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Topics - Slowhand

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31
AI bug: Mobs with ranged weapon, for example flamer, do not come closer than their max range, and thus can be hit and run killed in TB mode very easy. Basically a Rogue with a flamer at a random encounter will stop after moving 2 hexes and it is in the reach of a target. Same happens with walls/pillars, they only move until they reach a spot where they have vision at the player and if they don't have enough AP to shoot, they stop there and do not use their action points to get closer, so the player can hit and run endlessly.

32
Suggestions / Lockpick CD change when success.
« on: December 19, 2015, 12:25:18 am »
Lockpick CD shall not trigger or be reduced in case of success.

Edit:

It's finished. Link to code/tutorial

The new mechanic:
  • Lock picks will break on critical failure only. (but with this chances of pick breaking is 1/20 higher than before 1/31)
  • If the player tries to pick the lock without lock picks and critical failure occurs, he will hurt his fingers for random small amount damage and will trigger a higher cooldown.
  • If the lock is unpickable by the player (because of lack of skill + tools) and a critical success occurs, the player will receive a warning message, so he does not bother anymore.
  • If the lock pick simply fails, then the default timeout will be triggered, as before
  • If the lock pick is successful, then a cooldown between 25% and 75% of default will be triggered. This cooldown depends on the roll made to pick the lock. The transition between the values is linear, when the minimum cooldown will trigger if the (skill + tool bonus - lock difficulty) is higher or equal to 50, basically the bonus value of the expanded lock pick set. The maximum cooldown (3/4 of default cooldown) is triggered when the roll check barely made it. This way having way higher lock pick skill is more rewarding, since opening very easy locks will trigger a much shorter cooldown, sometimes allowing the player to loot and try to unlock another container if nearby.

33
Suggestions / Gun Runner mutie quest anti exploit.
« on: December 18, 2015, 09:51:42 am »
If you guys leave the Gun Runners mutie quest in after wipe, I suggest you add a Reputation constraint for taking the quest, since it is easily exploitable. I was trying out new builds with books of achievement, and guess what, with ur new char u can do the mutie quest right away. Sell 2-3 mini guns for 10k and you got your reroll cost back... so you get 1-2 LSW, 1-2 Gatling, and a a lot of "sell to merchant" weapon/amo with minimal time investment. (I even died to a Khan there once, walking to my ranger tent near JT mine with half of the gear, I felt more happy than sorry... loot from that quest def needs to be nerfed.)

Also, the quest is very easy for a level 18 burster (BG or SG) char in turn based mode.

Suggestion: (In case the quest will not be removed as repeatable quest)

Regarding Exploitness/Loot ballance:

1. Reputation required to access the quest. (That is if book of achievement does not keep the Karma/Reputation, did not check)
2.a Reduce the lootable stuff from the mutants, or make them a lot harder to kill. (They have no reason to wield LSW or Gatling, they die the same as the ones with minigun)
2.b Or add proper AI scripts, as they move in team, heal themselves, retreat, etc
3.a Also add some loot scripts to them, because currently if you die, they do not loot ur corpse, u can go back naked there and regear without being attacked most of the time.
3.b Or, if you die there, the quest location shall disappear and your quest shall fail. (best combo with 2.b and a very hard boss + those few guards around him.)

To be true to the game, (Fallout1/2):

- The boss (that guy with a lot of HP) shall have a key on him. Maybe his location a bit more remote as well (but as it is now, it's not so bad), so that you can kill the mutants guarding the cargo and if you got high lockpick skill, you can get the cargo without killing the boss, but if you dont have lockpick skill, you should be able to solve the situation with force. Lock is needed only on the fence doors, not on every container.
- Or, other solutions where you got options to solve a quest, without too much brute force, or without necessary support skills.
(Ofc, since this is mmo, you could say that getting help from other players to open locks / to kill mutants is what you should do, if you can't solve on your own, yet I feel like the above changes would be more welcome.)

Btw, once you got an LSW from the mutie quest, killing anything becomes a joke... that weapon needs to be nerfed or made rare...

34
Closed suggestions / Medic/FA perks buff.
« on: December 18, 2015, 03:40:06 am »
Each Doctor/FA perk should reduce the cooldown on FA/Doctor so that a Medic role, that takes all such perks would be reliable. Also, some of them should decrease the cost of AP for using FA/Doctor or even Stimpacks. (Maybe increase the base cost of AP for FA/Dcotor/Stimpacks by 1 point first, and one of these support perks would reduce it to current)

Something like: (Example only, change numbers to reasonable values)

Increase FA and Doctor AP cost by 2, and using stimpacks by 1.

Living Anatomy: +5 flat damage, less fail on FA, and reduce CD's by 10%
Medic: reduce CD's by 50% (leave it as it is)
Healer: +15-30 hp with FA, and reduce CD's by 10% (12.5% if having FA kit in inventory/weapslot)
Healer+: +20-40 hp with FA, and refuce CD's by 10% (12.5% if having FA kit in inventory/weapslot)
Blessed are the Weak: Reduces FA/Doctor and using Stimpacks AP costs by 1.

Taking 5 healer perks would give 80% CD reduction, making that 18 sec at 200. (13,5 sec with FA kit in inventory/weapslot).

Good gain at the cost of 5 perks out of 8, to my unexperienced fallout mind it seems reasonable.

That is ofc, if the next season does not offer other interesting solution to field medics, bc if it does, I'm curious what it will be :)

Note:

Possible change of FA to be heal over time, like 50% instant heal, 50% over 20 seconds (or 2 turns).
Possible change of stimpack dynamics, adding CD at stimpack usage, which makes them have mitigated results. ("Stimpack" effect on player, (something like lockpick timer) that makes stimpacks 50% less efficient until the effect lasts, ofc timer of "Stimpack" effect resets if stimpack is used before CD end.)

35
Bugs / Injects stimpack message dislocation bug at Gun Runners quest.
« on: December 18, 2015, 01:22:52 am »
Injecting stimpack at 2 places causes floating text to dislocate depending on location.

Steps to reproduce:

- Get to the hex to the left of my location on picture.
- FA or Inject stimpack, the floating text will be above ur head.
- Move 1 hex to the right, at the spot where I am standing, and see that the floating text is above the rock as on the picture.



36
Bugs / Gun Runers entry point
« on: December 18, 2015, 01:07:17 am »
High resolution entry point fail at Gun Runners. Sometimes I will spawn at this location and cannot move my camera up to the 2 NPC in the shop.


37
Bugs / TB - Critical miss loose next turn - Bonus Move can be used.
« on: December 17, 2015, 11:35:35 pm »
If you critically miss and loose your next turn in TB mode, you still can use up your extra move points from Bonus Move per.

38
Suggestions / New Perk: Disarm.
« on: December 17, 2015, 08:51:56 pm »
If your enemy misses from melee range and you are unarmed or have a melee weapon equipped, there is a chance that he will drop his weapon.
 - This chance should be higher if the enemy has ranged weapon (firearm).
 - Should work on NPC's as well, both direction, if an NPC has this perk.

I would say that I would look into the code and make it, also fixing the In your Face perk, but with the promising upcoming changes to combat, it would be probably futile.

39
Self organizing event/treasure hunt for solo PVE-ers:

  • The idea, is to make like X cave maps, with entrances/exits to every side, then randomize at which point the player gets to, when stepping on the green grid. Even make these maps recyclable, like if he goes back, he lands on an another random map, and not on the same he came from.
  • It would be a maze, where actually previous experience/knowing the map does not help the player, because where he gets to is random.
  • If players go in party, they would be separated, and depending or random, could meet each other again, or not. It's not like last man standing or only man alive gets all, people have a chance to meet each other, the more people are in the higher the chances.
  • For example: Like there are 100 instances of maps, 10 cave maps the rest are the same maps but different loot/monsters, when a player reaches an green exit grid, it would take him to a map with a random internal map number between 1-100. If there is someone already in a map with the same number, they enter the same map, or better said, the second player enters the first player's map. If not, then new map is generated (Map one from the 10 maps, but with an internal number 1-100 with random monster and loot ofc.) Thus there is no need to design 100 unique maps.
  • It could have some entry points at which you can get like random encounter or known locations to enter, but many, like 3-4, each with a few different separated entry points or so, so it cannot be camped effectively.
  • In the caves there would be random monsters and some random items in skeletons, or lying on the ground, like in a survival game.
  • At some point (If the player would enter the maps with the number 1-5), the player could choose to exit or venture deeper into the caves using a broken elevator, or whatever scenery to justify that he falls down, looses some HP and all his stuff, except his armor and weapons.
  • The caves below:
    • Most of the time, find a maze with a similar mechanic (internal numbers generated for cave map are between 101-200, so you don't meet the players from the first level of the maze), but stronger mobs, better/rare loot etc. Also there would be more random weapons/ammo scattered around on the floor, since our player is without it.
    • On rarer occasions players could access a special place, some old abandoned vault, or a bunch of super mutants near an uncovered experiment lab, or some high tech underground robot facility with some nice mobs and loot in lockers.
    • Loot and monster generation would be higher at EU/NA peek hours for 1-2 hours or at weekends. (This would make it a self organizing survival event or treasure hunt)
  • If he gets outside, he is free from the maze.

Small team version: (Optional)

The same as above, but there would be elevators that would allow only max 3-4 people to use it and would bring them to a random floor. The mob difficulty at the lower levels would be for teams, so it cannot be done solo, for more rewards.


Combined  version: (See solo for 8.2)

The solo guy find the bottom floor, can repair an elevator to make it functional to exit. He gets the location marked on his map if he exists successfully throught he elevator and he can come back with a team, however the elevator allows a limited number of people on and after using, it gets broken so the team size is limited for more challange. :) If they die here, they can't come back, as the elevator is broken, so they get one shot. Later there could be more versions, for example the robo bay req 3 people, the mutants 5 to have a chance to be finished and so on.

40
Closed suggestions / Multilog debuff when char killed.
« on: August 18, 2015, 07:52:27 pm »
Make a multilog debuff, where you can't relog with other char until the last one is not respawned. (In case it was killed, else no debuff.)

I'm curious if this would be useful, as at one hand, it would stop multilogging at some extent, on the other, it would make people find alternative ways to do it, to evade alt identifications, I don't want to go into details, to not give examples. :)

41
Closed suggestions / Script: Guarded town guards loot killed players.
« on: August 18, 2015, 07:50:12 pm »
Script guards to loot killed players in guarded towns. If any player wants to take the dropped stuff, they would be attacked by guards too. Should work only for dropped stuff on player death.
Looted stuff would become available to sell at the town merchants, or at an auction house.

42
The Thunderdome / Investigation request against Multilogger.
« on: August 18, 2015, 02:27:39 am »
I was peacefully mining in a safe mine, where there was a thief named EHOT and was stealing people. I gave an advice to someone (Escariota), to put minerals in offhand so at least one mineral type can't be stolen. Then next, EHOT leaves, RACCOON (a notoriuos junktown mine thief) appears with a SMG and burts me to death. 20 seconds later, EHOT comes and loots me and probably RACOON (his alt?) as well. To me it smells like they are the same person, and using multilog to gain my stuff, and not loose his. (RACCOON was killed by guards) Please investigate. Here is some proof. I sent ingame help request as well.

On sight of the murder, just before the trail goes cold: (Scroll to the left, image too big.)



For combat log, scrolled backwards in base:




43
Toxic Caves / Gambling
« on: August 17, 2015, 02:30:57 am »
Towns which have gambling tables, casinos, should be able to be used.

Balck Jack, Rulette should be basic, with winning chance calculated on gambling.

- Safe towns should have a lower win for player overall for rulette, while non safe towns, would have maybe a bit higher chance, since the risk.
- Small bets, 10, 50, 100, 250 caps.
- Black Jack should be player skill dependant. (Or based on gambling as well?)
- Only play vs the NPC not other players. Maybe that later on.

No gui, only small stuff.

44
Closed suggestions / New perk: Mysterious stranger.
« on: August 17, 2015, 02:24:48 am »
What about a new perk: Mysterious Stranger, like in Fallout2.

- Strenght according to the players level.
- Chance to appear in Random Encounters only.
- If he/she dies, he won't spawn for an hour.

I would like some ideas, what would be necessary, for people actually use this, and give up a perk for it?

Maybe the M.S. should choose a role when appears that the player needs, like if the player is a typical Tank, then the MS would have high heal/damage. If the player is DD the MS would be more tanky.
Or maybe it should have a random personality with random skills each time he spawns? Like sometimes ranged, other time melee rush, etc?

Anyone any good ideas? Fun ideas?


45
Suggestions / Saving Armor Class :) - Ranged chance to hit refinement.
« on: August 17, 2015, 02:15:31 am »
Here is my idea of saving AC:

Public excel sheet with values.. Does not include weapon handling and ST check penalty, sorry.

This is a rebalance of chance to hit. It changes roles of weapons regarding their type (perk)

Normal ranged weapons accuracy decays with distance, they have higher hit chance the closer the target is.
Long range weapons have their sweed spots are medium-long long range (around 27+).
Scoped weapons have their sweetspots at very long range (35+).

Reworked the smoothness of the change in the hit chance.
At max AC and max weapon skill, each weapon type has a distance where the hit chance is quite low, close to 60%, so seeing what kind of weapon the enemy has, can be exploited by positioning/distancing, hopefully promoting more skillful play, in case someone chooses to use AC perks.
Every weapon type has about the same chance to hit at point blank, which at max AC and weap skill is above 95%.
PE does not effect close range anymore, it gradually increases the effective range of sniping.
The high end values at max distance/PE are the same, only the transition changed.

With this, AC is (maybe) playable, but still, very hard. Weapons have to be swaped to ensure sweet spot chance to hit.

Still needs tuning, your ideas are welcome :)

P.S.: Sniper rifle should be changed to scoped if it's not yet.

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