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Title: Npc's and their critical chance.
Post by: Michaelh139 on June 10, 2010, 06:56:24 pm
I've noticed....  That Npcs, every kind, except OF COURSE, any followers you may have, have an Extreme critical chance and always knock you out in aimed shots.  And I mean always.  I have died maybe 10 times in the last day and lost A SHITLOAD of cash, equipment and men/women, raiding caravans because EVERY single time, I get an encounter I am instantly knocked out and killed.  This is out of hand.  And I suggest to lower or at least make npcs aim for some other body part.  I've even lost three mutants with LSW and lots of .223's because of this shit, and it didn't used to do this, so I'm sure it had something to do with an update  ::).

This has even happened with rogues where the very first shot knocks me out and a flamer finishes me in two shots.

I am level 21 and 135 hp so this is pretty insane, I normally wear CA or metal mk2 so its even more crazy.
Title: Re: Npc's and their critical chance.
Post by: vedaras on June 10, 2010, 07:56:42 pm
well if these npc are so tough you should buy 5 yourself :>
Title: Re: Npc's and their critical chance.
Post by: Michaelh139 on June 10, 2010, 08:05:51 pm
well if these npc are so tough you should buy 5 yourself :>
I'm using frikkin super mutants man this is too much.  Even earlier I had a Big gun merc with minigun and two Trappers with 87 hp with hunt rifles and I STILL got critical hit in head knocked out and raped.  Its simply not feasable for a charisma character to live through such insane hits from npcs.
Title: Re: Npc's and their critical chance.
Post by: C47 on June 10, 2010, 08:09:48 pm
well, can't you make a character with more luck? :>
Title: Re: Npc's and their critical chance.
Post by: Roachor on June 10, 2010, 08:10:52 pm
well, can't you make a character with more luck? :>
that wouldn't help
Title: Re: Npc's and their critical chance.
Post by: Kardia on June 10, 2010, 09:16:57 pm
Yeah ive noticed that also, my Charisma char had assault rifle and combat leather jacket...found a slaver with only one slave and decided to have his DE,
well he hit me with 2 shots, both crits and i was at negative hp, and propably from the DE max range. Even my crit one hander char
didnt do that much dmg on raiders even with DE crits.

Past couple days definetly beefed up some enemies, which might not be good for solo lvlers.
Title: Re: Npc's and their critical chance.
Post by: kraskish on June 11, 2010, 01:03:42 am
I can confirm that. Theres no chance to escape from rogues as I remember the guy isntantly burst you with AR causing 50-60 dmg in leather armor (dunno if crit, happened a few times) I am always barely getting out of it or die. The same with insane marauders 2 shots with 10mm or 1 burst - they're near NCR just think what a miner can do 50-70hp? one round and its over! RAPED! :D I havent checked ghouls yet but there were fukken strong before...
Title: Re: Npc's and their critical chance.
Post by: vedaras on June 11, 2010, 01:06:26 am
I can confirm that. Theres no chance to escape from rogues as I remember the guy isntantly burst you with AR causing 50-60 dmg in leather armor (dunno if crit, happened a few times) I am always barely getting out of it or die. The same with insane marauders 2 shots with 10mm or 1 burst - they're near NCR just think what a miner can do 50-70hp? one round and its over! RAPED! :D I havent checked ghouls yet but there were fukken strong before...

well its just assault rifles boost, not criticals :> VC patrol bursted my raider account for 90 damage (i had toughness 2x without armor), but well npcs were too weak and wasteland is harsh!
Title: Re: Npc's and their critical chance.
Post by: Michaelh139 on June 11, 2010, 01:22:12 am
well its just assault rifles boost, not criticals :> VC patrol bursted my raider account for 90 damage (i had toughness 2x without armor), but well npcs were too weak and wasteland is harsh!
Npc's were not TOO weak because Loners could actually beat them back then and still occasionally die, but now its almost impossible for people like us.  If Wasteland is too harsh you lose more life (Players) although you'll mostly lose Charisma Characters it doesn't change the fact that alot of people use those characters as well, not JUST powerbuilds because they want to be something else, they dont wanna be the same damn faceless pker with CA and an avenger minigun, they want to be something more.  And if the only choice they have is to be a butt-raping powerbuilding to play this game like its actually fun then people WILL leave.
Title: Re: Npc's and their critical chance.
Post by: kraskish on June 11, 2010, 01:26:06 am
Npc's were not TOO weak because Loners could actually beat them back then and still occasionally die, but now its almost impossible for people like us.  If Wasteland is too harsh you lose more life (Players) although you'll mostly lose Charisma Characters it doesn't change the fact that alot of people use those characters as well, not JUST powerbuilds because they want to be something else, they dont wanna be the same damn faceless pker with CA and an avenger minigun, they want to be something more.  And if the only choice they have is to be a butt-raping powerbuilding to play this game like its actually fun then people WILL leave.

Their shooting range should be limited so as it is not an execution and youre the victim or they should be placed beyond the range of the burst weapon like AR or 10mm SMG THIS IS MADNESS xD
Title: Re: Npc's and their critical chance.
Post by: Roachor on June 11, 2010, 02:40:42 am
I was pretty surprised when a raider bursted me for 90 damage the other day and killed me, partially because he was out of my fov but also because afaik raidershave mausers.
Title: Re: Npc's and their critical chance.
Post by: Michaelh139 on June 11, 2010, 03:10:11 am
I was pretty surprised when a raider bursted me for 90 damage the other day and killed me, partially because he was out of my fov but also because afaik raidershave mausers.
Up north there are some tougher ones with Assault rifles.
Title: Re: Npc's and their critical chance.
Post by: _Youkai_ on June 11, 2010, 03:16:16 am
My melee char is traumatized with mobsters.
Can't freaking run hehehe

• Bang - Hunting Rifle
• Moonwalker - Lag
• tatatata - Burst from Thompson
• Bang - another Hunting Rifle
• -12/140 hp
Title: Re: Npc's and their critical chance.
Post by: Michaelh139 on June 11, 2010, 03:30:40 am
My melee char is traumatized with mobsters.
Can't freaking run hehehe

• Bang - Hunting Rifle
• Moonwalker - Lag
• tatatata - Burst from Thompson
• Bang - another Hunting Rifle
• -12/140 hp
Were you in bluesuit, if so its sorta understandable if you had armor on, thats fucking insane.
Title: Re: Npc's and their critical chance.
Post by: _Youkai_ on June 11, 2010, 05:23:26 am
LeatherArmor MkII and Super Sledge...
Or I was dead in 3 shots or I was Knockouted, is almost the same thing xD
Title: Re: Npc's and their critical chance.
Post by: Kardia on June 11, 2010, 05:42:05 am
Yeah it seems like they got the boost only recently, making non powerbuild loners life into hell.
Its insane on marauders especially, my ch char has 6 PE and i got shot outside my fov with smg single shots for insane dmg.

seems like the way its heading to, only faction teamwork is the way to beat anything harder than molerats soon.
Wasteland is harsh as they say but antisocial wanderers are not unheard of in the wastes :p
Title: Re: Npc's and their critical chance.
Post by: Michaelh139 on June 11, 2010, 05:50:48 am
Wasteland is harsh as they say but antisocial wanderers are not unheard of in the wastes :p
I know right?  That there is a hardcore fact.  But there are of course those who pay others to fight for them, not always just a gang of people/friends.
Title: Re: Npc's and their critical chance.
Post by: Kardia on June 11, 2010, 06:43:17 am
True that, another interesting fight. I was vs regular raiders and i nearly died to them (had combat leather jacket) and it was only 2 spear users who were on
me. They crippled both of my legs and knocked me down like 3 times with those regular spears, its like they had finesse but without the downside.

It only took couple turns for those 2 to nearly kill me and leave me as cripple for the rest of the raiders who came for me once they had killed the molerats
that kept them busy for while. Of course with both legs crippled and combat in tb i couldnt really run.

*edit* it seems to be ONLY human opponents, molerats etc nearly never seem to crit...but them humanoids have 10 luck and finesse but
without the downside of it.
Title: Re: Npc's and their critical chance.
Post by: Aricvomit on June 11, 2010, 08:03:55 am
someone post a bug for this then, i dont understand how there can be an outpouring of multiple people all saying the same thing and the people in charge either ignore it or intended it to be like this and think its the people that are wrong.
the first rule of game design is make something people will enjoy, and if your not doing that then you need to take a step back and look at whats going on.
Title: Re: Npc's and their critical chance.
Post by: Tomowolf on June 11, 2010, 08:08:26 am
Yeah but they gives more critics - got today on my BG char 151 by laser rifle in eyes by tough nightkin
I got 8 endurance toughness and metal mk2 which gives me 80% resistance to laser :).
Title: Re: Npc's and their critical chance.
Post by: vedaras on June 11, 2010, 08:24:24 am
its not a bug, it was written in updates, assault rifle was boosted, and most of this crying is because people getting owned with assault rifles. Still, i think that before you could escape from almost all encounters, so with 20% outdoors you could travel from one side of map to another without any problem, and i find it right that you need to be a good fight avoider or good fighter :>
Title: Re: Npc's and their critical chance.
Post by: Aricvomit on June 11, 2010, 08:31:50 am
annnd here comes the peanut gallery, dood if you didnt notice all sorts of guns have been doing this, the whole thing with assault rifles bursting isnt what the problem is, its the aimed crit hits over and over and over that never used to be like that. next time pay attention.
Title: Re: Npc's and their critical chance.
Post by: Kardia on June 11, 2010, 08:44:49 am
Its not just assault rifle (dmg boost for it is awesome addition imo) , its every weapon they use.
As i said 2 raiders crippled both of my legs and nearly killed me in couple turns, i kept getting knocked down
and they just crippled and crippled. I also have toughness x2 and used combat leather jacket.

Doesnt matter what it is, be it mauser , DE , hunting rifle , knife , fists , spear , minigun or anything. As long as its weapon wielding npc
they do monster crits and cripples all the time now.
Title: Re: Npc's and their critical chance.
Post by: LagMaster on June 11, 2010, 12:23:50 pm
what is your Endurance?

if your End is low,you will be allmoast allways knoked out/down

or is your Lk low?

whit 5 End and 5LK i allmoast never get knoked down,hapened to me 3 times onli!

or i think this is The Law of Murphy
Title: Re: Npc's and their critical chance.
Post by: Roachor on June 11, 2010, 03:20:37 pm
ahahaha 5 luck and end? your build must be a trainwreck. It's pretty ludicrous you can get one shotted for 180 damage by something as low level as a raider.
Title: Re: Npc's and their critical chance.
Post by: Kardia on June 11, 2010, 09:18:35 pm
6 EN 6 LK on the char who got mauled by the raiders using spears, crippled and constantly knocked out as i already mentioned.
Title: Re: Npc's and their critical chance.
Post by: kraskish on June 12, 2010, 02:52:26 am
(http://img99.imageshack.us/img99/3072/screen11062010235621.th.jpg) (http://img99.imageshack.us/i/screen11062010235621.jpg/)


I have 12 AP and still got pretty owned by 1 marauder. god bless he didnt burst xD Always crits. Im always on TBC so I can run off a little but still knocks me down and knocks out. 12AP 7PE L6 E6
Title: Re: Npc's and their critical chance.
Post by: Kardia on June 12, 2010, 06:19:08 am
this is getting just ridiculous, leather armor mk2 , 6 EN and 2x toughness and i died to 2 regular robbers.
One with the shotgun and then the pistol chick, they just keep giving me crit after crit and knocking me down and even got the
knocked out and knocked down TWICE.

If this starts heading down the path where you HAVE to have live people partying with you
then thats just stupid, i for example dont want to party anyone aside from around 2 people who are in same small faction.
Still even then we cant party always, and we mostly group up to do bigger runs like HQ mining or quests

If i cant even beat low tier human opponents with that setup then is only way to survive regular raiders and robbers in BA armor with LSW or minigun ?
because thats something i cant afford to use just for killing low tier stuff (and dont own those anyway)
Title: Re: Npc's and their critical chance.
Post by: hejmr on June 12, 2010, 07:41:58 am
If you played in real time you would not get owned, because mobs do nothnig some time after loading, its almost always enough to run and its waaay faster.
Title: Re: Npc's and their critical chance.
Post by: Kardia on June 12, 2010, 08:47:58 am
If every hit they do knocks me down it still does kill me, knocked out and knocked down basically means i wont be moving for quite sometime.
Ohh now i also died again to regular stuff, this time with metal armor on me.

If someone with toughness x2 and metal armor loses so easily to those robbers and raiders, how do those lower levels with 4EN
and really low tier gear manage ? yeah they dont.
Starting a CH char with bad gear was hard enough already as it was, even more so now.

*EDIT* also running away from everything sure doesnt sound fun, i tried to kill those robbers for the gear so i could sell them.
Title: Re: Npc's and their critical chance.
Post by: Gorlak on June 12, 2010, 12:28:11 pm
So what.... these other characters are finally making a stand? they sayin ' We not giving you our loot that easy' .. so be it, its about time.
Title: Re: Npc's and their critical chance.
Post by: Surf on June 12, 2010, 01:03:12 pm
They are still laughable in combat, but yep, bob is right, a good step in the right direction.
Title: Re: Npc's and their critical chance.
Post by: kraskish on June 12, 2010, 02:57:05 pm
They are still laughable in combat, but yep, bob is right, a good step in the right direction.

For who? Not for casual players. Since the wipe devs tried and succeeded to make a big gap between players who play a lot and intensively in faction using the best gear and people who play casually, crafting for themselves or a small faction hunting w/e. Now that I doubt Id have problems with BA with any of them they're just too strong. And I dont look for raiders, rogues or marauders, i know the wasteland is harsh, but seriously, there should be some choice to fight or not, not llike it is now that you encounter rogues or marauders and you automatically get a couple of shots!

You can give marauder an option to attack after your attack like from hunting riffle or any not to make shooting range for snipers, but a chance to escape too. Well its good that for some players it is ok or even not hard enough but if you want to maintain the current casual players and attract and make fonline thrive with new players youre certainly doing it wrong.


EDIT: This kind of behaviour (increasing hp, range) is a clear signal to create powerbuilds or is directed for powerbuilds. If there is a major community of power builds you could make some are i.e. where floaters and centaurs are, you could put badass 300hp mercs just why do you make it everywhere? Maybe scorpions will have 100hp in the future?

Whats more being suggested by powerbuilds here (faction members and people well trained in the game visiting this forum) or whatever you seem to forget about other people including those who do not raise a voice here (beginners, casuals).
Title: Re: Npc's and their critical chance.
Post by: Michaelh139 on June 12, 2010, 04:30:23 pm
They are still laughable in combat, but yep, bob is right, a good step in the right direction.
"In my opinion"  That is a load of ****.  If they can killed a guy in metal armor, 135 hp, (7 Endurance) and a fucking supermutant backing him up with a minigun or (When im more chaotic hungry) a minigun human merc and two hunting rifle Trappers.  And guess what?  Robbers can kill me with both sets of attack squads.  So yeah they are too strong,  if they want powerbuilds to do PvE then make lines on the map where there are weak and strong zones.   e.g.  weak marauders, mauraders, and strong marauders on different zones of the map, because for normal players (Well I say normal but... thats just because they're the few people who aren't faceless pks.) who want to make their build more fun than "teh powabuildz" are only going to disappear, and after that, there won't be anyone left for powerbuilds to kill cept each other, and their emotionless npcs that the devs have buffed up so hard to make any challenge for them powerbuilds.


Implying:  Its always powerbuilds, powerbuilds, and fucking powerbuilds, who are apparently getting handed the wrong end of the stick in this game, but when they are, as the name implies "FUCKING POWERBUILDS" they are INVINCIBLE to anything but other POWERBUILDS and only 1000000 hp and 300% skilled npcs will have a chance since they npc's cannot take drugs!  I'm beginning to wonder what kind of characters (Legit characters, not immediately levelled just cus they can) that devs and gms use....  Lemme guess: Powerbuilds?
Title: Re: Npc's and their critical chance.
Post by: Surf on June 12, 2010, 04:39:36 pm
I don't play with a powerbuild, not even the slightest, it's just an average half crafter,combat,explorer character.
I am alone, don't have a strong gang which backs me up. And still I don't have problems with them. How it comes?

(http://www.falloutnow.de/fn/Smileys/retro/emot-iiam.gif)

Those critters aren't just there to provide you loot and xp. One should give a good fight.
Only thing I can understand which is annoying when they have a too long range and you get shot while escaping.



Oh, and don't post "+1" posts, I delete them.
Title: Re: Npc's and their critical chance.
Post by: Michaelh139 on June 12, 2010, 04:45:40 pm
I don't play with a powerbuild, not even the slightest, it's just an average half crafter,combat,explorer character.
I am alone, don't have a strong gang which backs me up. And still I don't have problems with them. How it comes?

(http://www.falloutnow.de/fn/Smileys/retro/emot-iiam.gif)

Those critters aren't just there to provide you loot and xp. One should give a good fight.
Only thing I can understand which is annoying when they have a too long range and you get shot while escaping.



Oh, and don't post "+1" posts, I delete them.

1.  How is it a mystery when "everyone else" is experiencing these problems so suddenly?

2.  With your character the only thing you could kill are animals and maybe, just maybe, Raiders from my point of view.

3.  Yeah ONE should give a good fight.  Making them all invinsible isn't a good fight, its an a orgy.  And we players got the wrong end of the stick. ( oh haha )

4.  Yes their range is a bit insane...  I'll agree there I guess.

5.  What if I put +1 one and an itty bitty description?  Like.....................  "Awesome idea +1"?
Title: Re: Npc's and their critical chance.
Post by: Surf on June 12, 2010, 04:58:37 pm
1.  How is it a mystery when "everyone else" is experiencing these problems so suddenly?

I barely see that "everyone else" has these problems here.


2.  With your character the only thing you could kill are animals and maybe, just maybe, Raiders from my point of view.

Not true. If equipped with mid tier stuff it isn't that much of a problem. Ofcourse it's no powerbuild and I don't fight against muties or so, but I am fine with PvE.

3.  Yeah ONE should give a good fight.  Making them all invinsible isn't a good fight, its an a orgy.  And we players got the wrong end of the stick. ( oh haha )

They aren't invisible.

4.  Yes their range is a bit insane...  I'll agree there I guess.

So is they're critical chance. It could be slight a bit lower, ok. But still - they aren't just cannon fodder, PvE should be same challenging as PvP. Only thing, which I said in the previous post also - one should have a chance to escape those encounters.

5.  What if I put +1 one and an itty bitty description?  Like.....................  "Awesome idea +1"?

It doesn't change the fact that it's just a oneliner and adds nothing to the topic.
Title: Re: Npc's and their critical chance.
Post by: Michaelh139 on June 12, 2010, 05:05:26 pm
I barely see that "everyone else" has these problems here.

You've looked at all the posts right? :/
Quote
Not true. If equipped with mid tier stuff it isn't that much of a problem. Ofcourse it's no powerbuild and I don't fight against muties or so, but I am fine with PvE.

I want to see you fight some Robbers.
Quote
They aren't invisible.

I used an s instead of a c,  if you look closely enough its simply a spelling error. it still has the sound if you pronounce it.
 i n v i n s i b l e        i n i v i n c i b l e
Quote
So is they're critical chance. It could be slight a bit lower, ok. But still - they aren't just cannon fodder, PvE should be same challenging as PvP. Only thing, which I said in the previous post also - one should have a chance to escape those encounters.

At least have them aim somewhere else >.>.  stop making us get knocked out with every shot its fucking impossible to beat them this way.
Quote
It doesn't change the fact that it's just a oneliner and adds nothing to the topic.
...............  I don't see a poll, where are the polls?!?!?
Title: Re: Npc's and their critical chance.
Post by: GroeneAppel on June 12, 2010, 05:33:02 pm
I don't play with a powerbuild, not even the slightest, it's just an average half crafter,combat,explorer character.
I am alone, don't have a strong gang which backs me up. And still I don't have problems with them. How it comes?

(http://www.falloutnow.de/fn/Smileys/retro/emot-iiam.gif)

Those critters aren't just there to provide you loot and xp. One should give a good fight.
Only thing I can understand which is annoying when they have a too long range and you get shot while escaping.



Oh, and don't post "+1" posts, I delete them.

No offense, but that post is laughable.
Alright sure npc's are meant to give a good fight. The problem is. you mention loot. What loot? They drop 80% smg's/Hunting rifles/pistols
Which are worth what? 100-200 caps in a shop? And the xp? they give you what? 80-120 xp? Instead of risking your life. Go to brahmin square near NCR. encounter a pack of brahmin and get the same loot and xp without risking your life and a fight which lasts a less than 2 minutes.

The fun thing is. They are still easy to kill for powerbuilds or people with some caps to spend on gear with a few friends. Instead of buffing raiders which low level people/non PB train on.
Buff the good stuff instead. Being a lvl21 PB is actually boring since there is no challenge exept PvP and TC.
Buff those high tier NPC's. It doesn't have to be in form of hp.
A quick example. How does one kill a BoS patrol? simple shoot their arms. and voila no weapon. How does one solve this? Simple give them a ripper/.223 pistol as backup. now you have to cripple both arms!
To much loot? no, because they are more difficult to kill and thus should give a bigger reward.
There are many small things which could improve PvE so much really.
Title: Re: Npc's and their critical chance.
Post by: kraskish on June 12, 2010, 05:39:22 pm
I barely see that "everyone else" has these problems here.

I dont know if you were reading my post before. Not everyone knows about this forum. And its not a national tragedy because you can avoid some encounters in some places, my only remark is that they're badly placed. I dont want to fight them sometimes I go beyond NCR and all of a sudden rogues with AR burst or marauders burst or 2 shots per round + crit its enough for me to get nearly killed 78hp (lvl 9 ok but still)

Not true. If equipped with mid tier stuff it isn't that much of a problem. Ofcourse it's no powerbuild and I don't fight against muties or so, but I am fine with PvE.

Of course all the beginners or crafters wear mid tier for crafting/mining/ hunting scorpions bearing in mind NCR is a startplace for many people.



They aren't invisible.

How about introducing some sneaking encounters for the people willing to survive more adventures?

So is they're critical chance. It could be slight a bit lower, ok. But still - they aren't just cannon fodder, PvE should be same challenging as PvP. Only thing, which I said in the previous post also - one should have a chance to escape those encounters.

PvE when you think of creatures is done well, humanoids however are badass there, where they shouldnt like NCR

It doesn't change the fact that it's just a oneliner and adds nothing to the topic.

I totally agreed with Mickelh139, zones would be good. Making badass humanoid encounters autoatacking you with a burst is just not appropriate when you hunt for scorpions (again NCR, but you wont tell everyone from NCR to leave)


I COUNTED 7 people for changes in this thread (concerning their str) 1 person for their loot change and 3 against changes of strenght. So tell me barelly youre in minority? wooooooot
Title: Re: Npc's and their critical chance.
Post by: Surf on June 12, 2010, 05:56:13 pm
No offense, really, but sometimes I can understand some people saying that they "hate" NCR.  :-\
Many people think this is the "starter town" which it is not. There is no "starter town". Even in the nearer surrounding there are other towns offering the same possibilities as NCR. But, yeh...

I dont know if you were reading my post before. Not everyone knows about this forum. And its not a national tragedy because you can avoid some encounters in some places, my only remark is that they're badly placed. I dont want to fight them sometimes I go beyond NCR and all of a sudden rogues with AR burst or marauders burst or 2 shots per round + crit its enough for me to get nearly killed 78hp (lvl 9 ok but still)

Of course all the beginners or crafters wear mid tier for crafting/mining/ hunting scorpions bearing in mind NCR is a startplace for many people.

As said above, NCR is not the only town to live. Of course in the surrounding area of other towns also Robbers, Marauders etc. dwell and it's just natural. Some outlaws are always waiting at the outskirts of populated towns, it happens even in Real Life too. So I don't see a "badly placed" here.

PvE when you think of creatures is done well, humanoids however are badass there, where they shouldnt like NCR

Most of the creatures are way too easy to kill, even with lower levels. (see the easily killable molerats with almost every eyeshot an instakill etc.) And why should NPC humans be so much weaker then Player Character? As said, they aren't just canon fodder.

Title: Re: Npc's and their critical chance.
Post by: kraskish on June 12, 2010, 06:24:45 pm
No offense, really, but sometimes I can understand some people saying that they "hate" NCR.  :-\
Many people think this is the "starter town" which it is not. There is no "starter town". Even in the nearer surrounding there are other towns offering the same possibilities as NCR. But, yeh...

The thing is people start from somewhere. Ok, if there should be an easy area Id say NCR. why? it has the most players. Think. Players who are human, invite friends whatever. Guess what? Most of them are in NCR! Yep, even if you deny this and say that should prepare for harsheness of wasteland theres one thing you forgot, namely, supposingly they're starting in NCR, they try to get their first 10 brahmin hides, then comes mining. Of course during that they're pked a lot around the NCR because of number of players. OK. You cant change that. Just sometimes when they exp. on scorpions, they can encounter marauders which in my experience can appear all over around NCR, well bad for them PWNT again. Too high hp, range + crits.

I see that your point youd like to see the game without any new players at all? Because while my char is lvl 9 which is decent, I get angry, and reading this post not only me. As someone said (think Ved) the marauders were balanced well before because you could fight them back (they were running to you so you could escape without losses).

Groene Appel said that they are not worth the effort to kill them. Yep, as a matter of fact, bearing in mind their vicinity to NCR "beginner" area, mixing them with pks and those marauders youre pretty owned by the system at the start! Not telling that there should be some encouragement for the new players. Oh we dont want them... The idea is to place them somewhere else, maybe to the right side of the map above and below vault 15, and maybe introducing some melee characters or spears like slavers in klamath. Molerats are ok, in fact they're far better - you can escape without attacking. My point is, however that marauders being badly placed are too strong for their occurrence now. If Id like to shot them it should be some more remote place. you can switch them with molerats if you ask me :P

As said above, NCR is not the only town to live. Of course in the surrounding area of other towns also Robbers, Marauders etc. dwell and it's just natural. Some outlaws are always waiting at the outskirts of populated towns, it happens even in Real Life too. So I don't see a "badly placed" here.

As above.

Most of the creatures are way too easy to kill, even with lower levels. (see the easily killable molerats with almost every eyeshot an instakill etc.) And why should NPC humans be so much weaker then Player Character? As said, they aren't just canon fodder.

Id like the easy killable molerats to be in a low level area which is somehow NCR. New players are weaker than everything. If someone says some NPC are too weak make some are as I said, maybe near vault 13 with some badass 200-300 hp :P SOme people will hunt them, like on BoS
Title: Re: Npc's and their critical chance.
Post by: Solar on June 12, 2010, 06:30:18 pm
I've skipped most of the flame here, so this may have been said before, but this is probably due to getting them in a hard region. The difficulties of regions are currently leftover from a time when these played no role in NPC strength, so NPC dificulty can be quite random around the map for the time being.
Title: Re: Npc's and their critical chance.
Post by: Michaelh139 on June 12, 2010, 06:38:25 pm
I've skipped most of the flame here, so this may have been said before, but this is probably due to getting them in a hard region. The difficulties of regions are currently leftover from a time when these played no role in NPC strength, so NPC dificulty can be quite random around the map for the time being.
And when will this be fixed/updated?    *crosses fingers*
Title: Re: Npc's and their critical chance.
Post by: GroeneAppel on June 12, 2010, 06:43:31 pm
I've skipped most of the flame here, so this may have been said before, but this is probably due to getting them in a hard region. The difficulties of regions are currently leftover from a time when these played no role in NPC strength, so NPC dificulty can be quite random around the map for the time being.

Well that's good enough for me!
Is there an estimated time on when it will be updated? or will it be ready when it's ready?
Title: Re: Npc's and their critical chance.
Post by: Michaelh139 on June 12, 2010, 06:54:19 pm
Hope to god its soon.... I was wearing Leather armor, using combat shotgun, and I was killed by 5 Trappers, knife, 3 spears, and one sharpened spear, in (No i'm dead serious) 5 seconds I was knocked out and -5 hitpoints.  I only did 13 damage to the Trapper female I bursted.  What the fuck.................
Title: Re: Npc's and their critical chance.
Post by: Kardia on June 12, 2010, 06:58:34 pm
They are still laughable in combat, but yep, bob is right, a good step in the right direction.

I wouldnt call it laughable when they kill me in couple turns with shotgun and some low tier pistol
when i have over 70 hp (yeah not much but im not high lvl) and metal armor while i also had 2x toughnes.

Of course people who have combat armor etc and lvl 21 may not have problems, but 9CH slaver chars for example are quite frail at start
and starters may have to try hunt them in bluesuit and mauser at worst which is now practically impossible, when i was bluesuited
and using my slaver to try get some tent guards i was more or less 1 shot by lonely slaver even though i tried to instantly run away.

JUST because well geared high lvls may not have problems with them doesnt mean its all good, and fighting for their loot is bit silly also.
As someone already mentioned they give crappy equipment, but some people may actually use them or sell them.
I actually use mauser and shotgun still so i hunt ammo or new shottys from those npcs sometimes.

If everything is balanced with high leveled and well geared people + powerbuilds in mind its just gonna kill the creativity even more, and soon people
need more alts because jack of all trade characters will become agony to level from scrap with no funding.

Also not everyone can just go to tent and pull out new Sniper rifle/flamer/assault rifle etc when they die, some have to slowly craft and sell stuff or hunt brahmins for ages trying to dodge pkers just so they can get gear which they will also lose some minutes later when they get 1-3 shot by LOW tier
npcs with low tier weapons, they use those crappy weapons better than some mid lvl SG characters!

*edit* yeah michael, imagine how i manage trying to get some slaves with desert eagle and leather jacket...
PS* if my post is somehow messy its because i just returned from hellish work so do excuse typos and such
Title: Re: Npc's and their critical chance.
Post by: kraskish on June 12, 2010, 07:24:20 pm
Hope to god its soon.... I was wearing Leather armor, using combat shotgun, and I was killed by 5 Trappers, knife, 3 spears, and one sharpened spear, in (No i'm dead serious) 5 seconds I was knocked out and -5 hitpoints.  I only did 13 damage to the Trapper female I bursted.  What the fuck.................

wow. lol xD

thats why I play turn based xD. Im glad theres some plan about it :)
Title: Re: Npc's and their critical chance.
Post by: Solar on June 12, 2010, 07:35:05 pm
Hm, things such as the Trappers should only be doing aimed shots about half the time anyway and don't have better crits.
Title: Re: Npc's and their critical chance.
Post by: Michaelh139 on June 12, 2010, 07:42:48 pm
Hm, things such as the Trappers should only be doing aimed shots about half the time anyway and don't have better crits.
I was critically hit several times.  I'll mention a few.

You were critically hit once in the head and knocked down.
Your were critically hit in the head for 41 hitpoints knocked out and had your armor bypassed. (only fifth hit)
You were critically hit in the arm for 2 points and dropped your weapon.
You were critically hit head for 4 points and knocked down.
You critically hit in the head for 32 hitpoints, knocked out, and had your armor bypassed (only the 8th hit)
You were critically hit for 6th points (12th hit)
You were critically hit for 4 points and knocked down.
You were critically hit in the head for 18 hitpoints and killed.


I didn't mention noncritical hits but about half of the hit i took were criticals mentioned.  and this all happened in approximately 8-10 seconds.

135 hp, 7 END, leather armor. wtfoo man?
Title: Re: Npc's and their critical chance.
Post by: Kardia on June 12, 2010, 07:45:53 pm
Hmm dont know if you read it but its quite bad on many npcs, mentioned it few times but guess ill repeat (not flame or anything)
was hunting raiders/robbers with my char that has toughness x2 , about 70-78 hp and i had leather armor on raider run and metal on robber.

On raiders i got both of my legs crippled and about 70-80% (crude guess) of their hits were criticals, also i was knocked down multiple times and
both of them were just using spears (mauser one was busy with molerats)

On robbers 2 of them killed me with pistol (magnum maybe) and shotgun (regular or sawed off) in couple rounds even with metal armor,
all hits were criticals as far as i remember, and i got the knocked out and knocked down twice during that match.
They aimed nearly constantly on body parts so the criticals hurt badly.

*edit* i cant explain it in as good details as michael since it happened before work, and the work more or less drained me out of all energy so cant focus enough
to give better details of it.
Title: Re: Npc's and their critical chance.
Post by: kraskish on June 12, 2010, 07:47:10 pm
just when out to mine and pwnt xD 78hp vs 2 marauders. 78hp bluesuit here, 7PE 6EN L6 12 AP turn based

 3 crits as "hello" + head lol wut

(http://img535.imageshack.us/img535/8246/screen12062010194057.th.jpg) (http://img535.imageshack.us/i/screen12062010194057.jpg/)

Id rather die to PK at least he would have my gear, but like now I feel just frustrated. I wont go mining in BA..... nah (its near ncr mining point)
Title: Re: Npc's and their critical chance.
Post by: Michaelh139 on June 12, 2010, 08:31:33 pm
I just had a breakthrough....

Maybe.. now since this only happened since update...   Maybe it has something to do with the Militia upgrades.  I think that when they uber upgraded militia they either "on purpose" or "on accident"  actually uber upgrading frikkin everything, now the npcs are as powerfull as militia only difference is a certain hp cap, and an extreme critical chance raise.

Does this not make sense?  He said the strengths of npcs are now random and militia strengths and weaknesses have always been random.

                                                    
CONNECTED
Title: Re: Npc's and their critical chance.
Post by: corosive on June 12, 2010, 10:47:58 pm
hmmmm its starting to sound like i am definately going to need that "Dodger Perk" ....
Title: Re: Npc's and their critical chance.
Post by: philipos on June 12, 2010, 11:36:01 pm
They should have thermic google too...
this afternoon my char in sneak (123) spawned at  the limit of his assault riffle range and see 2 raiders. no risk, he immediatly run away (Silent Running) at the opposite direction (real time). Blam, head shot for 38 hp. Blam, criticall in the groin and knock down.... they finished me easily after that.

En 6, LK 6 and wearing metal mk2 armor (i had nothing else but my weapons/bullets so i shouldn't have a big malus for my sneak ). I really don't understand how it's possible to die like that against raiders. (do they have 10 in every SPECIAL and all the good perks ?)
it's not the 1st time i see too much critical but this time with the sneak and the distance i though i could run safely away.
Title: Re: Npc's and their critical chance.
Post by: kraskish on June 12, 2010, 11:50:01 pm
They should have thermic google too...
this afternoon my char in sneak (123) spawned at  the limit of his assault riffle range and see 2 raiders. no risk, he immediatly run away (Silent Running) at the opposite direction (real time). Blam, head shot for 38 hp. Blam, criticall in the groin and knock down.... they finished me easily after that.

En 6, LK 6 and wearing metal mk2 armor (i had nothing else but my weapons/bullets so i shouldn't have a big malus for my sneak ). I really don't understand how it's possible to die like that against raiders. (do they have 10 in every SPECIAL and all the good perks ?)
it's not the 1st time i see too much critical but this time with the sneak and the distance i though i could run safely away.

Yep its pretty funny when you meet marauders they kill you like a noob :D with about 20dmg per shot from 10mm smg single shots (2 shots per round), knocks out and knock back. I have 12 AP but still cant run out of their range when the screen loads. They come some steps and crit and either will I miss the round or have half of AP and again ... sometimes I survive... and rogues yep, though its "better" the rogue bursts from AR for like 40-60dmg wooooot but then with my 12 ap Im beyond his range (thank god)


EDIT:

(http://img94.imageshack.us/img94/9739/screen13062010005950.th.jpg) (http://img94.imageshack.us/i/screen13062010005950.jpg/)

Lol xD

Title: Re: Npc's and their critical chance.
Post by: mentant on June 13, 2010, 10:46:04 am

I'm back after few weeks and I see NPC mobs with more hps and bigger numbers. That's already a lot change in difficulty level. I mean 4 crazies with 54 hp vs 6 crazies with 94. Same thing with robbers and highwaymen. What's the point of those stupid criticals? Make us just lay down and wait for respawn?


They are still laughable in combat, but yep, bob is right, a good step in the right direction.

Sorry, but is BDSM your "direction"? It's already pretty harshy out there. I don't mind being steamrolled by enclave, bos, unity, SF caravan ... but not by every junky raider. Please reconsider this.
Title: Re: Npc's and their critical chance.
Post by: Solar on June 13, 2010, 11:41:45 am
I'm back after few weeks and I see NPC mobs with more hps and bigger numbers. That's already a lot change in difficulty level. I mean 4 crazies with 54 hp vs 6 crazies with 94. Same thing with robbers and highwaymen. What's the point of those stupid criticals? Make us just lay down and wait for respawn?


Sorry, but is BDSM your "direction"? It's already pretty harshy out there. I don't mind being steamrolled by enclave, bos, unity, SF caravan ... but not by every junky raider. Please reconsider this.

I've skipped most of the flame here, so this may have been said before, but this is probably due to getting them in a hard region. The difficulties of regions are currently leftover from a time when these played no role in NPC strength, so NPC dificulty can be quite random around the map for the time being.

Title: Re: Npc's and their critical chance.
Post by: Dylan Fraser on June 13, 2010, 12:01:17 pm
I agree.  Especially with Ghoul Crazies.  Every NPC aims for the head and gets a crit 1/5 times, knocking you out.
Title: Re: Npc's and their critical chance.
Post by: Kardia on June 13, 2010, 12:50:23 pm
more often than 1/5 , think i got critted like 4/5 times atleast by some npcs.
Title: Re: Npc's and their critical chance.
Post by: Aricvomit on June 13, 2010, 12:54:35 pm
solar this isnt a random thing, this is an increase in critical chane for critters i have been fighting for over a month, its not due to region unless something new was implemented, it seems like you have a hard time believing any of us.
Title: Re: Npc's and their critical chance.
Post by: Michaelh139 on June 13, 2010, 06:26:17 pm
solar this isnt a random thing, this is an increase in critical chane for critters i have been fighting for over a month, its not due to region unless something new was implemented, it seems like you have a hard time believing any of us.
Its only happened very recently too, since last update.

But to be honest I'm tired of fighting, they obviously aren't listening and are obviously not going to change anything except make them even more impossible for Loners to beat so I guess we're just fucked.  (Probably due to the fact that they've never tried loner characters and all use powerbuilds ingame to rape everything that moves e.g.  9999hp Solar.) 

Have a good orgy guys...

But a few questions.  Have you guys ever actually PLAYED the game?  I mean without simply pumping your character full of exp and caps on the moment of creation.  Start out as newbie and work your way up?  No powerbuilds......  And if you have or did, its not very easy is it?  And when all that work is wasted just because some people with ultimate control decide to fuck up the game for everyone by making loner life impossible wouldn't you be pretty pissed off?
Title: Re: Npc's and their critical chance.
Post by: Surf on June 13, 2010, 06:31:30 pm
You are playing a beta, Micheal. :) I always wonder how can people expect a fully developed, "fair" game when they are actually playing a beta.

And yes, all the developers actually don't even play, of course they never tried to make a "normal" character.  ::)
Title: Re: Npc's and their critical chance.
Post by: Michaelh139 on June 13, 2010, 06:37:33 pm
You are playing a beta, Micheal. :) I always wonder how can people expect a fully developed, "fair" game when they are actually playing a beta.

And yes, all the developers actually don't even play, of course they never tried to make a "normal" character.  ::)
So they never even test the game for themselves....   YEAH! That makes perfect sense!  No wonder our lives are such hell after some updates!  They don't know how hard it is for normal characters AT ALL!  >.>
Title: Re: Npc's and their critical chance.
Post by: Surf on June 13, 2010, 06:39:01 pm
Maybe you missed it, but that was sarcasm. I thought it was obvious enough that maybe developers tend to play their own games from time to time. Anyway, back to topic now.
Title: Re: Npc's and their critical chance.
Post by: Michaelh139 on June 13, 2010, 06:41:24 pm
Npc's critical chances are OP and this needs to be lowered dramatically.  We already have enough evidence and complaints etc....

Good enough no?
Title: Re: Npc's and their critical chance.
Post by: kraskish on June 13, 2010, 07:33:54 pm
I think the topic should be closed. Solar said devs' position in the topic :) Successfully good one for players!
Title: Re: Npc's and their critical chance.
Post by: Atom on June 13, 2010, 07:35:19 pm
This should clear a few things:

1. The changes did not happen on the last update (even this thread predates the changelog), and not even on the previous one, but on 29.05,
Quote from: AHS-9
- Began reworking of npc levelling, zones difficulty and exp formula. Changes will be gradually introduced in subsequent updates.
No change has been applied since then.

2. Right now, the NPC levelling based on zone difficulty is implemented, but the encounters (and said difficulty ratings) are carried over from the old files and do not match the intended final version. They were left alone for the time being though, as they provide useful data (every encounter and even every attack and its result is being logged) and the difficulties vary enough so that there are zones where levelling does not affect critters at all (in fact, in some zones they are slightly weaker than before).
This was already noted before:
Quote from: Solar
I've skipped most of the flame here, so this may have been said before, but this is probably due to getting them in a hard region. The difficulties of regions are currently leftover from a time when these played no role in NPC strength, so NPC dificulty can be quite random around the map for the time being.

3. Worldmap encounters data is undergoing a complete rework since more than a week ago. First draft that will go public is expected to be completed quite soon and will be reason enough to update the server.

4. NPCs critical chances did not change, but with higer skills they will tend to do more aimed shots. An Intelligence check is also made to determine how often they will try it.

5. Point 3 is fundamental for this discussion.

Technically, the topic could be closed right now, however it might be good to keep it open for feedback after the reworked worldmap is put on the public server.
Title: Re: Npc's and their critical chance.
Post by: kraskish on June 13, 2010, 07:47:00 pm
Ok, so what about NCR area (I know it most by far) its ok when you encounter pks and scorpions while you mine (or any other mine area, if it applies) and suddendly badass marauders... I mean I encounter them 30/70 with scorpions while going to mine at NCR mine site... they're too strong for the place or is it a feature? well nice feature then... The thing is maybe Id like their intelligence if I could got away from it, there should be some way not to get hit by them first, I have 7PE and marauders with 10mm start first and take about 20-25 dmg per shot about 40-50 per one marauder! Its just ludicrous that they appear near mine site which supposed to be safe and also that you cant run from them (12 AP) knocking down and knocking down... its just grieving not pleasurable..... Id like to see them in area more adjusted for them or weaker in NCR area and lesser PE (maybe 6) ...
Title: Re: Npc's and their critical chance.
Post by: JovankaB on June 13, 2010, 07:50:06 pm
Ok, so what about NCR area (I know it most by far) its ok when you encounter pks and scorpions while you mine (or any other mine area, if it applies) and suddendly badass marauders... I mean I encounter them 30/70 with scorpions while going to mine at NCR mine site... they're too strong for the place or is it a feature? well nice feature then... The thing is maybe Id like their intelligence if I could got away from it, there should be some way not to get hit by them first, I have 7PE and marauders with 10mm start first and take about 20-25 dmg per shot about 40-50 per one marauder! Its just ludicrous that they appear near mine site which supposed to be safe and also that you cant run from them (12 AP) knocking down and knocking down... its just grieving not pleasurable..... Id like to see them in area more adjusted for them or weaker in NCR area and lesser PE (maybe 6) ...

You can use Junktown mine. No marauders and a lot less PKs in surrounding tiles.
Title: Re: Npc's and their critical chance.
Post by: kraskish on June 13, 2010, 09:50:02 pm
You can use Junktown mine. No marauders and a lot less PKs in surrounding tiles.

As in this thread its not my personal problem I know that I can resettle, just the most populus town - NCR - most of them dont, as I said before its a starting point for many players... the biggest number of players there invite the most new players to the game... unless you dont want them, thats a good strategy

Oh ok Im really fed up with posting to balance things and defend some people who are starting with the game....... Everyone is either lvl 21 or narrow-minded not to see that the game is not only directed for lvl 21's with good gear (sorry for lang.)
Title: Re: Npc's and their critical chance.
Post by: Solar on June 14, 2010, 01:39:36 pm
solar this isnt a random thing, this is an increase in critical chane for critters i have been fighting for over a month, its not due to region unless something new was implemented, it seems like you have a hard time believing any of us.

Being in a higher difficulty increases their skills, increases in their skills, resulting in them being able to aim shots from further away where before they would not shoot at all or miss or not try an aimed shot. So it may well appear that their critical chance has increased, but its just that they are better NPCs all round meaning that their old critical chance is more fully used.

As said, I'm working on these new encounters, its just a rather large job, so will take a few days until even the first version is ready to be used. After which a lot more work will be needed ontop of all that too. These things take time unfortunatly.
Title: Re: Npc's and their critical chance.
Post by: Michaelh139 on June 14, 2010, 06:05:49 pm
Being in a higher difficulty increases their skills, increases in their skills, resulting in them being able to aim shots from further away where before they would not shoot at all or miss or not try an aimed shot. So it may well appear that their critical chance has increased, but its just that they are better NPCs all round meaning that their old critical chance is more fully used.

As said, I'm working on these new encounters, its just a rather large job, so will take a few days until even the first version is ready to be used. After which a lot more work will be needed ontop of all that too. These things take time unfortunatly.

Can you give us a somewhat brief description of the difficulty zones?  Is it like North is for newbs and south for Uberz powabuilz, or vice versa?
Title: Re: Npc's and their critical chance.
Post by: Kardia on June 14, 2010, 06:50:49 pm
Ohh now i get it, sorry for impatience. Thought it was some bigger bug so seeing people shrug it off kind
of built frustration, but as it is an incomplete feature there is no point in further ranting untill its complete and implemented fully.

It does sound good though, especially if there will be increased rewards in hunting on hard zone compared to low zone (like better weapons on
enemies) or increased exp or something. Good luck with it, i cant wait to see how it will be like when its ready  ;)
Title: Re: Npc's and their critical chance.
Post by: Michaelh139 on June 25, 2010, 02:59:30 am
Update:  Crazies are now actually killable,

Their hp is now only 60, and afaik they don't do godly crits anymore.... Or is it just my trained mercs kill them so fast they dont have a chance?

Either way the toughness is now feasible.
Title: Re: Npc's and their critical chance.
Post by: Roachor on June 25, 2010, 03:58:15 am
Update:  Crazies are now actually killable,

Their hp is now only 60, and afaik they don't do godly crits anymore.... Or is it just my trained mercs kill them so fast they dont have a chance?

Either way the toughness is now feasible.

I had 5 crazies almost kill a rocket mutant, I was lucky got out with 30/356 hp
Title: Re: Npc's and their critical chance.
Post by: Michaelh139 on June 25, 2010, 04:04:15 am
I had 5 crazies almost kill a rocket mutant, I was lucky got out with 30/356 hp
Yeah but thats a rocket mutant, its like blow one up costs 5-6 ap? reload 3 ap? blow another one, you shoulda used a minigun one, besides, mutants rnt the best to use on snipers...  A better tactic would be to use melee (HUMAN) mercs.
Title: Re: Npc's and their critical chance.
Post by: Ganado on June 25, 2010, 04:13:03 am
Ghouls are still a lot harder now. I use my unarmed character to simply disarm them before that crazy ghoul bursts me for over 100 HP (with 2x toughness) with the Assault Rifle (non-critical shot). They still get a good 1-range burst critical and kill me every once in a while.

Ghoul Scavengers on the other hand are very funny. 12 will crowd around me and continue to try to attack me from all six directions for No-damage criticals, but then they cripple every single one of my limps and eyes, and i have 10 EN, so crippling should be at a minimum. Scavs are easy with anyone with Toughness though.
Title: Re: Npc's and their critical chance.
Post by: Roachor on June 25, 2010, 04:27:50 am
Yeah but thats a rocket mutant, its like blow one up costs 5-6 ap? reload 3 ap? blow another one, you shoulda used a minigun one, besides, mutants rnt the best to use on snipers...  A better tactic would be to use melee (HUMAN) mercs.

I had just bought it in bh
Title: Re: Npc's and their critical chance.
Post by: Michaelh139 on June 25, 2010, 04:35:16 am
I had just bought it in bh
Ok so?
 
Fresh of the line isnt better....
Title: Re: Npc's and their critical chance.
Post by: Roachor on June 25, 2010, 04:36:49 am
Ok so?
 
Fresh of the line isnt better....

Obviously I'm not going to go farming ghouls with a rocket merc, I had no intention of getting into that encounter.
Title: Re: Npc's and their critical chance.
Post by: Michaelh139 on June 25, 2010, 04:39:25 am
Obviously I'm not going to go farming ghouls with a rocket merc, I had no intention of getting into that encounter.
oh ok i get you now, but if so why not just run?
Title: Re: Npc's and their critical chance.
Post by: kraskish on June 27, 2010, 03:19:38 pm
Ok, another one. Now I had 8Agi 8PE and 8L I encountered 2 raiders with 2 ARs. I got the first turn and left in the opposite direction but its nothing for them, they just burst the *** of you :D. Insta death encounters are griefing me a lot, and probably not only me


IMG
(http://img709.imageshack.us/img709/2850/screen25062010183301.th.jpg) (http://img709.imageshack.us/i/screen25062010183301.jpg/)
Title: Re: Npc's and their critical chance.
Post by: Lil Jesus on June 27, 2010, 04:10:30 pm
when game was made specially being "solo wanderer" (with maybe one-few partners NPCs like K-9 and Lenny, etc). FOnline turned into massive faction warzone, and so devs always make updates to give some more challenge for factions, BUT solos.. they suffer even more.... faction rises, gets challenges more, solo people suffer much much more, and all that shit happens all over again into worse, and someday this game will have requirement & guide like "start char specifically to destroying things or healing your mates, then as soon as possible, join best faction you got chance with". omg. so i guess soon this game wont have solo wanderers, just huge factions with huge guns trying to take control of all towns... blah. if game would be free for all (no factions). completely nerfed all "teams/bases" off, i bet it would be hellava wasteland, just like the WASTELAND.... not some Iraq with US Army against Iraq terrorists shit.

i know people still would stick together, but it wouldnt be so easy anymore. oh and namecolorizing to make unable to work ^^ then it would be such a hell.
Title: Re: Npc's and their critical chance.
Post by: corosive on June 27, 2010, 10:17:55 pm
hey people, these npcs in the wastes are getting lil tuff il agree but its things like sharpened spears getting criticials on a level 18 player with brotherhood armour on that makes the anger rise! These raiders with spears can barely hit me for more then 5 hp but they can easily cripple my arms, legs or eyes.... that is pretty messed up.... the other day I got into a fight with abunch of raiders right, i was geared up to the max, got my arm crippled then knocked out about 5 times in a row by a chick with a mohawk and a sharpened spear... I eventually got up and killed the raiders taking about 50 hp in total from the fight + a cripple limp.... Is it just me or did that situation make completely no sense? I am wearing the best armour you can craft and I get my arm crippled by a chick with a spear? come on... that's retarded... Its one thing that npc's get lucky with guns sure thats realistic but if your wearing some bad-ass armour that bullets can barely penetrate then why the heck should a spear be way more effective on that armour then bullets?

Low level melee items that the npc's wield shouldn't cause so many critical hits, bullets on the other hand should, expecially those 5mm AP rounds. Rippers are well a diferent story lol. I got hit by a ripper taking 114 damage to my brthr armour  and blinding me, it was a big lol cuz it left me with 24 hp but i survived and got myself some rippers but that was intense and left me wondering should rippers do that much damage? Or should Npc's do that much damage? 

So my whole point is to lower the amount of critical chances the shitty npcs have at crippling your character who has the best armour in the game...
Title: Re: Npc's and their critical chance.
Post by: Michaelh139 on June 27, 2010, 10:54:14 pm
:/, I haven't been experiencing this problem much anymore but I guess the reports still stand to the earlier conclusion.
Title: Re: Npc's and their critical chance.
Post by: OhShi on June 27, 2010, 11:01:56 pm
got single shotted by an AR ghoul for 187 hp. no screenshot cos i ragequit too fast
Title: Re: Npc's and their critical chance.
Post by: Kardia on June 28, 2010, 04:47:06 am
Haha i had interesting encounter also, i had brotherhood armor and 4 mercs with me all in good gear (3 snipers 1 super sledge) and
i was killed by bandits in cave. Think the one who critted me had like combat shotgun, and single shot critted me for 66 dmg and knocked me out.
After that one bandit with ripper got close to me also and couple rounds later i died.

During past 2 days ive lost like 100k i bet, but ohh well no matter. When i dont get unlucky and get critted to death i can pretty much farm anything
except BoS and Enclave patrols (remnants are bit tough also, mostly a matter of taking down the rocket mutie.
Title: Re: Npc's and their critical chance.
Post by: corosive on June 28, 2010, 10:25:49 pm
Haha i had interesting encounter also, i had brotherhood armor and 4 mercs with me all in good gear (3 snipers 1 super sledge) and
i was killed by bandits in cave. Think the one who critted me had like combat shotgun, and single shot critted me for 66 dmg and knocked me out.
After that one bandit with ripper got close to me also and couple rounds later i died.

During past 2 days ive lost like 100k i bet, but ohh well no matter. When i dont get unlucky and get critted to death i can pretty much farm anything
except BoS and Enclave patrols (remnants are bit tough also, mostly a matter of taking down the rocket mutie.

lol isn't the wasteland harsh ?    this happened to me yesterday too lol i was killing people in reno with my crappy armour and guns on, got a hefty amount of loot too. went to my tent but got into an encounter, they werent hostile but there was a cave, so i run thru it with real time combat on (forgetting that its on). dont find anything until i get to the very end of the cave, much to my surprise theres a red condom on the ground, wow i thought, an empty cave with a condom in it... hmm normally that means theres people here... well thank god im in turn based... so all of a sudden i piss my pants when i realize i forgot to heal myself and switch combat to turn based. two raiders come running at me armed with combat shotguns... i kill the first one only to be killed by the next one, big lol... they didnt seem to do THAT much damage in general but their criticals are still pretty painful... maybe lower their luck by 1-2 ? or critical chance by ... 2%
Title: Re: Npc's and their critical chance.
Post by: kraskish on June 29, 2010, 10:00:08 am
As for me, the range is the biggest problem, I play turn based and even if I have higher sequence than raiders/rogues I cant escape with bluesuit, its almost everytime instakill and dont tell me to wear armors to mine... thats silly, also, even marauders near populous NCR will burst you and the distance seems not to bother them, they do about 50-60 dmg per one with 10mm, well now having higher sequence than them I survive more often but those ARs are insane... 2 rogues with ARs = instakill (low tier armors).

And of course Im not hunting them :p
Title: Re: Npc's and their critical chance.
Post by: Michaelh139 on July 12, 2010, 11:54:18 pm
You encounter: Raiders.
17:50:44 • You were critically hit in the groin for 7 hit points, knocked out and knocked down.
17:50:45 • You were hit in the head for 4 hit points.
17:50:46 • You were hit for 2 hit points.
17:50:46 • You were hit in the groin for 1 hit point.
17:50:48 • You were critically hit for 3 hit points.
17:50:49 • You were hit for 3 hit points.
17:50:49 • You were hit in the left arm for 5 hit points.
17:50:49 • You were hit for 1 hit point.
17:50:51 • You were critically hit in the left arm for 5 hit points and your weapon dropped.
17:50:53 • You were hit for 3 hit points.
17:50:53 • You were critically hit in the left leg for 4 hit points and knocked down.
17:50:53 • You were hit for no damage.
17:50:55 • You were hit for no damage.
17:50:57 • You were hit for 4 hit points.
17:50:57 • Raider missed.
17:50:57 • You were critically hit for 4 hit points.
17:50:58 • You were hit for 4 hit points.
17:51:00 • You gained 34 Current Hit Points.
17:51:00 • You see Stimpak.
17:51:01 • You were hit for 3 hit points.
17:51:01 • You were hit in the groin for no damage.
17:51:02 • You were hit for 5 hit points.
17:51:02 • You were hit for 1 hit point.
17:51:03 • You gained 25 Current Hit Points.
17:51:04 • You were hit for 5 hit points.
17:51:04 • You were hit for 3 hit points.
17:51:05 • You were hit for 3 hit points.
17:51:06 • You were hit for 6 hit points.
17:51:08 • You were hit for 3 hit points.
17:51:09 • You were critically hit for 8 hit points and knocked down.
17:51:09 • You were hit for no damage.
17:51:09 • You were hit for 1 hit point.
17:51:12 • You were hit for 4 hit points.
17:51:12 • You were critically hit in the groin for no damage, knocked out and knocked down.
17:51:14 • You were hit for 3 hit points.
17:51:15 • You were critically hit in the right leg for 9 hit points, knocked out, knocked down and crippled your right leg.
17:51:16 • You were hit in the groin for 3 hit points.
17:51:17 • Raider missed.
17:51:19 • You were hit for 2 hit points.
17:51:20 • You were hit for 4 hit points.
17:51:20 • You were hit for 3 hit points.
17:51:21 • You were critically hit in the head for 19 hit points and knocked down.
17:51:23 • You were hit for 4 hit points.
17:51:23 • You were hit for 1 hit point.
17:51:24 • You were hit for 4 hit points.
17:51:25 • You were hit for no damage.
17:51:26 • You were critically hit in the groin for 4 hit points, knocked out and knocked down.
17:51:27 • You were critically hit in the head for 8 hit points.
17:51:27 • You were hit for 5 hit points.
17:51:29 • Raider missed.
17:51:30 • You were hit for 3 hit points.
17:51:32 • You were hit for 1 hit point.
17:51:32 • You were hit for 2 hit points.
17:51:33 • You were hit in the groin for 5 hit points.
17:51:34 • You were hit for 4 hit points.
17:51:36 • You were hit for no damage.
17:51:36 • You were hit for 2 hit points.
17:51:36 • You were hit for 3 hit points.
17:51:38 • You were hit for 3 hit points.
17:51:39 • You were hit for 3 hit points.
17:51:39 • You were critically hit in the right arm for 10 hit points and your weapon dropped.
17:51:40 • You were critically hit in the right leg for 1 hit point and knocked down.
17:51:41 • You were hit for 1 hit point and were killed.


I had Metal mk2 on and I never got a shot off.
Anyone else find this unnerving?
Title: Re: Npc's and their critical chance.
Post by: gordulan on July 20, 2010, 04:04:03 pm
bump we go up, the NPCs really need a  criticals nerf, the sheer ammount of bloody crits one gets hit with is laughable, it's as though they have a base chance of 50% to crit, and an 80% chance to cripple a limb, got blinded, both arms busted up, and one leg broken in a fight with slavers, and that was after I easily dispatched the deagle dude.
Title: Re: Npc's and their critical chance.
Post by: kraskish on July 20, 2010, 05:46:14 pm
bump we go up, the NPCs really need a  criticals nerf, the sheer ammount of bloody crits one gets hit with is laughable, it's as though they have a base chance of 50% to crit, and an 80% chance to cripple a limb, got blinded, both arms busted up, and one leg broken in a fight with slavers, and that was after I easily dispatched the deagle dude.

range nerf as well. You cant escape from raiders with ARs without getting pierced like a cheese. Even if you have bigger sequence and 10AP you still get hit, I mean, its the most deadliest encounter for me. You can defend, escape from anything but not raiders
Title: Re: Npc's and their critical chance.
Post by: Michaelh139 on July 20, 2010, 07:10:14 pm
As for me, the range is the biggest problem, I play turn based and even if I have higher sequence than raiders/rogues I cant escape with bluesuit, its almost everytime instakill and dont tell me to wear armors to mine... thats silly, also, even marauders near populous NCR will burst you and the distance seems not to bother them, they do about 50-60 dmg per one with 10mm, well now having higher sequence than them I survive more often but those ARs are insane... 2 rogues with ARs = instakill (low tier armors).

And of course Im not hunting them :p
God I wish I could frikkin enslave these guys xD.

I'd be "UBER SLAVER!"
Title: Re: Npc's and their critical chance.
Post by: gordulan on July 20, 2010, 09:58:01 pm
in TB they're fucking easy to escape from, never got swiss cheesed, even when I alt-tabbed into the glowy fonline...

God I wish I could frikkin enslave these guys xD.

I'd be "UBER SLAVER!"

you can enslave them, but only when you meet them in caves, it is the same critter, but carries a 14mm pistol , and can be enslavedm give him a 10mm SMG and you're all set, had an army of em Prewipe, you may have seen my prewipe tent, with all my gang-banger-homies, and by captain in metal-armour
Title: Re: Npc's and their critical chance.
Post by: Michaelh139 on July 20, 2010, 10:27:55 pm
in TB they're fucking easy to escape from, never got swiss cheesed, even when I alt-tabbed into the glowy fonline...

you can enslave them, but only when you meet them in caves, it is the same critter, but carries a 14mm pistol , and can be enslavedm give him a 10mm SMG and you're all set, had an army of em Prewipe, you may have seen my prewipe tent, with all my gang-banger-homies, and by captain in metal-armour
What are they called in the cave?  Mercenary? Raider?
Title: Re: Npc's and their critical chance.
Post by: gordulan on July 20, 2010, 10:30:37 pm
marauder, or was it bandit?, but they are with raiders
Title: Re: Npc's and their critical chance.
Post by: Michaelh139 on July 20, 2010, 10:31:32 pm
marauder, but they are with raiders
Its ONLY the marauder skinned one?  Awwww....
Title: Re: Npc's and their critical chance.
Post by: gordulan on July 20, 2010, 10:58:57 pm
never really tried to enslave the females, their skills are always lower than that of their male counterparts, but I'm certain you can't enslave the Balddudes, I'd love to have a "cassidy" at my tent.