July 19, 2018, 02:17:29 am
Username:

Password:

Topic: Changelog 07/04/2016  (Read 6911 times)

Destiny

  • Supporter
  • Posts: 257
  • Wreck or b rekt
    • View Profile
Re: Changelog 07/04/2016
« Reply #30 on: April 11, 2016, 12:32:47 pm »
Wipe is never soon before it gets announced or at least beta test starts.

Gg scrubs
Socialism

Moep

  • Posts: 46
    • View Profile
Re: Changelog 07/04/2016
« Reply #31 on: April 12, 2016, 09:46:22 am »
so why not make tents unlootable? experienced gamers dont need to loot them from newbs.
add it maybe in the item description that it is unlootble, when you make it so players understand, thats not normal

emrebnk

  • Posts: 196
  • pfft
    • View Profile
Re: Changelog 07/04/2016
« Reply #32 on: April 12, 2016, 10:02:29 am »
so why not make tents unlootable? experienced gamers dont need to loot them from newbs.
add it maybe in the item description that it is unlootble, when you make it so players understand, thats not normal

you're pushing the limits of stupidity

zekromo

  • Posts: 211
  • 𝓲𝓽'𝓼 𝓪𝓵𝓵 𝓲𝓷 𝔂𝓸𝓾𝓻 𝓱𝓮𝓪𝓭
    • View Profile
Re: Changelog 07/04/2016
« Reply #33 on: April 12, 2016, 10:29:50 am »
Make tents unlootable? No. Why should that even be a thing? It will be pointless and as effective as the no loot from player death. My simple message is this is a fallout game and the wasteland is a very difficult environment, just like it has always been. The only two explanations why your tent can be looted is because you made a very silly decision sharing your map out to everyone or you do not pay attention to who is in your party on the world map. Having said that the only players who try to sneak into your party like this only have that intention so just boot them out!  :facepalm
👑 👑 👑 👑 👑 👑 👑 👑 👑
👑 👑 👑 Moloch 👑 👑 👑
👑 👑 👑 👑 👑 👑 👑 👑 👑



Represent Discord Crew:

Moep

  • Posts: 46
    • View Profile
Re: Changelog 07/04/2016
« Reply #34 on: April 12, 2016, 11:45:49 pm »
not the tent location but the tent item dudes  :facepalm

zekromo

  • Posts: 211
  • 𝓲𝓽'𝓼 𝓪𝓵𝓵 𝓲𝓷 𝔂𝓸𝓾𝓻 𝓱𝓮𝓪𝓭
    • View Profile
Re: Changelog 07/04/2016
« Reply #35 on: April 13, 2016, 06:53:08 am »
I think that was the premise of what I was saying when tents should remain the way they are. I don't know why you thought we meant the location; people following you to your tent are obviously  there for your stuff not because they are a wasteland property service to kick you out! Discussions about turning loot off anywhere that is not needed nor justified should not really resurface again and again.
👑 👑 👑 👑 👑 👑 👑 👑 👑
👑 👑 👑 Moloch 👑 👑 👑
👑 👑 👑 👑 👑 👑 👑 👑 👑



Represent Discord Crew:

Moep

  • Posts: 46
    • View Profile
Re: Changelog 07/04/2016
« Reply #36 on: April 13, 2016, 10:08:00 am »
well you were talking about people following you to your tent and mistakingly sharing their tent map. So I'd say its about the tent as a location.

I was talking about a folded tent http://www.fonline-reloaded.net/wiki/index.php?title=Folded_Tent
Just to make it completely clear.

Now why i was talking about that? One page earlier someone mentioned noobs loosing their first tents, and maybe quitting the game.
They would still lose all their stuff. But hey they could at least start their fonline life with a more or less safe place rather then quitting.
The other way round would be creating a new char, as for a beginner the means to craft a tent are rather harsh (in mind the got no camp to store their stuff and have no own workbench) Well and creating a new char might not be the best solution. They possibly do not know how to level fast enough to not get frustrated.
Well as Kilgore mentioned some new tutorial for next season though, this could be irrelevant.

zekromo

  • Posts: 211
  • 𝓲𝓽'𝓼 𝓪𝓵𝓵 𝓲𝓷 𝔂𝓸𝓾𝓻 𝓱𝓮𝓪𝓭
    • View Profile
Re: Changelog 07/04/2016
« Reply #37 on: April 13, 2016, 11:32:59 am »
Ah now I understand what you were trying to say, my mistake. I was thinking you were saying tents should be unlootable but not the actual physical tent itself. In that case yes, make the FIRST tent protected until it is placed. Now that would stop new players leaving for that reason.
👑 👑 👑 👑 👑 👑 👑 👑 👑
👑 👑 👑 Moloch 👑 👑 👑
👑 👑 👑 👑 👑 👑 👑 👑 👑



Represent Discord Crew:

Gimper

  • Supporter
  • Posts: 1476
  • Harbinger of Armageddon
    • View Profile
(Official) Server Wipe Announced
« Reply #38 on: May 11, 2016, 09:43:21 pm »
Couldn't resist... hehehe...

Mad Matt

  • Posts: 1778
    • View Profile
Re: (Official) Server Wipe Announced
« Reply #39 on: May 11, 2016, 09:48:27 pm »
Couldn't resist... hehehe...

Oh you, stop it naughty boy  ::)
GUN FOR HIRE


yungchance

  • Posts: 44
    • View Profile
Re: Changelog 07/04/2016
« Reply #40 on: May 12, 2016, 04:48:06 am »
New session has an optional tutorial location for newbies, and after they leave it, they will have a tent.

Add percent loss of total character experience on death. New players will have a low penalty for dying, but higher level players will lose lots more experience. This will invert the situation of the newest players receiving the harshest consequences.
This was my initial plan but after doing some calculations it became obvious that it's hard to balance and too harsh for high level characters (100+, not mention 200+ or 300+, and yes, there are many such characters in game). High level character would lose like 1/2 or more of experience needed for next level even if the penalty was as low as 0.15% of total experience. It would be really annoying for those who like some PvP activities. Instead of it, the penalty will be based on experience needed for next level, so even if you die a lot in PvP then a caravan run or two will fix it. Might be not even needed because success in PvP activity will give some exp as well.
There is no way to put a cap on the amount of experience lost? And perhaps you could make it not drop you below a level so there would be no stat loss just a setback in leveling your character. Another thing you could do is add a reputation meter just for fun.  The higher your player kd/a the higher your "score" so to speak is.  (Shit idea but why not throw it out)
Yuno is Bae <3
my signature was too large

Toaster

  • Posts: 20
  • You're toast!
    • View Profile
Re: Changelog 07/04/2016
« Reply #41 on: May 13, 2016, 12:29:36 pm »
thank you kilgore, this is the right choice imo.

i know my opinion doesnt mean much but i promise i speak from an unbiased non-ego driven perspective. i only want this server to get better, and succeed. no other server has come close to matching the "fonline experience" that reloaded has.

the no loot thing can work to create more action, but i think it simply detracts too much from the thrill of the gameplay to have loot removed entirely, but its a good idea that has some merit.

that being said, there are other alternatives to reducing death penalty while still keeping the game hardcore loot.

asheron's call had a very interesting system called death items. death items were high money value items (diamond necklaces, gold rings, other types of items in this category) that dropped in place of your armor, weapons or other gear if you carried these things in your inventory at the time you died. this proved to be a very popular mechanic because it allowed players to essentially purchase insurance for powerful and rare PVP items, helping to nullify some of the penalty of dying in PvP.

now these death items didn't work every time, but often enough that it helped create a functional economy where goods had non-inflating ingame money value that helped to maintain the overall background economy for a long, long time by providing both a time and money sink (in our case, caps sink) to players.

im not saying this could or should work in fonline, but just merely stating an example of a very successful anti-penalty system from another popular hardcore pvp title, that helped to ultimately keep casuals and veterans alike interested in the game long-term by providing them a simple yet important mechanic for which they could grind, kill, or craft to get items that functioned as "pvp insurance".

some of the most valuable death items in asheron's call were more valuable than the most epic pvp loot, because having them meant you could wear the most powerful items in pvp without much fear of giving them to your opponent upon death.

Are you guys going to ignore this? I find this an interesting way to allow people to keep their loot while still dropping items for other players to use or sell.