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Author Topic: Stealing - serious business.  (Read 8617 times)

vedaras

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Re: Stealing - serious business.
« Reply #15 on: April 15, 2010, 12:40:11 pm »

yeah current reputation drops for stealing is total crap. I stole 4 stimpacks and i was successful but i still lost 2k reputation in ncr, and because of that guards killed me. So now both successful and unsuccessful stealing attempts are turned into unsuccessful. And as it was mentioned before bursting someone from 1 hex and making him lose all his stuff is -100 reputation drop, suiciding into a crowd and making them lose all shit is -50 reputation drop, and for stealing one shitty item you are ruined.

Solar

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Re: Stealing - serious business.
« Reply #16 on: April 15, 2010, 01:19:08 pm »

Stealing is a mess, for PVP stealing - if its too good then you essentially stop people being able from trading for extended periods or talking to important NPCs. It, like lockpicking, is a destructive skill, in that it destroys features by allowing players to grief directly onto other players.

I'd prefer too harsh rep drops over guarded cities becoming rife with thieves.

The natural place for these skills is against NPCs, which would require quests/PvE stuff, but these things take time.
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vedaras

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Re: Stealing - serious business.
« Reply #17 on: April 15, 2010, 01:26:38 pm »

Stealing is a mess, for PVP stealing - if its too good then you essentially stop people being able from trading for extended periods or talking to important NPCs. It, like lockpicking, is a destructive skill, in that it destroys features by allowing players to grief directly onto other players.

I'd prefer too harsh rep drops over guarded cities becoming rife with thieves.

The natural place for these skills is against NPCs, which would require quests/PvE stuff, but these things take time.

people can hold their important items in hand. People can move when they see someone is stealing from them. They already have many ways to defend from thieves, and this reputation drop is just shit :<

Pandemon

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Re: Stealing - serious business.
« Reply #18 on: April 15, 2010, 01:31:17 pm »

people can hold their important items in hand. People can move when they see someone is stealing from them. They already have many ways to defend from thieves, and this reputation drop is just shit :<

Totally agree, where is the climat of wastelands in which you get punished for successed (= not being seen by anybody) cause reputation drop?
Maybe make also checking if someone got dynamite in eq and kill him instantly or kill people who says vulgarisms... for God's sake - its not Hello Kitty...
Now gaming looks that: you got two options, exp on mobs (still same exp? Woot the fock?) or stay whole day in workbench crafting useless items and later go to kill everything moving.
Where is climat of postapocaliptic world the fock?
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gordulan

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Re: Stealing - serious business.
« Reply #19 on: April 15, 2010, 01:34:26 pm »

it is a post apocalyptic utopia, where all who carry a good gun are rich as hell.
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Pandemon

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Re: Stealing - serious business.
« Reply #20 on: April 15, 2010, 01:35:50 pm »

Utopia? I think you dunno meaning of this word. Are in utopia things like Enclave, raiders, "The Glow" or people killing one another?
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Solar

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Re: Stealing - serious business.
« Reply #21 on: April 15, 2010, 01:43:41 pm »

people can hold their important items in hand. People can move when they see someone is stealing from them. They already have many ways to defend from thieves, and this reputation drop is just shit :<

To sell an item you first have to have it in your inventory - then you have to wait until noone is anywhere near you to sell it. If anyone comes anywhere near you you then have to cancel and run away. Impractical.

To do a quest, you are reading text, you must go through several pages of text in sequence to solve this quest. You must interrupt each time someone comes anywhere near you, run away and then start all over again. Impractical.

Feature destroyer.

Stealing is low risk, high reward and in guarded cities there is nothing the victim can do but keep moving, which is increadibly inconvienient. The point of guarded cities is not to allow players to strip all items off players.
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Pandemon

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Re: Stealing - serious business.
« Reply #22 on: April 15, 2010, 01:45:12 pm »

Anyway, nowadays that system sucks and not only I think that
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gordulan

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Re: Stealing - serious business.
« Reply #23 on: April 15, 2010, 01:47:48 pm »

where do you expect to be stripsearched by a thief then, in them wastelands, eh? The thieves in the wasteland are known as PKs who literally strip you inside out.
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avv

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Re: Stealing - serious business.
« Reply #24 on: April 15, 2010, 01:53:44 pm »

Anyway, nowadays that system sucks and not only I think that

You're right. But only making it so that you just need to walk next to someone and use high steal% on him, it will just make more people mad than right now.

You have to realize that methods to fool npcs cannot be used to fool players. When you compete against players, you don't compete against their characters but the players' skills to manipulate their characters' abilities.
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Solar

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Re: Stealing - serious business.
« Reply #25 on: April 15, 2010, 02:28:05 pm »

where do you expect to be stripsearched by a thief then, in them wastelands, eh? The thieves in the wasteland are known as PKs who literally strip you inside out.

Quote
The natural place for these skills is against NPCs, which would require quests/PvE stuff, but these things take time.

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Quote from: Woodrow Wilson
If you want to make enemies, try to change something.
Re: Stealing - serious business.
« Reply #26 on: April 15, 2010, 02:29:00 pm »

Well then, let's just all make PE10 chars and nobody is never able to steal anything. Thieves must indeed be caught by players themselves. Even steal 15 dude should be allowed to steal if he knows how to do it and his victim is dumb. Besides, it's not rpg, but mmo. In rpg you fight against npc who see and know everything so that you need percentages to fight against them properly. Against players you must use you own mind.

Dude you seriously dont't have a clue what an rpg is!

You have to realize that methods to fool npcs cannot be used to fool players. When you compete against players, you don't compete against their characters but the players' skills to manipulate their characters' abilities.
You have to realize that A role-playing game is a games in which players take a roles of characters in a fictional setting. Actions taken within the game succeed or fail according to a formal system of rules and guidelines. So by all means Fonline is an mmorpg and imo should be brought closer to the rpg than mmo.

This is fallout no Hello kitty!

Imo stealth system needs an overhaul but not so that it doesn't need a skill "steal". Skills are the soul and heart of Fallout games, and to achieve what you want needs a proper skill level. This game should be by all means character dependant with a player skill twist. Which only refers to common sense.
« Last Edit: April 15, 2010, 02:40:32 pm by iicca »
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Re: Stealing - serious business.
« Reply #27 on: April 15, 2010, 02:50:24 pm »

When you say you can have your important things in hand it's a bit wrong.

Exemple you can't have 2 weapon in hand when in NCR for exemple or you get shot by guards.
When you want to do advanced crafts you can't have your tool, your book and valuable things in hand.

The issue is stealing in Fo was not meant to be PVP and there was some things to rethink. And i'm pretty sure making stats useless under 100% and imba over 150 is another mistake and don't serve the game anyhow.
The repairing system suffer the same lack, you have 60% in repair, you can craft a Desert Eagle or a leather armor MK2 but if you try to repair it, you have 99,99% to cut his lifetime by 25%.

The actual system is too oriented powerbuilds and make frustrations on both side. Guys say "it's too hard to be good so let us lame when we are" like we see with thiefs, but it's the same with snipers and HtH.
I don't think encouraging builds based on screwind the other players will do something positive cause having something with no spare is not making the game hard or interresting, it's pretty the opposite in fact.

I mean if you can't do anything to interract with a situation or can't beat a kind of ennemi no matter what you try, i don't call it (role playing) game but simply a kind of TV :/
Someone said on uppoer post we are in MMO, right, it's players in front of you, not bots. So don't forget certain rules when you speak, others are not shit, they are equals to you, we are not in wastelands, it's only our characters who are, fairplay is not an option in community games.
« Last Edit: April 15, 2010, 03:00:32 pm by Midnight »
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vedaras

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Re: Stealing - serious business.
« Reply #28 on: April 15, 2010, 02:56:29 pm »

To sell an item you first have to have it in your inventory - then you have to wait until noone is anywhere near you to sell it. If anyone comes anywhere near you you then have to cancel and run away. Impractical.

To do a quest, you are reading text, you must go through several pages of text in sequence to solve this quest. You must interrupt each time someone comes anywhere near you, run away and then start all over again. Impractical.

Feature destroyer.

Stealing is low risk, high reward and in guarded cities there is nothing the victim can do but keep moving, which is increadibly inconvienient. The point of guarded cities is not to allow players to strip all items off players.

Yeah with vendors, you come to trade, someone tries to steal, you move a little and trade since thief is on cd.

noone steals in northern towns, and quests are kidna shitty in item reward in safe towns, so i do not agree about stealing in quests.

And no stealing is 100% risk (since you will always lose huge amounts of reputation no matter what will be stealing result) and no reward job (since even if you will steal something successfully you will be owned by guards). And is i said before, people can hold items in hands none stands in ncr with 30 ba 5 minuguns 1000 bullets and 50k caps in inventory. And i still see many ways to solve problem, make bigger cooldown for example, stealing with cooldown depending on skill, like former doctor skill, where you could reach something like 200 seconds cooldown with best skill. Then people wouldnt need to keep running from thieves. And its just one example how thievery problem could be easily solved.
Re: Stealing - serious business.
« Reply #29 on: April 15, 2010, 03:01:49 pm »

Imo the whole cooldown system of this game totally bollocks. Cooldown for mining? WTF? Cooldown for Crafting?? Make cooldown for shootin then aswell so it makes PK's life harder lol :D
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