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Author Topic: Blueprints  (Read 12548 times)

Sarakin

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Re: Blueprints
« Reply #75 on: January 18, 2012, 05:10:15 pm »

Having Dynamite without BP is a bug, just like with Super Sledge. BPs are one-time consumable. For plasma nades, you need BPs, obviously.
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Lexx

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Re: Blueprints
« Reply #76 on: January 18, 2012, 06:52:18 pm »

Why can't the Blueprints be sold by certain type of people
like BP for Dynamite from Dangerous Dan but the more people buy, the more the price raises
and if you don't have the caps, you can go look for them in Encounters

Blueprints are a way to a "hard to learn, easy to craft"-kind of system. Having big cooldowns and stuff on crafting items is bad- nobody likes it, especially because you lose items very fast. But something like this is needed for the gamebalance. That's why this stuff has been changed and instead you now have to find blueprints to *learn to craft* (beside professions). It's hard to find blueprints (it will be a bit easier in future, but not too easy), but if you got it, you can craft the items faster than in prior wipe-periodes.

Caps is a bad way to balance this, because sooner or later, everyone will be rich and nobody has problems with buying them anymore (see professions from last wipe, as example). It's also working pretty good in pvp combat (tc, etc). A faction might be stronger in numbers than a different one, but the different one might have access to better / more efficient weapons. You get the picture.
« Last Edit: January 18, 2012, 06:56:53 pm by Lexx »
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Wallace

  • "Not a bug. It's a feature"
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Re: Blueprints
« Reply #77 on: January 18, 2012, 11:00:38 pm »

I don't see the picture... I see PvP apes with stuff they grinded from unity (miniguns) and NCR (CAs)...
And what i don't see is armors availible for loners/crafters
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craft, Craft, CRAFT! (armors)
sometimes repair dismantle stuff
Roleplay!
...and most of all; DEATH TO NERFING!!!

Solar

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Re: Blueprints
« Reply #78 on: January 18, 2012, 11:21:32 pm »

Quote
Having Dynamite without BP is a bug, just like with Super Sledge.

Anyone compiled a list of tier 2 items missing BPs to save a lazy dev a job?  ;D
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Re: Blueprints
« Reply #79 on: January 19, 2012, 08:13:05 pm »

Has anyone found Blueprints for Plasma Grenades. And are all the blueprints in Boneyard because
All the chest I found there are lock.

I found plasma grenades blueprint last night, and it wasn't in bone yard.  However, I'm comparing what blueprints I've found and where to what others have found and where, and I'm getting the same prints in different places than others are getting them.  So I doubt they are in any one specific location, just ruins encounters.  I've seen lockers near Themepark, Reno, Boneyard, BOS, SF, you name it.

So I think you can choose one hunting ground and not have to worry about missing out on a specific item because you're in the "wrong spot".

I think.
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Iguana Pete's sister

Re: Blueprints
« Reply #80 on: January 20, 2012, 11:50:29 pm »

When you got the case - yo can open it getting blueprints, but you can also fail if ther eis not enough traps/lockpick skill.

How do you disarm the explosives and open in to get the blueprints? Every time i try to disarm it with 250 traps character it says "explosives are already disarmed" but when i try to lockpick it, it just blows up into my face every time.... What am i doing wrong?
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Tomowolf

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Re: Blueprints
« Reply #81 on: January 20, 2012, 11:52:40 pm »

How do you disarm the explosives and open in to get the blueprints? Every time i try to disarm it with 250 traps character it says "explosives are already disarmed" but when i try to lockpick it, it just blows up into my face every time.... What am i doing wrong?
Low lockpick sire?
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h
Re: Blueprints
« Reply #82 on: January 21, 2012, 12:00:33 am »

253 lockpick + lockpick set isnt enough? I dont think lockpickis the problem here cause i cannot disarm the explosives with traps. Every time i try it says "explosives are already disarmed" no exp no nothing but when im tryin to open it it says that case is rigged with explosives. Then when i try to locpick it it just blows up. How do you do it then?
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Marko

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Re: Blueprints
« Reply #83 on: January 21, 2012, 01:22:57 pm »

I found BigBazooka, Dynamite, Jet, Stimpack, and Tesla Helmet all in the same area so i don't think the area matters. But Jet plans were loaded by a tier 2 Doctor and did not show up on his Fix-Boy list so this appears to be a bug.

Also i use Lockpick 300% + lockpicks, Luck 10, Agility 9 and Perception 9 and i still fail 10 times in a row on some lockers. The heavily trapped lockers don't seem to be any more important than non-trapped lockers. Also lockpicks break sometimes so make sure you bring several sets.

I know of one blueprint available in a town via a "quest" but this is not a spoiler area - just saying not all BPs are only in random lockers. One last thing: the only encounters where i find lockers seem to be always with critters or NPCs, and never in an empty grid with no potentially hostile life forms. So entering and re-entering the same "triangle" over and over to hurry things along does not seem to work for me - i have to actually cruise an area for hours to find actual encounters in order to find lockers, and even then only in some of them.
« Last Edit: January 21, 2012, 01:25:05 pm by Marko »
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Re: Blueprints
« Reply #84 on: January 21, 2012, 02:11:35 pm »

I was reffering to Tomowolfs post about gunrunners case rigged with explosives. Its just blows up every time i try to lockpick it. Using traps on it gives me a message "explosives are already disarmed" every single time but it just keeps blowing up after that when i try to open the case. Its just weird. How do you open that case to get the blueprints? 300 traps, 300 lockpick or it will blow up ?
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Re: Blueprints
« Reply #85 on: January 22, 2012, 07:34:22 am »

I spent over 2 hours trying to find some prints last night. With 6 luck I came across one container in the middle of a raiders and remnants battle. I died trying to get close enough to opening it. I personally have no problem with difficult enemies in the area but the time spent searching was a bit of a bore. All in all a cool feature but I think some tweaking on the rate of such encounters is a must.
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Re: Blueprints
« Reply #86 on: January 22, 2012, 08:18:50 am »

How much would blue prints go for cap wise? What items would be deemed worthy of for trading blueprints?
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Re: Blueprints
« Reply #87 on: January 23, 2012, 03:05:12 am »

that's up to the owner, now isn't it!
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Re: Blueprints
« Reply #88 on: January 23, 2012, 05:50:18 am »

I found BigBazooka, Dynamite, Jet, Stimpack, and Tesla Helmet all in the same area so i don't think the area matters. But Jet plans were loaded by a tier 2 Doctor and did not show up on his Fix-Boy list so this appears to be a bug.

Good to hear that jet is craftable,
 
try to finish this quest
 
http://fo2238.fodev.net/wiki/Deliver_Jet_to_join_the_Mordino_family

 ..it should give you Mordino's Druggist profession, maybe then will Jet show up in in your fixboy
« Last Edit: January 23, 2012, 05:52:11 am by intruders »
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falloutdude

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Re: Blueprints
« Reply #89 on: January 23, 2012, 06:01:11 am »

mardios drug profs are broke atm.
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Roaming the waste again.
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