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Messages - Smalltime

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401
General Discussions / Re: Crafting recipes?
« on: February 27, 2014, 10:50:29 AM »
The crafting system is pretty good. The armors will eventually need recipes, I assume, and I know for a fact that there are more armors planned to be obtainable. It'd be cool if you could trade in CA (over 65%) for your faction's color of CA or something. I really want to be part of a multi-faction battle where we're repping our faction.

402
Technical Center / Re: BETA CLIENT
« on: February 27, 2014, 10:40:52 AM »
Also, a little note to the people having trouble with critter/master... I somehow managed to successfully use the fonline 2/reloaded "fallout.dat"  by changing those two extensions in the datafiles from master/critter to fallout on both lines. Since those games come with that file already packaged, could help
Yeah, I also use the fallout.dat. But, if you use the updater, it will rewrite your datafiles.cfg. So, I just backup that and my hotkeys.ini before patching.

403
General Discussions / Re: Questions ?
« on: February 24, 2014, 11:05:37 AM »
Still not sure about that myself, as there is an option to "Leave the faction" but I don't know how you'd even get into another.
You can however at any time make a new character in any other faction. You could probably come up with an improvised and dangerous way to transfer items between them, as well.

404
General Discussions / Re: Questions ?
« on: February 24, 2014, 10:37:33 AM »
Then i would like to know if it is normal that in almost 3hour in game i havent cross any other players?
No real advertising has been done yet, and the initial beta phase (at this point) is relatively low on players.
Quote
But i have few questions, i joined the family, and i try to find a merchant in the family basement to trade weapons etc, unsuccessfully.
The merchants only accept weapons with 50% or more item deterioration, but you can trade junk (including the random odds and ends you find in the city) in to some of the vendors at each base, to earn caps.
I haven't played family yet, so I'm not really sure enough of their base design to point you in the right way.

405
General Discussions / Re: Base Screenshots
« on: February 24, 2014, 09:56:17 AM »
That is the 15k base. If you go to floor 4, you can see both bases. Left side is the 10k base, right is 15k.

406
General Discussions / Base Screenshots
« on: February 24, 2014, 01:27:01 AM »
So, base prices were lowered in one of the recent patches. After a few days of messing around, I figured we'd finally post and show ours. This is what it looks like, without anything in it

And this is what it looks like after a few days of grinding enough money for containers, and procrastinating.
Still a lot longer to go until we're finished, but I thought it would be cool to show off the irem placement in action.

407
Suggestions / Re: Repair armors
« on: February 24, 2014, 12:43:56 AM »
why would it be easier for a brahmin boy?
Tier A-SSS assignments being currently available.
Difficult? Sure. But that didn't stop people like Mayck from soloing them and accumulating stacks of broken CA, which probably isn't that hard if you abuse pathfinding.

408
Suggestions / Re: Repair armors
« on: February 23, 2014, 11:57:41 AM »
I'm not against that. This is only really a problem for people who don't have access to broken CA at this point, which is sort of rareish if you aren't a brahmin boy at the moment.

409
Resolved bugs / Re: [AI] Awareness NPC giving bugged rewards.
« on: February 21, 2014, 07:44:54 PM »
You think that a 100% high tier sniper rifle for 10 deathclaws is an appropriate reward? Seemed more like an oversight than a bug, really.

410
General Discussions / Re: Appeal of AoP Beta Perks
« on: February 20, 2014, 06:09:33 PM »
You could take educated at lvl 27? That's a bug then. All perks mentioned above should only be possible to take at lvl 24 or less. Above 24, there will be a different pool of perks that doesn't significantly affect pvp. They aren't implemented yet though.

And fast reload already gives you AP reduction to reload, that's the whole point of the perk. Not sure what you mean.
OH, I thought that fast reload actually made your animation/delay 10% faster. Well then. That would be cool if it did.

And yeah, I was given the choice of one perk at 27, and it was educated.

411
General Discussions / Re: Appeal of AoP Beta Perks
« on: February 20, 2014, 05:42:01 PM »
More worried about PvP than PvE, really.
I noticed while taking Educated at level 27, it did not give retroactive skill points, like the perk says it does. Makes it muuuch less appealing.

As far as fast reload, maybe a slight AP reduction for reloading as well? Might be cool.

412
General Discussions / Re: Opinions of Shotguns/SMGs/Assault Rifles
« on: February 20, 2014, 05:01:12 PM »
I agree with pretty much everything except for the bit about pistols. I'm currently building a fast shot character based around pistols, and so far, the 14mm and desert eagle AE look deadly (Even with their AP cost and low mag capacity.)
Have yet to use it in any meaningful pvp encounter, as those are very, very rare.
Also, should have posted this in General Discussions.

413
Resolved bugs / Re: [MECH] intel minor bug
« on: February 20, 2014, 08:01:43 AM »
The answer is simple. It is every man's mission to rid the wasteland of deathclaws. Good work.

414
Suggestions / Re: nerfing based on ZC results
« on: February 20, 2014, 07:35:55 AM »
Most of the devs do tend to listen to user input, in my experience. That's the point of the beta, really. Melee needed a nerf, without a doubt. But the way in which it was nerfed made a few items go from a bit OP to "Okay, now I can only use the wakizashi, because it is the only half-way decent weapon that can still aim."
and then that turned out to be a bit ridiculous in damage.

415
Changelogs / Re: [BETA] 19.02.2014 Changelog
« on: February 19, 2014, 07:52:50 PM »
- NPC no longer have weapon explosions.
I don't see why they shouldn't fall prey to the same rules we do.
While I do agree, the NPCs are given low quality weapons so that the players aren't flooded with good % weapons. But because of that, they were prone to hilariously explode during combat. While I find it amusing and it has saved me a few times, it's just way too common due to the low % of the weapons, which can't really be helped.

416
General Discussions / Appeal of AoP Beta Perks
« on: February 19, 2014, 01:27:40 PM »
A not-so-quick analysis of the appeal of the current perks, as I see them in this version of the AoP beta. The rating system is based on appeal to me as someone making a character. Not all perks are currently listed.

http://fonline-aop.net/forum/index.php?topic=130.0 List of perks

Note: This post is pure opinion. Discussion of the perks is encouraged.
P.S.: I know I just used comic sans, what are you gonna do about, huh?

Strong Back: A: 1/5, This perk is only useful if you have 1str, or if you're making a character who you're
planning on carrying a whole ton of stuff on, all the time. *update: This is planned to be a post-level-24 perk, and thus, the current rating is temporary until then.
 
Sharpshooter: A: 4/5, This perk is a pretty straightforward increase to accuracy, nothing not to love.
 
Educated: A: 3/5, Typically I would only take this on a crafter alt, however, because it works retroactively, it could be appealing as a level 24 perk, to properly numerate your tagged skills for the road ahead.
 
Action Boy: A: 2/5, This is not super appealing, as AP regens pretty quickly even when low. If you're making a character who you want to super regen however, it's for you.
 
Dodger: A: 4/5, AC is very useful, this perk has saved me from being hit a few times at super long ranges during PvP
 
Living Anatomy: A: 3/5, I want to love it, but I just don't think 3% is enough to justify taking it. As far as bleed damage... I'll pass. The bandaged stat however clues you off to who has reduced FAs and thus are closer to death, which is cool for calling out targets to teammates.
 
Pack Rat: A: 1/5, Same as strong back, however, the tooltip says "50kgs" and you get 25 units of capacity.
Maybe change the wording to reflect this, to avoid confusion? *update: This is planned to be a post-level-24 perk, and thus, the current rating is temporary until then.
 
Quick Recovery: A: 2/5, Wouldn't take unless I had penalties to being knocked down, or if I planned on
spending my time on my back anyway.

Weapon Handling: A: 4/5, This perk is pretty essential for snipers, as they need every S.P.E.C.I.A.L. they can get.
 
Man of Steel: A: 3/5, While I like this, I'm not quite sure how much +2 luck actually gives for crit resist. If I
were making a tank (and I did) I'd consider taking it.
 
Improved Hemostasis: A: 2/5, Another tank perk, and yet, I find myself not being afraid of bleed at this
point. Sniper rifle bleed is negligible (for now,) only really machetes, barbed spears, and bear traps do more than 5-10.
 
Critical Strength: A: 2/5, If I was making a super tank, I would take these. However, they are pretty specific,
and not something that you will impulsively say "I need to resist more ______ criticals" and take.
Critical Perception: A: 2/5, "                                  "
Critical Endurance: A: 2/5, "                                  "
Critical Agility: A: 2/5, "                                  "
 
Quick Recovery II: A: 4/5, I like this perk. All of the new status effects are cool, but ALSO cool, is getting out
of them faster.
 
Nerves of Steel: A: 4/5, This is a perk that I'm not sure I'll take, however, the idea is awesome, and if I'm
planning on getting shot by BGs, I'm taking this.
 
Hawk Eyes: A: 3/5, This could be really useful if someone takes 1 perception, and thus, is appealing when
applicable.
 
Armor Efficiency: A: 1/5, I would only take this if I was going full tank build, as it is only a minor buff.
 
Fast Reload: A: 4/5, The way that AP works in this, I find myself having to reload almost constantly. I love
the idea of this perk, but feel like it isn't quite enough of a bonus to even actually notice during combat. I
think that it would be just noticeable enough to be a really decent perk at 20%
 
Psychopath: A: 3/5, Another perk that I like the idea of, however, 15 AP is a pretty small boon when you're
getting that every second.
 
Fearless: A: 4/5, Much like nerves of steel and quick recovery 2, this is a really nice perk that you can
actually notice the effects from, and can save your life. Perks that actually interact with your experience,
and new features, are always a plus.
 
Faith Healer: A: 4/5, I haven't dug into this one yet, but the bandaged penalty can be a real drag when
you're at the ass end of a long battle and need JUST ENOUGH hitpoints to justify the massive loss of AP
involved in first aiding.
 
Field Medic: A: 4/5, Slight gramatical error, but this really encourages you to heal teammates, and is great
for battle medics.
 
Medicinae Doctor: A: 2/5, While the idea behind this is cool, and it can save you skill points, "skill bleed
between first and and doctor" isn't really self explanitory, and thus I don't think it would be a popular
choice.
 
Autonomous Regeneration: A: 3/5, This is better than lizard limbs in every way, however, criplling isn't a
huge problem if you've got a bit of doctor skill. Very rarely do I find myself enough downtime to naturally
regen health, let alone limbs.
 
Silent Hill Death: A: 5/5, The name is silly and I'm not a fan (why not just use Bloody Mess, and leave the
assassinate pipboy icon for a stealth perk in the future?), HOWEVER, the applications for this perk go far
beyond the simple damage buff. The ability to death-animate an enemy player directly removes the ability
of his friends from being able to statpad him back up and into action, and that's why this perk gets 5/5. If it
is unchanged, you will see the effects of it in combat.
 
Do or Die: A: 2/5, I don't think that 2/s ap is enough to justify this perk. I like the idea, but in order to be even
half as appealing as Adrenaline rush, it needs to be buffed.
 
Dr. Strangelove: A: 5/5, Repeat after me. "This. Will. Save. Your Life." The bonus to first aid obtained here
allows you to have a some-what decent FA without having to pour your soul in skillpoints into it. This has
saved my life. This has saved my teammate's lives. Okay, maybe first aid in general did that, but when
you're fresh off the boat with 0% bandage and a big "Owie," you're going to wish you had learned to stop
worrying and love the bomb too.
 
Bonus Rate of Fire: A: 5/5, This is a well balanced perk. The bonus is not so big as to be required by every
build, but substantial enough to be noticeable in combat. The fact that it is percentage based makes it
viable to builds across the board, without being required.
 
Lifegiver: A: 4/5, Unless you have 1 endurance, you're going to have a decent pool of health. If you're going
to be fighting, there will be times when even one bonus hit point will save your life. That is why lifegiver is
here. It is a properly balanced life bonus of 20 which will be a large boon to someone who barely has any
(if he can afford it) and a small but nice boon to someone who already has 310.
 
Adrenaline Rush: A: 4/5, If you have full health, you are not fighting. This is a must for people who need to
get up and into enemy's faces, and fully expect to take more than a few shots getting there. Not a large
enough bonus to be overpowered, but enough to possibly save your life when you'd normally be down for
the count.
 
Toughness: A: 4/5, Toughness is training in the art of being tough. Do I need to elaborate?

417
Resolved bugs / [BUG] Assignments
« on: February 19, 2014, 09:19:18 AM »
When an NPC in an old (S&D) assignment map dies after you already turned the quest in to the NPC, it will trigger the progress from the past quest, making the NPC say "I believe you have accepted an assignment elsewhere already, Finish that one first." and the only option is "Ok."
Won't be as big of a problem after the assignments begin despawning again, but it is still bound to happen. Perhaps add the ability to abandon that other quest that is detected in this dialogue tree?

418
General Discussions / Re: first impressions playing AoP
« on: February 19, 2014, 12:48:55 AM »
Also the wiki, it says I need to log in, what gives :P
That's because it isn't complete and released, yet.
Guys, i must tell u BIG THANX for ur work. This server is my new FOnline home :)
Now tell the rest of the Hawks, and let's get some more people to try it out. This four faction system with zone control in the core has so much promise, but needs more people to become really fun.

419
That sounds cool. The only vendors that accept high quality guns/armor don't have caps, which is a little annoying.
It takes 8 100% m14s to buy a single S&W Revolver.

I'd rather just take the 50 caps.

420
General Discussions / Re: Beta Videos
« on: February 18, 2014, 01:24:30 PM »
you send this video like "Big pvp of the year blabla". Man its beta test with lot of problem and equilibrate. Just see this wakisashi blade...  no merit for this..

Wakizashi is getting a nerf, which it badly needs. You're right, this is a beta. The game however is being balanced for PvP, so participating in it, and documenting it, is the only logical thing to do.
No reason to be hostile.

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