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Other => FOnline:2238 Forum => Archives => General Game Discussion => Topic started by: Tommy Lau on August 31, 2010, 11:57:20 pm
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Pathfinder increases map movement speed by 25%
Considering we move like a snail, will pathfinder really help?
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I have one pathfinder. Didn't help much.
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As Parawooz said, it doesnt help that much.
Buy a car instead.
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Yeah, and let it get stolen :/
are they cheaper now?
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Yeah, and let it get stolen :/
are they cheaper now?
They're the same price as mercs depending on quality now.
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As cars became an essential feature of the game, are you (devs) planing to implement more car sellers in the Wasteland ?
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I have 2 pathfinder perk and I go like a turtle, maybe first I was like a lazy turtle, but I cannot see the difference, it 's working?
I have 177 outdoor, the skill modify the speed? I was thinking to raise it to 202 , I must raise it to 300?
Merged. ~Surf
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I suggest a parking lot!!!!
pay parking fee!
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I suggest a parking lot!!!!
pay parking fee!
There's two already, one at the gas station (west of reno) and one at Hinkley.
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I have 110 OD and double pathfinder and have ~ the speed i had for the wipe, while I agree that the speed reduction went a little bit too far, it's manageable (especially when you play windowed and watch stuff while you travel :p)
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i need some special tools to repair car, or just supertoolkit ?
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so now pathfinder is the most useless perk in the game , yes?
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(http://www.frigginrandom.com/wp-content/uploads/2009/01/crying-baby.jpg)
Yes, that's me when I've noticed that.
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I have 2 pathfinder perk and I go like a turtle, maybe first I was like a lazy turtle, but I cannot see the difference, it 's working?
I have 177 outdoor, the skill modify the speed? I was thinking to raise it to 202 , I must raise it to 300?
Merged. ~Surf
I have 2 pathfinder perk also.
feet were cut off players.
I am disappointed by the unavailing spending of perks.
with that speed which now exists for them they are not actual.
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I like the reduced traveling speed, before wipe you traveled so fast that you didint have time to enjoy the beaty and harshness of the wasteland ;)
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I like the reduced traveling speed, before wipe you traveled so fast that you didint have time to enjoy the beaty and harshness of the wasteland ;)
now you and your fellow-travellers will become grey and decrepit while will pass all map:((
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I like the reduced traveling speed, before wipe you traveled so fast that you didint have time to enjoy the beaty and harshness of the wasteland
I would agree with you if there was more interesting random maps :) (with houses, farms, npc with dialogues, etc.)
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Sure yeah, beauty and harshness. You still got hit with encounters. It just didn't take you an HOUR to get from Vault City to NCR. Also cars isn't a bad idea except the cheap one has no trunk, 1 person carry. And I still haven't heard back from Devs on whether or not they can be stolen by some Lockpicker with a corn cob up his A!@#. Also how long do they remain visible on the world map if left there [out of fuel, KILLED by the hundreds of INSANE encounters.] I don't know if the more expensive ones have trunks either. Was never worth buying before, and barely creeping up the worth it scale atm. The world map travel time is WAY more of a hindrance than it is a chance to "see" the world.
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Personally I'd like to see the 2 pathfinder perks together at least increase speed to pre-wipe speed without those perks.
The current speeds prevents a lot of people from traveling and they therefore stay in the same area.
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would you rather go from San Fran to Los Angeles in 1 minute? I'm not saying we need 100% realism because we don't. But we need to stay as close to it as it's possible without taking the joy out of the game. what we need now is, as Pozzo said, more diverse encounters to make traveling more interesting. For me, these first few days after wipe are the best time because getting anywhere is dangerous, you shoot like a drunk 4 year old and you don't have a tent yet so you're risking everything you got. After you build a tent it doasnt feel the same anymore.
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Yeah say that after Tommy and his pal PK you twice taking everything you have. I'm not saying let's make world map travel warp speed but SOMETHINGS gotta change.
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I'm just curious what would someone say if he had to go to defend Modoc from TC while he was hunting near Glow ^^.
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Aint gonna happen betty, the system will "force" TC people to have 5 combat alts, fully equipped over every single TCable town, realism, yes, anti-alt, no fockin way matey... Hopefully the speed alterations will be scrapped or improved in a way that wil not hinder out ability to hunt and prevent us from travelling through high-risk areas, there really was no real reason to buff enemies & killing map movement without taking into the account lowbies and loners, technically it ought to be more available for that, unfortunately I'm considering moving to TLA temporarily while some issues like this get sorted out...
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Trokanis, maybe you should change hunting alone to traveling in a group. pm me if you need company it's much safer. I played 5 hours since wipe and I was dieing constantly until I joined a group and havent died since. now i have jacket, shotgun and 10mm pistol and just need 1 more hide for tent. This game doasnt get any better than this :D
sorry for offtopic
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Also makes getting to location specific events an issue aswell when your all the way across the other side or don't have a car.
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I would agree with you if there was more interesting random maps :) (with houses, farms, npc with dialogues, etc.)
Aye, that would actually be nice.
Map speed is fine.
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With no intent to belittle the effort it takes to program and plan things. Map speed is sadly not ok. Let alone fine. At least with the combination of much higher lvl mobs in areas very close to towns, and encounters with other players increased by such a high amount.
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Encounters round guarded towns (except VC) should be as low as they can go. Ie 0 level difficulty.
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Is San Fransisco considered guarded or not? If not then I understand more of a reason why there are such higher end mobs there. And just now 5 different encounters between NCR and it's Mine. 2 of which had PCs.
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Encounters round guarded towns (except VC and SF) should be as low as they can go. Ie 0 level difficulty.
Thats what I said, honest.
NCR, Junktown, Hub have easy encounters. VC is a little bit harder and SF is the other side of the "very" hard region ... itself being a hard region.
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about encounters -First, fix the encounters with invisible barriers
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Trokanis, maybe you should change hunting alone to traveling in a group. pm me if you need company it's much safer. I played 5 hours since wipe and I was dieing constantly until I joined a group and havent died since. now i have jacket, shotgun and 10mm pistol and just need 1 more hide for tent. This game doasnt get any better than this :D
sorry for offtopic
Well! Finnaly! I see multiplayerism in that. If players start to form grops for PvE and exping this "screwing up the whole game" is best update done. I hope more people start behaving like Vindict.
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I like the slow map speed, but it does need to be countered with buying passage with caravans and an expanded train route. And more garages/rest stops to refuel your car - pay caps for a full tank rather than buying batteries.
My complaint is that right now quests require a fair bit of travelling; very few are self contained. Basic quests like the jerky deliveries are now pathetically underpaid in bothcaps/xp.
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I like the idea of team work. Finding trustworthy people... Some more comprehensive abilities to help us travel though, wouldn't hurt. More train routes, verification on cars and how safe they truly are to own. Bigger boost on Pathfinder?
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Aye, that would actually be nice.
Map speed is fine.
Come on, Solar. Moving at 2-3 pixels per second is insane. At first I thought it was a joke the devs played on us.
I cannot believe the tenacity that people who play at this speed have 0_0
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Cars help a lot, especially since they've been made much cheaper.
But I agree, the map speed is ridiculously slow. Half of my friends ragequitted the game because they got frustated with the movement speed, coupled with other issues (getting one-shotted by marauders near NCR, interrupted every 3 pixels by an encounter etcetc.)
If the devs want to keep this speed, at least decrease the encounter- rate.
A small speedboost would still be nice though... or a buff on the Pathfinder- perk.
E: What is the reasoning behind the movement- speed decrease anyway? Was it ever an issue in the first place?
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Cars help a lot, especially since they've been made much cheaper.
But I agree, the map speed is ridiculously slow. Half of my friends ragequitted the game because they got frustated with the movement speed, coupled with other issues (getting one-shotted by marauders near NCR, interrupted every 3 pixels by an encounter etcetc.)
If the devs want to keep this speed, at least decrease the encounter- rate.
A small speedboost would still be nice though... or a buff on the Pathfinder- perk.
E: What is the reasoning behind the movement- speed decrease anyway? Was it ever an issue in the first place?
I am on the verge myself. I was told by the encounter dev that being around guarded towns like NCR should be safe. Well least I'm not the only one losing it all around guarded lawful towns.
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I am on the verge myself. I was told by the encounter dev that being around guarded towns like NCR should be safe. Well least I'm not the only one losing it all around guarded lawful towns.
Eh, that dev shoud re-check his statement. NCR is surrounded by marauder- encounters, and with the recent SMG buff, marauders can pretty much just instakill you from a fair distance (12-14 hexes or so) on early levels. (I have no idea if this is intended)
This probly wont be an issue for an end-game character, but early on (where it matters the most imo) it can be quite a joykill.
The Hub and junktown are safe tho. Nothing worse than raiders there for beginners, only real threat are other players (which is just part of the game)
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Encounters will soon get reworked.
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The encounters near hub and junktown with players may be part of the game, but are currently so frequent that you might as well be going up against ticked off Hubologists on pre-wipe jet.
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the map speed travel needs ot be at least what it was pre wipe. with the new changes to cars however they can still be a viable means of transportation now - before there was such a rick of losing it to a lockpicker its much better now that they can be parked in the waste
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If parked in the waste they can be encountered by a Wastelander, and because of the current non-car travel speed the chances of this happening are increased by a large amount. I spent 2 days getting that verified and Surf Solar finally did in another thread.
http://fodev.net/forum/index.php?topic=8656.15;topicseen
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I like the slow map speed, but it does need to be countered with buying passage with caravans ...
That makes sense.
Speed should be faster than walking alone, but slower than cars.
Perhaps there should be some requirements like a minimum level (3-5) or 3 CH to talk to the caravan leader.
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Marauders were a little hard. I've decreased the chance of the SMGs showing up.
As for speed, at 20% outdoors I was moving 1 square per 25 seconds. Outdoors at 50% its about 12 seconds. This would correspond to 1 encounter per square or 2 squares. Obviously this will increase as the skill goes higher.
It is no bad thing to require a) decent outdoors b) a decent outdoors on your group leader c) a car and (if I ever remember to get this done) d) increasing dog's outdoors so buying a dog merc gives you the ability to move round. Even a boost for outdoors given by the motion sensor is an option.
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bought buggy, life is great ;D
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Still needs work as seen in this post.
http://fodev.net/forum/index.php?topic=8677.15;topicseen
They're still hitting encounters quite often in one square even with OD.
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An other problem with the low speed on world map, concerning caravans : for now you have to water the brahmin at every 2 squares. Not really important, but quite annoying.
Do you plan to change this ?
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Also the percentage on dmg on car is increasing too much, drive 2 min in buggy and its almost 100% already, hummer is little slower but same problem there
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I guess upkeep should indeed decrease in relation to the new prices.
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let me see, the speed of a persone when walking is about 3-4KM/h, a tile is about 1/4 KM and teh game time is x20 faster than normal time,so the speed we have now on WM is the same speed we got in RL acording to the scales
so,teh distance to NCR and Hub is about 20 KM(let's say) whit 100 outdoorsmen befor the wipe we whoud have arived in about 20 ingame minutes(1 min in RL)
so the slower moving speed is more acordan to realisem
mesaje a.k.a.: you whant more realism? you got it
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i thoroughly enjoy the new size of the world map. city squares are like vacuums now, and ive got to clean the vacuums out :D
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nothings better than slow walk speed coupled with a fucking encounter every 2 pixels
(https://i.imgur.com/3sjeH.jpg)
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As for me (general notions):
- slow speed is cool. The wasteland has grown sooooooo big since I've been here for the last time. I cannot say anything about pathfinder, 'coz I don't use it.
- yeah, more interesting encounters is a must do 8) Why not make some little random quests in the wasteland, like the one in the starting area?
- a bit too many encounters. It really screws up the casual/starting players who are screwed as always anyway. Now they are screwedx2 I, personnaly, am just a bit irritated by the number of times I have to run away with my lvl3 char to travel a few hexes. Lower this or provide more means of transport (as mentioned, caravans could be cool, do not need to be super speed, but safer!
-still to many vs encounters. It is damn irritating to get that loading again just to see a little scrawny scorpion being whacked by the NCR patrol in 0.5 sec. Besides, these vs encounters are an easy (FAR too easy and exploit-like) way of getting xp and gear - got my first 10mm smg on accidental meeting on lvl1 (NCR vs mauruders; smg thug hasn't been looted by them), got my second 10mm smg on accidental meeting on lvl2 (NCR vs mauruders; I grabbed smg and ran away), got my third 10mm smg on accidental meeting on lvl3 (NCR vs mauruders; smg thug hasn't been looted by them again!) And I played in total for like 3 or 4 hours.. I won't mentioned the "finish off those almost dead critters fighting each other and get heck a lot of xp for nothing" 'coz it was said like thousands times already.
You should be always asked about non-hostile encounters (without any xp) simply because there is no difference between ticking "NO" and leaving the neutral area (only a waste of time).
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nothings better than slow walk speed coupled with a fucking encounter every 2 pixels
When I asked how character level affects encounters, Izual said lvl does nothing with that, but when I was 1st-3rd level I had what you have on screen all the time, sometimes I didn't even move 1 pixel, because I simply clicked on world map and instantly had an encounter without even moving and sometimes even more than 2 times in a row, so I had like 3 encounters on the same pixel of world map, but after 10th-11th level I could easily go from Hub to Vault 13 with only 1-2 encounters, and now I have them really rare, so I'm really happy that I didn't tagged outdoorsman and spent 0 skill points on it, on 1st level I had 22% outdoorsman, now I have the same 22% outdoorsman, but it working strangely better.
Also I have 2nd level alt with almost the same outdoorsman (~20-26 or 28) and he has encounters everywhere, so probably it's just real life luck, but for me character level makes encounters more rare, no, I'm not talking about avoiding them, I'm talking about encounters frequency only, avoiding still the same... with 22% outdoorsman it's a bit rarely, but gives alot XP, so as for me, I still can't find a reason to tag and raise this skill, only if you're taxi-type character, I'm happy with my 22% outdoorsman now, so I simply don't need it, also since wipe I never used TB fight, and really... RT even better than TB, because only few critters running at the same speed as player, and about shooters.. it's not that hard really, just don't run, shoot and stand at the same place and you'll be happy + fights much faster, after wipe I lvling on mutated molerats even faster than pre-wipe because of RT, so right now outdoorsman useless, only again... if you're leader build and simply don't want to spawn on every encounter with whole party.
Edit:
Also forgot to say that I painting stars and other strange figures with red dots on world map on mutated molerats squares, it means that I spending most time on wold map than encounters.. and yes, I have only 22% outdoorsman and 14th level. While my 2nd level alt got these damned encounters almost every pixel, from Hub to Junktown mine he usually have from 6 to 10 encounters, if I'll do that with my main he'll have from 0 to 1 may be 2, but both have the same outdoorsman %, alt may be have even more % on few.
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You're weird ravenous, I have the 21 lvl since 3 days (32 outdoors) and sometimes I have an encounter each pixel, and sometimes not, exactly like when I was lvl 1.
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You're weird ravenous, I have the 21 lvl since 3 days (32 outdoors) and sometimes I have an encounter each pixel, and sometimes not, exactly like when I was lvl 1.
Then it's real life luck, I'm good in encounters, but bad with laser pistol, because miss every second shot with 95% to hit. ^_^
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Consider checking the Cars thread, they seem to be working hard to make cars much more usable. However travel speed/encounters involving PC's is still troublesome. Is there a different table for that?
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Personally as a new player I dont mind the speed at all.
I have tagged outdoorsman and hence I am at about 50% on it while being lvl 2. If my speed will increase as I increase it then all the better.
Frankly speaking slow speed makes sense to me since as a new player I try not to venture to far away from Shady Sands and the surrounding areas. I guess thats what trains are for when you are still new.
From the point of realism... er... who the heck cares about realism? We are playing a post-apocalyptic world were on one hand you eat lizards and on the other you have laser guns and there are cows with 2 heads walking about. So realism is of no real concern the way I see it.
So people walk faster eh? "Background radiation has mutated the human gene into giving increased speed" tadah! In 2 seconds I found a (rather silly sure) explanation. Give it a day and get me a biology book and I can right you a page for it.
As for the encounters... I think that since the wipe they did drop down a little bit I think. The first post wipe days I would indeed have that 2-3 encounters per hex occuring. Now ussually one, max two but thats rare.
As for the diffuclty of the encounters, thats another matter. IMHO around civilised-guarded cities the 8 surrounding tiles to a city should NOT contain anything but animal encounters, patrols and players and very rarely raiders/slavers. I find it hard to think of the wiki entry about NCR army, rangers and police forces and then meet well armed mauraders next to the city.
In the 16 hexes around the first circle I would expect once again animals, patrols,players the occasional raider/slaver and on extremely rare occasions marauders.
After that its fair game for anything walking about.
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So I'm a die hard loner slaver. I've always like to venture the wastes - scavenge, craft, catch some poor AI souls, trade. Now it's pretty much impossible... :(
Here's my question:
Do mercs/slaves occupy a place in car? (never had one .. guess why).
If yes than what's my option to travel faster with 5 slaves? Buy a goddam bus? Before the wipe, to help my self I used male trappers high outdoorsman skill. But that's like 100% only. Does 176% / 202% increase travel speed to some bearable levels?
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Does 176% / 202% increase travel speed to some bearable levels?
No
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Personally as a new player I dont mind the speed at all.
I have tagged outdoorsman and hence I am at about 50% on it while being lvl 2. If my speed will increase as I increase it then all the better.
Frankly speaking slow speed makes sense to me since as a new player I try not to venture to far away from Shady Sands and the surrounding areas. I guess thats what trains are for when you are still new.
From the point of realism... er... who the heck cares about realism? We are playing a post-apocalyptic world were on one hand you eat lizards and on the other you have laser guns and there are cows with 2 heads walking about. So realism is of no real concern the way I see it.
So people walk faster eh? "Background radiation has mutated the human gene into giving increased speed" tadah! In 2 seconds I found a (rather silly sure) explanation. Give it a day and get me a biology book and I can right you a page for it.
As for the encounters... I think that since the wipe they did drop down a little bit I think. The first post wipe days I would indeed have that 2-3 encounters per hex occuring. Now ussually one, max two but thats rare.
As for the diffuclty of the encounters, thats another matter. IMHO around civilised-guarded cities the 8 surrounding tiles to a city should NOT contain anything but animal encounters, patrols and players and very rarely raiders/slavers. I find it hard to think of the wiki entry about NCR army, rangers and police forces and then meet well armed mauraders next to the city.
In the 16 hexes around the first circle I would expect once again animals, patrols,players the occasional raider/slaver and on extremely rare occasions marauders.
After that its fair game for anything walking about.
your speed does NOT increase when you increase outdoorsman.
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Then not only does the Wiki need to be updated. But I think that might be a mistake in the post-wipe systems. I don't remember reading in the changelog that they were taking that feature of OD out of it.
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your speed does NOT increase when you increase outdoorsman.
It does. Slightly, but it does.
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it cant be very much, because my char has 150 and it its more noticible when I take pathfinder than from 20-150 in outdoors
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About 100% outdoorsman is ALL you need now thankfully, you can bypass 90% encounters so the I if you ask me that makes up for the travel speed....
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181% outdoor no path finder VS 210% outdoor +2x pathfinder
location NCR to V13 no enc.
Result:
181% no pathfinder = 56.9 sec
210% +2xpathfinder = 53.3 sec
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181% outdoor no path finder VS 210% outdoor +2x pathfinder
location NCR to V13 no enc.
Result:
181% no pathfinder = 56.9 sec
210% +2xpathfinder = 53.3 sec
This is ridiculous. With two perks the time should be like 25 seconds.
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+50% speed from two perks would imply you halve the first number to get the second one, not arbitrarily subtract a number :O
seems like the devs might need to take a look at how pathfinder is working
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If I have 180% Outdoorsman, then take 2x Pathfinder, will I have the same map speed end-result as:
if I have 100% Outdoorsman, then take 2x Pathfinder, then raise skill to 180%?
Will both scenarios give me same WM-speed in the end? If not, which situation will give me a higher speed?
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I would say it doesn't matter when you take pathfinder and that the reduced speed is based upon your outdoorsman.
I don't know, but that makes the most sense to me.
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I don't care about travel speed in worldmap.
I got time to spend.
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+50% speed from two perks would imply you halve the first number to get the second one, not arbitrarily subtract a number :O
seems like the devs might need to take a look at how pathfinder is working
Pathfinder has never worked like this. Its always been a modification of the base rate, with outdoors bonus applied on top.
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Either way, I'd say the bonus of a few seconds is embarrassingly awful.