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Topics - Krizu

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1
Closed suggestions / Middleground suggestions for loot dropping (Session 3)
« on: September 17, 2017, 07:03:22 pm »
Main issue for most players in this session seem to be handling the new no-loot play. I can see both sides to it,
here's some suggestions for decent middleground stands on the issue:
(I'm by no means a developer and who knows how these systems could be abused, but just food for thought, maybe
one of these ideas or a combination of them might work if implemented properly.)


Chance / Stat:
Have a percentual chance on each carried item to drop when dying. Baseline could be 33% chance check to keep an item
and each point in Luck stat could possibly affect these percentages
For example: 1 Luck = +3% chance to keep your item
...On top of that, it could be a new equipment stat: +(Amount)% chance to keep item upon dying. Some items could also be "Undroppable"

Insurance:
An NPC that can insure your items against caps, more insurance cost for more valuable item.
Once an item is insured, it won't either drop for a certain time period, or has very low drop chance

Make it a perk:
Add three different looter perks; "Weapon looter", "Armor looter", and "inventory looter",
characters that pick these perks have to sacrifice a perk slot (or three) to be able to loot
given parts of players' equipment. Could also make it so that a player can only select one of these perks at lvl 24

Player Choice:
Simply give the player a choice when creating their character, on whether it's a "Hardcore Wastelander" or a "Regular" character.
The hardcore wastelanders will drop all loot on death when killed by NPC's or another HC character (but not when killed by a regular character)
..The HC characters could have access to some extra content or something for further incentive to players picking this more difficult/frustrating playstyle,
maybe even go as far as making TC only available to HC chars.

PK-Status After Soft Level cap:
After  reaching lvl 24, you get a PK-karma meter. After accumulating enough PK-karma by slaughtering a certain amount of fellow players, you'll begin dropping gear when killed by another player. The PK-Karma will slowly decrease over time when not killing other players or when killed by another player. When starting Town Control, the PK-karma gains would increase exponentially.

Choose A Slot:
Player will be given choice to pick one item slot from where loot doesn't drop.

Choice between Slow Replication or Lootdrop:
Upon dying, pop up a selection screen; Slow Replication (return back to life in 4-5 minutes) or Lootdrop; Lose all your gear but replicate in 1 minute as usual   


What do my fellow wastelanders think of these suggestions?

2
Toxic Caves / Klamath just disappeared from the World map!
« on: September 10, 2017, 03:22:16 pm »
what's going on? Klamath disappeared.

3
Toxic Caves / It's christmas jetheads! Santa, give us wipe!
« on: December 20, 2016, 04:46:12 am »
The holidays are here and nuka cola tastes ever better during nuclear winter, as the jetheads witness Santa
himself riding in the sky, wearing power armor!

As an xmas surprise, could we have a little update on the status of the wipe? Anything else than "soon™"

Perhaps a little taste of new things to come?! What will the next session bring with it?

4
General Game Discussion / Any news on the wipe?
« on: June 17, 2016, 04:15:01 pm »
When?!

5
General Game Discussion / Suggestions for Loot System
« on: April 06, 2016, 12:13:23 pm »
In my mind, considering that both loot/no-loot have ups and downs, best solutions would be to settle for a middle ground, here's my
opinions on how it could work:

A) Drop loot in inventory and secondary hand slot, not armor and main weapon.
B) Grant a percentual chance (maybe 40%) to drop items on death, so it becomes a game of luck (maybe even have the Luck Stat affect it)
C) Add a Trait or Perk, that activates/increases above mentioned percentual chance to keep your stuff upon death.
D) Only make items with low condition drop upon death.
E) Make the item drop chance higher based on "reputation" (If you're a hardcore PK, you lose more items when you die yourself), or the more you
     loot from other players, the more chance to lose items yourself...
F) Make an insurance service for gear (pay caps for each gear piece you don't wish to lose. Price depending on item tier and duration of insurance)
G) Have a new STAT on a gearpiece: "Unlootable Chance: 50%"

6
Toxic Caves / Re: Fonline experience
« on: March 28, 2016, 01:26:00 pm »
Fonline: Reloaded and Fonline 2 are the major servers. At the moment, I would suggest going for FOnline 2, it is much more fun these days. Reloaded is waiting for wipe, a major update soon, so no point to start now really.

FOnline 2 has a much friendlier playerbase, where Reloaded is just full of hostile PK monkeys like "The Khans" who gank you, no matter if you're new or not. Also no respect among players, just read the forums, check the atmosphere.

Fonline 2 has weekly and daily events (mostly automatic, but also DEV driven... and the living world project, you can read more about it on Fonline 2 forum), so it keeps things going, and not so many boring moments, it also has a much better shopkeep system, that makes it more handy to acquire and sell your gear, through your own shopkeeper. In Fonline 2 the PvP feels more rewarding, for example the weekly Hunger Games event, where the last 15 survivors get a valuable prize. Read more about it here: http://xsarqopedia.mwzip.com/wiki/Hunger_Games_Event

Fonline 2 has more and better dungeons and player group activities. Dungeon roaming is made much more interesting with features like this for example: http://xsarqopedia.mwzip.com/wiki/Sierra_Caves_Complex

...also, it's a bit more challenging to stockpile a shitload of higher tier gear, like for example Gatling Lasers. They're everyday goods in Reloaded, which personally, I don't find to be a good thing. The more hard-to-obtain gear there is, the more goals you have in the game basically.

Last but not least, Fonline 2 is getting much more updates, and the devs are present almost all the time, if not in the game, then at least on their dev channel. In Reloaded, you're lucky, if you can even get a response.. like ever.

One of my favorite things in Fonline 2, there's a whole town governed by players, the NCR. They get to elect their president, they have tax system, banking event, all kinds of goodies. Nothing as interesting as that in Reloaded.

The list goes on, but personally, I find it hard to name even one thing, that is actually better brought to life in Reloaded. Maybe some small things, like the ability to make a map to your tent. Not much impact.

I'd give Reloaded a 7/10 points, where as Fonline 2 gets a full 10/10 from me. 

Comes from a person who's been in Reloaded for about 4 months, and now about 6 months in Fonline 2. Things still feel fresh in Fonline 2.

Here you can see the server status checkers: http://fodev.net/status/

There's just a bit more players in Reloaded, but I think some of them haven't even tried FOnline 2. They mostly land on Reloaded because factions like "The Khans" have "marketing campaigns", that lure them in... and when factions like The Khans grow in size, the game becomes less playable for others. They just roam the world map with their dicks hard, waiting to find easy kills, and because of that, new players get demotivated, and leave the game. That's basically the 24/7 action you see in Reloaded, other than standing around in the Hub, showing off that cool Power Armor or going to New Reno or Hinkley for mediocre PvP that gets old real fast. Oh but at least listening to the trolls is "refreshing".

Go see for yourself :)

http://fonline2.com/

7
General Game Discussion / When is WIPE?!
« on: March 16, 2016, 10:53:11 pm »
.

8
General Game Discussion / Throwing an idea out there for the devs.
« on: December 05, 2015, 12:47:45 am »
Drinkin' Nuka Cola and enjoying a rainy night.

Throwing a fresh idea out there for the devs. Something like this probably won't ever be implemented, seeing how hard it probably would be to script it, but here goes:

Players/factions should be able to set up NPC task forces (which they can gear up as they please, and grow them larger, with some limit of course) that roam the world map independently, taking encounters, even hunting down and killing faction's enemy players, then bringing all the loot back to faction base.

Of course there would have to be a big management system for those kind of task forces, for example if a task force becomes KIA, they can be activated/resurrected again (without the gear they had on ofc 'cause they lost it) with a fair amount of caps. They'd also need quite a bit of upkeep.
Also a wide array of options on what areas your task force would move, maybe even a spectate mode to see where your force is going and how's it doing. Would add something real fresh and a whole new side to the game.

There could be a nice new bounty system implemented also to go along nicely with something like this. A terminal where players could put a bounty on someone, and then people/factions can send out their task forces after those players. 

What are your thoughts, fellow bluesuits?  8)

9
Tools and Modifications / Editing: Making a new critter from scratch
« on: November 30, 2015, 10:18:24 pm »
Howdy! Help needed here.

I lately started out a new Fallout project with the FOnline Engine, and now I'm adding new critters. Does anyone have a tutorial on
how to make a completely new critter (so that it's available from the mapper). I already have the FRM files for it, so what's the next step? (I don't
want to slap them on an existing critter's animations but make a whole new critter)

Also, where are the critter files (their stats and other data) located and how (+ with what software) do I access it?

Thank you fellow bluesuits!

10
Tools and Modifications / Where can I find new inventory art?
« on: November 30, 2015, 08:00:55 pm »
Howdy.

I've started a new Fallout project with the FOnline engine, and I'm in dire need of some new inventory art. Roamed all over the fodev and fonline forums, but pretty much all the download links have been expired. If any of you happen to have any links where I can download the good stuff, it would be greatly appreciated.

Some of the stuff I would've liked (but couldn't download) for example:
http://forum.fonline-reloaded.net/index.php?topic=1338.0


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