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Messages - Henry

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31
Survival Guides / Re: How about Quests?
« on: May 12, 2019, 07:32:19 pm »
Evelyn is on wiki. She's the Farmer Hasso's wife, found in the Tent in a Wasteland location.

32
Suggestions / Re: Shipments and Trade
« on: April 24, 2019, 10:27:54 pm »
For a quick way to improve basic logistics of loot manipulation, expand GUI taller, even by 1 item's height. The more items we see at a time, the better. Then expand wider and add ability to categorize loot into 2 columns. BAM we just doubled the amount of items we can see in inventory. One column could be "stuff i need to always keep". If i set my "stuff i always need to keep" to include 1000 rounds of 12g shotgun shells, then i always retain 1000 shotgun shells even when i open a locker and say "put all" in there. It would only move excess shotgun shells to the locker, and not empty me out.

For improved trade though...yeah let's dig in!

Player-to-Player Trading
A new GUI, that lists all open deals offered by players all over the map. A place where you go to accept a deal, and/or offer your own deal. Deals can be caps for goods, or goods for goods. You need to build your own caravan first, staffed by NPCs who run your goods to the other party. You find a deal you like, accept it, and away goes your private trade caravan. You get a prompt first: "Do you want to help guard your trade caravan?" Say yes, and you go along to make sure it reaches its destination, which is a random encounter on the map. There you meet the other player's trade caravan, also staffed by NPCs, and maybe guarded by that player. Your NPCs talk with each other and the goods are [silently] exchanged. Meanwhile, you players decide if you fight or make friends. Everyone knows in advance it can go either way, and if you don't guard your caravan, it can even get into trouble with normal random encounters.

Peaceful Outcome
If players stay friendly, then deal goes well - both caravans go back to map, now laden with goods from the other player, and return to base.

Suspenseful PvP
If players fight, somebody wins. They get to return their own caravan to base, still laden with their own goods, and both players get a dot on the map which marks where the losing player's caravan is. Both players have time to go back there and let's see who will get those goods! The launch of a trade caravan disallows bringing friends, but going back to the dot allows both players to bring whomever they can get to help.

Qualify
The inter-player trade GUI could be a Pip-Boy upgrade, available by beating a tough quest to get a trade base. Base shows on map in random place - you don't get to site it, some of these deals across significant distances. Next, do some quests to rescue enough NPCs to staff your trade base, and finally by trading enough in towns that some NPC merchant somewhere says "hey you're pretty good at this" and BAM you can do deals now. When you make friends, click their name green in the trade GUI so you remember them. Click enemies red.

33
Events & Competitions / Double XP Easter Weekend!
« on: April 20, 2019, 07:15:27 pm »
Thank you, devs, for this double-XP weekend!

34
News and Announcements / Re: Changelog 21/03/2019
« on: March 21, 2019, 09:48:34 pm »
Thanks, Kilgore!

After updating, i was getting a protocol error and unable to log in. I switched back to an old Reloaded shortcut i used a long time ago, and was able to log in. fyi expect some people might have some trouble.

Update posted to wiki.

35
Suggestions / Re: Set of suggestions
« on: March 15, 2019, 08:50:32 pm »
You buy your first farm:

1 click / hour generates 50 000 farm money (considering you have planted all crops)

Gg there goes your server's economy.

WRONG. WRONG. WRONG.

You buy the farm, and that's the easy part. Next is all the work to get it upgraded. Most people won't grind on a farm, so when some do, it's fine - they get payout in proportion to their work. In all my time spent at Tobacco Farm, i rarely saw any bots, and the ones i did see were highly inefficient. But so what? Even if they do well, let them - those players chose how to spend their time, and it takes a while, so they get payout.

I don't think you will understand. Debating topics like this will go on until finally some day communism is defeated and wiped off the face of the worldmap. Then when people start thinking right, "work for reward" and "reward in proportion to work" will make sense to all, and not just to some of us.

So fine, go ahead and discard yet another awesome feature based on some lunacy like an "economic imbalance" lol good golly it's so stupid - it's like we're in the movie Idiocracy. I would say only discard it if you replace it with tons more explorable content, but i know you wont relate the two, so never mind.

Farms have been working just fine, as intended, with a few bugs. People who use them, appreciate the feature. The rest are jealous (or don't care). Sorry if you think auto-clickers ruin anything, but they just don't. Nor are they related in any way to Farms, yet somehow some of you have the two tied together in your heads.

You know, in USA for years people are trying to ban guns. Their stupid argument is guns kill people. They are wrong. The problem lies elsewhere, in the minds and hearts of the people who want to kill people. When you weed a garden, you don't tear off the tops and call it done. You gotta go for the root [cause]. Change the minds and hearts of the people, and you solve the problem. Get rid of guns, and you solve nothing.

Same here. Farms are fine - an excellent enhancement to this game. They are optional, and only as abuseable as all the other features here. So lay off man. Go pick on a crappy feature - this one is good.

36
Suggestions / Re: Set of suggestions
« on: March 13, 2019, 09:53:44 pm »
"If reward is good for somebody that does it once a day then how good it’s for people that can farm it all day long or make 10 farms instead of 1. You can either nerf it to oblivion or make if fun in itself without reward. I don’t believe Henry you are not aware of how abusable those farm are right now?"

If reward is good, then it is automatically good in proportion to how much time you spend on it. You worry too much. And no, i don't know of any farm abuse. I know of farm use. It's a ton of work most people won't even do, but some of us will. Just like many other things in this game.

You ask "why would i bother crafting it?" and it's because some people like to craft. This is a mini-vr and people are creative. So this game becomes a mini-vr way to express creativity. You craft, and you feel like you've accomplished something. Yes, of course you devs would need to knock us all down a few notches - bring the world down to spears and 9mms. It would all be more harsh, more dangerous, more challenging - a longer investment, yet with the same possible eventual outcomes: tier 4 gear if you follow the long hard road.

It's either that, or totally get rid of all the leveling grind and let us start with CA and miniguns at level 1. "You wrecked crafting"? lol

As for the casual player...who even cares. They log in a few weeks and quit no matter how good your game is - they're transient game gypsies, whose goal is to play as many games as they can - not to master our beloved post-apoc wasteland. Are you actually trying to satisfy everyone? Oh nooo.

37
Suggestions / Re: Set of suggestions
« on: March 12, 2019, 08:51:15 pm »
All of these are good ideas. Especially faction quests. (I suggested the same thing a long time ago).

However, i don't know what you have against the new Player Farm feature. I love this feature, just as it is. It is brilliant. I don't want to be a "farmer" there, but this is an example of "if you do a LOT of work, you get some repeatable reward". This is perfect for me since i work all ding-dang day, and otherwise could never keep up with full time players. I still can't, but at least this Player Farm feature allows me to try, in a way. Sounds like this feature is going away. I will hate this change.

I know there are more than a few people here who would prefer this game lean away from so many multiple alts, and toward a one-alt system. One thing that would help is to stop selling blueprints and crafting professions so cheap, and make it very very tough to craft anything. And force a crafter to choose which single thing he will craft, and stop expecting to ever craft it all. Provide a long, playable, quest-filled story where crafters work and fight thru it to get to some awesome goal: being able to finally craft a combat shotgun. Remove those from merchants, so any single merchant can maybe have 1 at a time, not 15 any more.

Combine this with deleting the Fix-Boy list at Level 1, so we all start being able to only craft 1 thing: a primitive tool. If you want to craft more, you have to talk with a lot of NPCs and do their tasks to gradually climb the crafting curve, and populate your Fix-Boy list. Start us at the very bottom. The climb will be an enjoyable fight.

These changes would mean having a sharper spear is suddenly a big deal. Having a 9mm Mauser would be like you're the leader, and almost nobody has a minigun - it's a pie-in-the-sky dream. Yet, you could craft a minigun - the game allows it, but wow it's a long hard road, and if you ever get to crafting a minigun, you likely don't craft any combat armor. Someone else chose armorer - that's the guy you need to be buddies with.

I suggest this as a player who loves the crafting features.

38
Good idea, buddy! Don't we all love to punch stuff? I know i do. There is someone now with the faction name "Fight Club". Maybe an all-HtH team will form from it.

Anyway, i did GR mutie quest once solo in RT with only a Mega Power Fist, without dying. It took a few tries. Of course, max Strength and Heavy-Handed on full drugs was necessary. I did not have implants on that char, and it was not in Season 3. It mighta been Season 1, back when we had an all-HtH team. That team hit that quest a bunch of times - very fun.

Your post has me in the mood to reroll an HtH fighter and go start punching my way through these places.

39
Game Help / Re: First Character Idea (no drugs, no implants, no books)
« on: January 18, 2019, 11:23:55 pm »
Thank you for the work! New players need all the advice like this they can get.

Also new players should read "Guides" page on wiki. No link - go find it - easy stuff.

40
"meta game is very easy now"? Some of us don't know what that means, and since you based a big post mainly on that one line, i ask you please explain it.

However, no need to worry; cvet released the engine code, so now Rotators are re-working it from the ground up. That will take some time, but it means a whole new awesome future for this game. I think we should all look forward to a future so dazzling, it shuts down all FOnline servers that do not use the new engine. This will be like going from the cathode ray tube to transistors.

41
Toxic Caves / DOUBLE XP WEEKEND!
« on: November 22, 2018, 07:32:30 pm »
SURPRISE! We get double XP this weekend, which is Thanksgiving weekend in USA.

Is it Thanksgiving to Kilgore? I don't know. Maybe Tanks-giving. Or Wipe's XP'giving. Whatever it is, it's starting now and running thru Sunday.

42
Events & Competitions / DOUBLE-XP WEEKEND!
« on: November 22, 2018, 07:29:39 pm »
Looks like we get DOUBLE XP this weekend! From USA we say, "Happy Thanksgiving!" Or in Reloaded, happy Tanks-giving.

43
News and Announcements / Re: Changelog 14/11/2018
« on: November 15, 2018, 08:54:23 pm »
How can you even call this an update? Dev team needs to retire and bring in fresh blood who are actually capable of video game design.

Well then let's see your update. Oh wait...you don't have an update. Because you play a free game without actually contributing anything yourself, beyond some blind negativity. Hey download the dev tools and show us something new. We're all waiting to rip apart your creativity in a cold flurry of inordinate criticism.

44
Game Help / Re: Bases
« on: November 06, 2018, 11:08:00 pm »
Getting a private base is one of the things i strongly suggest to all players. Start an alt as a "Base Commander", give him 10k caps, and use him to go buy a DIY base. Lead the worker to some zone very close to where new alts begin on the map, 1 zone just west of Hub. Site it, and build it. Park that base commander there and leave him there at the terminal forever. He can even remain Level 1.

Now every time you start a new alt, run that new alt to the worldmap and log into your base commander. Touch terminal and add your new alt's name as a non-member record. Set the Status of the new alt's name to "Friend". And set Friends to "Allow access".

Log back into your new alt and you now see the base dot on your worldmap. Go there and immediately pick up a stack of gear, Skill Books, drugs, etc - whatever you put there for your new alt to hit the ground running. This is the fastest way to get all your additional alts going.

Oh...and of course this base is where you stack piles of tent maps. So your new alt goes there, reads all the maps, and instantly sees your whole network of parking places.

Don't share this one. This is the capstone of your own personal security pyramid. Next level down is a base you and closest friends share, but keep this one to yourself. The 3rd level down is some crazy faction of people you just met. There will be thefts at the 3rd level. Cars will be stolen. Drugs will be missing. Who took my combat armor? I put ammo here - where is it. Ahhhh...but no worries since you have an upper level to your security. All your best stuff is safe.

45
General Game Discussion / Re: FOnline stream :)
« on: October 30, 2018, 10:03:01 pm »
Sounds fun! Live? Cool! I can join your party for quests. Meet Hub i guess? What time?

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