fodev.net
15.08.2009 - 23.06.2013
"Wasteland is harsh"
Home Forum Help Login Register
  • December 23, 2024, 10:21:02 am
  • Welcome, Guest
Please login or register.

Login with username, password and session length
Play WikiBoy BugTracker Developer's blog
Pages: 1 [2]

Author Topic: Buff FA  (Read 4168 times)

Re: Buff FA
« Reply #15 on: October 18, 2012, 06:41:15 am »

Lower the cooldown could be a good enough buff for FA. For example, FA at 300% + Medic Perk should be around 20s. The current cooldown of FA is too long, nobody considers it for combat, except "Hinkley experts". And I like the idea of FA be able to help a friend stand up from KO.
More than that and FA will be too powerful and there will be complaints.
Logged

avv

  • Offline
Re: Buff FA
« Reply #16 on: October 18, 2012, 10:23:47 am »

Lower the cooldown could be a good enough buff for FA. For example, FA at 300% + Medic Perk should be around 20s. The current cooldown of FA is too long, nobody considers it for combat, except "Hinkley experts". And I like the idea of FA be able to help a friend stand up from KO.
More than that and FA will be too powerful and there will be complaints.

If the skill only heals damage, it will never be better than superstims without being overpowered. Even full health per 20 seconds would be worse than superstims that fully heal most builds in few seconds. Furthermore, a build with 300 points spent in FA is largely useless because of so massive investment in one skill.

Logged
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.

LagMaster

  • No. 1 Topic Starter
  • Offline
Re: Buff FA
« Reply #17 on: October 18, 2012, 12:04:06 pm »

This is a good sugestion, if you, kind developers of the FOnline2238 game, can implement at least a part of this suggestion it would mean a lot for the comunity
Logged

Johnnybravo

  • Hey there!
  • Offline
Re: Buff FA
« Reply #18 on: October 19, 2012, 12:44:31 am »

Science and repair is nothing similar, being a mechanic or a scientist, apples and oranges and no you don't need to cap either of them to use them in game somewhat effectively, disassembling gear is not the only mechanic science is tied to and even then you can science equipment with less than cap and still gain a lot of resources. If someone see it as a necessity to have a 300% science alt to gain just a little bit more resources from "dead" equipment then it is his choice. Same thing for repair, currently more than 200 is over kill.
Because I totally did not said the only purpose of those are to reach certain value. There is no play value tied to it. It just all means you have to create 2 characters if you want to do two parts of the same thing in best possible way.
All those stats and skills are created for singleplayer game anyway, hard to figure out for some...
Logged
"What is this, I don't even"
"This is your forum."
Re: Buff FA
« Reply #19 on: October 19, 2012, 03:00:30 am »

Because I totally did not said the only purpose of those are to reach certain value.
It just all means you have to create 2 characters if you want to do two parts of the same thing in best possible way.

Now that i put it in this order, do you see it?

What is the "best way?" To me that resembles capping a skill, not tagging, but capping.

Be more precise and conditioned, otherwise a character can have both of the skills and current game mechanics allow to be the "best" at both at some extent, that extent witch furthermore i would like to refer as the "gap", it might need some shortening. This has been already done in other projects by simply decreasing the total amount of skill-points possible to invest in a skill, revolving and balancing each skill on a different scale of magnitude where a character can be just simply more effective with both by investing less skill-points, in this case that would be science and repair. Complicated way how to say a character is just as effective with 200% skill as with 300%, that way the character literally can be the best at both.

There is no play value tied to it.

There is, might not be good or enough for you. Each time a quest requires science or repair, disassembling equipment, dungeon requirements etc. etc. it is all play value, something you get out of by playing with those type of skills.

So, when content is added to this game, some sort of play value is added along it and sometimes it does touch the skills science, repair.

Though by all means i don't see how this is in any way related to merging some sort of skills, i just don't see any connection. By merging skills you will not add more play value, just put more emphasis on one skill. If you think they separately doesn't have enough weight on them, then the rational way is just to look at them as they are and just simply attach more game mechanics, twist something so the player doesn't feel all too punished by not investing in science instead of repair and the same thing goes for doctor and first aid, yet necessary to have differences of both because that way it allows more variety of how to specialize and make more choices.

Merging skills is the easy way, though it will not improve or add something new.
Logged

Johnnybravo

  • Hey there!
  • Offline
Re: Buff FA
« Reply #20 on: October 19, 2012, 03:24:46 pm »

Best way as the max profit from single thing, if not obvious. And unfortunately, requirements add no play value.
It's no different than quest being available for all, just more annoying.
The value would be there if the quest for example had multiple ways to be completed, and using science was one of those.
Logged
"What is this, I don't even"
"This is your forum."
Re: Buff FA
« Reply #21 on: October 19, 2012, 03:52:56 pm »

Best way as the max profit from single thing, if not obvious. And unfortunately, requirements add no play value.

The value would be there if the quest for example had multiple ways to be completed, and using science was one of those.

Requirements add play value as you do profit more if the skill is commonly needed, not just optional and you simply get more out of it by having the certain skill. What you are pointing to, is just simple quest quality, diversity, complexity, call it what you want, that of course ultimately adds more play value as there are more options (if quest has high play value, you get more joy, fun out of it), in that case quest itself brings more to the game, but having those options will not add extra weight on a certain skill - it'll not introduce new mechanics and new something for the skill at all, it will be just as profitable as before. It's still one requirement for science, repair etc. etc. per quest even if it's possible to complete to complete it in many ways.

I'm talking about science, repair in general, what is possible with those particular skills, what game mechanics are tied to them, what you get out of them by having them, the more ways how the skills can be used are added to the game, the more play value comes along with it, as previously explained requirements and necessity also does the trick in a way, maybe not as someone wish to since that is partially a matter of opinion, consensus might be split on whether those skills have their "right amount" of purpose and part in this game at all.

It's no different than quest being available for all, just more annoying.

Here's the thing, i just simply disagree.

For example, force fields in Ares and Sierra Army Depot are a new mechanic as you need to bypass them to continue on with the dungeon, the skill has one more usage and it adds play value, but then again since it's not possible to continue on without repair or science, those are the same requirements as in quests, you just experience the requirement differently.

Tell me is it annoying to need science or repair for you to be able to craft an item?

Everything Avv suggested can be done without merging skills, now tell me why the hell someone needs to merge them? What is this, blindly following some trend?
« Last Edit: October 19, 2012, 04:07:39 pm by T-888 »
Logged
Re: Buff FA
« Reply #22 on: October 19, 2012, 04:48:13 pm »

The game would be better if skills capped at 200% instead of 300%. Take sneak for example, at 300% people can still potentially see you at 20 hex. You can't even get one combat skill to 180 and 300 sneak with maximum possible int or sacrificing 2 perks. There just isn't enough sp. Hell even combat skills requiring 180% for the right perks is a waste, my char could have 95% chance to hit with 100% skill but I have to waste another 80% just to get min req for perks.
Logged
 
Re: Buff FA
« Reply #23 on: October 20, 2012, 12:38:54 am »

Someone said about merging FA/Doc and Rep/Sci. Its bad imho, but what do you think about making SP put into FA or DOC have an impact on the other skill? Like 2SP spent on Doc gives 1SP on FA or something like that. Its like, you're a doctor so you know how to do first aid, but you're still specialist from healing cripples/weaknesses etc. so you're not THAT effective. Same thing with REP/SCI. You know how things are build - you must know a bit of science, and other way - but if you're only experimental engineer or theoretical engineer you will be not as good as someone specialised in "opposite" field.

I dont know if ratio 2:1 is ok, its just example, idea is important.

Oh, and about Cooldown of FA and DOC - removing it will give you almost unlimited source of exp, it has to be fixed some way (like for ex.  some % chance to heal with gaining exp that gives you some CD, otherwise you dont get exp neither CD, or maybe ability to choose "quick fix" or "wise healing":D. first one gives no exp, no CD, less HP, other gives CD but exp and more HP (but dunno how to make it, maybe some kind of hotkeys?))
« Last Edit: October 20, 2012, 12:43:48 am by Wiktor_pl »
Logged
Re: Buff FA
« Reply #24 on: October 20, 2012, 12:46:33 am »

It's pretty stupid that you can be a doctor and not know how to do first aid. Surgery is fine but stitches is impossible?
Logged
 

Johnnybravo

  • Hey there!
  • Offline
Re: Buff FA
« Reply #25 on: October 20, 2012, 03:45:44 pm »

Well shared skill gain looks interesting as well, it could as well give some sense to combat skills as well (like you have pinpoint accuracy with normal rifle, but can't hit a barn with laser?)

As for the XP, there is just a problem that the experience can come from PvP situation, unlike most of other things. But unlike killing things, there are requirements for healing things, you just can't search for encounters to randomly heal things (would require some AI changes in X vs Y encounters to be completely viable) like you shoot them.

It's just the same thing as if you were allowed to get XP from shooting players, there is just not any good alternative making the game work if you disable this way to gain XP. But to be honest it's broken already, and I'm sure there is already some clever way to set up leveling process automatically, if desired.
Logged
"What is this, I don't even"
"This is your forum."
Re: Buff FA
« Reply #26 on: October 21, 2012, 03:29:53 am »

Well shared skill gain looks interesting as well, it could as well give some sense to combat skills as well (like you have pinpoint accuracy with normal rifle, but can't hit a barn with laser?)

Synergy bonus for aiming perhaps. Say average of best 2 of 3 gun skills is assigned if actual skill is lower than that.
Example:
30 EW, 120 SG gives 75 EW for instance (in effect- not shown on CHA screen). There is still unfamiliarity with different guns- it is not just "aim skill".

Quote
It's just the same thing as if you were allowed to get XP from shooting players, there is just not any good alternative making the game work if you disable this way to gain XP. But to be honest it's broken already, and I'm sure there is already some clever way to set up leveling process automatically, if desired.
So you just shoot friends/alts over and over?
Logged
I wish there were bags, backpacks, etc. in Fonline.
Re: Buff FA
« Reply #27 on: October 26, 2012, 02:06:44 pm »

There is no problem in FA skill problem is in SS AP cost. Because you heal 100hp for 3AP and you deal 100-120dmg for 6 AP from Avenger. So SS AP cost should be atleast twice more. Merging these 2 skills ... oh no. This mechanics provides miracles ... healing eyes with empty hands or similiar things because everyone in wastlend is instant surgeon. Doctor req. Medical bag or if you dont have  bag you should be able to half heal amr/leg but eyes ? :D  same for FA should be able to heal low ammount without any stuff.... or max ammount with Bag. 
Logged
Re: Buff FA
« Reply #28 on: October 26, 2012, 05:21:09 pm »

There is no problem in FA skill problem is in SS AP cost. Because you heal 100hp for 3AP and you deal 100-120dmg for 6 AP from Avenger. So SS AP cost should be atleast twice more. Merging these 2 skills ... oh no. This mechanics provides miracles ... healing eyes with empty hands or similiar things because everyone in wastlend is instant surgeon. Doctor req. Medical bag or if you dont have  bag you should be able to half heal amr/leg but eyes ? :D  same for FA should be able to heal low ammount without any stuff.... or max ammount with Bag.

The point of the game isn't griefing players
Logged
 
Pages: 1 [2]
 

Page created in 0.114 seconds with 22 queries.