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Messages - Seki

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16
Game Help / Re: How many lifegiver can i take ?
« on: November 02, 2017, 08:15:02 am »
3

17
Bugs / Collecting barley doesn't unsneak
« on: October 25, 2017, 05:33:36 pm »
As titles says, collecting barley doesn't unsneak.
I guess its bug considering that most of other collecting/picking up actions do unsneak or at least have a chance to unsneak you.

18
Closed bugs / Re: Items are gone
« on: October 19, 2017, 03:40:25 pm »
Its not first time i see that someone lost his stuff that way. Maybe it would be better to consider temporarily removing this feature and later after adjustments bringing it back.
One way it could be changed is that if someone puts item inside (or opens container) than timer for that specific container resets back to full duration preventing items from dissapearing for some time.

19
Toxic Caves / Re: General Questions / Answers
« on: October 19, 2017, 12:09:27 pm »
How something like this even possible



I hit him with Heymaker in the eyes. Did melee attack have some chance to do a killing blow?
Not only melee but aimed attacks does.
In crit table its known as "death" effect, critter will take damage equal to his current hit points.
Its very dependnt on what are you attacking, molerats have highest chance to get it while for example player can only get it if thier endurance is lower then 10 and its still very rare.

20
Closed bugs / Re: Science on hex don't give any experience
« on: October 15, 2017, 11:43:11 pm »
science on hex dont give any
it does for me

21
River of Tears / Re: FOnline Reloaded RANT
« on: October 15, 2017, 09:47:16 pm »
Interesting video..

I have a a lot of similar opinions in my mind but i never went with them into public. Personally i always try to stay at least neutral and avoid posting negative feedback because it usually doesn't lead anywhere and ends in toxic caves. Instead this time i will choose different approach and i will be very open even though it will be bad. Watching how Reloaded is kinda going to hell is really demotivating and maybe its time to finally speak.

When it comes to no-loot how it all begun was that PMs was sent to some of experienced players asking what they think about disabling loot in PvP. Even though i present like i support idea of no drop, i never really liked it. But as i said, i prefer to stay positive. We discussed a lot of other changes that will need to be applied if no loot would be a real thing. For example faster deteriorating gear, deteriorating motion sensor, nerfing repair so you can't repair same item with super tool kit 20 times and use it almost forever. In that case "no loot drops means no repeated PvE" would not be a case. But none of these changes was implemented into game so no loot system ended up being complete fail. Basically we got asked what we think about it but no one really cared about our opinions at the end and it was implemented own way.
 How i understood no loot was :
-If you win - your reward is loot from TC (which i expected to have some value)
-If you die - your gear gets damaged a lot so you cant use it anymore after few deaths
So you was still supposed to gain something if you win and lose something if you die. That is not reality though because TC reward is completely worthless and if you die then you can come again in same gear like 20 times before its unusable. Basically no lose - no gain.
Kilgore was always saying that if it won't work, he will revert no drop so my opinion was always to give it a try and if it wont work it can be reverted and everything will be fine. Suddenly after wipe Kilgore changed his opinion and does refuse to revert this change even though its obviously not good for game.
There are a lot of players saying that they don't care about no loot because they play PvP for fun and not for loot which is complete bullshit. I was one of richest players in past so i never really cared about loot but at same time loot always played very big role in PvP.. "Playing PvP without loot is like playing Poker without money". Its just not the same.

Many players hated that they had to stay in towns and do nothing and rather asked to be poked only if enemies appear and what they get instead is no timer so now they are supposed to stay in town forever instead of only 10-15 minutes. What kind of game design is it when you have to stay inside of town and do absolutely nothing just be AFK until enemies appear ? Supporting afk type of gameplay is very bad. Before we had a certain time frame and we were prepared for those 10-15 minutes. Why should teams even fight each other when they cant even win anything and instead they can sit in different towns afk and both get profit ? TC wasnt touched for long time since 2238 and i think it was fine as it was. Don't fix what is not broken.
Apparently idea was to add some kind of roleplay of actually controlling the town and motivating players to come and trade and interact with players but that will never ever work. Not with this amount of players online at least.

Another thing is that town control should not be the only place to PvP. Most dominant faction will win and there is no space for PvP for small groups of players. For example before wipe we had New Reno where we could PvP 24/7. Now we don't. Only thing you can do as a small group of players is to start TC timer and get destroyed by big factions. We asked to add more of such locations but what we got instead is completely opposite. Even NR is gone.

I have spent around hundred hours messing with farm and giving ideas how to balance it. Its idea is in general not fitting into MMORPG like this. You invest a lot of caps and you get almost nothing at beginning but profit you can make from it is supposed to scale with resources and time you put into it. At same time it needs to have a cap that is not too small to make sure its worth to put there those resources but also not too big so it cant be abused for infinite source of exp/caps. It was alright at that time. Later a lot of changes was made to farm and it seems like no body bothered checking them and see what we have now.. Completely broken economy.. Not to mention other exploits which also affected economy but was fixed already..

I am also tired of listening how PvP players are only minority. If i play PvE or PvP it should never matter, we should be all equal. On other side it is true in some way that pvp players are minority, yes. Look at players online and compare it to how many players are participating in PvP. In TC fights you have lets say maybe 30 players participating even when there are 150+- online. But PvP players are those same old faces which we see every day. They play this game for years. They are those who are donating and supporting the game. All we get is saying that we "cry" on forum. But what is reason why we "cry" ? Its because when some changes are made then they usually affect PvP much more then PvE. In PvE you wont care if for example your weapon deals 5 damage more or less while in PvP it can break balance. That was only example. PvP players are also in general more experienced players so their feedback on forum is also usually more valuable. Most of PvE players either leave or after some time they turn into PvP players once they explore all PvE content.

Hexing removal is good and bad at same time. I am curious why we didn't get any explanation or reasoning behind it but whatever..
It removed skill part when it comes to close range fights but most of real fights was happening at range anyways.
On one side it helps new players understand the game and not getting instantly killed by 1 hex. Another issue with hexing was that more and more players was starting to use various 3rd party software which helped them with hexing as was mentioned in video.
But wouldn't it be just better to keep eye on usage of such things and fix motion sensor glitch instead of going for more lazy solution like removing one-hex completely so there is no need to bother with it at all ?
Did anyone even realized how many players left server only because of that one change. I personally don't like hexing so i don't mind but there are players that would do 1v1 hexing fights in Hinkley all day long. There was one guy that played Reloaded since its first day and when wipe came he sent me PM asking about build advice on other server. He decided to leave Reloaded because of no hexing.
One feature will make some players leave, other feature some other players and suddenly half of players are out..

When i logged into this for first time, my first impression was "walls of text everywhere". People want simple quests and not being spammed by walls of texts. Not everyone likes reading that much, some players prefer to simply get objective and complete it instead of reading whole stories. And when that one important sentence is hidden in tons of lines of text than there is something wrong.
As was said, there is no point doing any of those new quests now. Since quests which was too good was nerfed then there should also be some others which are currently not worth buffed. When you spend 30 minutes doing some quest and you get 800 experience as reward its like someone would laugh into your face.
I am disappointed when after giving a lot of feedback i realize that most of things reported was ignored and even some exploits made it to live server..

Statistics can prove the same. This month there was only 90 players online in average ! That is really low considering we are at 2nd month after wipe. Before wipe in August 2017 it was 81, in July 2017 it was 83 and in June 2017 it was 92 ! Even 3 months before wipe when season was already going for over 2 years there was more players online then now one month after wipe when season is supposed to be very alive and fresh. That proves that there is obviously something wrong and i hope to see some changes soon..

22
Bugs / Re: Broken Armor AC and AP bonus
« on: October 15, 2017, 12:08:25 pm »
Not really usefull in combat.
not exactly
can be useful if you are going to fight something that you know you will survive even without armor then you can wear it just for bonuses, did it this season when farming molerats
not like it really matters anyways  ;D

23
Bugs / Re: Reporting bugs & known issues
« on: October 13, 2017, 08:03:56 pm »
cant obtain the ranger perk as tamira isn't there, tried a couple of times but no joy
she is there but hidden in corner, you can see her if you remove walls, come closer or turn on npc hp numbers
Spoiler: show



24
Character builds / Re: PvP Character?
« on: October 13, 2017, 07:44:51 pm »
I would prefer a bgs burster type of char.
would suggest common avenger build
SPECIAL without drugs : 5 9 10 1 2 9 3
SPECIAL with drugs : 6/4 6 10 1 2 10 3
drugs : cigs, psycho, beer, nuka + optionally jet
perks : ar, tough, even tougher, lg, lg, brd, brof, mrd
traits : bonehead + 1 optionable trait

25
Game Help / Re: Main Quest
« on: October 12, 2017, 07:45:51 pm »
seems like a lot of players are confused and pipboy is getting bugged sometime not showing where to continue, if players dont read chat log then they may end up getting lost
would be perfect if someone would make step-by-step guide with screenshots of NPC locations included (i believe in you, Henry  ;D)

26
Game Help / Re: Died by poison in world map with car over building site
« on: October 12, 2017, 07:44:46 pm »
do it already and got no answer
Kilgore
Last Active: October 02, 2017, 02:55:11 pm
rip

27
Game Help / Re: Bursts
« on: October 12, 2017, 07:19:45 pm »
Do Fast Shot trait affect bursts?
no, not anymore

Do bursts always hit torso?
they use "unaimed" part of crit table
some players may confuse you because on (*other server*) are bursts using torso instead

Do bursts have the same % chance to hit body parts than Fast Shot trait?
bursts cant aim to any body parts

What's "Unnamed" (It's a 20% hit chance on fast shot trait)?
unaimed, not unnamed, like normal shot without aim
mad matt explained more detailed in post below

Do bursts take your critical chance without modifications? (For example, 10Luck and 1 Even more criticals (equal to 20% crit chance) ~20 out of 100 bullets will become "critical shots)
what modifications ?
when you have 20% crit chance it doesnt neccessarily mean that in average 20 out of 100 bullets will crit because there are some other things that change your crit chance like target armor crit chance modifier, hidden bonus etc.. but yes, luck and even more crits does affect bursts

Do creatures have -% critical hit chance?
that is a good question, i am not sure but i dont think they do
human npcs probably do though since they are wearing armors which have -crit mod
i know some creatures (or npc in general) does have a perks like for example man of steel but that does affect only crit roll, not crit chance
but thats probably question for someone like mojuk, he is a god when it comes to reading code of game mechanics  ;D

28
Suggestions / Re: Some perks idea
« on: October 12, 2017, 09:25:28 am »
I'm just trying to speak around  the meta of "two shot pray for a knockout or die ( sniper ) VS two click next target ( burster )
You cant compare it like that.. it sounds like comparing 1v1 at close range assuming there is no cover around.
This is mmorpg game, balance is not focused on 1v1.
If you are dying by bursters as sniper then there is nothing wrong with game balance but with your playstyle unless you got bursted by sneaker..
There we are getting a bit into offtopic since its not suggestion anymore but discussion/help(tips)..
- As sniper you have much more range then bursters, just keep distance and you will be safe.
- In case bursters gets closer you can hide behind your teammates or around corner.
- If you have good build (220+hp) and your reaction is fast enough to manage to heal after first burst then you should survive second one too and burster will be out of AP. You dont have to always shoot when you have AP, you can save some for healing if you see that situation is dangerous.

29
Toxic Caves / Re: good LSW/BG/SG pvp focused build?
« on: October 10, 2017, 12:03:49 pm »
> lsw
> pvp build
> decent

cant help you, sorry :(

30
Suggestions / Re: Some perks idea
« on: October 06, 2017, 03:56:14 pm »
Hey ! i'd suggest giving snipers some love, it's why i'll suggest sharpshooter negating "all" the critical chance ( not modifier ) except the crafted critical chances  on it, meaning there's a maximum of -5 critical chance on them ( if crafted this way ), such buff could give snipers more stats variation ( like 8 luck or even 7 )

On top of that i think a more punishing ST check on weapon is required :

"Deduct 20% for each point of ST missing to use the weapon properly." = Probably a real mess to code right ?

i'd change it like this : 15% for pistols, 30% for two handed and 45% for heavy weapons

"Weapon handling" giving actually 2 virtual strenght for weapons, i'd make it +3

If you have some idea feel free. i'd higly appreciate a GM though on those, thanks for reading and sorry for my english ;p
sharpshooter and weapon handling are by far two most powerful perks for sniper already, making them even stronger would be really stupid
you dont even give any reasoning behind changes you suggest

now lets do some math  :P

about weapon handling.. most of snipers use jet and 1 base ST, sniper which cannot shoot twice in a row is losing alot of potential.. and to get enough hit chance to hit eyes at max range you need like 3 ST (or 2 and accuracy rifle)
going from 1 ST after jet (-1) to 3 ST costs 4 special points (if you get them through perks, drugs or investing special points.. its up to you but its still value of 4 special points for which you need to sacrifice something, generally 1 perk is around 2 special point value)
by taking weapon handling you only sacrifice more criticals which gives 5 crit chance and thats value of less then 2 SPECIAL points assuming you aim eyes(1 lk is over 3% crit to eyes)
so its basically trade of less then 2 special point value of perk for 4 special point value of perk
with weapon handling you dont need to rely on accuracy rifles or use buffout/psycho/st armor/whatever, its a great perk as it is now after AC changes.. especially combined with finesse which negates more crits lose, with finesse you will have more then enough crit chance anyways even without more crits
tldr.. if you would have to choose between more crit and weapon handling, weapon handling is already obvious choice so it doesnt need boost

then you can also compare weapon handling to gain strength.. while at first look seems to be very similar but they arent really
-weapon handling can be taken on level 3, while gain at level 12
-weapon handling allows you to do what i said above, to go from 1 (-1) to 3 ST for hit chance purposes while gain ST doesnt
on the other side..
-gain strength gives other benefits then just hit chance
so its pretty balanced..

about sharpshooter.. i hope we can skip that discussion, its literally 3 perks in 1 now, how can you say its not enough ?  ;D

i dont think that snipers need more love.. sure, removed smallframe and AC changes are really bad for snipers but they got some really big buffs which are not obvious at first look but they are there, i will explain into details later in other topic once i find time to write it..

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