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1
Survival Guides / Re: New Player Question - super sledge
« on: November 04, 2016, 07:10:59 pm »
He meant for crafting it, i think, not for wielding it.

Oh, woops!  ;D If so, then yeah, the only requirement would be the blueprint.

2
Survival Guides / Re: New Player Question - super sledge
« on: November 02, 2016, 09:12:03 pm »
There isn't a single weapon in game that has any requirement aside from Strength, and that isn't even a requirement since you can compensate by having a higher weapon skill.

3
Sell / 24 lvl book
« on: November 01, 2016, 07:49:45 pm »
R u guys trolling me?
Revolvers and deagle are made not of junk but from metal parts+alloys and wood
How to obtain them in enough amount to craft enough xp to lvl 24???

So you would build 50 Desert Eagles or Revolvers. That would get you XP. Then, you would go out and get junk. Turn that junk into expanded magazines or speed loaders, depending on the guns. Each 1 junk piece equals 1 Speed Loader/Expanded Magazine. That would get you XP. Now, combine them to get speed load revolvers or expanded mag pistols. Then, disassemble them with your Science skill. BE CAREFUL. You DON'T disassemble the normal guns, or else you need to rebuild them. Doing that gives XP. Repeat, and you rise in levels quick.

So you'd go: 150 Alloys, 150 Metal Pieces, 50 Wood, and 50 Junk ---> 50 Desert Eagles + 50 Junk ---> 50 Desert Eagles + 50 Expanded Magazines ---> 50 Desert Eagles (Exp. Mag) ---> 50 Desert Eagles + left over expanded magazines.

You don't get every expanded magazine back from disassembling, maybe around 8% with the Support Perk Dismantler, so you'll need to keep getting junk. If you didn't know, you can get junk from city ruins.

A very low amount of people will want to buy your Book of Achievement because it really only takes about 30 to 40 minutes to get to your book level if they try. If it were level 80 or higher, then you'd get buyers who don't want to spend their time leveling.


Sent from my iPhone using Tapatalk

4
Game Help / How to bind?
« on: October 30, 2016, 09:54:46 pm »
How would you bind sciencing at hex, dropping everything, and picking up everything on hex?

5
Suggestions / Re: New Money Term
« on: May 15, 2016, 10:16:42 pm »
Like for example u coud say this item is in caps bla bla. Normaly i dont see it, only ofers pm, and Pm ofers nobody can see so there is no prices is value for general public. Example Mr nobody whants to buy something or sell, sombody will say yeah is 10k caps and he sell it and true value is 100k at least. There is no table with market prices.

It should stay that way. There is no such thing as a "true" value to an item. A "true" value would be a value that cannot be disputed, under any means or circumstance, the same way you can believe APA is the best armor in game because it provides the most defense out of every other in-game armor. But you could also argue that it makes you more visible and more of a target than a spotlight during a dark night, and demand a little less for it. What if the buyer is trading guns and armors and drugs for APA? What if the trader doesn't want his set of armor, but nobody's buying at that pricing since everybody else is smart enough to sell for less? What if the buyer is willing to pay anything for it?

Shit, why do you want the mods to do your buying and selling for you in the first place? Be smart enough not to sell items the second you get them if you've never heard of them before or know it's purpose. Equipping a weapon or armor tells you it's statistics, which is enough for you to decide for yourself if you're being ripped off. The wiki gives even more details on the strategies of (most) items.

Also, there really is no point in having a new term for caps. It needlessly complicates things for players. Dunno about you guys, but saying 1 million caps is easier than taking a little bit of time to calculate how many RRM that would be, or 13k instead of 1 RRM and 3k.

6
Bugs / Re: Travelers permanently stuck
« on: May 15, 2016, 04:13:50 am »
Really? Aside from those eight, the rest of them all talk to me.

7
Bugs / Re: Travelers permanently stuck
« on: May 14, 2016, 11:02:52 pm »
Here it goes Docan, no problem man.

TBH it was a problem in previous session too.
They were stucking around this monument and near doors to tatoo saloon.

Now they only stuck around this center only, as you can see from log "they are seem busy".


Spoiler: show












Thanks, Matt. It seems like it's only eight travelers. Four on the bottom left, two on the bottom right, and two on the top left.

8
Bugs / Travelers permanently stuck
« on: May 14, 2016, 06:36:37 pm »
In San Francisco, there are a few travelers who do not move, ever. You cannot talk to them, if you try to push them they will not move, and if you attack them they do not make the animation characters make when they're being attacked or retaliate.

9
Faction Announcements / Re: Peacekeeper Squad
« on: May 14, 2016, 06:33:01 pm »
I want to join Peacekeeper Squad because while being a loner is still fun on it's own, I hear how joining factions makes this game so much better and I'm tired of being a loner.

I craft with one character, and my other character is who I use for exploring dungeons and for pretty much any PvE purpose that my little Endurance 2 crafter cannot handle. I eventually plan on making a fighter because I've always wanted to do PvP, but for right now I enjoy crafting and doing PvE mission like Gun Runner's Missing Package because of the XP and items that you can get from it.

My crafter has ten points in STR, PER, INT, and AGL, with one point in CHR and LK. The purpose was to have carry weight so I could mine more in a trip, to be able to see enemies, to have support perks that help with leveling and to level quicker, and everybody knows AGL is pretty much a requirement for most builds. END is 2 points, and I work around this problem by avoiding combat as much as possible and having companions act as cannon fodder and speed up combat. I go to Vault City for the medical terminal, and the Gun Runners have an advanced workbench. I took the Bruiser trait for +4 SPECIAL points, and Action Boy twice to get back to ten AP. I've been playing this game for two months, at first rolling with a few people I knew before they quit the game and then playing on my own for a while. I spend a large amount of time playing this game and I have every crafting profession minus Traps. I work well with others, and I like to help even newer players get a little bit of a handle on how this game works.

10
News and Announcements / Re: Changelog 07/04/2016
« 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.

11
Game Help / Companion Respawn
« on: May 13, 2016, 11:06:22 am »
How does one set a spot for your companion to respawn? Do I need to hit "Say" and type in the name of the tent, and what does "It would be best if we could meet at the tent camp." mean?

12
Sell / Re: T4 Weapons
« on: May 13, 2016, 01:50:03 am »
Bid? Matt, you're on Sell right now, not Auctions.

13
Game Help / Re: Bonus Rate of Fire x2?
« on: May 11, 2016, 09:11:36 pm »
I didn't realize you could use the message icons until now.

14
Suggestions / Re: make food and drink give experience
« on: May 11, 2016, 08:53:55 pm »
Maybe. For food items, it would make them actually useful since most players would rather use stimpaks or super stimpaks to heal instead of eating food. Not for water, though. You can easily get infinite water from tents/safe houses, so it would really just be a spam fest. Even if it had a cooldown, it'd still be free XP that you gain by doing nothing.

15
Game Help / Bonus Rate of Fire x2?
« on: May 11, 2016, 08:41:11 pm »
Is it possible to get the perk Bonus Rate of Fire multiple times?

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