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Bugs / Re: [Various] List of some minor bugs
« on: April 02, 2015, 02:38:27 am »
It's supposed that guy wants a Fuzzy painting, but I can't deliver to him.
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i have a problem on my character Seki i cant enter almost any base which i didnt seen before, i click on myself on worldmap and nothing happens at like 19 of 20 locations
on other characters it works fine
i also heard that some other players had similar problem
- Hub is no longer protected.
Nice to see that someone really works on that game
Anyway, I have just one question. I know it's more safe when you travel with car to stop only in tents, bases etc. Everything okay, I use it but....it shouldn't be in that way. I think towns like NCR, Vault City, Hub, Junktown etc. all guarded towns should have option to park a car with guards shooting at someone who wants to lockpick a car. Or just make a parking lot with little payment for caps in these game. It's kinda gross, don't you think so?
A few of these problems are actually already fixed lol. Some of the dialog bugs you mentioned I had fixed a few days ago.
Could you point out the exact error in the san fran quest line? I'm not really there yet in my to-do list and don't feel like jumping ahead to look at the code myself lol... Just give me a few keywords in the dialog and I'll figure out the rest.
- Gun Runners deliver package quest gives no experience points.
intended i guess
You take your drugs as a part of your "Reno/TC survival equipement", same as weapon, armor, helmet, ammo, stims, a motion sensor and mfc/sec. If you are planning for long actions, you take an extra drug set. Every pvp player is on drug effect all the time and don't give a shit about withdrawal.
KO by overdose is bad idee, basically you take your drugs before a fight and that small additional cigarette KO you for 20 minutes (yeah, drug effect time), making you character unusable. GREAT!!!! Why would you even overdose???
Hey dude, gimme a smoke plz.
No man, you already had a beer and a cola that smoke may kill you!!!!
So I wonder then.. what IS the problem? Why the change? Makes no difference to PvP players as it is, and keeps the fallout feel for new players.
Removing withdrawal only effects Jet really so it isn't that much of a change to drugs overall.
What if a limiting effect was added, so only 2-3 drugs can be "active" at one time. For example an overdose effect that gets added to the player when he/she consumes a third or fourth different drug. This effect could knock the player unconscious and or deal damage (add a large dose of poison to the player maybe) and also render the drug taken to induce the overdose ineffective.
It would at least force players to make decisions on what drugs they would prefer to use, as opposed to "all drugs at all" times being the alternative (a generalised comment, as a sniper would rarely if ever use psycho etc, but true enough).
It could help to make builds more specific too, and give people a reason to sell/trade the drugs they aren't going to use.
Just a thought, probably been suggested before, but it could be an interesting addition.
If there was a high probability of destroying container items, then hardly anyone would waste explosives and time on it. Easier to lockpick.
Locker hunting is just one of many possible activities.