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Topics - cthulchu

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16
Toxic Caves / Get an andmin from the states
« on: May 19, 2018, 01:11:32 am »
So that he could push the reboot button when the server goes down.

Only expose that one button to him. No need to do more.

The server is down and we now have to wait when Europe wakes up. Woooonderful.

17
Toxic Caves / weapon disappears when talk to New Reno bosses
« on: May 17, 2018, 02:51:58 am »
lost little jesus and louisville slugger. No idea where they go. Tried stealing from the bosses, they don't have the weapon. Tried killing one. No effect.

18
Suggestions / A quest suggestion
« on: May 14, 2018, 05:06:35 am »
Guys, who can do this quest:
https://www.fonline-reloaded.net/wiki/index.php?title=Sun_Kill_Moon
It's not clear where to take the quest, it's in here:



It says the requirement is the 12th level. Bullshit!

I tried to do it on the 30th. Died before delivered 20% of damage. If you manage to kill the target, show me your build please. I will switch to your build since it looks like there's something very very wrong with balance here.

Otherwise the quest is broken. Please fix it. It was probably meant for s2 bursters.

It's actually a bug, not a suggestion. But I suggest fixing it :)

PS

Managed to kill her, BUT:
1. in TB.
2. it took 15 minutes.
3. I was super lucky to cripple her so she couldn't catch up on me when I was running and FAing myself.
4. I used t3 weapon and m2 iron armor. She seems to be using normal dmg. (melee).
5. I completely drugged myself.
6. Had to use a few SS.
7. I was lvl 30. This quest is 100% for lvl 24+

19
Bugs / Farm Spawn Location Bug
« on: May 13, 2018, 03:57:36 am »


It can be fixed by just a few lines of code. Buuut.... Could you please do something about mine?

I'm not even sure if that's a farm. I never had one. It's my first farm. And it spawned there. Guys, could you please move my farm somewhere so I could actually use it? Also since you're gonna move it anyways, could you move it by Hub? :)

Hope it gets fixed rather sooner. Really wanna play with it.

Thanks!

20
Bugs / NCR Exit Grid error.
« on: May 13, 2018, 03:47:45 am »
In the Residence district of NCR, the grid to the left doesn't work cuz it misses the exit hexes or they point to nowhere. It has some far deeper, but those just make you go to the WM which is not clear from the color of the exit grid. Also the map is not square, which sucks.

I marked the actual exit:


21
Sell / WTS a Vertie
« on: May 11, 2018, 06:01:07 pm »
Please PM your generous offers. Well, or just post them in the topic so everyone would see, I don't care much. It works either way.

22
Suggestions / fix the farm forced encounters variable's scope.
« on: May 11, 2018, 05:35:01 pm »
Some of those variables are local and some are global.

They either all should be local or all should be global.

You can do the wood gathering and the brahmin killing miniquests once. Although you can get the locations many times to just turn around and leave. Completely pointless forced encounters.

You can, however do the rat in the well every time you get the location.

Didn't bother to test the plants, but I believe they use local variables as well as the rat-in-the-well encounter.

It's just a bit annoying little thing.

Just found a bug for it: https://forum.fonline-reloaded.net/index.php?topic=13103.0

23
Suggestions / Fonline Backpacks
« on: May 08, 2018, 05:32:19 am »
It's different from this one: https://forum.fonline-reloaded.net/index.php?topic=13117.0

As you may know, we have these resources that we don't use (as far as I know) like advanced fibers that we can only find in the Factory SE.

Let's make it useful!

Let's create a backpack that would increase the carry weight of a character, but only when equipped and it would take the armor slot and would add no armor, so you won't use it too often rly. And its creation would be expensive. I see it as a tiered system:

1. Primitive Sack Increases carry weight by 5: 10x cow pelts, 10x fibers, 10x silver gecko pelts, 10x junk, 10x metal parts.

2. Sack Increases carry weight by 10 (Armorer 1): 1x Primitive Sack, 5 golden gecko pelts, 5x ropes, 10x alloys, 20x junk, 30x metal parts.

3. Rucksack Increases carry weight by 20(Armorer 2): 1x Sack, 20 golden gecko pelts, 10x adv. alloys, 20x adv metal parts, 50x junk

4. Military Rucksack Increases carry weight by 40(Armorer 2 and a blueprint): 1x Rucksack, 20x Fire Gecko Pelts, 10x HQ Fibers, 50x adv metal parts, 200x junk

What do you think, folks?

I guess the only real problem here is the item skins. I don't think it makes sense to add the stuff to the player models, but the item should have a skin in inventories.

24
Bugs / Bugged folded tents - can't make a tent
« on: September 05, 2017, 09:57:47 pm »
Not just me. Henry and a few more people had this problem too.

Spoiler: show



I got these tents from quests. Didn't craft. I used these tents by the other character successfully (he's rerolled now).

So tents don't work sometimes. No idea what it depend on. Not on the ranger perk for sure, cuz I used them with it and the character on the screens has it too. I tried to put them anywhere on wm with this character. Please, don't suggest doing it with another character. Just fix the bug and tell us when it's fixed.

I also would love to know what caused it.

25
Closed suggestions / Fuel Controller Cars Mechanics
« on: September 05, 2017, 04:17:14 pm »
They should be searchable with tool, don't you think? :)

And the output could depend on your scavenger skill and be a little more interesting than just junk and FCC.

26
Closed bugs / client-side bug. FO2238Config
« on: September 04, 2017, 10:19:57 pm »
Guys, you forgot to fix the FO2238Config.exe

First, rename it. Second, make it write into Reloaded.cfg instead of fonline2238.cfg

To those who need their bindings: Don't use the software for now. Feel free to edit the Reloaded.cfg manually, that's where your bindings are.

27
Bugs / [SE] Factory
« on: September 04, 2017, 04:16:16 pm »
Just got the Factory SE. Noticed that it hasn't changed since s2. It would be nice if you could review the loot, adding new ores and polymers to the factory.

It's a small one, but... You know.

28
Closed suggestions / Accessing the server DB via Web?
« on: September 04, 2017, 04:05:24 pm »
Is it even possible? I mean, it would make a lot more sense to have people create accounts on the web, joining their game, forum and wiki accounts into one.

In that way the developers would have a lot more freedom. Like it wouldn't be hard to do an email password recovery for characters. We would stop forgetting the character names cuz they all would be there in our centralized account. Moreover, we would see their levels and other interesting info. We could also nullify character position, teleporting it to Hub, let's say.

I'm actually saying it because I saw it implemented in one russian Allods2/RoM2 hat. They made it possible to not only do the registration via the site, but also all the management. Like I can transfer items from a character to a virtual web storage and then to a different character without even logging into the game. They also made an auction there, right in web.

I also tested the whole system with the Burp Suite, finding all the possible fields and then trying to abuse them with thousands of payloads and, to my surprise, it withstood the attacks, so the system was very secure. Although probably took them years of web-development.

We might start from something very simple like linking your game accounts to your profile on the site just to see all your character names in one place. Then slowly we could add features to that, including password recovery, position reset feature, etc.

I just haven't explored if the sdk has api to work with it's DB. Or how easy it is to work with that db directly, cuz as I know, it's not SQL. And if it's not SQL, it's pain to parse.

29
Bugs / [maps] New encounters
« on: September 04, 2017, 03:09:18 pm »
First of all, we did notice that new farm encounters are copypastes. They look the same.

Now about the maps.

The intelligent plants map has two issues. First, almost all dialogues are immature. The final questions make little sense, but you have to guess the right sequence, which is ridiculous and boring af. I would remove the final ones from some of the plants' dialogues. I didn't want to waste time to get all the dialogues done, but neither did anyone else. I was asking in Discord. Guys, if you know what happens after this dialogue hell - tell me please, I want to know if it worth it.

When you decide to burn the farm and go away, you have to leave the location. Read the dialogue. But because the author didn't wanna bother with a few lines of script here, he just made the npc attack you. Lame and is not inline with the dialogue. Either change the dialogue or make the player exit the loc.

The well and the molerat encounter.

Same stuff happens here. The author was too lazy to implement the molerat, so what he did is nothing. You just get 3k exp for nothing. No, please, spawn the aggressive molerat with PE 10 near the player, closing the dialog. Would be fun if the molerat was fat, with like 500 hp, but ST 1. Let the player kill it. And then get the reward. And maybe put that ore and minerals in the animal.

The injured brahmin encounter. I think it's unfinished. I encontered it five times, I think. In one of those I had 25-50 free SP, so I invested them into Doc to try to heal the brahmin. I couldn't do it with Doc 86. And no message appears when trying to do so. Something's not right here. I suspect someone either didn't bother with scripts here or failed af. What I expect is to be able to Doc the brahmin after the dialogue with the farmer.

Also, if you kill all the brahmins, the guy doesn't do anything, nothing changes and the karma doesn't change. It's a bug. They have to be in the same group and the karma has to change significantly.

The injured caravan. This encounter is just ugly. Please, randomize the loot a little and make the only character there do something on death. This doesn't even require bloody scripting. The dialogue soft has option to kill the talking npc as a result. Maybe add a check for high Doctor and leave us the option to save the guy. which would improve reputation in the towns to which the guy leads the caravans. Whatever, just make it not as linear and flat.

PS

Don't understand me wrongly, I enjoy new shit and I'm thankful to people who made it. I just want the quality to be inline with the rest of the maps we have.

30
Closed suggestions / Toggle individual item drop
« on: September 04, 2017, 06:29:03 am »
This idea was John's (AOP dev) idea for our s3 while we were discussing my karma-pk thought laid out in the other topic nearby.

Let players toggle item drops for the next real 24 hours. Every player can choose whether he's gonna drop or not. Sounds weird? Continue reading.

Now this is how it works in a fight:

If both players have drop off - no drop. Obviously.
If the killed player has drop off, but the killer has it on - no drop. Expected.
If the killed player has drop on, but the killer has it off - no drop. Surprise!
If both the killer and the killed have drop on - drop. BINGO!

Now you might say that it's exploitable. It is. A little. Like, we can make a party of two tanks, three avengers and five snipers. Snipers will have pvp on and will try to target weaker enemies while tanks and avengers will have it off. Maybe in the end all snipers will have pvp on always while middle range will have it off. Every faction decides how they wanna do it. AAs probably will always have it on as strong players. UVs too. Newer factions may make it easier for themselves. Maybe I'm wrong.

But, it will still be a lot more interesting for any factions and adds spice to PVP tactics.

It's really simple to implement.

Also, we could have a noob bonus (yes, I tend to care about noobs and having a good game here). If a player kills a noob and during this process, the noob doesn't react, the player has his drop toggle variable on automatically on the killing event. And the noob has to recieve a message: "Because you were murdered, your killer now has his loot drop toggled on for the next 24 hours." So that noobs have less buttheart or something.

Stop! We have the definition of noob from the other topic. Here it is:

Spoiler: show

  • Noob's gear won't let him participate in a caravan (this caravan method can be recycled)
  • Noob hasn't attacked another player with positive Karma in this location/recently/whatever is easier to implement (can be done via the temporary status aka poiston/radiation)
  • This is not an active TC zone
  • This is not an official Dungeon (like Ares, etc)
  • Not a zone with a t3/t4 locker (Reno/wh/glow/etc.)
  • Not a HQ resources mine (I think pvp there brings more joy than harm and we have private mines for those who don't like the thrill)
  • Noob's level is lower than whatever. 24.


Anyway. This is not too difficult to implement for sure. Would take maybe a few hours from someone like Cubik with his powerful knowledge of this wretched sdk. And then a few more hours of debugging. And a few more hours later on for hotfixes.

PS

Guys, please post your comments, ideas and exploits of this. Thanks, folks!

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