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Messages - PorkchopExpress

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141
Suggestions / Regarding Stimpaks
« on: September 10, 2014, 06:22:34 PM »
So basically i went to craft some stimpaks  since i haven't done it before and i was looking at ingredients and found out something really interesting.Basically,you need 2 broc flowers,2 xander roots,2 hypodermics and 2 chemical components.Now for the first three it isn't really problem to find them but chemical components are quite rare(don't know can they even drop in phoenix),or you can buy them for 50 caps each at crafting shop.So that's 100 caps just for 1 type of ingredients per stimpak.Now comes the funny side;you can buy them at doctor for 30 caps each....So where's the point in crafting them?Either remove chemical components as ingredients or make it so that it crafts a bulk of  5-10?

142
General Discussions / Re: some questions
« on: September 09, 2014, 01:57:58 PM »
High dmg ? yes !
very high Ap to use or reload such weapons ? damn yes !
Give me a damn trader for this shit.

Well u're wrong,Mega power first requires also 90 ap to do same dmg but i have to get close while you can spam from range,but my ammunition is cheaper while yours is rare,it's called balance....

143
General Discussions / Re: some questions
« on: September 09, 2014, 10:33:06 AM »
So since everybody ask about that .50bmg let me clarify it.So far haven't seen any ammunition at 30k+ rep shopkeeper and i believe he will never sell it.I believe the only reason to find that .50 bmg is as same as for caseless and 2mm gauss-in the phoenix zones(probably core regions),but even then they are rare,and the reason behind it  is that all the guns that use these kind of ammo deal a LOT of dmg ...found only 80 or so for vindi,and in my opinion its fine as it is.

144
Game Tips & Guides / Re: [Guide] Blueprints availability order [WIP]
« on: September 09, 2014, 06:50:54 AM »
Maps for melee bleuprints; ratio starts at 1:1 ;1 map for 1 new blueprint,after you gain few new blueprints ,ratio goes up to 2 maps for 1 new weapon blueprint and finally goes to 3:1,you gain ability to craft (not in particular order,but got best weapons blueprints  at 3:1 ratio) : Cattle Prod,Super Cattle Prod,Sledgehammer,Super Sledgehammer,Wakizashi blade,Impact gloves,Punch gloves,Power fist,Mega power fist,Ripper.

145
Silent running perk for 15 cookies at kid,run while in sneak mode...

146
General Discussions / Re: some questions
« on: September 06, 2014, 02:34:18 PM »
Ok ,got another one,regarding the perks are they all one time only or are there some which you can take more times like action boy in other fonline games?

147
General Discussions / Re: ...the flaws.
« on: September 06, 2014, 12:27:42 PM »
It's a long way to the top...  ;) give it time,it's an evolving product in my opinion.

148
News & Announcements / Re: AoP Client v1.0 & server launch info
« on: September 05, 2014, 06:54:33 PM »
I noticed that some perks does not have a negative effect.
Gifted for example let you tag skills if you have done it before slelecting it, bruiser (the one that does +3 strengh -2 agility) does not remove agility skill points.
did you actually try to finish the character with gifted trait?i think it doesnt work....pops out invalid special data for me with taken gifted trait...

149
General Discussions / Re: some questions
« on: September 05, 2014, 04:04:38 PM »
Does anyone know how much 1 inteligence point gives skill pts per lvl?for example how much skill pts per level would you gain with 10 int or 9 etc.

150
General Discussions / Re: some questions
« on: September 04, 2014, 12:29:17 PM »
it has alread ybeen answered elsewhere, I think even twice, that perks have only a level requirement, except for the skills perks whcih require 100skill which you have anyway when you tagged it.

Didn't know,thanks,would be good to point that out in perks section in wiki.

151
General Discussions / Re: some questions
« on: September 04, 2014, 12:17:17 PM »
Would be really nice if someone could write requirements for perks if there are any,there is only description(thanks for it) on wiki, so that we can avoid " i want x perk but lack y special " situations.

152
Suggestions / Re: Regarding Factions
« on: September 02, 2014, 10:27:19 AM »
Ok that's great to hear,since healthy population on each side is that which will fuel game itself.

153
Suggestions / Regarding Factions
« on: September 02, 2014, 06:52:35 AM »
I've been checking forum a little but haven't found info regarding faction balance.What I mean by that, is there some kind of system to balance the number of players each faction have?Because if one faction is overall more preferred ,then they'll be most likely more viable in pvp and in general terms.If there isn't such a system to prevent it why not implement it?Since you choose at creation of your character also your faction how about disabling the ability to join "overpopulated" faction.Not instantly  at release but after some monitoring has been done.Something like all big MMO's do regarding their servers,basically so that we have a healthy number of players in each faction resulting in better rp/pvp stage and game   experience in general.

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