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Author Topic: 14.09.2014 Changelog  (Read 18876 times)

Rhem

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Re: 14.09.2014 Changelog
« Reply #20 on: September 15, 2014, 03:40:46 PM »

- Mob stats tweaks: aliens, deathclaws, primary centaurs, ancient floaters, ghouls and mutants are slightly stronger.
- Deathclaws speed increased.

WTF ?? u dont think they are enough strong and speedy ? are u crazy ??

deathclaws was a joke men, right now still a joke, too slow, they need to be "deadly" no slowpoke like right now they are

DC was a joke ? are u kidding ? they were powerfull their only "weakness" was only a litle slow speed ...that permit to exit in this fucking desert agro ... now they are more deadly (and they was enough deadly in random encounter in desert i think) and impossible to avoid ... go game on turn rate if u want put mobs overpowerfull because curently we have no time to see them that they KOS us before ze try to flee safely.
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Rhem

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Re: 14.09.2014 Changelog
« Reply #21 on: September 15, 2014, 03:42:21 PM »

Will you add a timer for aggro-NPCs that spawn right on the player to be inactive for a couple of seconds?

yeah good id ...bored to be Kos by sudenly spawn...
and/or permit to retrieve body and stuff when die in desert, during a brief time if you want like 15 min (in case of game crash after die and/or need to reboot pc)
« Last Edit: September 15, 2014, 03:45:59 PM by Rhem »
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Myakot

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Re: 14.09.2014 Changelog
« Reply #22 on: September 15, 2014, 08:46:16 PM »

Will you add a timer for aggro-NPCs that spawn right on the player to be inactive for a couple of seconds?
yeah good id ...bored to be Kos by sudenly spawn...
and/or permit to retrieve body and stuff when die in desert, during a brief time if you want like 15 min (in case of game crash after die and/or need to reboot pc)
With all that whining.. Sorry, but did you come here from some mmorpg? Ha e you ever played FOnline? You are not supposed to find your loot in the middle of a nuclear wasteland, y'know.
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Seki

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Re: 14.09.2014 Changelog
« Reply #23 on: September 16, 2014, 04:12:57 AM »

- Mob stats tweaks: aliens, deathclaws, primary centaurs, ancient floaters, ghouls and mutants are slightly stronger.
- Deathclaws speed increased.

WTF ?? u dont think they are enough strong and speedy ? are u crazy ??
they are fine IMO, yesteday we visited hospital in group of 3 and didnt had any problems with them
i guess that we arent supposed to solo them like ants..
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paragon

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Re: 14.09.2014 Changelog
« Reply #24 on: September 16, 2014, 04:16:30 AM »

5 death claws don't manage to get to 4 shooters through fire.
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Tonnor

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Re: 14.09.2014 Changelog
« Reply #25 on: September 16, 2014, 12:42:35 PM »

"Added equipment (T2 armor and weapon) and level (6+) requirements for all characters to enter a zone while ZC timer is on. This will be tested and changed again if necessary"

I died 2 times because I was unable to cross a zone while ZC timer was on, when I had ennemies after me...

The message displayed was really not clear...

And I was well equipped (T2 armor+ M1 sniper) but lvl5...

It's a bad feature from my point of view. You should display a message for lvl6- saying it is dangerous, but not blocking them. Especially if they have to cross this area in order to come back to the gate of their faction.
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Shangalar

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Re: 14.09.2014 Changelog
« Reply #26 on: September 16, 2014, 12:44:58 PM »

Yeah, your death is pretty much the downside of that feature. It is hard to ask new players to consider it when traveling in the city, and even then you can be surprised. To get out of the city, try to find sewers.
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faopcurious

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Re: 14.09.2014 Changelog
« Reply #27 on: September 16, 2014, 01:19:13 PM »

UM players under level 6 who do not have tier 2 armor cant even enter a ZC zone?  they will be trapped in the city! roflmfao.  kind of lame :P

Also, do the lawyers not get a briefcase mission?
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Myakot

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Re: 14.09.2014 Changelog
« Reply #28 on: September 16, 2014, 01:20:57 PM »

Just exit through the sewers, no one is trapped.
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I think it's time we blow this scene, get everybody and the stuff together...
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catstevens

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Re: 14.09.2014 Changelog
« Reply #29 on: September 16, 2014, 01:55:13 PM »

I think still there should be a better solution implemented at some point that doesn't involve artificial barriers. But I dont know what that would be so I cant complain :)
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Space

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Re: 14.09.2014 Changelog
« Reply #30 on: September 16, 2014, 06:42:47 PM »

Why does buffout doesnt increase max hp from +EN/ST when you're taking it? I noticed that from last patch. Are you fixing hp bugs? Is it temporary? I'm just curious, because it's quite important for my character.
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S.T.A.L.K.E.R

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Re: 14.09.2014 Changelog
« Reply #31 on: September 16, 2014, 11:07:03 PM »

Why does buffout doesnt increase max hp from +EN/ST when you're taking it? I noticed that from last patch. Are you fixing hp bugs? Is it temporary? I'm just curious, because it's quite important for my character.
I think its meant to temporary raise your HP
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Myakot

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Re: 14.09.2014 Changelog
« Reply #32 on: September 16, 2014, 11:27:28 PM »

Yeah, and he's talking just about that. (Would be fun if buffout gave you permanent hp though ;p)
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I think it's time we blow this scene, get everybody and the stuff together...
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Space

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Re: 14.09.2014 Changelog
« Reply #33 on: September 17, 2014, 05:26:00 AM »

Yeah, I`m talking about temporary max hp raise.
Since the last patch taking buffout haven`t any effect on your hit points.
First I thought it`s bug, but everyone from my faction have same problem. Are you guys changed it? I've seen a lot of complaints about hp bugs, so thats the reason?
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baskila

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Re: 14.09.2014 Changelog
« Reply #34 on: September 17, 2014, 05:35:11 AM »

I guess the reason for drugs not giving bonus HP is to avoid to much discrepancy between players HP pools. That's also why there's ~100hp (give or take) difference between lvl1 and lvl24 players - to create balanced game where skill, tactics and weapon choice matters and not who has the biggest mindless tank.
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C.H.A.R.L.I.E

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Re: 14.09.2014 Changelog
« Reply #35 on: September 27, 2014, 06:59:47 AM »


- Fixed doctor AP cost (for real this time).


This cost is too high. Especially when cripple is so common (50% of aim shots in arm/leg/eyes result in cripple?)
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