FOnline: Reloaded

General => News and Announcements => Topic started by: Kilgore on April 07, 2016, 08:04:49 pm

Title: Changelog 07/04/2016
Post by: Kilgore on April 07, 2016, 08:04:49 pm
Changelog 07/04/2016

Changes in the previous update have been reverted:
- Full loot enabled (players drop everything on death!),
- Weapon drops on the ground after a proper critical hit,
- PvP steal enabled again.

BE CAREFUL! With full drop enabled again, you will lose all items you're carrying if you get killed. We will not refund any lost items.



Explained here. (http://forum.fonline-reloaded.net/index.php?topic=10378.msg86389#msg86389)

Yep, the "April Fools update" will be reverted tonight.  It's been a week of testing this experiment and for now it's enough.

The results were not very surprising to me, I discussed it with few players in the past (thanks Seki and others) and conclusions were pretty close to what happened. More PvP and more action because less risk involved, but with less risk/reward involved the gameplay loses some thrill, especially that with no drop, the game loses some depth and this would need to be covered with more types of activity, as much in PvE as in PvP.

The next thing is that dying needs to have a penalty that hurts more or less. With full loot enabled, dying hurts experienced players not much (because they have more resources and know how to get new ones easily), but it's extremely harsh for newbs and casual, that's why they don't try some parts of the game at all or just ragequit. We have some ideas how to change it and we will try it in next season, where we can introduce large changes in other areas as well.

The problem with FOnline in general is that it's a full loot game for hardcore players. Players come and go, many ragequit very fast and it's extremely visible from perspective of any admin. Since Reloaded started, we've been trying to make the game easier for casuals and newbs and this game is much more newcomer-friendly than FOnline: 2238 ever was. We'll still follow this path.

Thanks for opinions and for participating in this (involuntary) test  ;)
Title: Re: Changelog 07/04/2016
Post by: Gimper on April 07, 2016, 08:23:45 pm
Very nice. Might as well keep using my t4 anyways. Wipe is soon right?
Title: Re: Changelog 07/04/2016
Post by: Kilgore on April 07, 2016, 08:25:37 pm
Wipe is never soon before it gets announced or at least beta test starts.
Title: Re: Changelog 07/04/2016
Post by: ribbit989 on April 07, 2016, 08:42:29 pm
So how about have a certain level where they can't be looted like perhaps level 10 12 or 14. Not sure how easy that would be but just an idea.
Title: Re: Changelog 07/04/2016
Post by: emrebnk on April 07, 2016, 08:54:44 pm
So how about have a certain level where they can't be looted like perhaps level 10 12 or 14. Not sure how easy that would be but just an idea.

Like Kilgore said before, it can be easily abused by other players.
Title: Re: Changelog 07/04/2016
Post by: C.H.A.R.L.I.E on April 07, 2016, 10:08:43 pm
I discussed it with few players in the past (thanks Seki and others)

uh oh ...

Spoiler: show
(http://i63.tinypic.com/30uy9zk.png)


so this will be like a tutorial server for noobs?
Title: Re: Changelog 07/04/2016
Post by: Kilgore on April 08, 2016, 05:50:40 am
so this will be like a tutorial server for noobs?

Sure, you can play it anytime.
Title: Re: Changelog 07/04/2016
Post by: Koniko on April 08, 2016, 07:56:15 am
so this will be like a tutorial server for noobs?

Sure, you can play it anytime.
(http://vignette2.wikia.nocookie.net/adventuretimewithfinnandjake/images/2/2b/Apply_cold_water_to_burned_area.jpeg/revision/latest?cb=20121007165231)
Title: Re: Changelog 07/04/2016
Post by: caper on April 08, 2016, 01:33:01 pm
Sure hope the massive drop in onliners will not be permanent...this little experiment has cost the server players I'm afraid. It was a terrible idea to let it go on this long. I say this not to point fingers but because I have been here loyally for years and I am not happy when it declines. Maybe consider being public about planned experiments and set the time frame in public before just rolling it out and strongarming it. As much as we love Reloaded we should be informed of radical experiments like this instead of rumors causing people to seek other avenues of entertainment. You should be way more public with your thoughts and especially in this case. I wonder if you decided on a whim after seeing online numbers dropping to stop the experiment or it was planned?
Title: Re: Changelog 07/04/2016
Post by: Gimper on April 08, 2016, 02:16:21 pm
(http://i63.tinypic.com/30uy9zk.png)

U Stole my idea u cheeky breeky bugger! I made this weeks ago!

(http://i.imgur.com/UxU609o.jpg)
Title: Re: Changelog 07/04/2016
Post by: zato1 on April 08, 2016, 03:26:49 pm
thank you kilgore, this is the right choice imo.

i know my opinion doesnt mean much but i promise i speak from an unbiased non-ego driven perspective. i only want this server to get better, and succeed. no other server has come close to matching the "fonline experience" that reloaded has.

the no loot thing can work to create more action, but i think it simply detracts too much from the thrill of the gameplay to have loot removed entirely, but its a good idea that has some merit.

that being said, there are other alternatives to reducing death penalty while still keeping the game hardcore loot.

asheron's call had a very interesting system called death items. death items were high money value items (diamond necklaces, gold rings, other types of items in this category) that dropped in place of your armor, weapons or other gear if you carried these things in your inventory at the time you died. this proved to be a very popular mechanic because it allowed players to essentially purchase insurance for powerful and rare PVP items, helping to nullify some of the penalty of dying in PvP.

now these death items didn't work every time, but often enough that it helped create a functional economy where goods had non-inflating ingame money value that helped to maintain the overall background economy for a long, long time by providing both a time and money sink (in our case, caps sink) to players.

im not saying this could or should work in fonline, but just merely stating an example of a very successful anti-penalty system from another popular hardcore pvp title, that helped to ultimately keep casuals and veterans alike interested in the game long-term by providing them a simple yet important mechanic for which they could grind, kill, or craft to get items that functioned as "pvp insurance".

some of the most valuable death items in asheron's call were more valuable than the most epic pvp loot, because having them meant you could wear the most powerful items in pvp without much fear of giving them to your opponent upon death.
Title: Re: Changelog 07/04/2016
Post by: elemenope on April 08, 2016, 04:33:35 pm
i do think that no-loot has a place in fonline, i enjoy fighting in hinkley after all, but imo it doesn't work well if apllied to the entire map. melting some power armor was great fun during this, but ultimately i'm glad we're back to buissnes as usual. i'm interested to see what you learned during this test and how you are going to apply it to reloaded in the future.
thanks to everybody who helps make this game awesome
Title: Re: Changelog 07/04/2016
Post by: Gimper on April 09, 2016, 03:10:35 am
I just wanted to share my input about the no loot feature. Why not allow people to bring their own gear to Hinkly with no repercussions? For example, if someone has some dank Brotherhood Armor and Unique Avenger, let them bring it to practice with. Same goes for T4. This way, there will be tons of PvP and no repercussions.  Maybe this sounds better in my mind because I'm drunk, but it seems like a good idea.
Title: Re: Changelog 07/04/2016
Post by: Corosive on April 09, 2016, 05:33:28 am
(http://i63.tinypic.com/30uy9zk.png)

U Stole my idea u cheeky breeky bugger! I made this weeks ago!

(http://i.imgur.com/UxU609o.jpg)

No Corosive meme? Damn, thought I was popular haha!

(http://cdn.meme.am/instances/55552983.jpg)
Title: Re: Changelog 07/04/2016
Post by: Bison on April 09, 2016, 09:29:19 am
There should definitely be a no loot area and that should be the area around hub, when you are in the no loot area it should say world map and when you leave a warning message should appear.

I would also move Barter Ground to this area.
Title: Re: Changelog 07/04/2016
Post by: Kilgore on April 09, 2016, 09:34:49 am
Sure hope the massive drop in onliners will not be permanent...this little experiment has cost the server players I'm afraid. It was a terrible idea to let it go on this long. I say this not to point fingers but because I have been here loyally for years and I am not happy when it declines. Maybe consider being public about planned experiments and set the time frame in public before just rolling it out and strongarming it. As much as we love Reloaded we should be informed of radical experiments like this instead of rumors causing people to seek other avenues of entertainment. You should be way more public with your thoughts and especially in this case. I wonder if you decided on a whim after seeing online numbers dropping to stop the experiment or it was planned?

If we published all planed changes in advance, then we would end up making no changes at all. With *every* possible change, there would be a significant amount of crying and rageposts. Sometimes when I posted a changelog few hours before update, crying already started "noooo wtf don't do it shitty change shitty update blah blah blah" and all sorts of fonline experts who already knew what will happen (and it didn't). Simply not worth it.

Desperation is never good in fonline development and changes can't be made just because several people got pissed off because they took dusty PA from their tents and it got melted.

If somebody wants to play other game, he's free to do it and it's his choice. People come and go. We didn't advertise this game since 2013, and when we did, it had as many as ~450 people online max. Two weeks before that, there were many fonline experts who were telling us that "nobody will play this shit because xyz".
Some people will leave to try other fonline servers, some people will soon join Ashes of Phoenix, others will appear from nowhere, and others will quit to play other games or real life.
Title: Re: Changelog 07/04/2016
Post by: Mad Matt on April 09, 2016, 11:45:06 am
Well, as I'm near end with writing my engineer work in labs I have almost no time for playing. Anyway, soon after I will finish it I'm planning to play both AoP and Reloaded. As Kilgore said, if you are bored, angry or anything else you can leave and come back another time.

P.S. I hope you will not wipe server until September cause I want to end my project for Reloaded.
Title: Re: Changelog 07/04/2016
Post by: PaRiAh the Scalper on April 09, 2016, 07:00:56 pm
Testing anything on the server for a week can only bring new ideas, and i personally think more of the suggestions should have a week to try out, and expand the games mechanics
Title: Re: Changelog 07/04/2016
Post by: Celis Langmaid on April 09, 2016, 08:01:39 pm
There should definitely be a no loot area and that should be the area around hub, when you are in the no loot area it should say world map and when you leave a warning message should appear.

I would also move Barter Ground to this area.

I say no to this because first, it allows higher leveled players to hunt lower leveled players and take their stuff, further pushing them towards rage quitting and not coming back. And secondly, Barterground is supposed to be a loot-free, PvP-free place to buy/sell items/vehicles, and one forced encounter while leaving that area could very well mean you lose all your caps/bought items if another player finds you/is patrolling the area.

All in all, this is just a bad idea. I think looting should be, if anywhere, around Glow, Navarro, Reno, and extended in a 3x3 square radius around every dungeon except for Vault 15.
Title: Re: Changelog 07/04/2016
Post by: zekromo on April 09, 2016, 08:41:53 pm
I would argue that Vault 15 should follow your mechanics of looting too. Ares and Glow are dungeons just like Vault 15 but for more experienced players - Vault 15 is just the equivalent for younger players starting out "dungeoneering." It is no good to disable looting in Vault 15 because it will trigger that same expectation towards the grander dungeons out there and will put them off completely when they realise what is actually there. But I do like your idea of looting and the radius around these locations. It is certainly... interesting.
Title: Re: Changelog 07/04/2016
Post by: Celis Langmaid on April 09, 2016, 09:29:45 pm
I would argue that Vault 15 should follow your mechanics of looting too. Ares and Glow are dungeons just like Vault 15 but for more experienced players - Vault 15 is just the equivalent for younger players starting out "dungeoneering." It is no good to disable looting in Vault 15 because it will trigger that same expectation towards the grander dungeons out there and will put them off completely when they realise what is actually there. But I do like your idea of looting and the radius around these locations. It is certainly... interesting.

Vault 15 is a different case because it holds...well, unique crap is the best way to put it. Unique Leather Jackets and Metal Armors, and below. Very rarely a Combat Armor MK I. Looting should be disabled here not only because this stuff is almost worthless to more experienced players, but also because this dungeon is a learning curve. If you absolutely have to make it a loot area, it should only be on the last floor where the vast majority of loot spawns.

There should be an NPC in each town that has a dungeon near it that explains what's in the dungeon, the dangers, and around what level you should be to attempt it/how many people you need in a group. The exception to this is Ares, because it has no "nearby" towns. That way, if they do die in the dungeon, they lose all right to complain about difficulty.
Title: Re: Changelog 07/04/2016
Post by: zekromo on April 09, 2016, 09:50:42 pm
Yes exactly; it is a learning curve therefore not enabling loot is disrupting the whole nature of the learning curve. Yes it offers pathetic loot, but what experienced player is going to go to Vault 15 anyway? To player kill a level 28 crafter/farmer build in metal armor mk2? Those who are going to vault 15 are there for the lessons and experience in the dungeoneering aspect of the game. I dont think the looting system should be switched off just because the rewarding loot is bad; the experience needed to get down there for a learner/new player is what counts.
Title: Re: Changelog 07/04/2016
Post by: Help Bot on April 10, 2016, 01:16:32 am
An insurance system based upon level would keep more players playing.

If you ask me if a player doesn't already have a tent made, upon death they should spawn with one. There's no issue if the game is flooded with tents since they're easy to make, and limited at some point.

There's no point in having a learning curve when the only thing you really need to know is how to get friends, and join a faction.

Looting being enabled in arenas would fix most issues people have with PVP, and losing all their assets. And frankly for most casuals this should be enforced as it is in all the major MMORPG's Like Runescape. Simply no one loses what they don't want to risk. Making it the otherway around where only a few arenas will let you keep all your stuff just makes it more elitist where the end game players keep more and more of their stuff.

I'm not saying disable PVP, but since the stuff is worthless to you anyway and you keep whining about players leaving after they lose their stuff why not just let em keep it one way or another? Either by having zones that people don't lose loot in, or by not losing loot based on level(below eligibility for PVP or actually being a threat).
Title: Re: Changelog 07/04/2016
Post by: Nithira on April 10, 2016, 04:55:43 am



 dying hurts experienced players not much (because they have more resources and know how to get new ones easily), but it's extremely harsh for newbs and casual,




Add percent loss of total character experience on death. New players will have a low penalty for dying, but higher level players will lose lots more experience. This will invert the situation of the newest players receiving the harshest consequences.
Title: Re: Changelog 07/04/2016
Post by: Celis Langmaid on April 10, 2016, 06:47:23 am
If you ask me if a player doesn't already have a tent made, upon death they should spawn with one. There's no issue if the game is flooded with tents since they're easy to make, and limited at some point.

There's a tent quest already. And that's not stopping spam account creation and use of the ~suicide command for more experienced players to stockpile tents and "sell" them to new players.
Title: Re: Changelog 07/04/2016
Post by: Kilgore on April 10, 2016, 07:28:44 am
New session has an optional tutorial location for newbies, and after they leave it, they will have a tent.

Add percent loss of total character experience on death. New players will have a low penalty for dying, but higher level players will lose lots more experience. This will invert the situation of the newest players receiving the harshest consequences.
This was my initial plan but after doing some calculations it became obvious that it's hard to balance and too harsh for high level characters (100+, not mention 200+ or 300+, and yes, there are many such characters in game). High level character would lose like 1/2 or more of experience needed for next level even if the penalty was as low as 0.15% of total experience. It would be really annoying for those who like some PvP activities. Instead of it, the penalty will be based on experience needed for next level, so even if you die a lot in PvP then a caravan run or two will fix it. Might be not even needed because success in PvP activity will give some exp as well.
Title: Re: Changelog 07/04/2016
Post by: Help Bot on April 10, 2016, 08:59:37 am
If you ask me if a player doesn't already have a tent made, upon death they should spawn with one. There's no issue if the game is flooded with tents since they're easy to make, and limited at some point.

There's a tent quest already. And that's not stopping spam account creation and use of the ~suicide command for more experienced players to stockpile tents and "sell" them to new players.
The problem are players who die before they can set their tent back up. Commands aren't well known, and its an added insult to the player who got PK'd to delete their character. This is where many players probably rage. When it could be prevented if they simply can't lose their first tent from the quest. Newbies shouldn't be expected to be experts. That'd be poor game design.
Title: Re: Changelog 07/04/2016
Post by: zekromo on April 10, 2016, 02:39:43 pm
If you ask me if a player doesn't already have a tent made, upon death they should spawn with one. There's no issue if the game is flooded with tents since they're easy to make, and limited at some point.

There's a tent quest already. And that's not stopping spam account creation and use of the ~suicide command for more experienced players to stockpile tents and "sell" them to new players.
The problem are players who die before they can set their tent back up. Commands aren't well known, and its an added insult to the player who got PK'd to delete their character. This is where many players probably rage. When it could be prevented if they simply can't lose their first tent from the quest. Newbies shouldn't be expected to be experts. That'd be poor game design.
That is the whole expectation of new players these days unfortunately :( How will they know about the tent quest if they are completely new to the game?  :facepalm

Also what experienced player would be so resourceful soulless to stockpile tents just to sell? I have not seen such a case.
Title: Re: Changelog 07/04/2016
Post by: Hungry Hungry Shark on April 10, 2016, 03:29:59 pm
experience loss after death is a very bad idea
Title: Re: Changelog 07/04/2016
Post by: Help Bot on April 10, 2016, 05:27:43 pm
If you ask me if a player doesn't already have a tent made, upon death they should spawn with one. There's no issue if the game is flooded with tents since they're easy to make, and limited at some point.

There's a tent quest already. And that's not stopping spam account creation and use of the ~suicide command for more experienced players to stockpile tents and "sell" them to new players.
The problem are players who die before they can set their tent back up. Commands aren't well known, and its an added insult to the player who got PK'd to delete their character. This is where many players probably rage. When it could be prevented if they simply can't lose their first tent from the quest. Newbies shouldn't be expected to be experts. That'd be poor game design.
That is the whole expectation of new players these days unfortunately :( How will they know about the tent quest if they are completely new to the game?  :facepalm

Also what experienced player would be so resourceful soulless to stockpile tents just to sell? I have not seen such a case.
Unlike commands, The tent mission gives a notice, and a new market on the map. While newbies are just as likely to enter TB/flares most find themselves doing the quest, though they might just shoot the farmers and leave. Still I believe newbies should never lose their first tent until they set it up.

No experienced player would sell tents, because they don't stack, and are rather common. They're usually bent on shooting first anyway. Since newbies don't have good stuff to trade, and if they did it could be taken more easily.

EXP loss from dying is a bad idea if it comes out of current EXP, if it comes from a % debuff on exp gains it's still bad. But not nearly as much as losing all the loot on your body.
Title: Re: Changelog 07/04/2016
Post by: Destiny on April 11, 2016, 12:32:47 pm
Wipe is never soon before it gets announced or at least beta test starts.

Gg scrubs
Title: Re: Changelog 07/04/2016
Post by: Moep on April 12, 2016, 09:46:22 am
so why not make tents unlootable? experienced gamers dont need to loot them from newbs.
add it maybe in the item description that it is unlootble, when you make it so players understand, thats not normal
Title: Re: Changelog 07/04/2016
Post by: emrebnk on April 12, 2016, 10:02:29 am
so why not make tents unlootable? experienced gamers dont need to loot them from newbs.
add it maybe in the item description that it is unlootble, when you make it so players understand, thats not normal

you're pushing the limits of stupidity
Title: Re: Changelog 07/04/2016
Post by: zekromo on April 12, 2016, 10:29:50 am
Make tents unlootable? No. Why should that even be a thing? It will be pointless and as effective as the no loot from player death. My simple message is this is a fallout game and the wasteland is a very difficult environment, just like it has always been. The only two explanations why your tent can be looted is because you made a very silly decision sharing your map out to everyone or you do not pay attention to who is in your party on the world map. Having said that the only players who try to sneak into your party like this only have that intention so just boot them out!  :facepalm
Title: Re: Changelog 07/04/2016
Post by: Moep on April 12, 2016, 11:45:49 pm
not the tent location but the tent item dudes  :facepalm
Title: Re: Changelog 07/04/2016
Post by: zekromo on April 13, 2016, 06:53:08 am
I think that was the premise of what I was saying when tents should remain the way they are. I don't know why you thought we meant the location; people following you to your tent are obviously  there for your stuff not because they are a wasteland property service to kick you out! Discussions about turning loot off anywhere that is not needed nor justified should not really resurface again and again.
Title: Re: Changelog 07/04/2016
Post by: Moep on April 13, 2016, 10:08:00 am
well you were talking about people following you to your tent and mistakingly sharing their tent map. So I'd say its about the tent as a location.

I was talking about a folded tent http://www.fonline-reloaded.net/wiki/index.php?title=Folded_Tent (http://www.fonline-reloaded.net/wiki/index.php?title=Folded_Tent)
Just to make it completely clear.

Now why i was talking about that? One page earlier someone mentioned noobs loosing their first tents, and maybe quitting the game.
They would still lose all their stuff. But hey they could at least start their fonline life with a more or less safe place rather then quitting.
The other way round would be creating a new char, as for a beginner the means to craft a tent are rather harsh (in mind the got no camp to store their stuff and have no own workbench) Well and creating a new char might not be the best solution. They possibly do not know how to level fast enough to not get frustrated.
Well as Kilgore mentioned some new tutorial for next season though, this could be irrelevant.
Title: Re: Changelog 07/04/2016
Post by: zekromo on April 13, 2016, 11:32:59 am
Ah now I understand what you were trying to say, my mistake. I was thinking you were saying tents should be unlootable but not the actual physical tent itself. In that case yes, make the FIRST tent protected until it is placed. Now that would stop new players leaving for that reason.
Title: (Official) Server Wipe Announced
Post by: Gimper on May 11, 2016, 09:43:21 pm
Couldn't resist... hehehe...
Title: Re: (Official) Server Wipe Announced
Post by: Mad Matt on May 11, 2016, 09:48:27 pm
Couldn't resist... hehehe...

Oh you, stop it naughty boy  ::)
Title: Re: Changelog 07/04/2016
Post by: yungchance on May 12, 2016, 04:48:06 am
New session has an optional tutorial location for newbies, and after they leave it, they will have a tent.

Add percent loss of total character experience on death. New players will have a low penalty for dying, but higher level players will lose lots more experience. This will invert the situation of the newest players receiving the harshest consequences.
This was my initial plan but after doing some calculations it became obvious that it's hard to balance and too harsh for high level characters (100+, not mention 200+ or 300+, and yes, there are many such characters in game). High level character would lose like 1/2 or more of experience needed for next level even if the penalty was as low as 0.15% of total experience. It would be really annoying for those who like some PvP activities. Instead of it, the penalty will be based on experience needed for next level, so even if you die a lot in PvP then a caravan run or two will fix it. Might be not even needed because success in PvP activity will give some exp as well.
There is no way to put a cap on the amount of experience lost? And perhaps you could make it not drop you below a level so there would be no stat loss just a setback in leveling your character. Another thing you could do is add a reputation meter just for fun.  The higher your player kd/a the higher your "score" so to speak is.  (Shit idea but why not throw it out)
Title: Re: Changelog 07/04/2016
Post by: Toaster on May 13, 2016, 12:29:36 pm
thank you kilgore, this is the right choice imo.

i know my opinion doesnt mean much but i promise i speak from an unbiased non-ego driven perspective. i only want this server to get better, and succeed. no other server has come close to matching the "fonline experience" that reloaded has.

the no loot thing can work to create more action, but i think it simply detracts too much from the thrill of the gameplay to have loot removed entirely, but its a good idea that has some merit.

that being said, there are other alternatives to reducing death penalty while still keeping the game hardcore loot.

asheron's call had a very interesting system called death items. death items were high money value items (diamond necklaces, gold rings, other types of items in this category) that dropped in place of your armor, weapons or other gear if you carried these things in your inventory at the time you died. this proved to be a very popular mechanic because it allowed players to essentially purchase insurance for powerful and rare PVP items, helping to nullify some of the penalty of dying in PvP.

now these death items didn't work every time, but often enough that it helped create a functional economy where goods had non-inflating ingame money value that helped to maintain the overall background economy for a long, long time by providing both a time and money sink (in our case, caps sink) to players.

im not saying this could or should work in fonline, but just merely stating an example of a very successful anti-penalty system from another popular hardcore pvp title, that helped to ultimately keep casuals and veterans alike interested in the game long-term by providing them a simple yet important mechanic for which they could grind, kill, or craft to get items that functioned as "pvp insurance".

some of the most valuable death items in asheron's call were more valuable than the most epic pvp loot, because having them meant you could wear the most powerful items in pvp without much fear of giving them to your opponent upon death.

Are you guys going to ignore this? I find this an interesting way to allow people to keep their loot while still dropping items for other players to use or sell.