April 19, 2024, 07:49:40 pm
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Messages - Help Bot

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31
Suggestions / Re: Ranger Perk doesn't immediately create safehouses.
« on: April 22, 2016, 10:57:13 pm »
No maps would need to be added because it all exists in game already.

Its just that you can't use the places for personal housing right now, all there is to add is a bench and terminal to make it a base if you wanted to go that far.

The Safe Houses already exist as well we'd just add a briefcase or something to be the icon for the safe house creation kit.

32
Game Help / Re: Magnet Personality requirement?
« on: April 22, 2016, 09:03:12 pm »
Requirements   Speech 100%

33
Suggestions / Ranger Perk doesn't immediately create safehouses.
« on: April 22, 2016, 09:01:52 pm »
Instead it unlocks crafting options to create safe houses, and other improved personal houses.
The upgraded tents would take say 50 metal + the tent in your inventory to turn into a safehouse kit.

And some other buildings that would be cool to craft as house kits.








34
Suggestions / Temporary Special Encounters.
« on: April 22, 2016, 08:56:43 pm »
Basically every few hours on the world map a red dot will appear with some special dungeon. If no one enters within a certain amount of time the location closes off then respawns a few hours later again.

This will be open for everyone to enter, and have decent T3/maybe T4 items at the end of a rather tough dungeon. After the End treasure locker/chest is looted however the encounter will have a countdown timer, at the end of the timer all players on the map will go back onto the world map. This is to prevent camping entrances, and to encourage people to rush into combat or the goal instead of waiting.

This is to make it more likely for players to get out there, and to encourage people to start exploring the map to make sure that they can see where these locations could spawn.

This should have less of an impact on the wasteland than the warehouse or Reno, but might encourage even more people to go out since you know exactly where, and if the location has something good.

35
Suggestions / Re: Just a little suggestion...
« on: April 20, 2016, 09:44:28 pm »
They'd be just new drugs, I'm not against that.

36
Auctions / Re: Auctioning Oil Can
« on: April 20, 2016, 09:28:28 pm »
Just sell to him if he's still interested, no one cares about this auction.

37
News and Announcements / Re: Hiring moderators
« on: April 20, 2016, 09:25:17 pm »
I don't know if a moderate moderator really matters TBH.

As long as the right people get banned for the right reasons I personally could care less.

The only reason to have a neutral moderator is fear that when he takes sides he shows favoritism to his friends. Or gives off the wrong impression of the staff, and by extension the whole game/community.

Though if you ask me.

Gimper accurately represents 75% of the community that is active on the forums at this time. So perhaps it just shows he's exactly the kind of person who should be a moderator. And I believe if this were up for a yearly election cycle he'll win again next season.

Though if I had a choice I'd vote for Henry still.

38
Off-topic discussions / Re: Decided to play Fonline Australia. 2016
« on: April 20, 2016, 09:22:04 pm »
Yeah there weren't any real improvements, or decent structure to it all.

It still has its merits despite such. Though it might be nice playing in an empty server from time to time.

39
Toxic Caves / Re: Peacekeeper Squad
« on: April 20, 2016, 09:20:16 pm »
Interested to join.
How I can apply?

Oh I can help you with that sir, the first thing you have to do is pass a vision test.

Just sit back, relax, and look right down these barrels and tell me what you see when you hear the click.



Don't post if you're not a member, or its not pertinent/accurate to the thread. If someone does it to your faction thread report them as well. Unless its forum PVP. You know this already Garg. Newbies might not.

40
News and Announcements / Re: Hiring moderators
« on: April 20, 2016, 11:37:31 am »
If Henry were up for it I'd support him.

41
Off-topic discussions / Re: Decided to play Fonline Australia. 2016
« on: April 20, 2016, 02:29:54 am »
It is old
http://www.moddb.com/games/fallout-online-australia/downloads

I'm on Fonline: 2
atm. Probably will remain so for a while.

Though I'll drop by reloaded sometime.

42
Off-topic discussions / Re: Decided to play Fonline Australia. 2016
« on: April 20, 2016, 01:41:30 am »
I used the Aussie client. So I can't really tell you how to manually change it.

43
Suggestions / Re: Just a little suggestion...
« on: April 20, 2016, 12:06:18 am »
For reloaded personally I'd rather it go to waste. Its just annoying, and doesn't fit in with Reloaded IMO.
This isn't the hardcore server and probably shouldn't be. Its main selling point is how streamlined everything is.

44
Toxic Caves / Re: Decided to play Fonline Australia. 2016
« on: April 19, 2016, 11:46:23 pm »
I'm currently on Fonline 2. I like what I see when it comes to scavenging, but it uses the same system as Aussie for sharing tents.

Hostile locations are marked red.  Crafting is less based on sci or repair, rather it takes into account weapon skill for crafting the weapons.

Scavanging in FO:2 relies on not finding most items on the ground but touching boxes, cars, and other wasteland appliances to search them for loot. Works like how we get FCC's. Mining is only done in encounters it seems, most items found will increase a non taggable skill known as scavanging. Items found from here vary alot.

There are better base options IMO on 2, but you need to find them in dungeons., Melee is buffed for the primative tools essentially they work as sledgehammer/hatchets and as sledges in combat, very good for starting players.

Damage is higher for melee in FO:2 starting damage might be influenced by STR though, my char is doing 15 damage with his fists, 15-25 on the primative tool, accuracy goes back to normal when using other melee weapons.

All items need workbenches which are only found in towns, if a player dies in town guards will give them their stuff back so its safe. And the killer is kicked out.

PVE encounters are tougher on FO:2 where raiders are more accurate, and hit harder. The game has a sort of plateau effect though. At times caravans/everything are/is actually easier in RT mode due to buggy AI pathfinding, and sometimes the AI has double turns in TB mode.

45
Events & Competitions / Re: Had some trash laying around.
« on: April 19, 2016, 11:37:26 pm »
I'll check to see if I still have it laying around, if not i'll remove it from the top.

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