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Messages - Anza

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221
Changelogs / Re: 19.11.2014 Changelog
« on: November 26, 2014, 06:28:22 PM »
Again, clans will stomp on casual/newcomers, it's like that in every Fonline, dont talk about swarm when you see the builds they have, the equipment they use. And you know that well, you can easily win 5v10 if in building + food/psycho/good build, a lot of people dont even know about psycho, a lot of people dont know what weapon is good against what, etc.. They wont learn if they are in their own faction and get pawned everytime they go out.

No point continuing to argue about that, if you can't accept that newcomers faction will get pawned and bullied all time until they all stop, well I can't say anything else anyway, so I'll just say that I'm happy how this server is done, even though I liked Reloaded a lot. And I do not want to change that.

222
Changelogs / Re: 19.11.2014 Changelog
« on: November 26, 2014, 02:46:28 PM »
I suspect you didn't play the beginning of the session, when experienced clans could win only using back up of newcomers. In the same time I count myself as an experienced players, who played with lawyers in the beginning, and then with v-tec, I've never stomp anyone and most of experienced players I play with never did.

That's exactly what I am saying, and what makes AoP unique. Newcomers/Casuals have a role, experimented players need them and they need exp players. So you can see it works when there are lot of people, only drawback is troll bluesuit looters.

Now let's think what would happen with same population but clans + factions. Clans will fight each other happily, and random faction will get crushed everytime. Sooner or later, there will be only clans doing ZC, and we'll be back to Reloaded or FO2.

You're totally wrong about your graphs, most Lawyers went to FO2, it was one of the swarm faction and now it's empty. Same with BB, they had a team (maszrum ? I'm not sure) which went to FO2. Pistoleros from VTech went to FO2 too. All after wipe. If they prefer to play in clans, there is no issue about that, but they went to a server that suits them. And again, there's nothing wrong about that.

How the hell anyone wouldn't be able to join the action if faction system stays the same?

I guess you wanted to say "if faction system were to change", and it is because random faction will get tired of getting bullied by clans, etc

223
Changelogs / Re: 19.11.2014 Changelog
« on: November 26, 2014, 12:28:09 PM »
"Ruin loners/new players/casual players experience" how? By being experienced and better in the game?

Yes and you know it, experienced players stomp on casual that's a fact, but in Fonline servers, most experienced clans like this position and dont accept/help newcomers and chain kill them with hate. Just read most Pvp Discussions on forums it's always Ego ego ego. AoP is the first server to force experienced players to play with those new/casual players so they can learn.

Your only example against that is that some blue suits looters come to free loot, everybody hate that, but it's a downside for community to grow stronger in experience and bounding. Of course the gameplay is not perfectly fit for that, but it is the first Fonline server to go in this direction and that's what I love about it.

I mean if you want to have clans wars, which is the opposite of AoP faction wars core system, why did you even come here instead of playing Reloaded or FO2 ? They do very good on that, no need to deny that.

And the lack of players atm is mostly due to FO2 wipe AND the fast that the gameplay is far from perfect. Still the game is enjoyable, mechanics ideas are awesome and really different, and I do apply to the faction wars system :)

224
Changelogs / Re: 19.11.2014 Changelog
« on: November 26, 2014, 11:45:21 AM »
What Nao means is that by allowing clans to make their own faction, you remove the essence of AoP which is to prevent clans to ruin loners/new players/casual players experience. At the moment, although it's also due to lack of people, people in factions play together in ZC and that is great.

If there were clans, they will stomp on random people factions, making them stop the game sooner or later. This is not what AoP was targetting to begin with, it is even the opposite :)

225
Wasteland Art / Re: The Trials Of CritterBait!
« on: November 26, 2014, 07:38:09 AM »
I didn't even notice that the blood was black  :-[
But yes I was thinking Anca was a good name, although a Z would have been better ;D

226
Wasteland Art / Re: The Trials Of CritterBait!
« on: November 26, 2014, 04:28:20 AM »
So the girl friend from CritterBait is in jail at Lawyers, she manages to open the door with a crowbar and tries to escape. Guards spot her and kill her on sight (lol). She respawns in room (why ?) and wishes the doctor were there. We can suppose CritterBait is this doctor she's talking about.

Meanwhile, CritterBait is back to Family HQ, he's thinking about Anca, revealing the name of the girl. He goes to the Don and reports back from his task. The Don then informs him about Anca who appears to be an android. He is sent to retrieve her with a Family Squad (which will only bring him to Lawyers Gate ?).

227
Wasteland Art / Re: The Trials Of CritterBait!
« on: November 25, 2014, 07:29:26 AM »
With pleasure ^^

228
Wasteland Art / Re: The Trials Of CritterBait!
« on: November 25, 2014, 04:48:16 AM »
Stem tell me if you need anything on Lawyer side for your story :)

EDIT : I showed it to a friend who doesnt know AoP, it is quite hard to understand the link between pages 2 and 3. Maybe add a little page between them showing CritterBait in Family HQ, talking to the Don and maybe buying or trading the jacket ?

229
Wasteland Art / Re: The Trials Of CritterBait!
« on: November 24, 2014, 12:03:09 PM »
Very nicely done, story and work !

About the mine part, yeah maybe you could have changed the order of the pics so he steps on the mine on his way back, could be more understandable :D

Please make more :D

230
Suggestions / Re: [Reputation mechanics]
« on: November 21, 2014, 11:55:30 AM »
You don't lose reputation while FF on base for tests :)

EDIT : Ow Myakot too fast for me !
+ yes your example does not make much sense, I could go farther and say "OMG I was playing with screen off and I died wtf is wrong with game balance" ...  ;)

231
Suggestions / Re: Platoon Deliveries
« on: November 21, 2014, 09:26:56 AM »
I dont know, there is already a faction chat that makes most interactions you want possible.
Moreover, atm, stuff is so easy to get that there is no real point having so much time from devs spent on making a market (well imo).

232
Suggestions / Re: Platoon Deliveries
« on: November 21, 2014, 05:42:34 AM »
I like the idea of recurring orders :)

About for the players shops, I don't want something like FO2 though, it's really bad, making gaps between players even bigger.

233
Changelogs / Re: 14.11.2014 Changelog [ WE PORT 4000 AGAIN ]
« on: November 19, 2014, 04:06:26 AM »
I love the "but" haha I would replace it with "and best part is"  ;D

234
General Discussions / Re: Enemy faction player nicknames
« on: November 18, 2014, 12:45:46 PM »
I think high bounty should display name as it is now.
Then mouse-hover to see the name while you see Faction Rank instead while not mouse-hovering.
And why not a quest if you want everyone to see your name as it is now.

235
Game Tips & Guides / Re: Leadership bonuses
« on: November 18, 2014, 09:21:50 AM »
Thanks a lot.
Seems 10 charisma is not worth it except for leaders now :D
I guess it's a good balance

236
General Discussions / Re: Enemy faction player nicknames
« on: November 18, 2014, 07:28:59 AM »
When I play AoP, I don't see nicknames, I only see vtech noobs.

Hit F6  ;D

237
General Discussions / Re: Enemy faction player nicknames
« on: November 18, 2014, 07:26:54 AM »
Another thing could be saying
[Faction] wastelander (or other if / if not rank system based on fame)

But when you're close enough (like 10 hex or depending on PER if you really wanna something RP :P), you can see the name, either as it is now or by hovering.

So you should be able to see your friends among other factions but still get a risk that it is someone else. Same goes with enemies, if you fight in the same small rooms, you should be able to recognize people right ?

Anyway I prefer my previous idea, faction ranks based on fame + name if high enough bounty :)

238
General Discussions / Re: Enemy faction player nicknames
« on: November 18, 2014, 07:17:56 AM »
War, war never changes Nao :D

239
General Discussions / Re: Enemy faction player nicknames
« on: November 18, 2014, 07:13:59 AM »
When I said very high fame it was like not reachable easily, like you did ZC/PvP full time for several months, you should be well known in the wasteland :D Atm if you play a lot you should get any rank 3-4 name but not your name ofc
But we can limit it to high enough bounty on your head (like more than 500) :)

The ranks I suggested were just random to show my point they suck sorry :P

@Stem : For me, sometimes you see the name behind wall / window etc, you can't tell easily the weapon without hovering so you just point your mouse on well known prior target

240
Game Tips & Guides / Leadership bonuses
« on: November 18, 2014, 07:02:34 AM »
With the leadership reworked, does anyone know the maths on it ?

As charisma increases bonus like other special now, does anyone know the bonus given ?

            player  2 cha     3 cha     4 cha     5 cha     6 cha     7 cha     8 cha     9 cha     10 cha
leader
2 cha
3 cha
4 cha
5 cha
6 cha
7 cha
8 cha
9 cha
10 cha

Thanks in advance :D

EDIT : Let's try with a base 200 leadership :) I removed the 1 charisma but we can let it with NULL


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