Author Topic: AOP the TLAMKII second try?  (Read 14629 times)

Benitez

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AOP the TLAMKII second try?
« on: September 07, 2014, 08:39:48 AM »

Im sorry, i feel like this AOP rush and curiosity didnt go has planned... I though this game would be very good but i got very disapointed... It is only focused on 1 place on the map that is constantly beeing salvage by all the players, so the final product is you or me hopping that the stuff already respawned in the lockers... this really sucks... Its like the TLAMKII system...
Ah and anither think is all the crapy stuff you find that doesnt serve any porpuse... lots and lots os pipes, parts and crap that you find to make a simple weapon? jesus.....

What do you guys think about this?
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mAdman

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Re: AOP the TLAMKII second try?
« Reply #1 on: September 07, 2014, 08:47:38 AM »

I think our definitions of simple weapons (among other things) are on different levels.

I mean you are talking about building a gun from scratch right? It's not a slingshot.
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Benitez

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Re: AOP the TLAMKII second try?
« Reply #2 on: September 07, 2014, 09:14:50 AM »

Yes but we have to simplify things... this is a game, if you lose 15 minutes to search stuff to buit your weapon and then go and die in 3 and lose everything... do you know what i mean?
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Admiral Zombie

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Re: AOP the TLAMKII second try?
« Reply #3 on: September 07, 2014, 10:56:35 AM »

I do agree that there is a really large amount of items required to craft pretty much anything. You need 4+ unique parts to craft a gun or armor, then you need that item plus more parts to get the next tier, and then repeat that again.

I'm not sure how frustrating of a thing it will be, it has been easy so far to get lower tier items, scavenging is quick and fairly easy so far. That much will take time and play. But I don't think we should keep the really high item requirements simply because it is realistic, it should be changed or stay the same because of balance and gameplay reasons solely. Realism can be fun in some parts, not in crafting though.

EDIT: about TLA and AoP though, one thing I'm extremely worried about are the higher tier items. I hated in TLA how there was a practical monopoly on the highest tier items, and more often than not the only way to get them involved areas that would end up having you fight those with the top tier items, so then they kick your ass, they keep their top tier items, and you never get it. I'm basically worried that once a group has a foothold at the top, then the only way to beat them is with top tier weapons as well, which requires you to beat them to obtain...

But I'll have to wait and see, I don't know exactly how they will be obtained yet.
« Last Edit: September 07, 2014, 11:00:37 AM by Admiral Zombie »
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S.T.A.L.K.E.R

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Re: AOP the TLAMKII second try?
« Reply #4 on: September 07, 2014, 11:02:02 AM »

Pipes serve a huge purpose, especially in crafting.

You can also kill other players for stuff.
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Benitez

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Re: AOP the TLAMKII second try?
« Reply #5 on: September 07, 2014, 01:20:41 PM »

I do agree that there is a really large amount of items required to craft pretty much anything. You need 4+ unique parts to craft a gun or armor, then you need that item plus more parts to get the next tier, and then repeat that again.

I'm not sure how frustrating of a thing it will be, it has been easy so far to get lower tier items, scavenging is quick and fairly easy so far. That much will take time and play. But I don't think we should keep the really high item requirements simply because it is realistic, it should be changed or stay the same because of balance and gameplay reasons solely. Realism can be fun in some parts, not in crafting though.

EDIT: about TLA and AoP though, one thing I'm extremely worried about are the higher tier items. I hated in TLA how there was a practical monopoly on the highest tier items, and more often than not the only way to get them involved areas that would end up having you fight those with the top tier items, so then they kick your ass, they keep their top tier items, and you never get it. I'm basically worried that once a group has a foothold at the top, then the only way to beat them is with top tier weapons as well, which requires you to beat them to obtain...

But I'll have to wait and see, I don't know exactly how they will be obtained yet.

Yes i tottaly agree... Reality is good in some point not in crafting or getting items
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faopcurious

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Re: AOP the TLAMKII second try?
« Reply #6 on: September 07, 2014, 04:09:43 PM »

kind of agree, when there are 280 ppl on GOOD LUCK finding any loot in the city =/  you would be more productive going into encounters, collecting the 2 junk, 1 flint that is always there.
Maybe if there was a tiny bit more loot in encounters? like maybe sometimes spawn loot in the dust piles ( which never have anything at this point) so even if there are 2 hundred more people ahead of you scavenging city you could at least go into the wastes, and maybe get metal parts, alloys, elvis picture, etc.
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John Farly

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Re: AOP the TLAMKII second try?
« Reply #7 on: September 07, 2014, 04:16:15 PM »

I agree with you that the game is too heavily placed on crafting. I don't mind that because the crafting system is quite interesting, my problem is that you die so quickly that you lose everything. That then you have to go back scavenge moar and die in the process. Then rage quit and come back ten minutes later attempting to scavenge to find everything has been looted by another person who will soon meet their untimely end. I understand this game is based around parties and PvP, but why can't I solo looting?
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John Porno

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Re: AOP the TLAMKII second try?
« Reply #8 on: September 07, 2014, 10:54:50 PM »

the funny thing is that the first couple of posts actually describe the exact opposite. The crafting system is pretty simple once you understand it, cause after all, it's only really 2 items you need to craft a tier 2 weapon and that is: 3-4 kinds of the 6 basic materials (junk, metal parts, components alloys, wood and elec parts where applicable) and one special part (metal pipes for rifles, scopes for snipers, springs for smg's and shotguns, drum mag for everyting that has a drum mag, energy transformer for energy weapons). The game is designed that experienced players and platoons will have large supplies of the cheap components available while the special parts remain rare. The only thing you really need to care about is the special part and while at the start the different pipes and scopes can be confusing, it's possible to learn it with time.

As far as tiers go, there are only 3 tiers.

Tier 1 has the starting items, which are mostly useless once youre set up. It includes zip gun and pipe rifle, but goes up to ak-47 or even rpk, which is kind of a borderline tier 2 and I like to call them tier 1,5 as they are quite easy to obtain and do decent damage, but are clearly inferior to true tier 2. I didnt count but it's roughly 15% of all items that fit into this category, cocnerning weapons.

Then we have tier2. About 70-80% of all weapons are tier 2, which in turn leads to about 70-80 weapons if melee weapons and spears and explosives are counted. All tier 2 items are easy to get once you are set up. Past the levleling rush in teh first weeks, everyone will be able to always have a couple of tier 2 weapons available without even having to farm anything.

All tier 2s are supposed to be equally viable. Every weapon has a use, nothing is strictly better than another. Hoever, about half the tier 2's are considered rare, as they are not looted from (surface) patrols and are not spawned into the (surface) core containers. They have to be crafted, bought from merchants r found in dungeons. They often have a different playstyle comapred ot the common weapons n their class, but are not strictly better.

Then we have tier 3. Each weapon class has one tier 3. Right now only very few tier 3s are available, if at all. Each tier 3 has a different playstyle which soemtimes can differ quite alot from the tier 2's in its class. Tier 3's will mostly be craftable.

In conclusion, we have a levelled playfield and most "systems" in aop are explained with about 3 categories. Once you notice the categorization, understanding the whole system is simple.

edit: btw, I personally never played any other server than 2238 and only shortly looked at fo2. The only member of the devteam that actually played tla or requiem didnt join us until the game was already past alpha stage.
« Last Edit: September 07, 2014, 10:59:35 PM by John Porno »
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Stem Sunders

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Re: AOP the TLAMKII second try?
« Reply #9 on: September 08, 2014, 12:00:15 AM »

The family doesn't seem to be having much of this problem :3...Cus we're a family and we share stuff until we are all armed and armored. Once that happens its pretty hard to destroy a raiding party of 10 - 15 family members with decent gear.

Family life yeah!
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Myakot

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Re: AOP the TLAMKII second try?
« Reply #10 on: September 10, 2014, 10:58:08 PM »

The family doesn't seem to be having much of this problem :3...Cus we're a family and we share stuff until we are all armed and armored. Once that happens its pretty hard to destroy a raiding party of 10 - 15 family members with decent gear.

Family life yeah!
Family bonds may be strong, but bonds of fellas fighting for their own piece of land back2back with each other are much stronger!
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Feervich

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Re: AOP the TLAMKII second try?
« Reply #11 on: September 10, 2014, 11:35:44 PM »


Family life yeah!
Family bonds may be strong, but bonds of fellas fighting for their own piece of land back2back with each other are much stronger!
[/quote]

YIPPY KAI YI YAY YIPPY YI YO KAYAH
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Captain Chilly

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Re: AOP the TLAMKII second try?
« Reply #12 on: September 11, 2014, 03:40:10 AM »

and while we're at it, increasing spawn rate for some items would be a good thing

MickDick

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Re: AOP the TLAMKII second try?
« Reply #13 on: September 11, 2014, 04:26:45 AM »

I never have a problem getting materials or gear.

And I go to the core solo half the time.

And I'm in family.  We don't have any fuckin zones man.  Poorest faction technically, although it doesn't really seem to be the case.

Even at prime time I can find a decent amount of stuff scavenging.

What exactly is the problem here?  There's plenty of loot to be found in the core.  You can find piles of what people died in and simply run in houses and out easy as pie, and if a npc party is going to kill you just jump behind a wall where people cant find it and come back.  Big deal.
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