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Messages - blulark

Pages: [1]
1
Suggestions / Re: FINESSE TRAIT, GLOBAL CHAT AND PPL witout FACTION
« on: November 29, 2014, 07:07:31 AM »
If only 1911 colt had better ammo. It'd be king when it comes to cripples and crits

2
Suggestions / Re: GRENADES AND TRAPS FOR FUN
« on: November 29, 2014, 07:04:10 AM »
Give us ability to remove bear trap from our foot.

3
Suggestions / Re: real punishment for murderers of the faction itself
« on: November 29, 2014, 07:02:23 AM »
Yes keep brainwashing him and maybe he won't realise how small family is. Which in its own right is good.

4
Challenges & Accomplishments / Re: PvP Movies and Screens
« on: November 29, 2014, 12:36:02 AM »
I missed out on a lot of action :(

5
Suggestions / Re: Generalization of current suggestions
« on: November 06, 2014, 04:18:01 AM »
Maybe have to option to share between players only in your squad? Since squads are strictly controlled by players sharing reward within a squad might be better probably? However tokens I think is still a must, only because it gives something more than just xp and rep.

Also on the side note about killing revived for points. You do have a point. There should be risks to reviving team mates and that is possibly giving more points to the enemy.

Furthermore your point in that reputation is kind of pointless is right. You can just easily inject rep by adding relics. I don't know which would be better, fame or reputation. Fame will always be constant since factions don't judge you by your fame, however reputation more or less keeps one on his toes since if you do too many team kills you can easily get kicked out, but at the same time its very very easy to gain rep. I now believe fame and reputation should tie in together.

Let's use this for logic, fame is how renowned you are, reputation is how well liked you are by a faction. Fame determines your maximum reputation only because the more you're known the easier it is to be liked. Hence increase in fame means higher reputation cap. Only way you'd gain fame would be through zc (or even possibly general pvp or other activities). You can only gain up to 10k fame, this gives you 100k rep max. At 0 fame (at which you start in) will give you 30k rep max. Also to sort of kill two men with one bullet we could also tie in team kill penalties. If you kill team mates you lose FAME, and fame should be able to go below 0. Going below 0 fame will reduce you're maximum reputation cap (also losing some actual reputation in the process). This would potentially mean you could lose out on 30k rep benefits just because you're infamous (but then there should be more ways to redeem your fame).

I digress. The main point is that fame would tie into reputation. This would mean we need to take away the fame factoring into reward system in zc, since it indirectly affects reward via reputation. However this system is still open for potential abuse. Also if you had the squad sharing system people with high rep/fame might exclude other members with rep/fame for they might be leeching off their benefits. This may still encourage zc since main way to gain fame would be through zc.

Another note, I still have no idea how on earth one would fix the point system though. Large groups tend to easily over power small groups. This is due to their higher general damage output and sheer number makes their alpha damage (initial volley/damage output) very very high. This tends to kill players very easily and losing 1 man in a small group is much more costly than a 30 man group losing 1 man (unless that man was a squad booster).

Probably the best way to address the issue would be to make it more painful to lose 1 man in a large group than in a small group in terms of points. That is, large groups, some one on your group gets killed it costs you're group points scaled proportional to the smallest group present. However those that killed or dealt damage will still get the standard scaled personal points that is independent of the faction points. This system however may belittle damage dealt as damage should not be scaled, since it becomes the sort of thing where you snipe or sneak attack and just run away and hide. The system will force people to kill which will matter much more (loss of man power means loss of extra damage and hp buffer - sort of like a hp shield for the team).

6
General Discussions / Re: Mapping Stuff
« on: November 06, 2014, 03:29:39 AM »
I like the first map as it's something really fresh for me comparing to typical Fonline views. Leave the grass alone!

Thank you but I do agree the grass looks... very... SQUARE.

7
General Discussions / Re: Mapping Stuff
« on: November 06, 2014, 12:24:36 AM »
If only we had something that resembles the GUI of starcraft map editor :(

8
General Discussions / Re: Server Status
« on: November 06, 2014, 12:18:53 AM »
By crashing the server does that mean the packet causes the memory to overflow? Or is it something more deeper like a loop hole in the code? From my experience in programming loops and memory management is every programmer's worst nightmare, right up there with horribly organised coding or semantic errors... or all of them at once... oh god. Sorry I can't help since my programming is very limited in python and c# (I also know pascal not that anyone gives a crap about it anymore). I also have no clue on things involving telecommunications or internet protocols for that matter. I really hope your trial and error gets the work done. Or maybe you've set up a separate program to handle the filtering, but kudos anyway.

9
Suggestions / Re: Suggestion about memory module
« on: November 06, 2014, 12:05:31 AM »
If they change the formula to this:

PB = Charisma + (Leadership - 100)/20
AB = BB*PB*(log10(Charisma)/1.25+0.2)

I will support you all the way Mister. This formula probably would kill leadership boosters since there is less emphasis on 10 ch builds for zcs. Leaving only the leader to deal with boosts. Also might not work if the game doesn't support floats or points (decimals in general).

10
Suggestions / Re: Generalization of current suggestions
« on: November 05, 2014, 11:30:59 PM »
OK, I'll talk about ZC for starters.

We know ZC is one of the most key feature in the AoP. It (should) brings about large co-operative pvp and reward those that contributed (damage, heal, scout, participaton(leech?)). It also should benefit the faction that represent the group.

The problems, however, faced in the ZC system is easy to exploit and generally unrewarding for the losers (and some winners). The point system is the key component in this issue. The fact that matter of point differences absolutely determine the winner and reward makes for some very difficult circumstances. People can just gain points from allies not in the same faction (which I have no idea how to solve).

A large faction going against a smaller one probably will gain less points as there are fewer targets, fewer targets mean less share of the points among the participants due to damage/kills being the only current method of obtaining points. Smaller faction on the other hand is generally underpowered and easily lost, with lack of points and small reward the losing faction in most cases have greater loss than any gain (loss outweighs any benefit, probably). Probably pvp in general most losses outweighs the benifits (includes intrinsic 'I killed someone'/'Tat waz fun'). These are few downfalls of ZC, the point system being unappetizing to even contribute.

There are several others like how easily zones are recaptured and how easily combat gets unbalanced, etc. There are many things but I'm too lazy to discuss further, like cirn0 said, economics side of this game is very very boring (but I guess that's because it gets a little too complicated for one mind to handle).

The few things that might improve ZC in my opinion from reading some of the suggestion is to change the reward system, point system, how point system contributes to victory, how contribution by faction members contribute to overall faction welfare regardless of the victor and how to keep a balanced combat even with unbalanced numbers (there are cases where small numbers win, that's an exception).

1. Clearly the reward system has been improved. I think the bounty system does add a nice touch but only in out-of-zc kind of pvp. The reward system should include not only damage points, but marginalize actual kills (you don't get too much pts for killing players). The system should also consider your reputation with your faction (100k being max reward, <1k being absolute minimal), reputation is a linear scale. Also fame (should be capped at some level) should also be taken into account, this determines the base amount reward in participating in a zc, but is not scaled by the reputation (it is an incremental scale). All points gained by a player should scale with the level of the target and the amount of players in zone. I'll get to player participation next but this is how the reward scales (probably get my meaning if you understand programming):

[function(RewardType) * Points * function(reputationScale, Rep)] + function(fameIncrement, Fame) = Reward(RewardType)

2. Actual points gained in the ZC however should scale with level. A level 6 intending to play ZC would be a liability, most of the time suggestion to go back to pve or consider them as liability is common (sometimes they make good cannon fodder). To deal with this until they reach level 21 I think they should contribute less, points wise when they get hit or die. I'm thinking each player is worth 150 pts, 100 points for all their HP above 0 and 50 points for their deaths. I'm pretty sure its similar or exactly like how current zc system is. That's fine, the main point is the points gained by the actual player from others should be scaled.

So, for levels. If the target is less or equal to level 9 their points is only half of the normal points, ie their total HP is only worth 50pts and deaths only cost 25 pts. From level 9 until level 21 the point gradually scales to the default: 100 pts for total hp and 50 pts for deaths. There is additional features that should be included, such as healing hp also grants pts, the same amount of scale as when losing HP. Also healing HP that are lost also counts towards points, i.e if the enemy is healing while taking damage, the health healed and lost also counts as points. Furthermore if a pc is killed and revived but is killed again, the second kill does not count towards pts (so long as the they're in zc with defib timer), however their HP lost above 0hp is still counted as points.

3. The problem faced when losing a zc is quite heavy especially when you lose gear. Therefore as those that before me mentioned: 30k trader should have all gear available just that the gear is much more expensive if you don't have the right zones. Also you should be able to trade in high component parts for some uncraftable highgrade gear, but it should cost a lot of components.

4. Another way to give reward to losing team is to have trickle down effect (sort of like in economy but actually works this time). Players could opt in for divided reward. That means every single contributor (in or out of zone) and participant (that are dead or alive but still in zone) gets a share of the reward pool. That their points are put into a reward pool with all other participants (those who have 50 pts). Then everyone that is part of that pool will get equal share of the rewards that is generated (minus the remainder that would always appear, probably). Also those who opted in to divide their reward also get one participation token which you can discuss with a faction npc who keeps tabs of them. With enough tokens one can trade them for caps, rare weapons/armors, consumables, rare ammo and even contribute to cutting down prices on every shop vendor and junk trader generates more caps frequently. There is a timelimit to the trader bonus (1-3hrs) but can stack up to one week, stacking shouldn't make stuff cheaper. BTW this isn't my idea. Heard it from someone probably.

Conversely the participation token could be available to anyone in the zc for more than 5 to 10 minutes or those that have >50pts. This allows a win win situation where it gives a consolation prize for losing. Winners should get double the tokens? I do not know. Also there could also be forced sharing where half of the points gained in zc goes into the sharing pool and is divided evenly.

N.B. Not gonna touch on the point system balancing in terms of victory. It's too damn hard. But one day I'll think about it. But maybe you could balance it by phases/'games' like in some sports games.


The next post I will discuss about guns. Probaabblly...

11
General Discussions / Mapping Stuff
« on: November 03, 2014, 03:47:25 PM »
Show your mapping pride on this thread.


12
Technical Center / Re: AoP mapper
« on: November 02, 2014, 06:41:35 AM »

13
Technical Center / 1.0 gig aop client
« on: November 02, 2014, 06:07:20 AM »
Is it just me or do others have a 1 gigabyte aop game folder? Is there that many assets that the game uses or is it just obsolete clutter that could be cleaned out by deleting something?

14
Technical Center / Re: AoP mapper
« on: November 02, 2014, 05:49:29 AM »
Is there particular maps devs are looking for? Like dungeons or more zones?



*** Also use this, which is the 'readme.txt' for the fonline 2238 mapper, it may include some obsolete or unnecessary text. ***



FOnline: 2238 Mapper, version 1.29.0

***

Changes in FOnline: 2238 Mapper

 - new interface (Set ScreenWidth = 1090 or higher in client's FOnline.cfg) with re-arranged tabs and submenus
 - zoom % information
 - tile grid (press G to turn it on/off)
 - autowall [wip] (press A and drag mouse to check it out)

***

To run a mapper, specify the server and client path in the Mapper.cfg file.

To load a saved map, type "~<map name>" in the console.
TO save a map, type "^<map name> [/text] [/nopack]". "/text" to save it in text format, "/nopack" to save it in unpacked version.

Other commands, preceded with "*":
 new      create a new map;
 unload      unload the current map;
 scripts   list of scripts;
 size <w> <h>   set a new map size;
 dupl      search for items with the same pids, placed on the same hexes;
 scroll      search for scroll blockes, around which there are less than two other scroll blockers;
 pidpos <pid>   search for all items with a given pid;
 hex <hx> <hy>   search for all objects on a given hex.

To run a script function, use "#". Executed function must be of prototype "string FuncName(string)", string argument is passed from a console, and function results will be displayed in the message box. Default module is "main", to execute a function from another module use "@" (for example, "#module@MyFunc").
Example:
In console, "#MyFunc Hello wo";
In script, "string MyFunc(string my) { return my + "rld!"; }";
Result in the message box: "Result: Hello world!".

Scripts are placed in the "/data" directory. List of loaded scripts is in scripts.cfg. The main script is mapper_main.fos, which contains all reserved functions, and basic list of API functions.

The mapper does not support FO and FO2 map formats, as well as older FOnline map formats.

On the main panel, there is a range of buttons that group the objects by their type.
Below these buttons, there's a panel with buttons toggling the display of items in the map view.
On the right, there are buttons that determine which objects will be selected by clicking and dragging the mouse.
Other buttons:
Fast - displays list of often used items;
Ign - Ignore, shows ignored objects that are not rendered on the map;
Inv - Inventory, shows objects inside a container or inside critters' inventory;
Lst - List, shows all loaded maps and allows to switch between them.

Upon selecting an object, an option window will appear allowing to edit some of it's properties (marked green; white are not editable).
To add an object to Ignored objects list, click it with Ctrl on the object selection panel.
To add an object to the container or inventory, click it with Alt on the object selection panel.
To put an object in a critter's slot, click the item in it's inventory with Shift.

To apply a change in the object properties window to a range of selected objects (of the same type), click To All button.

To remove selected object(s), press Del.

To change direction of a critter, use middle mouse button.

To add a range of objects to already selected objects, hold Ctrl.

To change zoom, use mouse wheel.

To speed up scrolling of objects in the panel, use the following:
Shift - one page,
Ctrl - 100 elements,
Alt - 1000 elements.

To play animation of a selected critter, use "@" command with codes of desired animations. For instance, to play animations of movement, and then using, type "@abal" (case is ignored, as well as whitespaces). If no critter is selected, all critters on the map will play the animation. For information on animation codes, see http://modguide.nma-fallout.com/#Graphics011

To move a critter, hold down Shift and click the desired position.

Hotkeys:
F1: Enable/Disable display of items.
F2: Enable/Disable display of sceneries.
F3: Enable/Disable display of walls.
F4: Enable/Disable display of critter.
F5: Enable/Disable display of tiles.
F6: Enable/Disable display of frequently used objects.
F7: Hide/Show the main panel.
Shift + F7: Fix the position of the main panel (enabled by default).
F8: Enable/Disable scrolling with mouse.
F9: Hide/Show the object properties window.
Shift + F9: Fix the position of the object properties window (disabled by default).
F11: Set rain.
Shift + Escape: Exit the mapper.
Del: Delete the selected objects.
Ctrl + X: Cut objects.
Ctrl + C: Copy objects.
Ctrl + V: Paste objects.
Ctrl + A: Select all.
Ctrl + S: Enable/Disable ignoring of scroll blockers.
Ctrl + B: Show impassable hexes. Red are impassable, and not shootable through. Green are impassable, shootable through.
Ctrl + M: Display NPC information over their heads (this has few modes of display).
Ctrl + L: Save the log to a txt file.
Tab: Change the type of objects selection (diamond or rectangle).
+: Change time by 1 hour.
-: Change time by -1 hour.

Special Entires:
0 - default;
240 - starting position for a player who logged for a first time;
241 - starting position for players on a map with NoLogOff flag.
242 - replication.
243 - car entry point.
245 - vertibird entry point.
246 - boat entry point.

15
Changelogs / Re: 21.10.2014 Changelog
« on: October 22, 2014, 12:08:32 AM »
"Salvaged power armor added"

new age of power armors?

16
Events & Politics / Re: Family Gate
« on: October 18, 2014, 10:56:51 PM »
Poke fun at lawyer gate, then it'll be a real party.

17
Changelogs / Re: 03.10.2014 Changelog
« on: October 04, 2014, 12:38:49 AM »
I understand nerfing sneak for bg and sniper sneakers but why make sneak duration less by adding weight factor?

18
Suggestions / Spotting For Squad
« on: September 25, 2014, 05:29:37 AM »
It would be nice for squads to not only see where squad members are but also what they can see. I don't know which method is best to introduce this mechanic; should it be available from squad creation, or a module,  or a perk, or a trait for radio. Anyway I was thinking this could allow for better squad co-ordination.

Key feature:
- Must equip radio in inventory (or utility)
- Must be in a squad
- Person carrying radio passively relays what she can see to all squad member (i.e. other PC and NPC)
- Must have perk/radio/module

Possible extra features to balance it/ make it better:
- Only squad members with radio can 'see' what the spotter sees (makes it harder to access feature)
- However squad members near a squad member with radio can also see the spotting (1 - 4 hexes away? Sort of allows a radioman role in squad who sticks with TL to gather info)
- If spotter sees building without roof, squad members listening in also see building without roof
- (radio needs energy cells/ batteries to activate this feature?)
- (radio only needs to be held in backpack or in utility slot? For sneakers to carry stealth boy and weapon)
- (spotter has to manual spot for squad? Like having skilldex to spot pc/npc)

19
Game Tips & Guides / Re: Damage threshold
« on: September 18, 2014, 12:28:11 AM »
http://www.gamefaqs.com/pc/63576-fallout-2/faqs/29609

Explains AC, DT and DR in terms of Armour, but it correlates with ammo.

AC reduces chance of getting hit. Not really part of damage formula.

DT minuses the incoming damage.

DR reduces damage as % after damage passed through DT.

DamageMod (DM) also changes the damage of the gun. Not armour parameter but still counts.

I'm guessing the way they do it is (BaseDamage * DM - DT) * (100 - DR)/100 to give final damage output. I if it comes out that final output to be 1 or less (even -ve) then damage is always 1 from what I can tell from NPC hits. Of course ammo modifies it also and would mean DT and DR would increase or decrease on the armour. I'm guessing DT can go -ve and DR will only hit as low as 0%. Problem is I don't know what armour bypass is. Does armour bypass reduces DT and/or DR by a %?

E.G.

Armour Has: 5/55% (5 DT / 55 DR)
Ammo Has: 30 DT / -30 DR / 2/1 DM
Gun does 100hp (ignoring dm range)

Final damage:
(100*2/1 - (5 + 30)) * (100 - (55-30))/100
= 124 (rounded)
* Keep in mind if value is 1 or less it will always be 1hp damage.

** I could be horribly wrong and ammo DT DR modifiers are % modifiers of respective properties rather than simple values. Since DT of -100 on ammo would make the damage more than the max intended value. So probably ammo modifiers are ALL %. That is, -100 DT and -100 DR ammo would mean the gun does base damage * DM regardless of what armour they're wearing, since all of the resists will be negated.

(100*2/1 - (5 + 5*0.3)) * (100 - (55 - 55*0.3))/100
= 119(rounded)

20
Challenges & Accomplishments / Re: Baserape event
« on: September 17, 2014, 09:07:35 PM »


It was good

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