December 11, 2017, 05:33:15 am
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Messages - Admiral Zombie

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1
Closed suggestions / "bonus move" AP used elsewhere
« on: March 24, 2017, 04:01:34 am »
http://forum.fonline-reloaded.net/index.php?topic=1267.15

It is mentioned here for an odd amount of AP to be used for bonus move, and that everyone gets the bonus move perk.

Keep the first part about odd agility, but don't give bonus move freely. Instead expand what the "bonus move" AP can be used for (I'm not sure if this is possible from a coding perspective)

-World interaction (pickup/drop/use object)
-Reloading?
-Item use (careful with stim SPAM)


basically, allow its use for anything except attacking, although some further restrictions would be reasonable for combat situations.

2
Toxic Caves / Addiction has no effect
« on: March 22, 2017, 02:50:57 am »
So when you pickup chem reliant, you can get addicted potentially to drugs.

I entered hinkley, took a round of drugs, became addicted. Hinkley will carry over which is troublesome and might be unintended, but that is another matter...



Drug addiction is suppose to be -1ap right? Getting no adverse effect from nuka cola addiction here. And the character is not benefiting from any drug at the moment.

EDIT: Someone mentioned the possibility of armor or weapons, this screenshot is while in bluesuit. It could be the wiki is out of date on the effects of drug addiction as well.

3
General Game Discussion / Re: Strange things after rollback
« on: July 21, 2015, 09:02:53 pm »
On the invader in your base...


A long long long time ago, back in the days of 2238 my group and I noticed we were all able to see a base that was not our usual. We looted the hell out of it...

We later found the owners, and were generous and gave the stuff back. Got in contact with admins and learned that we somehow managed to accidentally get the same faction name when we applied for one, which apparently would reveal their base to us.


I do not know if this is relevant, when I say a long time ago, I mean back in 2238 days, so this was years ago. I don't know how much of the faction code is the same, or if that glitch was ever solved.

4
Closed suggestions / Re: Introduce apa
« on: June 28, 2015, 09:00:06 pm »
To be honest we would have to change half of our items stats...

Honestly I think half of the item stats should be changed regardless.


Adding in APA makes sense balance wise I think if it were specialized towards some other damage type as others suggested,

OR

it has the same stats as other power armor, and it exists more as an alternative skin to standard power armor.

5
Game Help / Re: WIKI Editing
« on: June 08, 2015, 02:22:45 pm »
As I understand, you have to be given special wiki editing powers. You can achieve this power by begging the powers that be to share some of their power with you (ie message kilgore)

6
Closed suggestions / Haunted Mansion...
« on: June 07, 2015, 02:03:39 am »
Rough idea, needs mapping and should be low priority. But it seems like a fun idea.

Quest, you and several others have all been mentioned in some crazy old man's inheritance. The only condition is you stay the night in the house...

Quest giver teleports player and party (acting as the other inheritors) to location, automatically night (or they have to wait until night for quest to begin)

All equipment is stashed away, but various pieces to use are sitting around the house to limit their equipment level. At midnight endless walkers begin assaulting the house, maybe a sneaking NPC if that is possible runs around in robes.

Reward is the house as a base location for all that have survived until morning.

7
Survival Guides / Re: Combat Difficulty Staircase
« on: June 07, 2015, 01:51:20 am »
A little late, but there are people in the reno sewers to fight as well. Not sure where they fit on the list.

8
I have the files now, but half of the fun is testing an idea in game and doing things. Had I gone straight to the source, I wouldn't have as strong of a first hand experience of how effective or ineffective certain other things were along the way. Gotta find fun somewhere when people are just hiding in caves.

9
General Game Discussion / Theories, Science, and Lessons Learned
« on: June 05, 2015, 06:15:47 am »
Observation:

The perks More HtH Criticals as well as Better HtH Criticals both specifically mention applying "when fighting with melee weapons or unarmed"

The perks More Critical, Even more Criticals, and Better Criticals do not mention anything similar on the wiki for "when fighting with X." They only have a prerequisite of various ranged attack skills.

Theory:

Could the critical perks associated with ranged attacks possibly stack with the HtH/Melee critical perks, although not vice versa?


The Test Plan

It would be rather hard without an extremely large sample size to test the probabilities involved with more criticals and even more criticals. However I can more reliably test the better criticals. Assuming the critical tables on the wiki are up to date, then I should only be able to achieve a knockOUT with an aimed torso shot if I have some kind of critical power booster, as a knockout should only happen on a roll of 101+


Attempting the Test

Once I reached level 12 I grabbed better Criticals. Making use of some recently made friends, I sat around punching some people in the torso. I realized my error when some of them had stonewall, so i was rarely getting knockdowns. Much less knockouts. Eventually figured out which in the group had no bonehead, no man of steel, and no stonewall. And so I punched him a bunch. Nothing for quite a while, but it could have been bad luck, as we were doing other shenanigans at the same time and he was wearing combat armor. It should have been -10 to crit roll versus my +20 to crit roll (so should have been 10% of a knockout if the theory were correct).


Went on an expedition. And I punched a bunch of NPCs Geckos. Weird things happened, and I sort of learned that different NPC races may have different critical roll charts.

Found some homeless family, and started punching them for a while. When they were almost dead, I would heal them, and continue punching them (I didn't kill them, I left them bloodied and unconscious in the wastelands is all)

But there were no knockouts.

It was then that I read the in game description of better criticals rather than the wiki description. The critical hits you cause in ranged combat are more devastating.


Conclusion

The wiki is a liar and should not be trusted. Science prevails. It has been fun though.

EDIT: A few people have claimed that the crit chance perks work with close combat. Reading the in game descriptors for them there is no mention of ranged combat like there is for better criticals. I'm not about to test this first hand, as it would be harder to prove with certainty. I will leave it to others, or the developers to speak of their secret plots and plans.

10
Closed suggestions / Sound file
« on: June 05, 2015, 03:17:09 am »
There ought to be a soundfile of a chainsaw for ripper. Maybe just for criticals or special animation deaths?

11
General Game Discussion / Re: Dual logging in caravan
« on: June 04, 2015, 01:54:23 pm »
Caravan is PvP?

PvP is whenever one player interacts competitively with another player.  The location shouldn't matter, if it is town control, random encounter, Ares/Glow, or caravan.

12
Closed suggestions / Standardizing XP and caps value of items
« on: June 03, 2015, 12:14:56 am »
Idea is simple. It makes sense to me, but it may already be this way and I just haven't paid close enough attention, but...

Assign both a cap as well as XP value to each material component. Experience gain and base value are based around these values. Probably assign a small bonus to items which require a blueprint (10% or 15%?). What the value of each base component would be is a tough call, but can be figured out later.

Experience earned and base cap value from items become normalized, so that there isn't any one single item that outshines all others for leveling or making money. An item that has 1metal and 10gunpowder is just as efficient for leveling/making money as an item with 1metal and 5gunpowder. If an item has its components changed, so would its item value.

Spoiler: show

BONUS SUGGESTION: Provide xp/value bonus if it is a quality/improved/superior/advanced/unique item.

13
Suggestions / Re: Suggestion about crit table
« on: June 02, 2015, 12:57:49 am »
We still don't know if it's possible to make multiple rolls for SPECIAL check.
Sorry, forgot about this one.
With current crit table it's not possible to make multiple stat rolls for 1 crit roll. It's not impossible to add second roll but it's not 5min job to add it, not to mention testing it properly. So I would say possible but not any time soon because there are other things to finish first.

I always feel like 1/2 of all suggestions can be eliminated merely by coding/engine limitations of some kind.

14
Closed suggestions / Re: Super sledge
« on: June 01, 2015, 07:42:21 pm »
Why not go the TLA way and implement the evasion skill? 25% faster move speed and 25% to dodge any attack at 300% skill (like in your face). Apply penalties to wearing specific weapons/armor

Solves the tracking running people issue and gives HtH fighters better defence.

I do not think this would work that effectively. Considering the lack of a level cap, many other people would be able to work towards having maxed evasion, just as the hth. You would be better off implementing it as a perk that only works when both hands are empty.

15
Suggestions / Re: Making SPECIAL relevant
« on: May 31, 2015, 08:03:17 pm »
Stonewall used rarely? Youre kidding right? Almost every tank is a stonewall tank. And the only builds without adrenaline rush are some crit bursters or snipers/sneakers basically because the extra Dr and DT is so valuable without implants and hpa now. Strength also affects weapon drops so that is also a benefit. This was much more of an issue last session since you could more easily skip adrenaline rush because you could easily hit 90% Dr with hpa and dermals but even then stonewall was very important because of rocketspam and ko. Strength is fine as it is.

Though I agree it would be nice to see an Int rework because with gun skill books any build with more than 1 int is a fail and its only purpose is to reduce grind as you said.

It is used less often than many other perks, and is a more niche build. It is "rare" but not unused like some perks. What "rare" means can vary, but it isn't an important point. The point I was trying to make is that some of these SPECIAL's only purpose is to achieve some other ends, such as a perk.

I do agree that strength has far more use than intelligence. But going by common sense, it is harder to come up with new uses for intelligence than it is for strength. I was just throwing ideas out, moreso to get discussion started at the least, or to see if anyone could be inspired towards a better idea.


I think that SPECIAL points are good as they ar now.
But if you really want a change, I would suggest tying them with some perks the way Stonewall is tied with Strength, without lame nerfs or perk requirements taken out of someone's ass.
For example intelligence with some perk would give you crit resist bonus. The more int, the bigger the bonus is.

But still I would leave things as they are now, because there will always be a dump stat, no matter what you do...

I actually love this idea, +1 whole heartedly. I'm not sure of crit resist/bonus, but just the idea of new perks that scale with a SPECIAL stat. I'm all for new perks in general, anything that promotes and allows more varied buildcraft between characters.

I disagree completely with the final line about dump stats though. While nearly every build will probably have one or more dump stats, the goal I'm shooting for is that the dump stat will vary from character to character at least. What is the best stat to dump for one character may not be the same for another. As it is now, intelligence, charisma, and strength are the leading dump stats it seems like.


Sidenote, what are people's opinions about splitting up what some of the special do amongst other special while bumping up their current effectiveness slightly? Intelligence determining the speed of AP regeneration, while agility determines total AP, strength provides some resistances and healing rate (or provides more starting health), but endurance provides total health

And second sidenote: If SPECIAL were revised, would it make more sense to revise it alongside a revised set of perks and traits, combining dicussion and planning into one topic/project? Would weapon update have to be worked into there as well? It seems hard to balance each of these in a vacuum without consideration for what may be done to the other set of things as well in the future.

Are the devs even interested in that, or are they satisfied with where things are now and don't want to risk making things worse

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