Title: Re: Changelog 20/08/2012
Post by: Billy Carter on August 26, 2012, 08:47:56 pm
You need someone to stay on lvl 6 and repair the elevator some times - it probably depend on your repair skill, but 100% skill gives me ~3-4 minutes of working elevator. Also you need to repair it by using tool on it.

3-4 min...  Not enough for loner. Too bad. Still - nice place.
Title: Re: Changelog 20/08/2012
Post by: Pandaeb on August 26, 2012, 08:52:42 pm
Didn't knew so, STALKER, thanks for info :)
And no, Billy - it's still doable for loner. You just need to duallog :P
Title: Re: Changelog 20/08/2012
Post by: Swinglinered on September 05, 2012, 05:28:50 am
Or hide the stuff in a corner and come back for it after dying.
Title: Re: Changelog 20/08/2012
Post by: Crab_people on September 12, 2012, 02:59:47 pm
any sign of new update?
Title: Re: Changelog 20/08/2012
Post by: Wipe on September 12, 2012, 06:38:57 pm
Only minor things on list at this moment; too minor for update.
Title: Re: Changelog 20/08/2012
Post by: Gimper on September 13, 2012, 06:47:45 am
Only minor things on list at this moment; too minor for update.
maybe take a look at some of the suggestions, and think about implementing some? :)
Title: Re: Changelog 20/08/2012
Post by: Wipe on September 13, 2012, 10:31:49 am
It's all about lack of time, not ideas :>
Suggs are checked more or less, but regullary, don't be fooled by fact that none of dev team answers in there... :]
Title: Re: Changelog 20/08/2012
Post by: Gimper on September 13, 2012, 02:18:46 pm
It's all about lack of time, not ideas :>
Suggs are checked more or less, but regullary, don't be fooled by fact that none of dev team answers in there... :]
Actually, I was kind of fooled by that lol. Good to know that the suggestion board is at least looked at :)
Title: Re: Changelog 20/08/2012
Post by: Horatio on September 13, 2012, 09:01:28 pm
I think of suggestion board actually as a idea vault for every FOnline project, not just 2238, as suggestions seem to be disregarded anyway by 2238 developers.

I can say, people who suggest and develop ideas shouldnt rely on mercy of our developer pantheon but rather release themselves from 2238 completely or else they will be restricted in their way of thinking.
You cant be bold if you always consider opinion of devs.
Title: Re: Changelog 20/08/2012
Post by: Gimper on September 13, 2012, 09:19:28 pm
I think of suggestion board actually as a idea vault for every FOnline project, not just 2238, as suggestions seem to be disregarded anyway by 2238 developers.

I can say, people who suggest and develop ideas shouldnt rely on mercy of our developer pantheon but rather release themselves from 2238 completely or else they will be restricted in their way of thinking.
You cant be bold if you always consider opinion of devs.
Actually, your right. I use alot of these suggestions on my own server. But it would be nice to see some of this implemented.
Title: Re: Changelog 20/08/2012
Post by: Horatio on September 13, 2012, 10:39:37 pm
Your own server, thats interesting... Where is it and can i be a GM?:D
Title: Re: Changelog 20/08/2012
Post by: Lexx on September 13, 2012, 11:27:20 pm
Funny that people still think we never implement suggestions.
Title: Re: Changelog 20/08/2012
Post by: Gimper on September 13, 2012, 11:45:17 pm
Funny that people still think we never implement suggestions.

I didn't say "never". I know you implement some. But imho, not enough to be interesting.
Title: Re: Changelog 20/08/2012
Post by: Horatio on September 14, 2012, 07:20:59 am
But imho, not enough to be interesting.

Wat.

Did you wanted to say that devs show lack of interest in suggestions?
Title: Re: Changelog 20/08/2012
Post by: jacky. on September 14, 2012, 08:50:45 am
Yes ac trolls, Nerfing armors, toilet control, sd sneakers trolls, hh trolls :)
Title: Re: Changelog 20/08/2012
Post by: Lexx on September 14, 2012, 10:57:45 am
I didn't say "never". I know you implement some. But imho, not enough to be interesting.

Many ideas simply don't work with 2238. Others need more time to implement, others just find no one right now to implement. Besides, we implemented a lot suggestions, "some" is quite an understatement.
Title: Re: Changelog 20/08/2012
Post by: maszrum on September 14, 2012, 11:28:53 am
what about reworking northen cities/maps ? adding few doors, blocking few passages.. its not a lot of work and few small changes can totaly change the pvp/tc with new starategies. somethinbg fress after 3 years.
Title: Re: Changelog 20/08/2012
Post by: T-888 on September 14, 2012, 11:29:23 am
Funny thing that players now don't ask you to implement a lot new stuff(well suggestions are always floating around), but there is "demand" for tweaks on existing features, it would be nice to see that instead of new ideas being implemented, since it's easier to modify than create something from scratch anyway, thus not wasting that much time.

We were told repeatedly some month ago or more that AC will be fixed, small change actually, still absent for all this time.

what about reworking northen cities/maps ? adding few doors, blocking few passages.. its not a lot of work and few small changes can totaly change the pvp/tc with new starategies. somethinbg fress after 3 years.

Agreed, these TC zones are getting too old, some maps could be reworked to have more flexibility.
Title: Re: Changelog 20/08/2012
Post by: jacky. on September 14, 2012, 11:52:23 am
add master army outpost in bh ;D agresive muties with rl and plasma laser rifles and m60, not lootable and they will be grind next mine ;]

or add new passage and few buildings up from main street or new spawn grid.
Title: Re: Changelog 20/08/2012
Post by: Wish on September 14, 2012, 12:15:42 pm
Greet to everyone. :)

          I'm new here. I have installed Fon and run the updater, but it crashes while dowloadind.
It hungs while "Downloading data\faction.zip. Size: 78829 kb." I left it working for all night long (about 6 hours) and nothing moved on. Any solutions for the problem?  :)

(
Connecting to the update server...
Downloading Assimp32.dll. Size: 1133 kb.
Download completed, took 1 seconds.
Downloading DataFiles.cfg. Size: 0 kb.
Download completed, took 0 seconds.
Downloading FO2238Config.exe. Size: 17 kb.
Download completed, took 0 seconds.
Downloading FOConfig.exe. Size: 653 kb.
Download completed, took 1 seconds.
Downloading FOnline.exe. Size: 1680 kb.
Download completed, took 2 seconds.
Downloading FOnline.pdb. Size: 5931 kb.
Download completed, took 3 seconds.
Downloading FOnlineGL.exe. Size: 1645 kb.
Download completed, took 2 seconds.
Downloading FOnlineGL.pdb. Size: 5571 kb.
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Title: Re: Changelog 20/08/2012
Post by: maszrum on September 14, 2012, 12:27:00 pm
i had symilar problem with updater. try to instal latest version of client
(http://fonline2238.net/files/FOnline2238_Client.zip)
Title: Re: Changelog 20/08/2012
Post by: Wipe on September 14, 2012, 01:37:45 pm
You can download problematic file directly (http://fonline2238.net/update/), better working updater should be finished shortly.
Title: Re: Changelog 20/08/2012
Post by: Beret on September 19, 2012, 07:51:19 am
maybe take a look at some of the suggestions, and think about implementing some? :)
I want to write something like this, if you don't know what fix, fix Ac, snipers can't hit them from 5 hex, wtf? Also you can little change TC, like people write up, change TC zone, add doors, barrels etc.
Player create new stuff what's only wait to be implement, why you don't use them?
Title: Re: Changelog 20/08/2012
Post by: likeyoucare on September 20, 2012, 08:30:19 pm
Hey! Me say you fix AC trollz! Can't shot with sniper from 2 hex! come on AC trollz are bad!
 None suggested this yet so can u fix this please?? Me wait

Lolz  ;D
Title: Re: Changelog 20/08/2012
Post by: falloutdude on September 21, 2012, 02:36:23 am
Hey! Me say you fix AC trollz! Can't shot with sniper from 2 hex! come on AC trollz are bad!
 None suggested this yet so can u fix this please?? Me wait

Lolz  ;D
everyone has suggested this, its just as usual devs won't fix things for months and make us "deal with it".
Title: Re: Changelog 20/08/2012
Post by: chocolate_chip_cookies on September 21, 2012, 04:33:38 am
Can we has update? ::)
Title: Re: Changelog 20/08/2012
Post by: wrednypiwosz on September 21, 2012, 11:29:44 am
when WIPE?
Title: Re: Changelog 20/08/2012
Post by: Horatio on September 21, 2012, 12:16:42 pm
(http://i3.kym-cdn.com/entries/icons/original/000/002/063/arguecat.png)

Goddamnit, guys. Stop shitposting, that makes them only angry.

You want AC sneak buff, no workbenches in tents, only one unguarded mine and only lowlevel stuff to craft? Devs can arrange a wonderful update, you know?
A fuck-you-all update. And take server offline, shit a huge pile on it and go closed beta or IRL stuff.
Title: Re: Changelog 20/08/2012
Post by: likeyoucare on September 21, 2012, 11:08:02 pm
everyone has suggested this, its just as usual devs won't fix things for months and make us "deal with it".

u are epic xD
Title: Re: Changelog 20/08/2012
Post by: falloutdude on September 22, 2012, 12:18:52 am


Goddamnit, guys. Stop shitposting, that makes them only angry.

You want AC sneak buff, no workbenches in tents, only one unguarded mine and only lowlevel stuff to craft? Devs can arrange a wonderful update, you know?
A fuck-you-all update. And take server offline, shit a huge pile on it and go closed beta or IRL stuff.
Players cant be angry either? we a get a real update maybe once every 3 months and the update is simply some minor Nerfs that should have never been in game in the first place. the thing is yes you can have rl stuff but if you choose to run a server you also need to make time for it, am glad devs made this game but really when you make something you need to make time for it.
u are epic xD
want to hear something really epic?, a really fucked up theory that i have been thinking about.
the theory is that this game is really just a long term physiological experiment to see how long players will play a game that is changing with messed up updates that are never fixed. It is a experiment to see how long a  player will play a game even when it pisses them off, updates never happen and good suggestions are tossed out. its just a theory thou, i don't believe it am just trying to figure out other reasons why this game keeps getting worse besides devs just being bad devs. 
Title: Re: Changelog 20/08/2012
Post by: Roachor on September 22, 2012, 12:26:59 am
Maybe it's an experiment to observe the kind of people that bitch incessantly that they don't like the game and yet continue to play it despite its lack of appeal.
Title: Re: Changelog 20/08/2012
Post by: Horatio on September 22, 2012, 12:51:44 pm
Want to hear something really epic?, a really fucked up theory that i have been thinking about.
the theory is that this game is really just a long term physiological experiment to see how long players will play a game that is changing with messed up updates that are never fixed. It is a experiment to see how long a  player will play a game even when it pisses them off, updates never happen and good suggestions are tossed out. its just a theory thou, i don't believe it am just trying to figure out other reasons why this game keeps getting worse besides devs just being bad devs.

I have a theory that devs dont even give a fuck but lol about bitching, whining and suggesting on forums. On one end, their abstraction i can understand, because if one takes too much at heart, it gets too heavy to endure and he ragequits the project quite early.
Or why do you think we have new devs at Rotators' team? They replaced people who had 'IRL stuff to do'. IMHO, some people got plain tired of all of this.

On another end, if a developer abstracts too much from community, it will be the long-term cause for even more bitching.
Title: Re: Changelog 20/08/2012
Post by: Pryszczu666 on September 22, 2012, 06:10:57 pm
Can i haz some wipe please ?  :-[
Title: Re: Changelog 20/08/2012
Post by: falloutdude on September 22, 2012, 09:08:30 pm
I have a theory that devs dont even give a fuck but lol about bitching, whining and suggesting on forums. On one end, their abstraction i can understand, because if one takes too much at heart, it gets too heavy to endure and he ragequits the project quite early.
Or why do you think we have new devs at Rotators' team? They replaced people who had 'IRL stuff to do'. IMHO, some people got plain tired of all of this.

On another end, if a developer abstracts too much from community, it will be the long-term cause for even more bitching.
the thing is devs dont tell us shit about what is going on and we just think they are doing fuck all, if they would say simple say hey we are working on ______ and a update is planed on _____ to _____ then maybe we would stop bitching. instead all we get is devs telling us that they will fix something but even months later its still not fixed. we all love this game and want it to grow but when devs take months to do anything it makes it hard for it to grow.
Title: Re: Changelog 20/08/2012
Post by: FrankenStone on September 22, 2012, 11:39:19 pm
then learn to make some scripts and shit and become a dev then u can fix all that stuff , when u have read 1billion of scriptinglines ....
Title: Re: Changelog 20/08/2012
Post by: jacky. on September 25, 2012, 02:20:14 pm
have you ever wrote a single line of code? if not stop posting bullshit. iti is their project and they know their part of code so they dont have to look over whole scripts. and even if they do they can easly find what they are looking for it they are good at it.
Title: Re: Changelog 20/08/2012
Post by: foonlinecurious on September 26, 2012, 01:03:12 am
I second that, there is no excuses for this @#$@$#
Title: Re: Changelog 20/08/2012
Post by: FrankenStone on September 26, 2012, 04:44:14 am
have you ever wrote a single line of code? if not stop posting bullshit. iti is their project and they know their part of code so they dont have to look over whole scripts. and even if they do they can easly find what they are looking for it they are good at it.

yeah i see that they can easly find thes fabolous lines if it were so easy why it wasnt done yet ? do u really think that dev a know what lines dev b had put into the machine ? lol i dont think so , thats the major reason why we wont see ac fix in a near future ... deal with it , but i know its very easy to find things on others work lmfao ^^
Title: Re: Changelog 20/08/2012
Post by: brad smalls on September 30, 2012, 10:23:10 am
Maybe its like last season where they only fix game breaking bugs and leave all the new andgood changes for a huge wipe
Title: Re: Changelog 20/08/2012
Post by: Senocular on October 06, 2012, 04:37:52 pm
Maybe its like last season where they only fix game breaking bugs and leave all the new andgood changes for a huge wipe
You mean there were good changes in the last wipe? :D