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Author Topic: Skill changes  (Read 2377 times)

Johnnybravo

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Re: Skill changes
« Reply #15 on: September 08, 2011, 04:26:21 pm »

That's mostly ok, because it means you can't just pickup sneak for your tank, but have to dedicate that character completely.
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just play another game, without that randomness.
Blah, it's not singleplayer anymore. While randomness is great to keep player in check in SP games, in MP games based around competition it's the worst thing to have.

Well there are many things that can be random without hurting anything, but you have to keep in mind what all you can now do better by outplaying your opponents. Macro wise it's ok, snipers snipe, guys with automatics run in. But micro, ego game is horribly poor. You can move, you have almost always just one option to shot (with good amount of critical chance it might make sense to aim for anything else than eyes, but it's about spamming eyes or burst), and you can use items. Everything else is dice & luck.

Not saying to remove anything random, but player should be involved a little more than in original game.
Just look how Tactics increased depth of the game when it had no available roleplay - adding more guys you control and adding more controls to those guys.

Also leveling suffers as well - in original SP games you were pitted vs Rats, Scorpions and stuff until you got some guns and levels to deal with bigger threat.
Fonline spawns you near a town where you cannot win any encounter and you are supposed to have fun with it. It'd make better sense if you could actually hit the stuff from your first level, and grow stronger by getting more HP and gaining more stuff to do.
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Bartosz

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Re: Skill changes
« Reply #16 on: September 08, 2011, 04:44:59 pm »

While randomness is great to keep player in check in SP games, in MP games based around competition it's the worst thing to have.

But on the other hand, it's easily exploitable in SP (save&load), which is not the case in MP.
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Grommok

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Re: Skill changes
« Reply #17 on: September 08, 2011, 05:51:07 pm »

Well, thats true. It's just another playstyle, some like to fuck up all the game for a wrong dialog option, some want everythin' perfect.
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without that randomness
Atcually randomness is something that must be in every game, the thing is that right now everything is quite screwed up, and a little too random. (fights are all about critical hits, and when they're not, they're about burstin')
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Crazy

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Re: Skill changes
« Reply #18 on: September 08, 2011, 06:01:43 pm »

Yeah, random is fine, problem come when being unlucky or lucky change so much that in one case you will do 20 damage in 3 shots and in the other 450 damge.
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Grommok

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Re: Skill changes
« Reply #19 on: September 08, 2011, 06:06:17 pm »

Thats waht i said ;)
Actually the only thing that is not random is crafting. Wait, there is a chance of someone waiting for you just outside raiders base to obtain your newly crafted small gun... too random. ;D
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Johnnybravo

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Re: Skill changes
« Reply #20 on: September 08, 2011, 08:37:34 pm »

But on the other hand, it's easily exploitable in SP (save&load), which is not the case in MP.
Depends on player. Some keep dying in 'rogue' games (those are one of the best examples of using randomness in SP) even though they keep backup of their save (in rogue games if you die, you have to start over). Other's complete them without problem.

Reason to reduce randomness in MP games is the fact there are players interacting with each others. That makes sure nothing repeats over and over because of human factor. And thus randomness build in everything feels way too artificial.
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Atcually randomness is something that must be in every game
Not true, but in case of Fallout, having chance to do something is not bad. But then again, currently can do only extremely limited amount of things (like movement, that's not random), and everything else is just taking a chance.
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problem come when being unlucky or lucky change so much that in one case you will do 20 damage in 3 shots and in the other 450 damge.
Very much so. But the real problem is everything is like that.
The problem is how to preserve the uncertain feeling we all love and how to increase depth of game which right now works much like casino.
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Bartosz

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Re: Skill changes
« Reply #21 on: September 08, 2011, 08:54:47 pm »

Reason to reduce randomness in MP games is the fact there are players interacting with each others. That makes sure nothing repeats over and over because of human factor.

This sounds like there is randomness in SP games only because of the fact there is no other human factor besides player. What about the PnP roots?
« Last Edit: September 08, 2011, 10:31:05 pm by scypior »
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Lexx

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Re: Skill changes
« Reply #22 on: September 08, 2011, 09:02:45 pm »

In fact, randomness is much better to use in an MMO RPG than in a SP RPG, exactly because you can't save&reload. The randomness level should remain fair, though.
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