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Messages - Ranger Arn

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1
Suggestions / Simple and helpful solutions
« on: January 25, 2015, 09:10:58 PM »
I have few suggestions how to make game/interface more "playable" and user friendly:

1. Containers in bases/rooms like lockers need to be opened to get stuff and then locked and reopened - its wearying. Maybe in case of containers in our rooms/bases you could make them "usable" on every click without need to close and reopen again lockers ect.

2.Add ZC information (that from left upper corner of display screen) to world map view so when we are traveling from gate to gate we could still see how the situation is.

3.Add active stealthboy usage timer to other timers that are displayed in right upper corner of display screen(where drugs, bandages ect.)

4.Add command/dialog/"something" to choose where we will respawn by default - our room or platoon base. Some people are in platoons but still might want to spawn in their rooms where they have private stuff, not in team base.

5.PLEASE update wiki :(






2
yep, still nothing. Strange, but i just try another build in meantime :D  Serioisly, unlimited rerolls -> best change EVER.

also i dont have shotgun surgeon on list. Maybe those two perks require small guns tag or something.

3
 ;D
 one thing thou - after reroll i dont have Simian Warfare perk on 24 lvl perk list available - simply missing from list :(

4
Changelogs / Re: 21-01-2015 Changelog
« on: January 23, 2015, 09:38:51 AM »
imo sneak as skill is OK but COSTS of sneaking and weight mods to it are making it unplayable for no-caps-grinders. But mostly pains me sneak time reduced by weight. -> stealthboy drains too fast.
I understand that many people are arguing about PVP aspects of assasin ect. but why there are still nerfs to scout/scavenge aspects of that skill, that i cant understand.

So basically, cose I cant do anything about it, I will spamm again and again - pls remove weight mods from sneak... or even make stealthboy capacity larger like 7200 units. Anything just make it works. I dont care about whole "sneak assasin discussion" just want to have fun playing on sneak ect. without losing tons of caps/couldnt get out with loot cose stealthboy drains out.

I want to come back on aop and have fun but there are still things that makes game more grind and "rage-quit" than play-for-fun - I hope that more players see this in the same way.


5
Changelogs / Re: 21-01-2015 Changelog
« on: January 23, 2015, 02:54:14 AM »
just remove those dump carry weight mods for sneak...  and/or give fucking reroll WITH tag skills and WITH traits so MANY people (whos characters were fucked up by changes) who quit playing and still waiting for reroll that could fix their characters, can play again. ( to not waste time for farmville/grind exp again ).


6
Changelogs / Re: 17-01-2015 Changelog
« on: January 17, 2015, 08:53:50 PM »
hmm... pls repair/upgrade sneak and nerf overpowered CHA/leadership or still "no thx"...

7
General Discussions / Question about "Hall of Fame"
« on: October 13, 2014, 05:19:00 AM »
How does it works ? Becouse i most certainly craft more items than "Top three Engineers" places combined together and still not on that list. Only specific items count or what ?

8
Changelogs / Re: 03.10.2014 Changelog
« on: October 06, 2014, 10:29:33 PM »
well.. i would like to officialy apologize for crying about sneak nerfs - yeah that was a bit of crying on my part so shame on me ;/ 

Additional charge cost is somewhat playable and skill malus for rifles and bg also are ok.

I'll make an educated guess. Stealth boy in inventory not in weapon slot right ? ;)

Even in weapon slot its somewhat playable. Just need to do short, fast runs and not camp with sneak on + 30- 50 smc in inventory just to be sure i have power for safe return. Also voodoo helps me a lot (speedup )  ;]
Besides i dont have max sneak so im not "pro" sneaker - use mostly use as "helper" for safe passage/avoiding others or ambush, so if without max sneak i can cope with it than for full sneak char it shouldnt be too painfull. Still i would gladly see revert of this change if possible ( like probably everyone who uses sneak ) but i understand that may never occur and i have to be ok with that.

Althou it would help a lot if there could be timer (like bandage %) to count how many secs of sneak we have left ( with actual weight factor included )



9
Changelogs / Re: 03.10.2014 Changelog
« on: October 06, 2014, 08:05:00 PM »
well.. i would like to officialy apologize for crying about sneak nerfs - yeah that was a bit of crying on my part so shame on me ;/ 

Additional charge cost is somewhat playable and skill malus for rifles and bg also are ok.

10
Changelogs / Re: 03.10.2014 Changelog
« on: October 04, 2014, 12:41:43 PM »
maybe recharge by weak cells, with 4\5(80%)

You can't recharge with weak cells. There is message "You need Small Energy Cells [..]"  when you try to recharge with weak cells in inventory.
That mechanics is simply too expensive (but on other hand rocket luncher or mines are also fucking expensive...)

11
Changelogs / Re: 03.10.2014 Changelog
« on: October 04, 2014, 08:56:45 AM »
-200 small energy cell for sneak activation = killing skill. Nothing to add...

http://www.riget.info/aop/playerStats.php?r=month&s=1412401683&ts=0&ar=0&step=7    -> Online drops ? Maybe some thoughts ?

12
Suggestions / Re: BG Sniper Balance
« on: October 03, 2014, 09:31:20 AM »
maybe block running with bg sniper like it is with minigun

13
Developer Corner / Re: Sneak
« on: October 03, 2014, 06:31:45 AM »
Sneak nerf for temporary gameplay bandaid fix as follows:

-15% total sneak skill holding all 2H smallgun example: [DKS, Remmington, AK47]
-25% total sneak skill holding all BG example: [DSR, PKS]
-40% total sneak skill holding Minigun or Rocketlauncher

and 2x the malus if you're running:

The values will be balanced around a 8 PE and 200% sneak scout being able to spot a sneak 200% 10 PE BG first directly looking at each other.
The values will be balanced around a 9 PE and 200% sneak scout being able to spot a sneak 200% 10 PE SG first directly looking at each other.
 
30% total for SG 2handed
50% total for BG
Cannot run with Rocket or Minigun

This is only temporary fix until a better solution is available, I aim to nerf the OP synergies and not the sneak gameplay. DSR & PKS balance is whole different issue that will be looked into as well.

That being said, I will work on giving more tools to both sneak and anti-sneak instead of just nerfing everything.

So % is % of whole sneak or - % skill ? 
For example  200 sneak +25 from armor +20 from Ghost = 245   
and with DKS is it 245 - 245* 0.15 = 208,25  or  245 - 15 = 230 ?  (Not that its precise but i would like to see big picture here)

14
Developer Corner / Re: Sneak
« on: October 02, 2014, 01:28:32 PM »
Since there are at least 3 threads about sneak its difficult to decide where to write but let it be here :

As far as i understand main issue is not with sneak skill but with sneak COMBAT. Sneak as a skill is determined to be "invisibility like" ability and that is ok imo so no reason to change angle-dettection, adding weight/volume modifiers ect. It suppose to be for more or less safe scavenging and scouting.
Better just use simple solution:
-Block attack mode in sneak mode with weapon that doesnt have "silent attack" trait.
-Add 50 ap cost to mannualy desneak/turn off stealthboy just like it is now with turning it on (50 AP cost to enter sneak)
-Lower silent death wakizashi damage.

It will mean that if you want to attack with weapon with no silent attack trait, first you will need to manually turn stealthboy off(-50AP) than attack with only 50 AP left to do anything. Basicly that resolves problem with sneak combat with non-silent attack weapons.

Please be user friendly and not "break" cool skill, like it was deformed on other fallout online servers - why copy something that is not perfect or even not good at all imo.

15
Developer Corner / Re: Assault Rifles
« on: October 01, 2014, 01:42:46 PM »
maybe allow % chance for critical hits in bursts for each bullet  (but with capted crit str/level - not as good as aimed crits )?

or even better add this as a trait to chosen  weapons - assault rifles.

16
Bug reports / Re: [MECH] Range bug ?
« on: September 30, 2014, 02:28:53 PM »
yep, have ;]

17
Bug reports / [MECH] Range bug ?
« on: September 30, 2014, 12:25:46 PM »
Dont know if bug but i think so...

Have 250 small guns, 10 PE and 3 ST + Weapon handling.  NO 4 eyes trait. All assault riffles/pistols WITHOUT scopes ect. dont have max effectiv range. 

For example ak-74M (4 ST req.  so my 3 + 2 from weapon handling is 5 so ok) Max range 45 and effectiv range 43 with no aim shot and 41 with aim shot/ 32 on 35 with full auto. 

So how on gods name can i get max range with it ?


18
Developer Corner / Re: Sneak
« on: September 30, 2014, 08:11:01 AM »
IMO problem is not in sneak itself but in that players with low PE - "tank-like" builds want to see sneakers as if they had 10PE - want to see sneakers get high PE and watchtower perk. On every fo server this debate exist... you "wasting" skill points on tag skill to get profits from it and not to have "useless sneak like ability".  (and btw i dont have tagged sneak so not "whining", got FA and Doctor tag )

Really dont see the point in nerfing "sneak-assasins" becouse some good pvp players (who anyway will be OP with or without sneak cose they are just that good) are using it...


19
Bug reports / Re: [PVE-Perk]Hoarder
« on: September 27, 2014, 12:37:11 AM »
Hoarder works in case of wegiht but items that take not only weight but also "space" ( like for example junk ), are making "oversize" in backpack so we cant take all stuff at once like in perk description - and thats the bug ;]
I hope, i got it right :P

20
Changelogs / Re: 26.09.2014 Forced Rerolls
« on: September 26, 2014, 02:54:47 AM »
Thank you!
so...waiting for tag-change in reroll ;D 

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