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Messages - BG Sexpert

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1
make the sewer rats more prominent, and their quests not shit. Then make joining a faction more significant.

I know people will QQ that they can't create a character and begin swarming the core with their faction in the first 5 minutes, but those people will complain about literally anything.

You guys can't keep catering the game to those people. Its because of them we had 1/2 the server as the hounds within the first week of the last wipe.

2
Challenges & Accomplishments / Re: PvP Movies and Screens [ SEASON 2 ]
« on: April 17, 2017, 11:06:39 PM »


I like how you can earn 70 points of healing with food in this game. This is the perfect combination of balance and skill
+1+1+1 keep up the great work!!!!

3
Changelogs / Re: 22-10-2016 Changelog
« on: November 04, 2016, 01:15:21 AM »
Your date format is incorrect. Put in American please

4
News & Announcements / Re: FOnline: Ashes of California Co-op Project
« on: September 18, 2016, 10:50:02 PM »
Did he take his guns with him?

5
Changelogs / Re: 05-15-2016 Changelog
« on: May 15, 2016, 08:50:51 PM »

RIP SHOTGUNS IN AOP 2016


Shotguns were buffed quite  alot, but you're complaining they were nerfed... wtf man?

This is actually a dramatic nerf to shotguns...

almost 30% overall attack speed reduction.
Pancor 1hex burst is 127 damage, and due to the increased spread from bursting, does 99 damage at 10 hex. Given shotgun knockback, 2 consecutive 1hex shots is an  impossibility. Its going to lose in almost any near distance burst battle. A pancor player will burst 2 times, then wait 3 seconds while gaining the AP to shoot again. This is a total time of 4.6 seconds.

Almost any assault rifle will kill a pancor user 1v1, within 10 hexes. It is almost completely useless.

6
Suggestions / Re: Remove automatic ZC
« on: May 09, 2016, 11:47:52 AM »
While idea is not bad, i have to object symptoms which would come along this - groups would travel unspotted thru hostile territory, striking from back or sandwiching defenders from their own zone. This would allow them to travel unspotted same as sneakers does, so I can't support this, sorry.

I agree, there should be SOMETHING that lets you know if there is someone in your territory, but why should you know about enemies in territories you don't control? Maybe in zones that your faction owns, you see the enemy count, similar to the way it is now but ONLY in zones you control.

Currently if you go into a zone, without knowing anything else, you see if there are players there through ZC timer. If its contested, you immediately go onto the defensive (or leave entirely).

This also passively buffs sneak. Sneak players do not cap. You become accustomed to watching the ZC timer to see if people are there to attack you. If you don't see CONTESTED, you assume you are alone and let your guard down. This allows sneakers to get a free jump on you.

Without the constant ZC timer, and CONTESTED, players will always be on guard. I remember before ZC timer, when I solo farmed I would close every door behind me and played more carefully. When I went out to PvP, I would look for open doors and hunt players through multiple zones walking their same path.

Now I just look at ZC timer.

7
Suggestions / Remove automatic ZC
« on: May 08, 2016, 02:14:56 PM »
Currently any time a player enters a zone he immediately begins capping it.

This then signals the faction and leaves that player vulnerable for being ganked.

Most of the time the player doesn't even want to cap the zone, just loot.

You should return the old mechanic where players needed to begin ZC. Returning to this system allows solo or small groups of players to loot zones without unleashing a swarm upon themselves.

Maybe give each faction a "scout" npc, which tells the player what controlled zones have enemy players in them.

8
General Discussions / Re: Let's Play FOnline: AoP [vid]
« on: May 02, 2016, 02:04:22 PM »
Sounds like a fun group. How many english speakers do you have?

9
Suggestions / Interactable Objects/NPCs outline
« on: May 02, 2016, 11:45:17 AM »
Players currently have to hover their mouse over every piece of environment to see if anything is interactable. This is tedious and leaves a lot of information missed. Why waste so much time implementing dialogue and items that players can interact with; if they are largely ignored or just unnoticed?

There is a hotkey that outlines all NPCs. Why not give the few NPCs that actually have dialogue a different outline? Give items that can be interacted with the same outline.

10
General Discussions / Re: I don't know if this was a good idea.
« on: April 30, 2016, 04:25:55 AM »
Level 6 isn't the problem, its the means to attain level 6 that is. There are no quests, there is nothing but a slow and painful grind against enemies that are much tougher than you.

A few sewer rat quests requiring you to kill a few things, maybe scavenge something, or even craft/science a few items you pulled from the core would make it exponentially easier and more enjoyable.

11
General Discussions / Re: Next Season Faction Balance
« on: April 26, 2016, 09:09:57 PM »
Have the caravans been in effect? I've never actually seen one. Can we sign on to defend them?

12
Suggestions / Re: Critical Defence
« on: April 26, 2016, 11:46:59 AM »
I'm fairly certain strength and critical strength has nothing to do with AP regen or AP drain.
its kinda confusing, there is no ap drain in description of strength but it is mentioned in critical strength

so does it give chance to avoid ap drain or not ?

That is interesting. I'd never seen that before, and thank you for posting it. I know many perks have been changed/removed. Its possible that the text description of the perk isn't accurate to what it does.

13
General Discussions / Re: Next Season Faction Balance
« on: April 26, 2016, 11:45:26 AM »
I am quite curious. With the HYPE being as large as it is, how will the faction balancing begin? I've heard rumors of groups as large as 30+ joining a specific faction.

I'd heard of incremental cost increases proportional to faction size imbalances. When will this take effect?

14
Suggestions / Re: Critical Defence
« on: April 25, 2016, 03:27:54 PM »
ty for answer, is this working too for AP DRAIN cuz i think it isent or its buged or something?

Cuz 1 dude with i think some SMG AP drain me to -100 from 1 clip and i head 10str + Crit STR + 10Luck + ManOfSteal

I'm fairly certain strength and critical strength has nothing to do with AP regen or AP drain.
Strength modifies:
Additional HP at first level (50%)
Healing Rate (25%) Each 2 points of Strength will give you 1 point of H.rate
Str requirement for all weapons
Bleed resistance Each point of Strength gives you 1 point of Bleed resistance
Weapon drop resistance
Knockout resistance
Melee damage. Each point of Strength gives you +2 Melee Damage.
Carry weight. Each point of Strength gives you +10 Carry Weight.
Throwing range

The SPECIAL regarding AP regen is Agility.
Agility modifies:
AP regeneration
Armor Class (2.5 per point)
Healing Rate (0.5 per point)
Bleed Resistance (0.5 per point)
Resistance against knockdowns
Resistance against partial armor bypasses.

The weapon trait AP drain is (unless it has changed): 20% chance to remove 15 AP from the target. The only SMG that has this trait (I'm fairly certain) is the Electro SMG. The Electro SMG Bursts with 8 rounds. At 1 hex distance all 8 of these rounds should hit. In the ABSOLUTE worst case scenario all 8 of those rounds procs AP drain and you are drained 120AP.

This is an incredibly unlikely circumstance. Typically of the 8 rounds, only 1 or 2 would proc AP drain for a total of 30 AP drain.

Regardless... There is no mitigation for this type of effect. Especially not Critical Strength... Burst cannot crit. Thus 10Luck and Man of Steel have no effect.

With 10 luck and 10 STR I would surmise that you likely don't have a tremendous amount of Agility, resulting in LOW AP REGEN. Likely what happened is you used most of your AP bar, then performed an AP extensive task (reloading certain weapons, first aid, doctor, etc.) and went deep into AP debt.

TL;DR if (on the incredibly unlikely event) you were indeed bursted by an Electro SMG and had AP drain in effect proc, it had NOTHING to do with the stats you listed. And in any circumstance, regardless of how rare an instance, would not have yielded the results you are suggesting.

15
Suggestions / Re: Critical Defence
« on: April 24, 2016, 06:13:56 PM »
It depends on what you want to defend. The critical defense happens before the effects of things like limb shredder etc. If the critical defense succeeds, the status effect is avoided.

If the critical defense fails, then limb shredder etc. take effect.

So... Its up to you... What do you want to defend? Bypass? Knock-out? Weapon Drop? Its certainly not useless.

16
General Discussions / Re: 1st session player statistics
« on: April 24, 2016, 06:01:42 PM »
This is awesome. What is the time frame for this? Just out of curiosity. I guess the absence of my characters is indicative of my mediocrity.

17
Game Tips & Guides / Re: Sexpert Shooting Range
« on: April 22, 2016, 02:19:40 PM »
I see you really put a lot of effort into this. Good job! Looks like it would be a great complement for balancing certain weapons.

Thanks. I can't wait to see the tier system when its all set and ready. With that it should be easy to adjust each weapon to have it fit its intended roll.

18
Game Tips & Guides / Re: Sexpert Shooting Range
« on: April 20, 2016, 10:10:18 AM »
This is awesome. Someone is going to lose a lot of business over this though:



HtG is pretty good for most weapons. However, you'll find some magical things happen when weapons spread is reduced to around 3.  ;)

19
Game Tips & Guides / Sexpert Shooting Range
« on: April 19, 2016, 08:47:23 PM »
There is a tremendous amount of complaining about weapon balance/imbalance and I felt that was coming from 2 main problems:
1. The players don't have the tools at hand to see how each weapon is working. Without this understanding it becomes possible for situations to feel unfair.
2. When balance changes are made, they are made without tools that allow the developers to see how a weapon is effected as a whole, and how it compares to the rest of the weapons of its archetype. This leads to "feels" fixes in which changes are made that 'feel' like they should fix the problem. While a lot of these fixes are GOOD, this allows for accidental over nerfs.

I asked if there was any dev tool available that would allow the devs to see how each weapon functions. I was surprised when I found out no tool existed; so I decided to make one (for SG for now, I'll do other weapon types eventually).
This is that tool:
https://docs.google.com/spreadsheets/d/1D54LLX7h5jVEDEzmaunEvchCH0CIbTmtNDCDo0rLSMU/edit?usp=sharing
I realize that the sheet can be daunting and a bit cumbersome, so I have uploaded a video explaining how to use it here:
https://www.youtube.com/watch?v=B5PmUtg9np4&feature=youtu.be
Cirn was courteous enough to give me the files that the game runs off to get weapon information. Lidae, Cirn, and John Porno were nice enough to provide me the exact formulas the game uses. These formulas are used in the spreadsheet. The results *SHOULD* represent the exact numbers you will see in game. I say should because there is always rounding errors that will result in very minor discrepancies.

I have validated the information on the sheet (with great effort) and have found it to be accurate. That being said, I began this project a month ago and a few weapons have changed. I would be more than happy for anyone to notify me of any inaccuracies.

Why?
I felt that it would provide a useful tool for quickly determining weapon effectiveness and allow for easy balance and design decisions.

Why should you care?
This provides you with a tremendous amount of meta knowledge if you take the time to use it. You can see in ANY scenario, which weapon will be the objective best. As well, if you make a weapon legendary, you can use this sheet to see which upgrade will result in the greatest damage increases.

Why am I sharing this?
While creating the spreadsheet I realized that it was making me privy to a tremendous amount of meta game knowledge that most players simply didn't have available. I've played other FOnlines where being an English speaker was a genuine detriment (TLA) where the devs and players went out of their way to keep game information unavailable to English speaking players. In the name of competitive spirit, I have made this information available to everyone.

*note*
  • The sheet by default is using AP equivalent ammo. I'd found that the AP equivalent ammo yields more damage and more bleed in nearly EVERY situation across almost all armors.
  • The damage represented is averaged for every weapon
  • 250 skill is assumed. All weapon perks are represented
  • I have deliberately locked the sheet. You should be able to download it yourself. If you want to unlock it the password is BenisBenisBenis

**Disclaimer**
This sheet is intended to supplement your understanding of the game. It is NOT meant to be used as a means to argue a weapon needs buffing/nerfing. You can use the sheet to try and understand why a weapon needs work, but the arguments you make should be supported with IN GAME data and not the sheet alone.

20
Challenges & Accomplishments / Re: Operation Promote Aop on Reddit
« on: April 19, 2016, 02:39:41 PM »
the rpg crowd comes in, expects story, lore, quests and immersion. Then I airdrop 30 exploding brahmins on them.

what we need is the open pvp crowd, the moba crowd, even part of the simulation crowd. AoP has much more in common with games like HotS, dayz, battlefield and world of tanks than it has with your run of the mill mmorpg. I personally am not a huge fan of roleplaying because I don't do it myself so I couldnt properly create a game that does something I don't have experience with.

The biggest concern people had who checked out aop since 2014 was the lack of quests, coupled with the fact that we dont artificially stretch your playtime with XP grind like mmorpg's usually do. In a sense the aop that certainly cirn and me want to see would be more like tactical open pvp game which has some char building and economy strapped onto it and is not just a pure grind (WoT, WoW) or strictly no grind (moba).

I think we'd have more success in getting new AoP fans if we advertised in games like arma, planetside, mobas and even RTS games, rather than Fallout 3+ and mmorpgs in general, just because we're technically a "fallout mmorpg"

I agree, trying to sell it as an MMORPG is a mistake. I, personally, would label it as a PvP driven ARPG. The server, nor content could provide enough to be labeled as truly "massive."

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