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Author Topic: Perk system changes  (Read 23695 times)

S1mancoder

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Perk system changes
« on: December 04, 2016, 07:26:07 PM »

We have some ideas on how to make perk system better working, more clear to player and generally easier to handle as a dev. This thread is for discussing those ideas.

General concept is to divide perks into just 3 groups:
1) 3+ lvl perks - also referred as low perks or beginner perks, you get at least 3 of them (3,6,9 lvls);
2) 12+ lvl perks - also referred as mid perks of base perks, you get at least 3 of them (12,15,21 lvls);
3) 21+ lvl perks - also referred as high perks or advanced perks, you get only 2 of them max (21,24 lvls)

If it is not clear - you can take lower level perks like 3+ lvl ones at higher levels.

Here we have google doc, in a tab "Old perks redistributed" you can see how current perks would be rearranged to fit into system:
https://docs.google.com/spreadsheets/d/18FZZBj7aq5ju1lBv6vxNxr3jSwzU3QkvnhqL4cUl-2g/edit#gid=213623741

Grayed perks are those which effect will be same as now, others are going to be changed (mostly slight changes).

On other tabs there are some ideas about future perks introduction but lets leave it aside for now, that stuff is highly WIP.
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IIKM-enotsneknarF

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Re: Perk system changes
« Reply #1 on: December 05, 2016, 02:02:04 AM »

And what's wrong with the way it is now? You're pretty much doing just moving perks from 12 & 15 to higher levels and vice versa for the perks at higher levels.

You should probably change perks instead of changing the system. Like Gain SPECIAL point perk to 2 or 3, fast reload to 25%, Do or die, etc.

And you added sneak perks?  :o  Jesus no wonder nobody plays.

As for new perks, stonewall should have been ingame by now, I believe I told john to do something about it when server had PVP. Also you're adding too many perks to the game, this more of a quantity and no quality. And some sound OP like that Bleed god blessing while most are just absurd.
« Last Edit: December 05, 2016, 02:10:56 AM by IIKM-enotsneknarF »
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clochard

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Re: Perk system changes
« Reply #2 on: December 05, 2016, 06:40:36 AM »

i do not agree with the +2-3 special, cause too powerfull then you have action boy and the criticals related perks who become useless.

+1 for the fast reload, it's too weak curently, even for the big guns users.

Do or die, well, don't know.

Some perks are indeed more op that others, some could use some testing...

Single minded feels odd,  educated not worthy taking.

very nice tweak on simian warfare.


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FuckYou

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Re: Perk system changes
« Reply #3 on: December 05, 2016, 08:46:39 AM »

 I like the current system. You need to make game simplier and those changes will revert everything. Just add some tweaks to existing perks because some are outdated and some are useless.
 Well you should add some pve perks post 24 lvl, since most of them are useless now. I always liked bonehead or stonewall perks from other fonlines so maybe add it to aop?


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Wire

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Re: Perk system changes
« Reply #4 on: December 05, 2016, 09:10:22 AM »

Yes, make perk system like in Path of Exile.
+5% damage, +10 hp, so exciting
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Letys

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Re: Perk system changes
« Reply #5 on: December 05, 2016, 10:42:53 AM »

You need to make game simplier

I dont understand You mate, still talking about making game simpler, what that hard is in this game then You repeat this?
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John Porno

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Re: Perk system changes
« Reply #6 on: December 05, 2016, 11:20:13 AM »

educated has niche uses for gifted chars and Ive actually used it on a char recently to get some more FA cause I couldnt sacrifacy any actual stat points for IN, however with Gain Intelligence being a level 3 perk, it does seem odd.

While gain stat perks were much more important years back when they were designed, it still feels odd to see them at level 3 now but I guess the value of a perk has been increasing since then.
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Teela

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Re: Perk system changes
« Reply #7 on: December 05, 2016, 12:48:34 PM »


As for new perks, stonewall should have been ingame by now

Yes yes yes of course and don´t forget onehexing.

Good thing that you guys are reworking perks. Things were a bit boring with all the staple perks one should take for any build. This is sure to shake things up a bit. While you´re at it also include a couple more post lvl 24 convenience perks. The ones we have are good but once you´re past lvl 80 or sth things get a bit boring. Like:

Reek

After years in the wasteland without a proper shower your smell would make a polecat throw up. As a result, ghouls will regard you as one of their own and will not be hostile.
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IIKM-enotsneknarF

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Re: Perk system changes
« Reply #8 on: December 05, 2016, 02:28:06 PM »

i do not agree with the +2-3 special, cause too powerfull then you have action boy and the criticals related perks who become useless.

+1 for the fast reload, it's too weak curently, even for the big guns users.

Do or die, well, don't know.

Some perks are indeed more op that others, some could use some testing...

Single minded feels odd,  educated not worthy taking.

very nice tweak on simian warfare.

RUDE, I took educated on all my builds, helped me achieved 250% Weapon, 200% 2ndary and 180% 3rd.

As for the SPECIAL bonus, keep in mind that this guy is choosing a perk out of others he can choose. I'd rather take +2 EN instead of that critical endurance perk, etc.

Yes yes yes of course and don´t forget onehexing.

Good thing that you guys are reworking perks. Things were a bit boring with all the staple perks one should take for any build. This is sure to shake things up a bit. While you´re at it also include a couple more post lvl 24 convenience perks. The ones we have are good but once you´re past lvl 80 or sth things get a bit boring. Like:

After years in the wasteland without a proper shower your smell would make a polecat throw up. As a result, ghouls will regard you as one of their own and will not be hostile.

Why would you want to add one hexing in AoP? If there should be one hexing, SMGs should only be able to do it.
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Teela

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Re: Perk system changes
« Reply #9 on: December 05, 2016, 02:44:13 PM »



Why would you want to add one hexing in AoP? If there should be one hexing, SMGs should only be able to do it.

Trolololol. Yes. Why would you want to add one hexing. I quote:
Quote
"As for AoP not thriving, there are multiple things that makes AOP not appeal to the FOnline community which I'll list a few
.....
No one hexing (surprisingly lots of people expect this but it won't fit in with AoP so they just leave)"

http://fonline-aop.net/forum/index.php?topic=3634.msg31982#msg31982
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IIKM-enotsneknarF

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Re: Perk system changes
« Reply #10 on: December 05, 2016, 03:07:31 PM »

Those are other people, not me, I could careless if there is or isn't one hexing.

One hexing is pretty much a common feature in other FOnlines and people expect it to be in everyone.

And yes, I do blame it for one of the reasons why AoP doesn't appeal to other players. Sorry to poop on your parade Teela :(

Go back to make snow dicks or whatever
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Teela

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Re: Perk system changes
« Reply #11 on: December 05, 2016, 04:24:03 PM »

I will. I´ll send you a pm when its finished.
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Count Matthew

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Re: Perk system changes
« Reply #12 on: December 05, 2016, 04:47:53 PM »

Those are other people, not me, I could careless if there is or isn't one hexing.

One hexing is pretty much a common feature in other FOnlines and people expect it to be in everyone.

And yes, I do blame it for one of the reasons why AoP doesn't appeal to other players. Sorry to poop on your parade Teela :(

Go back to make snow dicks or whatever

*Couldn't care less*
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clochard

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Re: Perk system changes
« Reply #13 on: December 05, 2016, 05:09:16 PM »

Quote
RUDE, I took educated on all my builds, helped me achieved 250% Weapon, 200% 2ndary and 180% 3rd.

As for the SPECIAL bonus, keep in mind that this guy is choosing a perk out of others he can choose. I'd rather take +2 EN instead of that critical endurance perk, etc.

well i heard other people did it too but i don't see the point of having more than 225 weapons skill sometimes, for me at least...i only used educated for sneaking purpuse benises.

then: what's the point of having hawk eyes/sharpshooter or man of steel asses perks if you can just have +2pe or +2 luck?
Same goes for crit res: you take +2 (any special with ALL benefits) vs +3special*5 crit res.

so yes, better take this +2 special because its better than any other perks you can have.


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IIKM-enotsneknarF

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Re: Perk system changes
« Reply #14 on: December 05, 2016, 06:31:49 PM »

One of them didn't even work, I believe it was sharpshooter. As for hawkeyes, perhaps make it appeal instead of just sight range, maybe 5 more eff. range?

but if it's just 1 point, then it's not worth it. This is where perks need to be changed IMO. To what? That's up for discussion.

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twat

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Re: Perk system changes
« Reply #15 on: December 05, 2016, 08:26:55 PM »

one point is better than any trait. the perks cannot be more powerful than they already are. If one does significantly more, then it needs to be nrefed. I used hawkeyes because it works when using psycho. Only leadership could bring your vision range off 1 pe otherwise. I am using lisard limbs now cause I am too lazy to carry antidotes
« Last Edit: December 05, 2016, 08:30:58 PM by twat »
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RazorRamon

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Re: Perk system changes
« Reply #16 on: December 05, 2016, 09:29:59 PM »

Some new perks are good

Some are completely awful jesus fucking christ what the FUCK
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Wire

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Re: Perk system changes
« Reply #17 on: December 05, 2016, 10:07:26 PM »

Some new perks are good

Some are completely awful jesus fucking christ what the FUCK
Informative.
Imagine if only devs made somekind of forum topic for discussion... oh wait

Quote
but if it's just 1 point, then it's not worth it. This is where perks need to be changed IMO. To what? That's up for discussion.
I'd say having more active use perks (or any at all) would be much better than having a passive bonuses galore. But there's no point of me to suggest this. Too many people seem to have ptsd caused by Shotgun surgeon/Mosambique
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twat

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Re: Perk system changes
« Reply #18 on: December 05, 2016, 11:20:44 PM »

I need my shit to work before i can test anything. the updater seems to be broken. I will be done with school soon and I will become a dev. I know math and physics. also, I am learning to program ofc. I plan on working from home again because white privilege.
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S1mancoder

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Re: Perk system changes
« Reply #19 on: December 06, 2016, 06:35:55 AM »

And what's wrong with the way it is now? You're pretty much doing just moving perks from 12 & 15 to higher levels and vice versa for the perks at higher levels.

Now we have 8 perk group instead of 3, I dont think its any kind of clear or user friendly, as well as not particulary easy to make proper balance.

+1 for the fast reload, it's too weak curently, even for the big guns users.

It's level 3 now, also reload cost itself is abusable, so I am not pushing it. I see the issue but for now will leave it as it is until I can test in in more "alive" season, especially at lower tiers.

I like the current system. You need to make game simplier and those changes will revert everything.

I already said it but we are going from 8 perk groups to 3, it IS the simplification. I am not going to talk seriously about any WIP new perks atm.

Basically I wanted a feedback on rearranging (that is what it is atm), i. e. about level requirement changes on particular perks (and there are some significant changes). Also opinion on what  you think atm is OP/useless is also appreciated, but it is more related to  fine-tuning that will come later.
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