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Messages - Ina Blackwood

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46
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.




47
News and Announcements / Re: Changelog 01/04/2015
« on: April 01, 2015, 12:30:50 pm »
Quote
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

Enter in a random encounter near a crowded zone, and the points you can see when you return to world map are the places you can visit. If you move and other locations are displayed, you cannot enter there. At least that's what was happening to me.

48
News and Announcements / Re: Changelog 01/04/2015
« on: April 01, 2015, 12:16:33 pm »


Spoiler: show

Police Brutality at Shady Sands.



All your bases are belong to us.



ALL of them.





49
News and Announcements / Re: Changelog 01/04/2015
« on: April 01, 2015, 01:42:37 am »
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- Hub is no longer protected.

Once i get good stuff i went Hub to hit the first moving person, and i found that it was full of cops again xD

50
News and Announcements / Re: Changelog 01/04/2015
« on: March 31, 2015, 10:01:11 pm »
This is probably some kind of prewipe madness, so hire mercs and defend stuff :P

51
Quote
Nice to see that someone really works on that game  8)
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?

With new tent limit (more than 10) everyone will do a tent near to cities, specially guarded ones. This could make sense if there were a low tent limit and a low capacity to remember new tent locations non belonging to a character, or maybe forget non own locations after a while. But i think this would change game mechanics a lot.

52
Faction Announcements / Re: List of faction names
« on: March 30, 2015, 08:16:28 pm »
Independent wastelanders
Black army scouts
Desert wanderers
Violent wanderers
One shot one Kill / Headshot gang
Violent traders
Followers of the followers of the apocalypse
Nomads of the wastes
Father Martin sons

Edit: Brother Martin's bastards
hehe

53
Bugs / Re: [Various] List of some minor bugs
« on: March 27, 2015, 12:18:04 pm »
There's another dialogue bug. Better with images than with my poor english xD





Edit: I'll post all this kind of bug in this thread instead of opening new ones, if admins are agree.


54
Bugs / Re: [Various] List of some minor bugs
« on: March 25, 2015, 05:48:35 am »
Quote
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.

Yeah, first you say Marc if you can ask him some questions, and then you can ask about some thinks and one of them is like "What can you tell me about...[cut]". It's not a quest, just a dialogue. Anyway, i found some other minor errors, ill try to point them while i find them :P

Quote
- Gun Runners deliver package quest gives no experience points.

intended i guess

All repeteable quests gives you some xp, so i thought it was not intended... Anyway, id like to earn some xps there too xD


55
Bugs / [Various] List of some minor bugs
« on: March 24, 2015, 07:37:03 pm »
Hi there, I've been pointing in a paper some bugs or mistakes I am finding, so here they go:

- Dialogue mistake when you talk to Dustin to deliver the Mira's debt, there's an unfinished sentence.
- Dialogue mistake when talking to Marc, in San Francisco tanker bar: there's another unfinished sentence in one of the questions you can do.
- Dialogue mistake in Hub's message board: "Come to see Jake in Oldtown" when he's close to the east fields.
- Non working workbenches arround the world, i've only noted this ones: BoS bunker in NRC, Navarro, Hub-Oldtown, Hub-Beth's shop, T-Ray's gas station.
- If you reload the weapon through key binding on world map, pointer turns into an eyehole without possibility of change it until you enter in a map.
- When you enter to the computer facility in Vault City (the building where you can resign from faction) you get attacked by guards without warning if you enter from north door (inside the room with stairs).
- A message is displayed sometimes with no reason in some guarded cities like Shady Sands and Hub, saying "You've caused problems in this town and guards will not protect you". It happened to me with two different characters with neutral reputation without doing anywhing except trading or chatting with NPCs.
- Gun Runners deliver package quest gives no experience points.
- I did Gun Runners mutant cave quest two times with the same character the same day (with its consequent reward in exp. points and weapons, I had to confess  :-X). I think that was because the first time I did I had negative reputation before starting quest and it only raised to ~90-95 reputation points. Later, when it raised to ~200, the dialogue option to redo the quest was not enabled.
- Industrial park message quest: I had the same bug twice with two different characters: If you are moving to the bottom of the facility...
Spoiler: show
...where the punks appear, your movement route is not interrupted if you are still clicking on field, so the dialogue displays and ends at the same time (as if you had pressed esc button while dialogue is displayed). You have to talk with them again in order to do the dialogue. If you try to leave and they kill you, there's no "quest failed" message in your pipboy and quest description remains in the same state, location dissapears and it seems to be incomplete.

- Pistol crafting quest in Boneyard: The punk girl that gives you the mission asks for less components than you really need to craft the 10mm pistol. So when you deliver the components she ask for (junk and wood, i think) you still lack of the rest of materials.
- A man's Job quest (Followers of the Apocalypse building) is disabled (you can't ask people about the middle aged man) if you start medical investigation quest in Vault City. Furthermore, medical investigation quest is disabled too if your reputation with Vault City becomes vilified (that's what i guess that happened) while you are doing the quest. Anyway, I had too many reputation changes during this quests and I don't know exactly in what way all this happened. I did a reputation reset in cathedral but it didn't change anything.
- After the quest incident above, i have a big disorder in quest descriptions in my pipboy: Some quest descriptions are displayed  instead others, and some others are totally empty.


56
General Game Discussion / Re: Tips for new players?
« on: March 22, 2015, 04:25:28 pm »
Guides contains the best tips for starting up and the wiki will be your best friend to understand game mechanics. Trusting or not depends on you: some players will help you and others will kill and loot you, some others will do both things depending on the situation. Find companions, you can survive solo but you will grow up very slowly. Anyway, I am almost new too and I've learned mostly to asking old players. There are some factions that will help you in exchange for your soul loyalty.

57
Quote
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.

Yeah, I don't really care about withdrawal too because I know that withdrawal effects will be removed during a short period, chating anywhere, killing easy creeps in a remote area or mining. Anyway, if PvP players don't give a shit about withdrawal because they can use drugs anytime, why remove it? You can always take drugs because you had to farm/craft tons of drugs before. The same reason why you can freely burst mutated rats in a forced encounter instead of shooting them with single shots; you don't care about ammo because you have tons of it. Good for you. The only difference between not removing withdrawal or remove it (if withdrawal is still like it is) will be that you will not use drugs anytime so you don't have to search or craft it too often.

That's why i propose to do worse withdrawals, and longer. Maybe with hard penalties during long periods of addiction (something thay may require additional chems/medical stuff, meaning that you must find/craft/robb it). I'm not proposing an stupid annoyance, but a more interesting drug system based in the addiction consequences. You want a more simple game, more based in PvP than rpg features? It's good for me too. I'll enjoy it the same way.

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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???

Some drugs are strong chemicals, others are not. An overdose is not strange if we talk about jet (similar to cocaine), buffout (an steroid, true, not dangerous on single uses and probably not mixing), psycho (not only an "improved morphine" but a strong chemical that affects brain functions. Yeah, designed to help a soldier... during his "long" service period, probably developed by a kind person who cares about soldiers life), and alchool (that affects central nervous system, not a joke if we mix it with other chemicals, for example many medicines). The overdose may cause many things instead a K.O. Maybe a large poison effect as Blarney said.

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Hey dude, gimme a smoke plz.
No man, you already had a beer and a cola that smoke may kill you!!!!

What a pussy troll you are  ;)

Edit:
Quote
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.

Exactly.

58
Quote from: 'Blarney'
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.

Knocket out by overdose, could be great xD.

I find removing withrawal a big mistake, if the reason is that drugs are easy to find and players have many of them. If you have lots of drugs its because you have to store them: you can always have it and side effects of withrawal will not affect you until you want. It's another resource you have to allow for. The reason because withrawal is removed is then equal to remove fuel need for cars because is easy to find small energy cells.
Withrawal is a joke? Let's do harder withrawals (more time, like some ingame months for psycho or buffout, like cocaine in real life, and worse withrawal effects) and less chance to addiction (5-10% for sweet drugs, 25-30% for common drugs, 50-60% for jet), then using a drug will be a difficult decision: If you are addicted you will need drugs everytime you fight or you'll have withrawal effects during a long period. Would be nice if there were rare antidote items or some chem in order to palliate withrawal effects during a period.

Well, I'll stop typing. I need a cigarrette.

59
Suggestions / Re: Alert when leaving player follower behind
« on: March 13, 2015, 12:38:49 am »
This has made me think on some remote control device that can allow you to know where a person is: You put it on follower's inventory and you can be able to know its position with your pipboy. Of course, it can be used for pickpockets: they put it on your inventory and they can follow you (if you don't realise of the object) to a base, a tent or a secret hideout in a city.

60
Closed suggestions / Re: List of suggestions and salutations
« on: March 13, 2015, 12:25:48 am »
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If there was a high probability of destroying container items, then hardly anyone would waste explosives and time on it. Easier to lockpick.

But if you have a character without lockpick skill and you find a locker in random encounter, you'll not miss the chance of breaking the lock. What about the possibility of blocking a lock with a failed lockpick chance? If this could happen, many people could try to destroy the lock with explosives: better junk than nothing. I still think thats not a bad idea.

Quote
Locker hunting is just one of many possible activities.

Yes, I know, but It can be much better, specially if there are better rewards on harder warded lockers.

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