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Other => FOnline:2238 Forum => Archives => Suggestions => Topic started by: Mudguts on October 02, 2010, 05:48:23 pm

Title: Epic suggestions
Post by: Mudguts on October 02, 2010, 05:48:23 pm
Here are some of my ideas!

Reputationon for player factions.
Large player factions with 10+ members should have REP same as NPC factions. It would not necessarily have to be visible in the karma list.
If a persons rep with the player faction went too high/low, they would automatically be marked red or green for members of that faction.
If members of the faction add someone to their redlist or greenlist manually, it could raise or lower that persons rep with the entire faction.
If a player kills someone from a faction, thier rep would lower. If they trade with a person in the faction it would raise, etc.

The large player factions should also have a shared REP with NPC factions. Then say, for example the player faction was vilified by NCR rangers - when 3 or more members of the player faction were hunting together in a group there would be a small chance of NCR rangers ambushing them.
Stuff like that would be awesome for discouraging incessant farming of NPC factions :D

NPC crafters.
To help lower the need for solo players to make a billion alts just to craft stuff and to generally reduce horror, there should be NPC crafters who would craft your items for you if you bring them the mats. The fee could be dynamic like with mercs etc, it increases the more work the crafter gets.

Proper economy driven by supply and demand.
Simple enough to implement, and would hopefully balance itself after some testing and tweaking.
Have a global variable for the price of each useful type of item. (not like rubber boots and iguana sticks and that crap)
Every time X amount of an item is sold to a trader, the global price of that item would go down slightly.
Every time X amount of item is bought from a trader, the global price goes up slightly.
This would totally revolutionise the economy and make the entire game far better as a whole, imporving many many aspects of the game.

NPC faction salesmen.
There could be a special chest in a factions base that holds loot for sale.
If the faction leader hires/enslaves an NPC salesman, the salesman could be put in any town/area and act as a trader for the faction, with his inventory being the stuff in the special chest.
Combine this with the supply and demand economy above, and you get awesome.

Player Factions travelling in groups
If there is X+ (say 3+) members of a player faction travelling together, people who encounter them should get the message "You encounter [Players faction name] patrol" or "You encounter [Players faction name] caravan" if they have a brahmin cart, etc.

PA
Ultra rare PA etc, but unrepairable without paying an NPC to do it for mega huge prices.
Pa should be a part of the game, they exist in the fallout universe. However they should not be craftable by players and cost 100k or more. Also once they break once, they cannot be repaired for less than 70% or so of the origional cost.

Stealing horror
Thievery is an important part of the game, but grifers and thief trolls are horror.
REP should go down a LOT in the town whenever you're caught stealing, or if you kill a protected person with rep > -300 in that town.
This will put a limit on the amount of regular stealing and kill stealing a player can do in a single town before becoming unprotect or getting shot by guards.

Jail time for thieves.
If someone steals enough to get vilified and shot by guards in a town, they should respawn in jail for an ingame week.

Grenade launcher
Nuff said.

Poison weapons
This would make antidotes useful and add a new element to HtH and thrown piecing weapons.
Needler too.

Old roads
The map could have old roads in the high traffic areas linking towns. These would give you a slightly faster movement speed, but be balanced out by the risk of PKs camping them waiting for travellers to kill.

Bank interest rates should rely on how many caravans get through to other towns daily.
I'm not sure how bank interest rates work at the moment, but i think it would be cool if it was related to how many trade caravans had been killed that day. If the caravans were epically raided that day, the economy would grow less and keep the interest rates down.
This would be especially good when caravan guarding missions are available for players.

Crafting horror.
Allow crafting of basic items in groups of 5 and 10, but add a small cooldown for even basic items like gunpowder.
This will remove the need for a billion clicks to make basic mats, while also stopping mega farmers by adding a small cooldown.

Cave bases.
Since caves are everywhere, when a player finds a cave map they should be allowed to take it over as a base instead of having a tent. Instead of having 10 hides in thier inv, they could have mats that represent what would be needed in a cave base. Metal parts, wood, a tool, etc. to make lockers and stills etc.
The downside of doing this instead of buying a cave would be that poeple could encounter your cave on the WM. You know that would be awesome :D

City tile faction base with buildings
A lot of city tile maps are pretty sweet, a cheap faction base would be awesome.
Maybe just a regular city map one with a little basement with a few lockers etc.

Guarded town raids.
The raiding of guarded towns WOULD happen, that's why there are guards.
There should be an incentive for large factions to attempt to attack guarded towns, this would add a whole new element.
The battle would of course be mega epic and only very large groups could attempt to attack the good towns.
A simple loot chest in the rear of the town that is only openable when all the guards are dead would do the trick.

Combination locks
For anything that can be locked in a regualr way. same as key lock but less horror.
The whole key thing is kind of a pain in the ass. Simple combination locks would be super awesome.

The cheapest vehicle should be a bike. fuel efficient, durable, mad maxian. Wtf is that cockroach shit.

Digital radios.
A better type of radio that can encrypt the signal and needs a passcode to decode the messages, radio could still be captured with the passcode entered though.
Maybe you need some energy skills and EP to craft the digital radio?

Intergrated shoutcast players on radio stations for streaming music
Nuff said

Following
How close behind someone you have to be to leave the map with them should be extended by high OD.
Sneak following should also be allowed, keeping a person off the group list of the person they are following, depending mostly on OD but also a little on sneak.
Something like this would be awesome :D

I'll note down any more that i have ;)
Title: Re: Epic suggestions
Post by: borse on October 02, 2010, 07:31:25 pm
Sneak following would result in lots of grief.
Title: Re: Epic suggestions
Post by: kraskish on October 02, 2010, 07:47:23 pm
Yeah I approve of those suggestions, except PA, its should be 200-300k, 100k is doable in one day :D
Title: Re: Epic suggestions
Post by: kttdestroyer on October 03, 2010, 12:13:13 am
Maybe PA could be avalible only from Enclave faction for a specific amount of time in a specific place only (and unlootable). Like, Enclave attacks the Den action, and maybe such action each week. Vertibird drops them on the town and they have 30 min to kill everybody and size control, leaving town would mean quite large amount of rep drop against Enclave (exept if dead, that could result in a small drop only, i mean, they dont like bad soliders).
Title: Re: Epic suggestions
Post by: Lordus on October 03, 2010, 01:29:59 am
There is one gang that have now dozens of milions of caps from TC = dozens of PA for them = unbalance
Title: Re: Epic suggestions
Post by: Mudguts on October 03, 2010, 02:08:21 am
There is one gang that have now dozens of milions of caps from TC = dozens of PA for them = unbalance

Well what about if the price to buy/repair PA was based on how many currently existed in the world?
Say by the time there's 20+ PA in the world they cost 1000000+
Or each time one is bought or repaired it adds 100,000 to the price and the price only reduces very slowly.

Something along those lines could make PA possible without screwing things up
Title: Re: Epic suggestions
Post by: LagMaster on October 03, 2010, 04:48:11 pm
here are my opinions for your sugestions:

Reputationon for player factions.
yes

NPC crafters.
yes, but what about special requirements(ex:MFC machines)

Proper economy driven by supply and demand.
yes, but it shoud work procentual for 0.01% per item

NPC faction salesmen.
YES!

Player Factions travelling in groups
kinda hard to implement, but why not?

PA
NO!
i know is one of the Fallout icon(among radscorpions and gnouls) but is to overpowered

Stealing horror
i think yes,but not sure is a good ideea

Jail time for thieves.
yes, but not that long, about a day ingame(72 minutes RL)

Grenade launcher
yes,but dev policy:no new guns untill allready existing ones are balanced

Poison weapons
yes yes yes yes yes yes yes yes yes yes yes yes yes yes

Old roads
yes

Bank interest rates should rely on how many caravans get through to other towns daily.
idk,maybe

Crafting horror.
no,but make availeble to craft groups of crafting ite,s(like 5xgunpowder 10xgunpowder,5xmetal parts 10xmetal parts...etc. is not overpowering, is jost for long living mouses)

Cave bases.
change it a bit: instead of needing so many maths, you will need only some wood(the same weight as 10 B-hides) to craft a bed and some shelf. but to work the same as tents(allso you need to enter the cave to craft the place)and other players can't see it

City tile faction base with buildings
i think if you make the maps for it and ask the devs to implement it,it will be a huge Yes

Guarded town raids.
The ideea of guarded town is that players can have a place to meet other players to talk about ideeas,tag ech other savely, trade etc.
So this is a no

Combination locks
yes

The cheapest vehicle should be a bike. fuel efficient, durable, mad maxian. Wtf is that cockroach shit.
this was suggested (by me (http://fodev.net/forum/index.php?topic=6832.0) )allready

Digital radios.
maybe, but hart to implement

Intergrated shoutcast players on radio stations for streaming music
i do not understand

Following
what does OD means?
Title: Re: Epic suggestions
Post by: gordulan on October 03, 2010, 05:16:10 pm
pfft, PA ain't overpowered, APA & APAMk2 are...
Title: Re: Epic suggestions
Post by: HertogJan on October 04, 2010, 10:36:10 am
Reputation for player factions
Sounds good, but it shouldn't depend on the amount of players in it.
Faction rep with npc factions should only matter when in a group with other faction members, like you described. IMO not only should you count faction members, but also friends of the faction, when it comes to an encounter like you describe.

NPC crafters
1. You should be able to buy them for a good amount of caps, minimum 10k per type (SG, BG, etc.) and be able to have them at your base.
2. They could also be in towns in which case you have to pay them a fee to be able to craft something (5-10% of the value of the crafted items).
Perhaps npc traders like Buster can be used for this. The caps could be added to the trader's inventory. This does not add caps to the trading pool, it just makes caps go round.

Proper economy driven by supply and demand
This should be town driven, not game driven. A surplus of 10mm jhp in SF shouldn't influence the price of it in the Junktown.

NPC faction salesmen
Sounds nice, but will do nothing about the amount of looted stuff faction's don't use and can't sell. Could be useful though for stuff like mfc and lsw.

Player Factions travelling in groups
Sounds good.

PA
Add them as craftable items or don't add them at all.

Stealing horror
The kill/steal thing is always done by 2 players. Alting is easy, so your suggestions doesn't fix the problem.
The steal animation should be different than FA and there should be someone kind of cooldown that prevents a thief from harassing the same target over and over again.

Jail time for thieves
The wasteland is harsh. Thieves get shot. Why prevent thief characters from playing for a while, while other grievers (PK, taggers, etc.) can go on without punishment?

Grenade launcher
Could be nice.

Poison weapons
Sounds good.

Old roads
This only influences traveling speed. Encounters would still depend on outdoors. It makes sense though.

Bank interest rates should rely on how many caravans get through to other towns daily
Economy wouldn't just depend on caravans, but also on valuables, number of people, current wealth, amount of trading by pc, etc.
That will be hard to balance.

Crafting horror
Agreed.

Cave bases
Disagree. No one would use cave bases if they can be encountered. That reduces the availability of small/cheap bases for small factions.

City tile faction base with buildings
Not sure what it exactly is that you have in mind here.

Guarded town raids
You should only have about 10-15 minutes before guards respawn and it could only be done once every 24 hours to protect the players which aren't in large gangs. Also killing any protected pc and none guard npc should give a bigger penalty than killing a guard.

Combination locks
Agreed. And while you're at it, make it possible to change the combination if you're the one who placed the lock.

Vehicles
I like the bike idea. Pperhaps add a trike as well.

Digital radios
Sounds nice.

Following
Bad idea. This will be exploited, especially in towns like NCR meaning mostly low level players will be the victim.
Title: Re: Epic suggestions
Post by: Mudguts on October 07, 2010, 07:03:30 pm
Intergrated shoutcast players on radio stations for streaming music
i do not understand

Following
what does OD means?

For the first one I mean intergrate an audio stream player into the radio system, so that the radios could play internet radio streams that users create and stream from their own servers.
That would be mage awesome :D
Could also whip up radio fills from the BOS and fake ads for bobs iguana sticks and stuff like that for in between tracks :D

Also, OD = Outdoorsman
Title: Re: Epic suggestions
Post by: Eternauta on October 09, 2010, 07:20:07 am
Heh. I like the way you english speakers use the word "epic" as a kind of powerful synonym of "awesome". I would like to know how many of you have ever read the Iliad though.

Anyway, about the suggestions:


Reputationon for player factions; Player Factions travelling in groups - I like these ideas.


NPC crafters. - the price change thing is horrible, it makes prices go an insanely high.


Proper economy driven by supply and demand. - This thing once showed up in a discussion about a suggestion I made. No thanks, I prefer fixed prices. I understand that prices would lower too but I bet this could lead to some sort of exploit or something like that.


NPC faction salesmen. - Nah, seems rather useless. I think it would be cooler if a human player acted as a salesman and cared about the trade between player factions and all that.

PA - Yeah, they exist in the Fallout world, but is only used by the Enclave and the Brotherhood... besides, I will be honest: I don't want to deal with a PK in power armor.


Stealing horror - sounds interesting.

Jail time for thieves. - hmmmm no. Although it could add realism, I think it would mean players might stop stealing because of the annoying loss of time in jail. And a Fallout world without thieves does not sound realist.


Grenade launcher - Rocket Launcher is cool enough already.

Poison weapons - Yeah, it has been suggested, I support it.

Old roads - Now this is a really new idea. Sounds like a very interesting touch to the game.

Bank interest rates should rely on how many caravans get through to other towns daily. - Maybe all this would be too much for something that is just a game...

Crafting horror. - A few minutes ago I made a suggestion about crafting more than 1 item with just one click. About your suggestion: no more cooldowns, please.


Cave bases. - I think it is obvious that a lot of people want something different than the tent. The cave thing is cool but I don't think others should be able to find it. After all, no one can find your tent. So if they could find your cave, caves would not be used because of that risk.

City tile faction base with buildings - Yeeah I love those urban maps. This suggestions sounds awesome.

Guarded town raids. - hmmmmmm I'm not sure...

Combination locks - Naah, I think this is not important.

The cheapest vehicle should be a bike. fuel efficient, durable, mad maxian. Wtf is that cockroach shit. - The bycicle suggestion has already been published, and has already been closed. I don't think it would be cool. Maybe a motorcycle, but not a bycicle. And I like the cockroach, I think it looks very fallouty.

Digital radios. - Too much work for a feature that is not so important. People don't really need radios if they can use chats and that kind of stuff.

Intergrated shoutcast players on radio stations for streaming music - Sounds like it needs a LOT of work for something that is not really important.

Following - a lot of people would constantly bitch about it.
Title: Re: Epic suggestions
Post by: Mudguts on October 12, 2010, 04:06:07 pm
Proper economy driven by supply and demand. - This thing once showed up in a discussion about a suggestion I made. No thanks, I prefer fixed prices. I understand that prices would lower too but I bet this could lead to some sort of exploit or something like that.

The cheapest vehicle should be a bike. fuel efficient, durable, mad maxian. Wtf is that cockroach shit. - The bycicle suggestion has already been published, and has already been closed. I don't think it would be cool. Maybe a motorcycle, but not a bycicle. And I like the cockroach, I think it looks very fallouty.

Yeah the only real way to exploit a proper economy is to try and monopolise something, for example a crafting faction could buy up all the 10mm they see, all the time. This would keep the price of 10mm high so they could make more profit on the player market.
But since players can craft pretty much every item, as soon as someone tried to drive the prices up and exploit it, everyone else could see this and would start selling that type of item to take advantage of the high selling price.
So yeah, it's kind of hard to monopolise items that are so readily craftable.

Certain rare things such as refined uranium etc. could be somewhat monopolised, with a lot of effort. But that wouls just add to the flavour of the game >:D


As to the bike thing, yeah i meant motorbike. A bycicle would be silly.
Title: Re: Epic suggestions
Post by: borse on October 12, 2010, 06:12:23 pm
Quote
Stealing horror
Thievery is an important part of the game, but grifers and thief trolls are horror.
REP should go down a LOT in the town whenever you're caught stealing, or if you kill a protected person with rep > -300 in that town.
This will put a limit on the amount of regular stealing and kill stealing a player can do in a single town before becoming unprotect or getting shot by guards.

Jail time for thieves.
If someone steals enough to get vilified and shot by guards in a town, they should respawn in jail for an ingame week.


What you are trying to do is eliminate stealing from the game because you don't play that style. There are many players who enjoy thieving and this would simply tip the balance against them. How would you feel if someone decided that shooting players was unfair and had pvp disabled... It would suck. We need balance, not imbalance.
How does that make any sense. If you steal and get killed, you get killed and that is your punishment. What do they do, throw your mutilated corpse in jail? No, getting killed for stealing is enough. However, I have a compromise.
How about this: if thieves are caught, NCR guards chase them down. If they get close enough to touch/shove them, then the guards will send you to jail for a full in game day.
Title: Re: Epic suggestions
Post by: Crazy on October 12, 2010, 06:18:31 pm

What you are trying to do is eliminate stealing from the game because you don't play that style. There are many players who enjoy thieving and this would simply tip the balance against them. How would you feel if someone decided that shooting players was unfair and had pvp disabled... It would suck. We need balance, not imbalance.
How does that make any sense. If you steal and get killed, you get killed and that is your punishment. What do they do, throw your mutilated corpse in jail? No, getting killed for stealing is enough. However, I have a compromise.
How about this: if thieves are caught, NCR guards chase them down. If they get close enough to touch/shove them, then the guards will send you to jail for a full in game day.


Have a special map for that jail would be great, with quests inside, and eventually the ability to get out with jailbreak (but you have to stay double time next time caught, and you are in harder to break out cell). Would very cool and give a punishement at the thief at the same time.
Title: Re: Epic suggestions
Post by: borse on October 12, 2010, 06:19:54 pm

Have a special map for that jail would be great, with quests inside, and eventually the ability to get out with jailbreak (but you have to stay double time next time caught, and you are in harder to break out cell). Would very cool and give a punishement at the thief at the same time.
I like the way you think!

Yea, simply getting jailed after re-spawning wouldn't make a buttload of sense. But! being caught physically by guards and thrown in jail would add a WHOLE lot more to the game :). Police chases, jail breaks (like you said :) ) and MUCH more.
Title: Re: Epic suggestions
Post by: Mudguts on October 12, 2010, 09:12:55 pm

What you are trying to do is eliminate stealing from the game because you don't play that style. There are many players who enjoy thieving and this would simply tip the balance against them. How would you feel if someone decided that shooting players was unfair and had pvp disabled... It would suck. We need balance, not imbalance.

By no means am I suggesting eliminating it :/

Just your rep going down by quite a lot when you fail thief.
It would take ages before the guards would kill you, plus you could just move on and start trolling the next town.
I think that would add a LOT of balance, considering that atm all a thief can lose is the time it takes for them to walk back to the town if someone bursts them, while players can lose a LOT to thieves

I also like that jailbreak idea that other guy posted :D
A proper justice system would be super badass
Title: Re: Epic suggestions
Post by: borse on October 12, 2010, 10:37:49 pm
By no means am I suggesting eliminating it :/

Just your rep going down by quite a lot when you fail thief.
It would take ages before the guards would kill you, plus you could just move on and start trolling the next town.
I think that would add a LOT of balance, considering that atm all a thief can lose is the time it takes for them to walk back to the town if someone bursts them, while players can lose a LOT to thieves

I also like that jailbreak idea that other guy posted :D
A proper justice system would be super badass
EDIT: I didn't mean like remove from game. I meant that it'll be nerfed so hard that thief characters will be obsolete. I could see a lower rep decrease like 150-200 working. It would promote leveling your char so that your steal skill is high enough to never fail.

I still don't think that 300 negative reputation is needed. Players can only lose a lot to thieves if they are stupid. If you see someone touching you, why would you continue to trade? Don't trade if thieves are stalking the merchant. It's not the thieves fault that people are dumb enough to trade while it is obvious that the vendor is being camped.

Yes, all a thief can lose is time. But time is EVERYTHING in FOnline due to cooldowns. Perhaps increase stealing cooldown to 60 seconds?

Hell yea a proper justice system would be badass :P
Title: Re: Epic suggestions
Post by: Eternauta on October 13, 2010, 06:05:45 am
Yeah the only real way to exploit a proper economy is to try and monopolise something, for example a crafting faction could buy up all the 10mm they see, all the time. This would keep the price of 10mm high so they could make more profit on the player market.
But since players can craft pretty much every item, as soon as someone tried to drive the prices up and exploit it, everyone else could see this and would start selling that type of item to take advantage of the high selling price.
So yeah, it's kind of hard to monopolise items that are so readily craftable.

Certain rare things such as refined uranium etc. could be somewhat monopolised, with a lot of effort. But that wouls just add to the flavour of the game >:D

Maybe you should not be playing Fallout, but Monopoly.

Now, there are some groups of players who sell stuff and might compete and all that. But I don't think the prices of items sold by NPC merchant should change. It really sounds like a pain in the ass and I bet it would require a lot of work by the developers, when they have more interesting stuff to do. Leave the prices at NPC stores fixed (in fact, I personally think even mercs, cars, etc. prices should be fixed too, like I said in my suggestion).
Title: Re: Epic suggestions
Post by: HertogJan on October 13, 2010, 09:32:13 am
EDIT: I didn't mean like remove from game. I meant that it'll be nerfed so hard that thief characters will be obsolete. I could see a lower rep decrease like 150-200 working. It would promote leveling your char so that your steal skill is high enough to never fail.

I still don't think that 300 negative reputation is needed. Players can only lose a lot to thieves if they are stupid. If you see someone touching you, why would you continue to trade? Don't trade if thieves are stalking the merchant. It's not the thieves fault that people are dumb enough to trade while it is obvious that the vendor is being camped.

Yes, all a thief can lose is time. But time is EVERYTHING in FOnline due to cooldowns. Perhaps increase stealing cooldown to 60 seconds?

Hell yea a proper justice system would be badass :P

Even if your steal skill is 300 you will fail from time to time.
Thieves already have a low reputation with the towns where they steal regularly, no reason to change that.
I can't talk about others, but I think most thieves do level there characters.
The lower the thief skill, the more likely you are to fail.

As said if you get stolen from, don't blame others.
Thieves are easily recognizable by their behavior and therefore easily avoided.

Cooldown is fine.
What needs to change is the option to use steal on the same player more than once in an x amount of time.
I'm not talking about dragging things from the victim's inventory to yours, but the option of opening that screen, the actual use of the steal skill, more than once every 5 minutes (my prefered time) on the same person.
For this to be implemented steal needs to have it's own unique animation.
Title: Re: Epic suggestions
Post by: Kurshok on October 13, 2010, 05:20:39 pm
great suggestions!

Quote
Jail time for thieves.
If someone steals enough to get vilified and shot by guards in a town, they should respawn in jail for an ingame week.
;) ;) ;)
Title: Re: Epic suggestions
Post by: Aminirth on October 14, 2010, 09:50:37 pm
PA
Ultra rare PA etc, but unrepairable without paying an NPC to do it for mega huge prices.
Pa should be a part of the game, they exist in the fallout universe. However they should not be craftable by players and cost 100k or more. Also once they break once, they cannot be repaired for less than 70% or so of the origional cost.

Wht not less than 70%?
Resistance would be like combat armor.
I think its best to be:
Higher price or lootable in enclave corpse but about 1/100 per enclave. But i like both.  ::)
Repairable but very hard and you need some minerals.

All superior weapons and armors should be in the game  :D