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Topics - mAdman

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61
Resolved bugs / [MISC] Disarming mines seems to destroy them?
« on: September 16, 2014, 07:38:17 PM »
I disarmed a mine on an assignment and it seemed to just delete it, not sure if it is supposed to go into inventory after disarm or if it is a % chance, but just thought id mention or ask really.

62
Bug reports / [MISC] New first aid and doc messages
« on: September 16, 2014, 05:55:33 PM »
Currently, you can't see the new doctor and first aid messages when other people use them, this is ok for when an enemy does it but for allies in battle its nice to know who is doing what.

63
Bug reports / [ITEM] Defib has no ap cost to use
« on: September 16, 2014, 05:53:39 PM »
When used from the inventory scroll menu it has no AP cost to ress dead players, seemed like a bug to me anyway, just a report.

64
Suggestions / Suggestions for post 24 perks
« on: September 15, 2014, 01:53:32 AM »
(Edited for ease of reading) Please help me make the list bigger and better :)

Perk list so far;

Used to starving; Effect from food lasts 1.5 longer (possibly 1-3 ranks). (thanks to paragon for this one).

Disturbed (Child); From childhood, it has been apparent that you just DO NOT like animals. Your time spent hating them has given you a solid grasp on what it takes to make them stop ticking. +5% damage to wildlife NPCs (possibly 1-3 ranks). (thanks to Marxman for this one).

Trophy Killer; You can use a knife on opposing faction corpses (much like on plants) to claim a "trophy" of your kill, which bears it's former owners name, which can be sold at the junk traders, kept for sentimental value or used as a mini player maintained "bounty" system.

He Who is Without Sin; Rocks that you throw deal substantially more damage (to the damage of a half decent spear, but without the bleed effect), making them an effective weapon against poorly armored targets.

Dr Conservative; When a medical item that you used is "consumed" or destroyed, you receive some of the ingredients involved in the crafting of that supply (if/when we can craft medical supplies).

Reaper; If you manage to kill an NPC in a single hit, shot or burst, from full health, you are restored half of the shot or burst's AP cost (or a flat amount, say 30-40, considering psychopath doesn't not effect NPCs, I can't see it being too overpowered or out of place).

Grave Robber; Graves are much more likely to contain loot for you and perhaps nicer loot too.

Academic Enlightenment; (as a replacement to educated post 24) You gain 1 extra skill points per level, retroactively granted for previous levels (obviously these can't be used to increase tag skills), (could have 3 ranks).

Faster Learning; You gain 5% extra experience from hitting or killing an NPC, crafting, repairing and science (not from assignments or ZC). (Could have 3 ranks).

Wasteland Wise; You now spot NPC laid traps from double the distance and have reduced chance of them exploding in your face if/when disarming.

The Pusher Man (or Heisenberg); Opens new recipes to mass (10 at a time) manufacture drugs for a cheaper component cost than one at a time.

Human Snail; While at your HQ you can walk while over-weighted.

Conservative in Distress; When a weapon you are wielding explodes in your hands, you are returned base components (and any ammo left in the gun), as though you had used the science skill on it instead (it still explodes and deals damage).

Energy Engineer; You can convert 1 microfusion cell into 3 energy cells and one energy cell into 2 weak energy cells.

Reverse Energy Engineering; (Prerequisite Energy Engineer) You can convert 2 weak energy cells into one energy cell, and 3 energy cells into a microfusion cell.

Component Breakdown; You can now break down 1 component into 2 metal parts, and break down 1 metal part into 3 junk.

Component Rebuild; (Prerequisite Component Breakdown) You can now turn 3 junk into 1 metal part, and turn 2 metal parts into 1 component.

Conservative Sneaker; When using a stealthboy you consume energy 25% slower than normal, 1-3 ranks. (thanks Myakot, also edited after sneak changes).

Masterful Sneaker; Your sneak carry weight threshold is increased by 2kg. 1-3 ranks.

Naturally Stealthy; (Prerequisite Masterful Sneaker) You no longer need a stealthboy to enter stealth, but when you are stealthing without a SB you are at -40 flat to sneak.

Crafty repairman; Only 1 oil is required to repair weapons for you.

Mad Science; You gain more components from breakdowns.

Hunter; Can be a hunter perk for all critters in the game, could be restricted by 50 kills of that critter too, giving bonus critical damage against the specific creature (thats a lot, but you could pick just the popular ones DCs, aliens, scorps etc).

Used to it; Your own explosions deal 10% less damage to you.

Reputed Relic Hunter; Trading in relics now grants you 1500 reputation instead of the usual 1000.

Explorer; You are much more likely to encounter special encounters on the world map.

Junk trader; You can now sell anything in any condition for a minimum of 1 cap (everything but ammo).

Feared; Most human groups in the wasteland (not core) will not attack you unless you attack them first, if possible could only work for a group if they are all Feared.

Minecrafter; You can now harvest wood from trees and fiber from plants with your bare hands.

Pest Exterminator; You deal +10% damage to all insects and rat type creatures.

Waste Weathered; You gain 5% DR and 5 DT in random encounters.

Game over man; Optional level 99 (and possibly level 24?) perk, you start back at level 1 (and get a respec?) but stay in whatever faction you were in and retain your room, gear, reputation, recipes and support perks.


Maybes;

Dump and run; grants the ability to drop your whole inventory whenever, wherever you want.

Vulture; Can "eat" Bodies to get rid of them, and out of the way while restoring a bit of health, not player bodies obviously though. (i saw this suggestion elsewhere)

Keeping it together; Your gun rarely explodes any more (the explode chance is halved, but the gap is replaced with more jams).

Just for you; A vendor, in an instance, only for one player, no following, which has some decent gear and some caps, but refreshes only weekly.

Drug Preference; Restriced by other preferences (you can only have 1 preference), Increasing the length of the positive effects and lessening the malus of that specific drug.

Hard drinker; Alchohol grants you an endurance bonus but only for a minute.

With the wind; You gain 1% movement speed when outside of the core.

Wasteland Watcher; You gain +15 vision range outside of the core.

Dungeon Crawler; You gain +3% critical chance and 5% damage while in a dungeon (archives).

Keep the peace; Return your reputation with all factions to 0 (except your own) if they are higher than 0, gain 500 rep.

Master Craftsman; A random component in the recipe is returned to you when crafting new items.

Reputed Businessman; Your reputation with your faction effects your persuasion when it comes to selling items at your base (1 for every 10,000 reputation).

Ammo for scrap; You can break down unwanted piles of ammo into junk (25 for 1 junk).

Framer; Every time you hit a friendly player there is a 25% chance the person closest to you will lose reputation instead. (not if you kill them and not if there are only two of you).

Con Artist; You can sell junk as though it were something of value (5-10 caps?) to the traders outside of your HQ.

Beyond the grave; You shout instead of whisper when you are dead or dying (unless you type /w).

Alien Abductee; You gain a +50% chance to cripple aliens, and they now drop a tentacle as a keepsake (and sellable item 35 caps at outside merchants).

Puppy love; All dogs are considered friendly toward you until you attack them (considering dogs arent really much of a threat it surely won't effect pvp that much, and it's only the player with the perk).

The Five Finger Punch of Death; Against human NPCs (not players), your bare fist attacks have a small chance to explode your target (deal 10X damage and exploding death animation).

Famous; Adds your name to a new hall of fame category called "Perkiest" (a bit silly and aesthetic yes but some of us know we'll never make it and it'd be nice to be up there).  >.<


Please help make/alter suggestions I am all for more choices and weird and wacky stuff too :D

65
General Discussions / Crippling effects don't seem to last very long
« on: September 15, 2014, 01:10:39 AM »
Is this intended? (blinded, broken leg, arm etc)

Each time I have been crippled, it healed itself before i had time to doctor it except in one case where my leg broke and then i was killed shortly after. Makes doctor seem like a bit of a waste if intended.

The longest i've seen one last is about 10 seconds, BUT these have been inflicted by an npc.

Just curious about the system really.

66
Suggestions / Healing rate
« on: September 14, 2014, 11:39:45 PM »
The natural healing rate in this game is extremely high, and as it has saved me many times I can't complain too much, but when I'm bleeding or lightly poisoned and it has literally no effect because my natural healing rate counters it, I believe it makes these effects almost negligible except when they are hugely stacked.

I was thinking a lower rate of healing (or slower rate of natural healing) might be a quick fix, but had another thought recently that I thought might "fix" the strength of natural healing.

When someone is bleeding, poisoned or under any effect that deals damage over time, the natural healing rate could be removed completely. Now this might make bleeding effects much worse in general, but they probably should be highly detrimental in effect considering.

If this were done, the damage rates of poison and bleed would likely have to be re-assessed and lessened in general, but to me it seems weird that in combat after being shot several times, one is still able to regenerate mysteriously well, even though we are supposed to be humans ;)

Just another thought anyway.

67
Suggestions / Player kill tally divided into factions
« on: September 13, 2014, 10:51:47 PM »
So we know who is a teamkilling ass >.<

But also so i can remember my PKs a bit more intimately :D

You know you want to.

68
Suggestions / More defined difficulties in the assignments
« on: September 13, 2014, 10:47:32 PM »
I was shocked, shocked and laughing when an SS class enemy threw a rock at me.

The point is some SS are easier than a B while some As are as bad as an SS.

Can we maybe set their difficulties to be a bit less random :D

69
General Discussions / Silly mistake :( is there anything that can be done?
« on: September 13, 2014, 04:02:53 AM »
I took the educated perk at level 18 instead of the gain intelligence perk as I was not aware that gain intelligence granted retroactive skill points too (as it was not specifically stated in the description as with educated, I thought that was the benefit of educated over gain intelligence).

I really would prefer starting a new character over such a small and avoidable mistake. :(

Is there anything that can be done? Or am I stuck with it?

70
Suggestions / Assignments that involve faction battles
« on: September 12, 2014, 04:39:25 AM »
Could there be a way to achieve this, perhaps a separate assignment giver or linked to the current assignments, where a faction group enters a "lobby" where they wait for another opposing faction to select the same option. This would load an instance, easily using the maps already in place too, where instead of npcs it is just a faction vs faction standoff for a goal.

Game types could include;

Ambush, a fight to the last man, the most basic form.
Assassinate, functioning like it does now, with one or multiple targets selected at random from each group.
Search and destroy, can also be applied, with one group defending the barrels and the other trying to take out what they can.

I'm sure there are plenty of other game types too, but the idea is that one side doesn't necessarily "win out" every time, there are different objectives (body/barrel count, time held etc) that would be evaluated upon "completion" (time runs out, one group leaves or is wiped etc), the result would be the usual xp, caps and rep reward (or possible complete failure), and the cooldown timer would begin.

There would however have to be no way to get back into after death like one can currently with assignments. If you died you are out for the rest of that mission, you just have to hope one of your buddies gets your gear ;). Those who had died would have to wait until the assignment was fully finished before handing it in with the rest.

There could be team number limits and minimums etc and they could be scaled much like the A-SSS system. Allowing bigger groups to wait in higher tier lobbies for other big groups.

Does this sound reasonable at all or outside of what you are trying to achieve?

71
Resolved bugs / Couple of family base bugs
« on: September 12, 2014, 01:31:17 AM »
Firstly, Switchblade the second shopkeep out the front is out of position or something, he always comes up as "busy".

Secondly the guy on the second floor who is supposed to tell you the benefits of TC, never actually does, the dialogue chain seems broken.

If these are somehow old or irrelevant by this stage however please delete this post.

72
Suggestions / Enlarging the floating damage text ever so slightly.
« on: September 12, 2014, 01:14:15 AM »
Or possibly more than slightly, and is it possible to change the floating damage text color, so you can tell damage on friendlies from damage inflicted on enemies in those mob situations? It might help make identifying where damage is going in general substantially easier.

Just a quick thought anyway.

73
Suggestions / Deathclaws
« on: September 11, 2014, 07:41:53 PM »
I was a little dissapointed by the deathclaws, mind you i didn't let them get close enough to touch me, but that was the problem, they can be outrun by us petty humans (or at around the same speed). I think they should be at least faster than players without speed perks and whatnot. And hopefully extremely deadly in cc :D yet to test that part though huehue.

74
Suggestions / Beastmasters (or slavers with higher/lower tier animals)
« on: September 11, 2014, 07:38:11 PM »
The weakest tier of these animal slavers could have say groups of small scorpions and mantis, and have tier 1 melee and some guns, the highest levels could have tier 2 armor and guns and be leading baby deathclaws and/or aliens.

I think they would make for a cool random encounter group. And mix up the npcs tactics a bit too. :D

Anyway just a thought.

75
Suggestions / Brighter or different colored map markers
« on: September 08, 2014, 11:15:30 PM »
Now it does seem like i am the only one suffering from this, and as I have said to my team mates my vision is fine, but maybe my monitor specs are different or whatever, point is it sometimes takes me a good while trying to find the tiny opaque green circle against the mostly bright yellow map pic (for assignments). I know we have all come to know and love the green circle as a marker of an enter-able location but dayum, they are really hard to spot for me.

Please make them darker or change the outline circle to white or even red.

Did I mention I love you?

76
Bug reports / [MISC] XP exploit from leg shots
« on: September 08, 2014, 06:00:27 PM »
I'm only getting this from seeing Stalker posted about it (http://fonline-aop.net/forum/index.php?topic=947.0), but it looks like the fact that he gets an XP reward every time he shoots an enemy in the legs went unnoticed.

I thought that should be the MAIN point of that report, and just wanted to make sure this exploit got the attention it needs.

77
Suggestions / Taking an area and its rewards
« on: September 08, 2014, 01:28:35 AM »
What if; Taking a territory slotted a support "feat" onto the faction members currently holding it, nothing too special as you don't want the control of areas to change combat potential directly in pvp etc. But the feat itself could contain a desciption (of the small bonus) and of the effect it will have on your base, as an in game reference to what you can do/buy once these areas are taken (the specifics of which i'm actually not too sure of).
As for the bonuses, I thought a little something that represented the area taken, to give some flair to the capture. With the center being an obvious point of contest for all factions this would be the "best" bonus which I thought, a +5% bonus to gained XP (maybe not from quests, but just from crafting, killing etc). While other could vary from slightly better buying or selling prices, to slightly higher quest money rewards. Or just a little situational bonus like; controlling the whorehouse means that bootleggers in the area will treat you as friendly until fired upon (each new group). Or controlling the PV Factory means you can buy polymers and kevlar 5% cheaper.

Thoughts?

78
Suggestions / Assignment cooldown workaround/exloit
« on: September 08, 2014, 01:08:56 AM »
I'm sure I won't earn any favors by letting you know this, but it does seem to go against the design and can cause bugs;

If you have completed an assignment and are on cooldown, you can currently still accompany others who are doing assignments by joining them as they leave for the mission (after the new assignment has been given to the different player), this can then be used to "cycle" assignments per player or group/half group, essentially making it possible to repeat these quests almost nonstop (granted you won't get the xp reward every time, but you get all the loot and kill xp).

I understand why the cooldown is there in the firstplace (for limiting the xp farm potential), but you could make other workarounds for this, for example the traveling speed on the world map is very fast, you could slow it down exponentially and make the assignment locations a much further distance away from base, the forced travel time acts as a physical time barrier removing the need for a cooldown timer. If the random encounters were functioning too, this could make the time taken to travel to and fro extended by the element of randomness. It also makes the idea of redoing the quests more of a functional challenge than an annoying timer.

79
Suggestions / Few things i've noticed
« on: September 07, 2014, 08:30:35 AM »
Firstly, a relatively small one, most of the pricing at shops seems well done, but I did notice that 10mm AP costs the same price as 10mm (jhp), unless there is some hidden variable i am not seeing or I am reading it incorrectly, the AP ammo is all bonus while jhp is all minuses, shouldn't the ap cost at least 1 cap more? I wondered if this might apply to other ammo types too, but it was the main noticeable one for me.

Brushing against another player or npc causes some weird shifting to occur, which gets a man killed frequently, it can mostly be avoided, but in panic situations and also when creatures/npcs actually get into melee range it is a nightmare, i'm sure you are aware of it, but this is hard not to mention either way.

NPCs all aggro on one target and it is very hard for them to break aggro at times, leading to being able to kite groups with 1 while shooting with others, while this is fine for say geckos and ants (even then they run through players shooting them to get to the original target) when it comes to humans it gets a bit weird, perhaps "intelligent" npc's should just be targeting their closest target at all times? If that is possible.

Knockdowns happen very frequently, which is understandable to a degree, but when a single knockdown usually spells a death sentence for anyone in the level 1-6 region, this high frequency can be quite frustrating, especially considering that even a mantis can knock people over with what seems like a 50% success rate.

Then, there's the very strange ap cost of a single shot comparatively to the burst cost of some weapons, I just can't see why a single shot would ever take more effort than a burst (except of course in the case of an aimed shot, but this simply adds even more to the gap), at the very worst one would think it would require the same amount of effort. This to me is most pronounced on the tommy gun where the single shot is almost double the ap cost of burst.

The healing rate (the rate at which the player regens health) seems far too high, I was bleeding at one stage, but my healing rate countered it out almost completely, perhaps an overall lowering or remove healing rate while the player is being damaged (bleeding/poison) to represent the affliction already overriding your natural healing, and the detriment of bleeding poison becomes more pronounced. Also with the ability to first aid so often and effectively, such a high healing rate is overkill IMO, the healing skills lose some effect when our bodies push the bullets out of them self like we are all Wolverine.

And workbenches, workbenches everywhere, where do they keep coming from? lol

That all being said, it is the bugs and annoyances that get attention, overall the game is fun and addictive, and the high difficulty level of the game is near perfect for the setting.

80
Resolved bugs / [ITEM] Tommy gun AP cost is off
« on: September 07, 2014, 12:52:52 AM »
28 ap for a single shot, 17 ap for a burst. Unless this is the intended number. But as is i can spam burst fire on this puppy all day (well long enough).

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