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Messages - Blarney

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1
Suggestions / Re: Sneaker armors
« on: March 28, 2018, 11:40:55 am »
A movement speed buff will just lead to some kind of abuse surely, but I am loving the other ideas there.

The point of having one sneak armour decent against laser/plasma is to provide the player with an option to counter something he might hate, the downside would be to have the normal resist of such armour low enough that other weapons of similar deadliness to gat laser on sneaks, even more deadly. So you would be trading the potential of being (slightly but enough to matter) tougher vs the likes of gat laser and plas grenades, while making something like an avenger rip you in half in most hits in exchange, which is arguably worse as so many carry weapons that deal normal damage (popularity of brd tanks is probably higher than gat laser tanks and sneak plasma naders combined), that would be the idea behind the t3 or lower sneak armour variant, or at least one of them.

Also thinking about it, having an armour (robes as an example) as high AC armour (paper on all resists though) would work similarly, in making you good at long ranges vs people who have min maxed their accuracy rate, but do almost nothing versus good snipers or people who go way beyond their min accuracy reqs, and also versus explosives I think AC wouldn't matter, so it would end up much of a muchness there, with many weapons/builds ripping you to shreds, while others would struggle more than normal.

2
Suggestions / Re: Sneaker armors
« on: March 27, 2018, 04:46:53 pm »
Sorry about the off topic rant, I don't mean to put you or anyone off, and I am definitely curious to hear your further thoughts on this sneak armour topic Zek, I respect your opinion on it.

3
Suggestions / Re: Sneaker armors
« on: March 27, 2018, 02:09:32 pm »
Uhm, I haven't actually found a stealthboy (been using ghost), but I'm sure there's an easy way to get them, the no loot drop is really strange, its so different to be holding the same motion sensor and the same solar I found on day 1 or 2 by the end of my second week. I am so used to going through them like toilet paper that it is a little offsetting to adjust.

I mentioned in another post, but most of the changes are really great additions etc, people will vary on what they love/hate I am sure, but I think for the most part the changes are just plusses. BUT I am not at all sure where the f people are and what made them angry enough to leave (obviously the no 1hexing was too much for some).

So as much as i'd love to see you shneaking about with me and the like, its actually really depressing (in the scheme of my feelings toward the game and wanting it to grow and have success) to walk around the map and struggle to even see other players outside of the hub, and I wouldn't wish that feeling of sadness on anyone. What I have found fun is testing the new perks and limits of sneaking etc, but I think I have already hit a wall as there seems to be no PvP related goal, nowhere to expect consistent fighting and a number of changes that I am sure will infuriate, particularly in the abundance of guard NPCs in every town, the lack of t4, and the lack of "magic boxes" and other PvP focused loot areas that are worth going for. :(

I and I think the game too, are in a bit of a weird place, and it is strangest because I like so many of the changes, but I do not like near nobody playing.

4
Suggestions / Re: Sneaker armors
« on: March 27, 2018, 12:35:07 pm »
Love your work as per usual Zek.

Having tested sneaking a bit in the new session (the changes are really cool in this regard IMO), the major changes there are the new sneak skill max (max skill point investment) is now 270, with a hard cap of 300, which is made up by using a stealthboy and/or taking the Ghost perk and staying within 5 hexes of a wall (ghost also has a new bonus of also reducing the range at which you can be spotted from head on targets looking right at you, I think it becomes closer to the side front  view angle ranges, so has become an almost must have perk for sneaking). So as Wichura mentioned, having an armor set based on making up that 30 gap could serve a function too.

Adding to those integral aspects of sneak I would add the notion of always keeping your sneaker more than 15 hexes away from other players for fear of motion sensors, either having a custom range circle set up or knowing your distances is key there.
and
Know what/when you can engage and what/when you shouldn't engage, particularly identifying build that will destroy you most of the time, and in terms of team PvP, having trigger discipline as a scout and engaging with your team, from the right position, but that is kind of covered by your number 2 rule too.

5
Yep, it really seems like since tactics they have just taken fallout in all the wrong directions.

What I wouldn't give for a remake of 1 and 2 like the baldurs gate enhanced editions style, or a new game in the old top down style... Ah well :( fucking Bethesda.

6
General Game Discussion / Re: New session
« on: March 26, 2018, 01:04:52 pm »
Magic lockers with high tier shit are attractive only for short period of time. Then everyone and their dogs wear fancy rare stuff, which is not rare anymore. Then what, add T4 with bonuses into magic locker? And then T5, whatever this might be?

Besides it's not all about gathering pixels as such.

That reasoning is a little facetious man, its like a slippery slope logical fallacy to assert for one, but also the longer t4 gear is delayed, the more riches people who are playing/grinding right now will have, which means faster access to it and just delaying the inevitable. The draw of nice pixels is a big one, yes it is definitely lessened by the no loot drop, but that ideal has been mitigated in other areas by increased rarity rates, the same would apply to magic lockers, one would think.

The notion of t4 being unlocked doesn't particularly effect me or my builds, but it might be what a number of players are waiting for, as something to farm and explore the currently pointless to farm areas, even just a sliver of a chance for that t4 gear will draw people to what are right now unpopular/dead areas, and no that doesn't at all mean there needs to be a "t5 set" unlocked later, some players will be trying to find those t4 items until the next wipe, others will access it faster as a matter of luck versus persistence.

7
Suggestions / Re: Sneaker armors
« on: March 26, 2018, 11:42:56 am »
I know this and the other pistol post make me look like some kind of sneaker obsessed whore...

You are a sneak narcissist Blarney, why attempt to suggest differently? :D

LoL that's probably true I do love me some sneaking I can't deny it, perhaps I am a sneakwhore. But, I do feel my biases are measured in that respect, I don't want OP sneak stuff going on, just some interesting and comparable variety/options mostly.

8
Suggestions / Re: Sneaker armors
« on: March 26, 2018, 11:24:38 am »
Zek! :D good to see you too man, Uni is all done and dusted for now, its just the normalities of life locking me up at the moment.

I can agree with the sentiments you posited there entirely, sneaks definitely shouldn't ever be "tanky" by any comparative measure to CA tanks etc, that is a fine point, so yeah if any kind of t4 sneak armor was worth making it would have to be based more around some kind of ability or bonus, perhaps something as simple as counting as the same bonus as a stealthboy permanently and just being ever so slightly tougher than the armor beneath it in the scale, but then that's hardly a T4 worthy buff indeed, perhaps 3.5 tier would be a better place for that kind of idea.

As far as other basic t3 or below sneak armors and their distinctions I would think that one would focus on being high AC with very low resistances and DTs (AC is working a bit better these days), whereas others could focus on resisting the non normal damage types more effectively.

Say just for example if leather mk2 was the baseline, best sneaker normal resist/dt armor, certain robes could function as high AC but paper resistances, and Combat Jackets (maybe a mk2 version of them) could functionally be more resistant to explosions, laser and plasma (higher than leather mk2 at least) and having paper thin normal DT/DR (something like 1/20% normal).

You make a very good point about the kind of oxymoron that is the notion of advanced sneaker armor when their armor is supposed to be near paper for a reason, and I agree it certainly shouldn't be the focus of sneaking to be at all reliably tanky, I guess the idea would focus more around just being a nice find and small bonus for a sneaker to come across, but that is useless (a wasted t4 drop) to anyone who isn't a sneaker, so yeah, I don't have a real comeback for that argument, damn good point.

As for thoughts on outside buffs in general, if it is an advanced armor it could have functionality like tesla in having some sort of buildup/discharge effect, whether that discharge would be a knockback/down explosion, or something crazy like autostealthing under certain conditions. Or perhaps halving the negative effects of wielding bigger weapons while stealthing. ¯\_(ツ)_/¯ probably too strong.

The notion of having a few choices in just the basic armors I think would be a much more worthy and easy to accomplish task, mainly in utilising those distinctly different looking armors (the models for leather armor versus leather jacket versus robes).

9
Suggestions / Re: Sneaker armors
« on: March 26, 2018, 07:42:34 am »
How about a black sneaking robe with 40% sneak bonus?

Could be cool to have something like that, at the very least its a good point about robes being another potential armor set for sneaks that could serve a specific purpose (boosting sneak I'm not sure about but something).

10
Suggestions / Sneaker armors
« on: March 26, 2018, 05:55:25 am »
So thermal leather is the new fire gecko leather, basically just the name was changed, and it made me wonder why there can't be other sneak armor options, even with only slight differences, or potentially going up to t4 sneak armor (like chinese stealth armor or somesuch hehe).

We have the difference of the lower end sneaker armors, in both how it looks on the player model and in stats, but those basic leathers are almost useless by comparison (whereas at least metal armor serves a function independent from CA for example).

Why not take better advantage of these differences and have a high end black leather sneak armor, comparable to leather mk2 in its own right? This requires a lot less effort than say a whole new t4 sneak armor animation/color set (which honestly could just be a basic black reskin of CA for sneaks and i'd be happy  ;) ).

I know this and the other pistol post make me look like some kind of sneaker obsessed whore, but I literally just noticed the name change and it made me think. What are the thoughts/fears on this topic?

11
Suggestions / Solar scorcher thoughts
« on: March 26, 2018, 05:13:47 am »
As a guy who used this weapon in excess last season, I can admit when combined with the old pyromaniac buffs, was way over the top in comparative potential for other similar weapons, one because nobody can build to tank its damage properly and two because it already had good damage rates (compared to say alien blaster and 223 pistol) before adding 50 flat damage to each hit. My first thoughts on it are that the new pyro should effect solars, as it makes building for them specifically, a bit more costly than other builds, and secondly because the damage buff has been greatly reduced from a minimum damage perspective (still needs super crits to be worth taking).

Other than those questionable notions though I want to get to the heart of my suggestion on solars, relative to a notion Veki brought up in another post, but put it here as it is a very specific suggestion;

Make 2 different solar scorcher weapons;
Why? Because solar currently is in a bit of a strange place as a weapon, too rare to be reliable in gathering, too strong to be common gear.

To what end?
Well we could have a basic version of it, that is comparable to plasma pistol, with its own benefits and downfalls when compared. Say if we took the solar scorcher stats as they are now, and reduced them, possibly forcing it to also use an ammo type (MFC I would think), give it less damage and range too, to make plasma pistol a viable choice against it.

Then have a t4 version of it (super solar scorcher mebbe?), which more accurately resembles the 223 pistol/gauss pistol logic in being a rare item for builds that use it, this version of the solar could be free ammo (reloaded only in day still), have stats more resembling the current solar (perhaps a bit better) and perhaps potentially come with random unique buffs seeing how it would be a t4 drop and rare as vindis or gauss.

Similarly I would think that the alien blaster could take up the function of being a t4 version of plasma pistols, rather than a semi rare item that it is now.

The end result is to have distinct choices and usages for these weapons which I know are quite niche already, but which at the very least I as a pistol sneak lover contemplate frequently;
You would have a comparative choice in play styles when choosing 223/gauss for one, in the benefits of extreme pistol range and penetration based focus, compared to the plasma pistol/alien blaster differences which could focus on being mid/high ranged but very high damage potential (as well as very low potential), and the solar/super solar focus could be on having much more reliable damage rates overall (with the lower resistances to fire in general), lower general ranges while having good max damage rates, which would still be lower than the potential damage of say an alien blaster super bypass crit.

Thoughts?

12
Toxic Caves / Re: Sheilds.
« on: March 26, 2018, 04:17:46 am »
A shield type item that you had to slot into your spare hand for it to work could be interesting for sure, only giving a buff from that position in inventory and deteriorating from there too.

For one it might be a good idea to have more items than motion sensors as a secondary slot item, to keep variety there, and for two it could also provide debuffs, like reducing your max chance to hit by 25% or something, so that it doesn't become a "must always have on all players at all times" type item.

As for players taking 10 of them, that's fine, you just need to balance how it is utilised, say if equipping it put you at -16 AP, so that fast (re)equipping during combat was just not viable, problem solved.

Cool idea in general that wouldn't necessarily ONLY apply to a riot shield too, could have it as a weird fallout tech item, think stealthboy item that is instead a plasma shield or whatever, and also think of other items, not just shields that could be utilised like this, as a secondary slot item.

13
Suggestions / Re: season 3 sugestion by veki
« on: March 26, 2018, 04:01:52 am »
some new sugestion:
Solar scorcher need to fix to work with pyro, and list that item in t4.

New pyro doesnt work with solar? (I haven't actually tested on/off myself, I just assumed it would).

And you really think solar should be t4? I mean outside of TB spam its not exactly a popular weapon, and relegating it to t4 just makes it a weird weapon in general, like who would build for it and use it? Think of sniper rifle and 223 pistol for example, they have T4 versions in gauss rifle/pistol, so a 223/sniper rifle build is only benefited by that rare gear, they don't have to change their build to utilise it, if scorchers only dropped from t4 loot potential, what would be their point? What are they a better version of? Who/why would you build to use them, and if nobody builds to use them what is their point in general? To maybe reroll a character for testing when finding one, then rerolling back when you realise it is unsustainable as a build?

If I could posit a suggestion about that I would say; make 2 solar scorcher weapons, one as what we have now, but possibly nerfed a bit, and the second as a t4 version of it, possibly coming with unique buffs.

14
General Game Discussion / Re: New session
« on: March 26, 2018, 03:20:24 am »
Also just wanted to say TYVM to whoever read and took to heart my suggestion from last season about sneaking and armors, the small change that auto desneaks someone equipping heavy armor, and simply does not allow sneaking in them has completely "solved" that issue, 100% quality of life improvement right there, and it is certainly not the only change that was 100% wanted, so again, for the third time just to make sure, I personally appreciate many of the changes more than you can know, and send my thanks for the continued development in general.

Kudos and salute to those who work freely on projects like this.

15
General Game Discussion / Re: New session
« on: March 26, 2018, 03:04:44 am »
Feel free to move or merge this topic with others, was just sharing my random thoughts on it, and I did only very recently reinstall this session, last time I played was last session, so my thoughts on it are likely different from those posting about the start of the session etc.

Again I like a good majority of the changes, the things I dislike are random and few (wasn't a big fan of nerfed caravan XP, and didn't like the magic reno locker disappearing and that's about it), and with other things I might not like on first impression like with no loot drops I am more than happy to at least experience/play the game with them to see what the results are over longer testing periods.

I think the main downfalls currently are directly related to loot availability, the lack of incentive for exploring/farming/fighting at new locations (west side freeway is a good example, nice little new location, interesting for small scale fights/ambushes, but no real reason to actually go there currently) obviously impacts the popularity of such locations in general. Spreading out the pvp and areas where pvp is viable is one thing, spreading them too thin with an already low player base (along with the loot incentive) mostly just results in what looks like an empty wasteland most of the time (empty of players only though, swarming with npcs). So perhaps all or most of my fears will be abated when t4 and better magic lockers appear again. Here's to hoping at least.

P.S. Just anecdotally; I ran one of the most expensive squishy builds last season (solar sneaker), but I kept grinding out gear and trading for what I needed to PvP etc, with the amount of pvp battles going on most gear usually went around in a big circle to the main factions unless it ended up in some greedy hoarders tent somewhere gathering dust. You realise how many other solar players were in the game and what my chances of getting regeared through pvp were too? There was 1 other player I knew of that used solar in pvp, 1. And still somehow I didn't mind loot drops and kind of miss them, perhaps I am a glutton for punishment? Who knows.

P.P.S. Despite what some just automatically assume about forum posts, I can deal with change pretty well, technically "my build" was "nerfed to hell and not worth it" according to some players I encountered, but nope, I actually like the stealth changes and perk changes (like pyros nerf, for example, I back 100% even though I shoot solars at faces all day), so please don't think of this as a selfish "my play is effected so QQ" type post. My honest core concerns are about the player base size and focus on the idea of fun, for me it was always about building character up to pvp and having fun pvping against other pvp players, for others it will be different, incorporating areas that accommodate as many play types and mentalities as possible is for the best, but most importantly maintaining older players while getting and retaining new ones is surely the main developmental goal too, right?

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