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Author Topic: Loner vs. Night Person  (Read 1985 times)

wladimiiir

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Loner vs. Night Person
« on: December 19, 2011, 11:13:05 am »

I have noticed in new post-wipe FCP that Night Person trait is gone and there is new trait called Loner, which gives you 10% bonus to experience. Do you really think this trait is of any use if there is level cap? I will personally miss Night Person trait as it is way more useful than Loner. Should we vote? :)

avv

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Re: Loner vs. Night Person
« Reply #1 on: December 19, 2011, 11:19:07 am »

Exp is basically stuff and time. So for some builds Loner spares 10% time and stuff, it's economical benefit. For crafter alt that never goes anywhere from his base loner might be a viable choice. For someone who wants to play a single char it's not a good choice because that dude will want to take people to places that they can't see.
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Based on evidence collected from various sources by trustworthy attendees it is undisputed veritability that the land ravaged by atomic warfare which caused extreme change of the ecosystem and environmental hazards can be considered unpleasant, rugged and unforgiving.
Re: Loner vs. Night Person
« Reply #2 on: December 19, 2011, 11:57:37 am »

For crafter alt
There's already trait for crafter alts - Skilled, it's another one. They need to add skill "Alting" and perks for alts that allows you to do non-combat stuff better.
Nightperson was good, because:
1) It's like small frame for PE, if you'll log out each time it's in-game day and play only at in-game night.
2) You can get base 10 PE, take Nightperson, cigs and psycho, and you'll have 10 PE under psycho at night.
3) You can get 3rd doc profession with 6 INT at in-game night taking mentats.

4) With day/night vision/tohit changes implemention this trait could work even better. Also if time will be slowed down from x20 to something like x10, it would be again more useful.

Bad sides:
1) It takes a trait slot, so you can't take some more imba trait like Good Natured, Small Frame or One Hander if you're going to use pistols/rippers/powerfists/grenades/throwing knives.


Loner's good sides:
1) It gives you... +10% XP. So you need to get 248400 XP instead of 276000 to reach level cap. Or alts that needed only 3rd-6th level for crafting purposes will need to kill on 4-10 critters less. It's basically a useless good side.
2) You don't need to bother checking party list each time you're leaving public place because of sneak followers or other bad persons. Another useless good side.
3) If "People can't follow you" means you can't be party leader, then this trait has only +10% XP bonus and penalty can be avoided, and this crafting alt can be used for yet another tent for your character or character of your friends by using alt as follower and then tagging him on encounter location giving hides, so everyone will see that tent.
Bad sides:
1) If "People can't follow you" means you can't be in a party at all, you'll need a radio to create yet another tent with them.
2) If "People can't follow you" means you can't be tagged at all, then this alt won't be used for tents that are needed near all towns, and people will need to create more alts for it, or just forget about Loner trait.

They needed to replace it with Bruiser, if they still didn't make anything with it.
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wladimiiir

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Re: Loner vs. Night Person
« Reply #3 on: December 19, 2011, 12:59:18 pm »

Exp is basically stuff and time. So for some builds Loner spares 10% time and stuff, it's economical benefit. For crafter alt that never goes anywhere from his base loner might be a viable choice. For someone who wants to play a single char it's not a good choice because that dude will want to take people to places that they can't see.

OK, so instead of maxing your level 9 days with this trait, you will have to level max 10 days without this trait. And then what? No use for your char when it is at level max.
Traits that modify your SPECIAL are needed more, IMHO.

avv

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Re: Loner vs. Night Person
« Reply #4 on: December 19, 2011, 02:40:05 pm »

OK, so instead of maxing your level 9 days with this trait, you will have to level max 10 days without this trait. And then what?

You level more. Lockpicker, armorer3, sg3, energy3, doc3, bg3, glowpicker, hinkley chars number 1-10 (that actually need to be lvl24), some sneaker barter char for unsafe town bartering, repairer, sciencer. Now that there's many chars to level the benefit received from Loner is multiplied.

My point is that the trait is useful but I'm not saying it's a good trait gameplay-wise. It's glitchy, exploitable and encourages loophole gaming. I beleave it's near impossible to make this perk so that it reflects the character's loner mindset. There's no way to persuade the game that the player will play alone and not affiliate with other players, abusing only the traits good sides.

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wladimiiir

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Re: Loner vs. Night Person
« Reply #5 on: December 19, 2011, 03:24:04 pm »

You level more. Lockpicker, armorer3, sg3, energy3, doc3, bg3, glowpicker, hinkley chars number 1-10 (that actually need to be lvl24), some sneaker barter char for unsafe town bartering, repairer, sciencer. Now that there's many chars to level the benefit received from Loner is multiplied.

Oh, so this is for anti-alt purposes. You should have said it.

JovankaB

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Re: Loner vs. Night Person
« Reply #6 on: December 19, 2011, 03:45:13 pm »

Exp is basically stuff and time. So for some builds Loner spares 10% time and stuff, it's economical benefit. For crafter alt that never goes anywhere from his base loner might be a viable choice. For someone who wants to play a single char it's not a good choice because that dude will want to take people to places that they can't see.

Wait, devs added a trait for compulsive multi-alt powerplayers and called it "Loner"?

Was this meant to be a joke?
« Last Edit: December 19, 2011, 03:49:12 pm by JovankaB »
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Wallace

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Re: Loner vs. Night Person
« Reply #7 on: December 21, 2011, 02:13:01 am »

Why give some traits instead of others? Just make more of 'em and scroll option so there would be more than 5 in total that will actually be of some value

Bloody Mess  - for fun maybe
Bruiser  - only specialized builds (crafters)
Chem Resistant  - no
Chem Reliant - even more no!
Fast Metabolism - oh yes plenty!
Fast Shot - first worth taking
Finesse - second
Good Natured - third
Heavy Handed - only specialized builds (crafters)
Jinxed - for (troll)fun
Kamikaze - yeah right
Night Person - only specialized builds... mostly useless
One Hander - only specialized builds... usually useless
Sex Appeal - no comment
Skilled - fourth (any sneakers and crafters)
Small Frame - fifth

Post-wipe:
Loner: - *hysterical laugh*
Bone head: - devs took the freedom of build making by taking away Gifted trait... But! That wasn't enough! They just had to take one more point away! (i hope they won't in the end)
This thing should be a perk dangnit!

From among the big things and issues i see that good things are usually nerfed and bad things stay... Instead to make'em better somehow, new unchecked stuff is added... before old crap is fixed/balanced...
« Last Edit: December 21, 2011, 06:14:49 pm by Wallace »
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craft, Craft, CRAFT! (armors)
sometimes repair dismantle stuff
Roleplay!
...and most of all; DEATH TO NERFING!!!
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