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Topics - swinglinered

Pages: [1] 2
1
Bugs / Quest Marker does not appear.
« on: October 07, 2019, 01:08:11 am »
I took the "Damn Vault Dweller" quest in Junktown (not the Crazed Vault Dweller from Telltale).

I looked all over between Shady Sands and Reno and could not find the place, even though the log said it was marked on my map.

I went back to the quest giver ("Fairweather", in the soutwestern part of town) and could not retake the quest.

EDIT:

I found the marker- it was way over on the right side of the World Map, 5 squares SSE of Vault 15.

So not a bug, just misleading text.



2
Bugs / Quest location on top of town.
« on: August 22, 2019, 09:06:31 pm »
I hope this expires soon.


3
General Game Discussion / Does Karma do anything?
« on: May 13, 2019, 09:27:28 pm »
Just wondering.

I've been testing some parameters.


4
General Game Discussion / So it is a New Year. What shall we do now?
« on: January 01, 2019, 08:04:30 am »


I suggest we test the AI, just as a gesture to the devs- because we *are* supposed to be testing this game.


5
Bugs / Disappearing Blueprint
« on: November 26, 2018, 11:30:14 pm »
I found a Pancor Jackhammer Blueprint for sale in Beth's Gun shop in Hub.

I was suspicious- why would somebody sell that? Is it a rare saleable item spawn?

I bought it anyway, thinking it would at least be a rare collectible.

When I got back to my tent I decided what the hell- read it (I have Small Guns Prof lv 2).

Blueprint disappeared, and I checked workbench to see if the Pancor Jackhammer was on the list.

It was not. I was disappointed but not surprised.

Here are screenshots:







Is this really a bug, or playful trolling from the Dev Team?

6
General Game Discussion / Dayglow death on entry
« on: October 14, 2018, 05:20:17 am »
It is set up now so that there is not even time to fire a single shot after entering Dayglow.

Add a timer like in encounters.

Please.

7
General Game Discussion / Oh the Hilarity!
« on: July 25, 2018, 06:04:51 am »
I made Soft Cap- Level 24, in the Tutorial.

There was no Easter Egg triggered when that happened.

I didn't think there would be.

It would have been fun to be teleported to a random place upon doing so.
Or get a free respec.

So there is no prize for being an autistic tester?





8
Faction Announcements / Lander's Point Robot Gang
« on: July 03, 2018, 04:02:34 am »
Who wants to find out if there is an Easter Egg for reaching max level in the tutorial?

Even more "fun" if we all shovel enough poop to get Mr. Handy skins from the Barber.

Projects:

Keep all trees cut

Big piles of all tools, ammo, weapons, etc. (the still in starting area and the crate by the tribal's tent in hunting grounds are safe storage)

In effect sabotage the tutorial.

Once maxed out, see if we can keep the guards dead.


Just show up and get started.
The outside is nerfed, so why not stay in the "second vault"?




9
Suggestions / Replace almost useless Steal skill with...
« on: September 19, 2017, 09:54:14 am »

Black Market Connections (BMC).

Steal is not useful or fun anymore, so replace it with something similarly shady, but useful.

Simple version: when bartering some types of items, you get a discount or sale price bonus.

Stack BMC with Barter or add it to Reputation, or both.

This would apply to drugs, lockpicks, explosives/mines, detonator parts (if in a store- dialog purchase would require more work to implement), and special items like HQ EP, Polymers, HQ fibers, access keys/cards, oil cans, and possibly some high end gear. Again, this would just be for bartering in shops, as modding dialogs would be too tedious.

-----------------------------
More complicated version: Thieves Circle, Gunrunners, Slavers, Mordinos, others have an informal network with quests/etc. Other groups may want to infiltrate them, etc.
 
Not sure if Black Market should be a faction, or what do with their faction points.
Maybe even make those FP the only way to increase BMC (players with Steal already would get a 1-time map-over of points).
Possibly allow bartering of the affected item types increase BMC, similar to Scavenging.

Or do something else.

Maybe BMC FP would just allow buying special items (dialog items?) from the "Contacts".
----

Important Note:

What to do about the Thief Perks?
Make these just give more discounts for BMC stuff?
(Flat 5%, 10%, 15% Thief/pickpocket/master thief, either +5 each, or cumulative +5+10+15)

Then what about Harmless Perk?

Double the "parley"?
That is, NPCs in encounters take twice as long to react. (plus one second?)
Also positive reputation would decay at half the speed, and negative at twice the speed.

"Aw, that one is just so harmless!"

Comments?

10
Game Help / Cannot find Ronnie
« on: September 11, 2017, 08:08:24 pm »
Ronnie, of the Wasteland Band quest, does not seem to be anywhere in Junktown.

Any tips?

11
Survival Guides / Quick tips for Tutorial/Settlement *spoilers*
« on: September 06, 2017, 10:37:25 am »
Some minor spoilers here.

Settlement is easy but a bit tedious.

Simple rules:

1. You cannot keep anything when you leave, even what you are wearing or holding. You get a few things on exit based on quests you complete- like knife, tent, tool, etc.

2. Containers continually refresh with bits of loot. Do not store things in containers. See #3.

3. The Still, in the building to the right of entrance, is a stable container. It is almost always loaded with tools, weapons, miscellaneous quest items, armor, etc. This is all left by players. (I started it :))

There is also a crate by the Tribal in a tent in the far southwest of the Hunting Grounds which is a stable container. It is mostly full of meat.
Near there there are often spare tents, broc flowers/xanders, and sharpened poles to help with the "tent quest".
Also left by players.

4. Don't hoard in settlement- you can't keep it, and containers aside from the 2 I mentioned will delete everything.

5. The "Thrasher Quest"- guy takes your jacket. Make sure it is not a good one (+carry weight, poison ress, etc.)

6. Trade radscorpion tails to doctor (in side room of crafting building just north of entry) for antidotes.

7. To left of doctor is a tent with a guy selling tools. You can skip this or shovel poop for the caps. You can't keep the caps when you leave.

8. Random item quest giver in farm area sometimes asks for impossible or almost impossible things. Just move on if this happens.

9. This is enough for now.

PS: please don't load the Still down with heavy stuff like sharpened poles, ropes, primitive tools, meat.
There are enough tools and weapons stored now to supply everyone who comes through, especially if they donate their stuff on the way out.

Just stock ammo and materials, only replacing gear that is deteriorated or removed from game by noobs/etc. who put stuff in containers or try to leave with it.

PPS: Be careful with the Barber- it is possible to get a skin that will completely mess up your ability to function. Especially if you do it right before you leave.

Also: MEAT is useless. Drop it.

12
Suggestions / Radiation Weaponry
« on: July 18, 2017, 01:56:14 am »
There are endless suggestions for new guns, so I thought I would toss in a spin.

AFAIK there are only 4 things you can do with Uranium/Refined Uranium: Sell it, throw it, or use refined uranium to make MFC or Plasma Grenades.

How about a couple more things to do with Refined Uranium?

Explosives aside from rockets/grenades/grenade bullets/dynacord stick are limited to dynamite, C-4, and landmines.
Nuclear bombs are out of the questions, and Fat Boys (ala Fo3/4/NV) would not be reasonable.

So how about a "Fizzler"?

It would have the same detonation method as C-4.
Explosive damage would be the same as C-4, but the explosion would have twice the radius and also deal radiation damage over twice that radius. Also 25% chance of blindness and 15% chance of knockout.

Rad load (the affected individual's Radiation Count) would be twice the explosive damage (using rad resistance % instead of explosive DR), and this effect would linger for 51 seconds after detonation, inflicting a fading load of radiation every RT second. This would be 1/2 the initial burst the first second, then 1% less than that each second for the remaining 50 seconds. So run away!

In turn-based combat just make it 3 waves of radiation (once every 10 seconds): half, quarter, tenth of initial rad load.

For graphics, just use the graphic of the nuclear bomb in Cathedral Vault Basement, but reduced to inventory picture. Ground picture could just be the same but even smaller (Or a C-4 blinking in a rainbow of colors) . Explosion is explosion graphic followed by EMP grenade graphic repeated on all affected hexes.

Blueprint? 1 million caps? Other requirements:
100 Refined Uranium, 24 GMP, 36 AGP, 24 HQA, 100 Chemical Components, 6 Super Tool Kits, 6 Wrenches, 6 Tools, 1000 MFC, 12 Plasma Grenades, 2 C-4, 2 rocket launchers (crude bomb of "gun" design, look it up), 16 EP. All consumed during construction.

Advanced Workbench, Science 125, Repair 125, Energy Weapons 100, Traps 150, Demolitions Level 2, Energy Expert 2.

This would be fun to try, but not ever economical to use.

Some people might make a clan just for trolling with these.
----------------------------------------------
Other rad weapon:

Rad Blaster.
 
Use Flamethrower graphics for inventory picture and gun in use. Effect area gets EMP grenade effect.
Sound would be the car activation sound (revving up).

Uses Refined Uranium as ammo, 1 per shot. 8 AP/shot, holds only 1 ammo at a time.
Range: 45 degree arc, 40 hexes.
Damage: 100-200 rads, 10% chance of blindness, 10% chance of knockout.
Deterioration: 5-10% per shot. Cannot be repaired, not even with with Oil Can.

BP: 250k caps.
Construction Requirements:  Energy Expert 2, Demolitions 2, Big Guns 2, BP, Advanced Workbench.
Materials: Laser Gatling, 3 Super Tool Kits, 3 tools, 3 wrenches, 24 chem components, 24 refined uranium (to react with the ammo), 24 GMP, 24 HQA, 12 EP. All consumed during construction.

This would be loads of fun, even if horribly impractical.

Anyone killed by radiation would get the radiation death animation.
ololol

13
Wasteland News / WASTELAND BULLETIN #8
« on: March 09, 2017, 01:21:56 am »
*BEEP*      *BEEP*     *BEEP*    *BEEP*    *BEEP*    *BEEP*   *BEEP*     *BEEP*  *BEEP*     *BEEP*    *BEEP*    *BEEP*


MESSAGE FOLLOWS

DUE TO LEGAL IMPLICATIONS DERIVING FROM THE RULER OF THE WORLD (KILGORE), PLANS HAVE CHANGED [STOP]

THE ORDER OF THE BUILDER WILL NOW BEGIN ASSEMBLING AN "OPT OUT" LIST [STOP]

THOSE WISHING TO *NOT* BE INCLUDED AS FRIENDS WILL HAVE THE OPPORTUNITY TO POST THEIR NAMES [STOP]

THESE NAMES WILL NOT BE INCLUDED IN THE MASTER LIST [STOP]

IT IS HOPED THAT THIS OUTREACH WILL FORESTALL RETRIBUTION FROM THE WORLD-RULER WHEN THE WASTELAND HOUSING NETWORK IS ACTIVATED [STOP]

THE OPT-OUT LIST WILL BE REVIEWED IN ONE DOZEN DAYS TIME [STOP]

STAY TUNED FOR FURTHER COMMUNICATIONS [STOP]

MESSAGE ENDS

14
Game Help / How long do I have to complete quests
« on: February 18, 2017, 06:12:03 am »
Is there a list somewhere?

What is the time limit on completing Ruined Military Bunker, for instance?


15
Wasteland News / WASTELAND BULLETIN #7
« on: February 10, 2017, 03:07:50 am »
*BEEP*      *BEEP*     *BEEP*    *BEEP*    *BEEP*    *BEEP*   *BEEP*     *BEEP*  *BEEP*     *BEEP*    *BEEP*    *BEEP*


MESSAGE FOLLOWS

THE ORDER OF THE BUILDER HAS BEEN AWAITING THE POSTING OF NAMES [STOP]

THESE NAMES ARE FOR THE INVITING OF FRIENDS [STOP]

SANTA KLAUS IS A FRIEND TO ALL [STOP]

HE IS MAKING A LIST [STOP]

ADD NAMES TO THIS THREAD TO ACCESS THE WASTELAND HOUSING PROJECT [STOP]

WHEN A SUFFICIENT NUMBER OF NAMES HAVE BEEN ADDED THE NAMES WILL BE ENTERED TO MASTER TERMINAL [STOP]

YES, SANTA KLAUS WILL CHECK THE LIST TWICE [STOP]


MESSAGE ENDS



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