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Messages - Beta HQ

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1
Faction Announcements / Re: HUBOLOGY
« on: September 17, 2015, 05:19:55 pm »
Foreign assets are to be liquidated. New elections for Logistical Auxiliaries TBD. ETA 9/30/15
2.2M Capital transferred to CCM. .65M Capital Made available to TTM

For members who want to meet some hibernating Bears visit TOS, or CW.

Tools of industry remain for general purpose. Visit with Operative Maxim for details if you wish to produce Power armor, Implants, or oil cans.

The Pelicans like fish XD!

2
General Game Discussion / Re: Difficulty of mobs seems off
« on: April 26, 2014, 07:35:34 pm »
The Powder Gang needs to have M79's, Grenade Pistols, and actually use the Dynacord sticks they HAVE.

Play New Vegas they're a bunch of wanna be raiders, they shouldn't be "tough" they ain't an issue for the NCR Army for example.

Difficulty is subjective, however, Things like the Mad Dogs aren't rewarding enough if deathclaws, Centuars, aliens, and other wasteland critters are easier and give more EXP.

3
Closed suggestions / Re: Encounters
« on: April 26, 2014, 07:29:36 pm »
I have few ideas to make encounters harder, and little interesting to play around. And maybe more players will go together, not alone.

Reinforcements

It would be possible, that enemies will call their friends (reinforcements) to help them during battle against you. This could be happen in end of battle when every existing enemy is dead, or during fight when there is still someone alive.

Difficult level of mobs

At this moment, most of enemies on the wasteland are just too easy to kill. Every NPC/critter would need some HP boost/DT+DR bonus, and maybe some better weapons?

Traps around encounter maps

In urban encounters, there should be more traps around than near footlockers. Maybe some mines too?

This is what wasteland should be, many unexpected events will happen to travellers.

I'd love to be able to actually pick up traps, little reason why not to if you ask me.

No support on making things tougher, not just yet at least. There are going to be Nerfs, and with PvP camping at the HUB if any place is too tough then NO one will be able to progress.

Wasteland = Harsh enough with World PvP

Enemies calling friends? If there's a timer associated while the group is alive and in combat I support, otherwise no. A dead man tells no tales, and this could be abused for farming.

4
Closed suggestions / Re: [WIPE] Economy, resources and money
« on: April 26, 2014, 07:26:05 pm »
Wait how does making TC towns a major source of player income gonna STOP people from getting shot in TC towns again?

+1 on the other parts.

TC towns are open PVP, unless there's an arena or something all this would do is make PvP generate money, which honestly makes sense. BUT the cash coming in MUST be lower than the amount the players have on them. If the players are killed the amount dropped would have to be higher than the amount spawned in the lockers. Otherwise alt abuse coming in.

Now a PvP group other than the TC one could camp to farm players hurting the TC and other players. I like the idea, but you'll never be safe to trade at a PvP town.

5
Buy / Re: Plasma Grenades and Dynacord
« on: April 26, 2014, 07:16:12 pm »
PK'ers camp San Fran, so Farming may be a little tough its been a while though so they might not frequent as often as they used to.

That said, 300 caps for Plasma and 200 for the sticks sounds fair to me.


6
Buy / Re: Plasma Grenades and Dynacord
« on: April 25, 2014, 06:18:02 pm »
200 Caps for Plasma Nades?

I might sell some Dynacord Sticks though.

7
Buy / Re: WTB Gatlings
« on: April 25, 2014, 06:16:56 pm »
That's half what the Merchants offer these days...GL though.

8
Closed suggestions / Re: Cave treasures vs Lockers treasures
« on: April 24, 2014, 08:14:17 pm »
No one talks about graves, I'd love to know more.

9
News and Announcements / Re: To Reload the Reloaded
« on: April 24, 2014, 08:12:42 pm »
No Cool Down for Crafting.
^Reloaded is supposed to be faster than the other games to get into not slower.

Crafting alts makes much more sense to me if you have INT requirements to surpass a certain Percentage.

An Idiot wouldn't be able to learn as much as a genius AND retain the same info.

If alting is such a huge issue that you think that requirements would make it more prevalent then 1 account per IP address right?

10
News and Announcements / Re: To Reload the Reloaded
« on: April 24, 2014, 03:14:46 pm »
I think then that'd make TC a one trick pony.

We'd have to severely nerf TC lockers or make the TC gear available for PVE farmers/Encounter hunters on a much more regular basis to make PvP decent.

Crafting levels the playing field and allows new PvP armies to arise. If TC still had its benefits and we couldn't craft CA it'd go like this

Leather Armor + 10mm SMG vs Gatling + PA tank.

Also PvP builds often are bad PVE builds so they couldn't even farm if they wanted to unless its other players.

11
Closed suggestions / Re: Crafting abuse to level with autoclickers
« on: April 24, 2014, 03:08:28 pm »
Odd my message got fubar'd

I think a chance to fail crafting would be fair.

No Cool Down Time please.

12
Sell / Re: Clothes and some random stuff.
« on: April 24, 2014, 03:06:12 pm »
Darn, all dem pics made me think it twas more recent.

13
Sell / Re: Clothes and some random stuff.
« on: April 24, 2014, 07:49:56 am »
Interested in

Enclave and BOS CA
The Solar Schorchies
Access Card
Metal Jacket.

Would 60K sound alright?

14
Sell / Re: WTA BOZAR 100/100 %
« on: April 24, 2014, 07:48:09 am »
There are people selling/buying for 200K so I'd start off the auction lower.

But I don't see anything wrong with setting it the way you have.

15
Closed suggestions / Re: Cave treasures vs Lockers treasures
« on: April 24, 2014, 07:42:45 am »
This topic is really really old.

But I do agree that some cave dwellers are underpowered, and some caves should have foot lockers.

Stats on equipment would be nice. As is some items are honestly too common but the condition justifies it if you ask me.

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