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Other => FOnline:2238 Forum => Archives => Suggestions => Topic started by: TwistedIndoctrine on August 26, 2010, 04:58:49 pm

Title: Life Giver Perks
Post by: TwistedIndoctrine on August 26, 2010, 04:58:49 pm
Problem 1: Level 12 and 15's perks are no brainers - take life giver. There's really no choice AT ALL if you want to maximize your effectiveness, take those perks or you're gimping yourself

Problem 2: Occupying two perks slots with pre-defined  choices eliminates character customization which is important for both RPG's and MMO's in general. No brainer perks are an anathema to the ideal of customization.

Problem 3: Combat is too fast, in part due to low hit point levels compared to damage output.

Proposed Solution: Life giver, both ranks given for free at those levels, or at other levels. Thus freeing up more perks for actually player choices and customizations.

Considerations: if the perks are given earlier for free (say you get one rank of life giver at five and another at 7 for example) then hit points end up considerably higher thus throttling combat speed down effectively as a result (bluntly people need to shoot eachother more). The exact level they're aloted at can be tweaked at will by the developers until an ideal medium is met between combat pace and hit point values. Or if current status quo is desired then simply alot them for free at level 12 and 15 as they are now, without occupying character perk slots - the key is allowing more customization while removing the danger of new players ignorant of what are hands down the most effective scaling perks in the game period missing them.

If a perk is "Must have" due to its effectiveness it's no longer a perk so much as a requisite. It's boring having to pick the two perks at those two levels to max out your dude, and it doesn't have to be nor should it be absolutely damning if you do not. Removing the perks entirely is WAY too heavy handed a treatment as people barely live very long in combat as it is, with them; that would do nothing to address the problem of combat being just too fast paced for any real strategy at times. But leaving them in as they are seems counter intuitive to the fun of roleplaying games: customization and fun.


Thoughts?
Title: Re: Life Giver Perks
Post by: RavenousRat on August 26, 2010, 05:03:55 pm
(40+28)/2=34 HP.
Just make each rank Lifegiver give 34 HP when take it.
Title: Re: Life Giver Perks
Post by: Ned Logan on August 26, 2010, 05:04:13 pm
I think these perks should be removed and instead every char should have 40 more hp on the start, no matter what stats.
It would balance the builds a bit more, not speeding up the fights too.
Title: Re: Life Giver Perks
Post by: Surf on August 26, 2010, 05:06:01 pm
If you give them out for free you can aswell just remove them - it would be the same.
So - bad idea. And I dont know where youve heard that these are must have perks. I only have one character with one lifegiver and I am fine with it.
Title: Re: Life Giver Perks
Post by: LeMark on August 26, 2010, 05:07:08 pm
It is false, we take LifeGiver lvl 12, but not lvl 15, execpt for tank BG/ PLAMSMA REFLE / GRENADER.
Title: Re: Life Giver Perks
Post by: avv on August 26, 2010, 05:30:37 pm
Oh we're wading through the thickest soup of imbalance here.

Basically the fact that choosing certain perks, stats and skills can make you significantly more powerful at fighting than someone who doesn't pick them is one of the biggest fails a multiplayer game can do. That's why in every multiplayer game where levels or unlocks exist, they only provide more options so that players can specialize in something they like most. It doesn't mean that they become more powerful for choosing all options geared towards their favourite playing style, their gameplay is just geared more towards that activity. For example a fps game could provide sniper-fan more scopes or rifles designed for differend ranges. A rts game would provide more defensive structure options for players that want to play more defensively.
 
Fonline obviously fails in this matter. We have it like this: player decides to become sniper. He becomes super powerful sniper that cannot do anything else.
Title: Re: Life Giver Perks
Post by: Killy on August 26, 2010, 05:32:05 pm

Problem 3: Combat is too fast, in part due to low hit point levels compared to damage output.


Thoughts?


armors are shit ? no matter what u have on it doesnt help too much, devs want to balance weapon and at the same time they dont balance armors, bypasses, critical hits
Title: Re: Life Giver Perks
Post by: Hydro on August 26, 2010, 05:39:51 pm

armors are shit ? no matter what u have on it doesnt help too much, devs want to balance weapon and at the same time they dont balance armors, bypasses, critical hits
Especially tesla/metal armor vs. laser rifle, yes they are shit ;)
Title: Re: Life Giver Perks
Post by: Crazy on August 26, 2010, 05:54:16 pm
Bypasses happen pretty often.
Title: Re: Life Giver Perks
Post by: Solar on August 26, 2010, 06:10:49 pm
Quote
the same time they dont balance ... critical hits

Who said this?  :-\

Bypasses are no problem ... DPS from a sniper is still below what a burst is capable of when you factor bypasses in 

Knockdowns/outs on the other hand...
Title: Re: Life Giver Perks
Post by: avv on August 26, 2010, 06:18:21 pm
Who said this?  :-\

Bypasses are no problem ... DPS from a sniper is still below what a burst is capable of when you factor bypasses in 

Knockdowns/outs on the other hand...

You know Solar dps in this game is a bit weird factor. That's because we have characters whose hp ammounts vary significantly. Secondly we got factors that can dramatically increase or decrease the dps. Someone can do 10 damage with a weapon which someone else deals 100 dmg. Most used weapons deal even so big damage in the first strike that there's no need to even discuss dps because the opponent is dead.

In fps games dps is easier to visualize when everyone has around the same hp and there are no perks like bonus ranged damage or living anatomy. Same with rts games.
Title: Re: Life Giver Perks
Post by: Killy on August 27, 2010, 01:02:27 am
Solar what are u talking about, dude u want to tell me that a laser rifle that uses 1 mfc per shoot ( laser is 500-700 caps) is  just a bit weaker than an avenger burst ( avenger 8k + 1 burst 300-500 caps depends if u buy ammo from players or craft urself )
game's mechanics is broken and u dont even get it, u have super expensive stuff that uses tons of ammo ( i mean im sick of gathering and crafting 5mm just to shoot a few times ) and that gun is 5-10% better than cheap laser rifle, all u need is a ew build ( ofcz its up to perks, critical hits and critical tabels, broken arms eyes, do u know that in turn base battle blue guy with bb gun can kill a guy with an avenger wearing  ca:bh, 1 broken arm and the guy is useless, then legs and thats it, no doc, nothing, the same during real time combat, if someone breaks ur arm with any kind of rifle ( sniper, laser, assault ) u can only use ur doc skill once, u will not be able to do it again b/c the battle will be already finished.


when u think about a gun think about everything, critical hits, breaking arms or eyes, price of the weapon, price of its ammo, how it works against cheap and expensive armors, there is so many factors
it all looks the same, u brought sneak back b/c u wanted remove town prewiev and creat a new scout proffesion, and again u didnt think about 100 other things that will be changed
Title: Re: Life Giver Perks
Post by: Surf on August 27, 2010, 01:10:05 am
You probably don't understand that these types of guns you mention are supposed to be more rare then usual Small Guns Stuff. Not everyone in Original Fallout was running around in Big Gunners Stuff. Thats why its more hard to craft. But I agree that Energy Weapons Stuff should be equal hard.
Title: Re: Life Giver Perks
Post by: Killy on August 27, 2010, 01:19:47 am
what i mean is u have the tree of guns and armors, some of them are really cheap like laser rifles ( 1 laser rifle is 700 caps max )
and u have weapons which uses almost 700 caps each time they shoot, HOW do u want to balance them and forget the pirce of the gun?

every sniper rifle is as good as critical tabels let it be, and no matter what u say, the expensive gun must be atealst 10 times better than the cheaper one, and dont forget full loot, u can lose laser rifles every day few times, try to do it with avengers and 5 mm ammo, people complain they say bad big guners they killed me and looted my 10 mm pistol, they dont know how much time and effort crafting all that stuff takes

Title: Re: Life Giver Perks
Post by: Haraldx on August 27, 2010, 08:51:12 am
Problem 3: Combat is too fast, in part due to low hit point levels compared to damage output.
Play TB... well, unless you want to TC. Anyway, I think it is good - all fallout shootouts are fast , not even looking at Fallout tactics. In Fallout tactics RT - ZOMG, THE SPEED! And its realistic, I don't think you can stand up being hit like with 60 bullets of minigun and then be hit in the eye by a sniper with high penetration and all would happen - you just fall off your feet and have some scars and scratches.

Back to topic - Hell no!!! Then, what is the use of this perk as a perk? If you want slower fights and all that, why don't we just increase the health of all players right at the start of char registration? Why don't we boost Llife giver, making it give more health? Your suggestion is absolutely faulty.
Title: Re: Life Giver Perks
Post by: kraskish on August 27, 2010, 09:18:32 am
You probably don't understand that these types of guns you mention are supposed to be more rare then usual Small Guns Stuff. Not everyone in Original Fallout was running around in Big Gunners Stuff. Thats why its more hard to craft. But I agree that Energy Weapons Stuff should be equal hard.

I just love the overwhelming aura of making this game more tribal for the loss of casual, non-fanatic players who wont waste so much time to get those weapons and will die because SG is easy. I dont get this idea of eternal punishment of every aspect of the game. Game only loses on variety.

Up to the topic - wasteland is harsh. Instead of this whole free HP lifegiver armors could get a little boost or not since recently encounter went down
Title: Re: Life Giver Perks
Post by: avv on August 27, 2010, 01:30:12 pm
Up to the topic - wasteland is harsh. Instead of this whole free HP lifegiver armors could get a little boost or not since recently encounter went down

This thread has nothing to do with armors. Buffing armors wouldn't solve the fact that players are strongly encouraged to take certain perks if they want to pvp regularly and win.
Title: Re: Life Giver Perks
Post by: DonGizmo on August 27, 2010, 01:32:53 pm
well, i think that life givver perks works perfectley. no need to rework it. i will rather focus on another perks, that dont have purpose in fonline
Title: Re: Life Giver Perks
Post by: Solar on August 27, 2010, 02:17:09 pm
Once upon a time I thought balancing via cost would work. Turns out players would prefer to pay the extra and moan about it, rather than use the weapons that were -10% or whatever.

Weapons cost were changed only to compress the difference in price for the highest tier and the lower ones, to reduce the amount of time it took to get the highest tier. They've not really been changed to reflect the power of the weapon as these haven't been settled yet.
Title: Re: Life Giver Perks
Post by: avv on August 27, 2010, 06:31:12 pm
well, i think that life givver perks works perfectley. no need to rework it. i will rather focus on another perks, that dont have purpose in fonline

Then you'd have to think how strong back or smoothtalker could somehow contribute to pvp effectiveness.
Title: Re: Life Giver Perks
Post by: Wichura on August 27, 2010, 07:01:46 pm
Then you'd have to think how strong back or smoothtalker could somehow contribute to pvp effectiveness.
That's easy - the best looter-char needs at least 100 kg carry weight, so ... :>

How about pathfinders? I can't imagine playing without this perk doubled, why not save one perk ...
Are there any plans for nerfing/improving them anyway? I pray for no changes, but it's better to ask.
Title: Re: Life Giver Perks
Post by: DonGizmo on August 27, 2010, 07:10:52 pm
That's easy - the best looter-char needs at least 100 kg carry weight, so ... :>

How about pathfinders? I can't imagine playing without this perk doubled, why not save one perk ...
Are there any plans for nerfing/improving them anyway? I pray for no changes, but it's better to ask.

 Try TLA.. Double pathfinder in 2238 is like Formula 1 in TLA :)
Title: Life Giver Perks
Post by: randomizr on August 29, 2010, 01:55:19 am
Greetings guys

I'm anxious to post up some recent images, but I'm wondering how long it usually takes for a Life Membership to be activated?

Peace
Peter