Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Lidae

Pages: 1 2 [3] 4 5 ... 8
41
Game Tips & Guides / Re: Few questions about perks
« on: September 13, 2014, 10:05:27 PM »
Quote
If I got 10 endurance and have 80 % critical endurance and I will take perk critical endurance it will stack to 105 %?
Yes. But some weapon perks and certain effects governed by endurance might have reduced resistance. For example, Endurance affects arm cripples, and if your enemy has the "Crippling Strike" weapon perk, you will suffer -2 to your endurance roll to resist that effect. That translates to -10% resistance, so your resistance in such a case would then be 105-10 = 95%.

In any case, 10 in any stat + critical <stat> perk will make it exceedingly rare for you to suffer any critical effects associated with that stat. But it can still happen, in some cases!


Quote
Does perk action boy improve rengeration AP during running AND staying in one place(12,5+2=14,5?) or only during runing?

There are two forms of AP regen. One happens only when you stand still, and gives 12.5 AP/s. This works just like normal AP regen on other servers, except since your AP is always 100, the normal AP regen is always 12.5/s.

The second AP regen, called "Ap regen+" because we're too unimaginative to come up with a proper name, gives you AP all the time (except for some special cases like when you are healed by super stimpaks, and just after firing weapons that don't have the double-tap trait). The AP regen+ is based on your agility, and the Action Boy perk acts as if your agility was +2 for the AP regen+ calculation.

Quote
If I will take perk gain inteligence on 24 lvl it will give me back all points skill lost from 1 lvl to 24?
Yes. You may have to close and open your character sheet to see your new skill points though.


Quote
If I got 330 hp when adrenaline rush perk will give me max bonus?
Adrenaline rush gives bonus DR according to this formula:

DR += 10 - 10*currentHP/maxHP


Quote
When Do or Die perk will give me max bonus(50 % hp???)?
Do or Die gives you bonus AP regen+ when your HP drops, according to this formula:

BonusAp/s = 2 - 2*currentHP/maxHP


Quote
What is a formula for first aid? For example how many hp I will heal with 150 fa using on me or friend while 0 % bandaged or 50 % bandaged.

The bandaged status is a percentage that reduces the amount healed. If you have for example 20% bandaged, any healing with FA will only heal 80% of the amount it otherwise would have.

Each HP healed with FA will increase your bandaged status by 1/3 points, except if you have the faith healer perk, in which case it increases bandaged by 1/6 points.

The base amount healed with FA depends on several things, most importantly your FA skill. However, if your FA is low but your doctor is high, some of your doctor skill will count as FA skill instead. If you have 200 doctor skill, that counts as 175 FA for the purposes of healing Hit Points. If you have the Medicinae Doctor perk, 200 Doctor skill will count as 200 FA for healing Hit Points.

The base amount healed is given by:

HitPointsHealed = 50 + MAX(skill-100,0)

The Dr. Strangelove perk gives +50 to that number, and the "Improved healing" item perk/trait from first aid kits/doctor bags gives +25. The "Easier to Heal" armor trait gives +25, and the "Harder to heal" armor trait gives -25.

42
Game Tips & Guides / Re: super sledge
« on: September 13, 2014, 08:33:47 PM »
Super Sledge thrust mode has 100% knockout chance. That's the only difference, besides damage and AP cost. It is a powerful attack if you plan your moves well. Thrusting the target against a wall gives a great advantage, but in an open area, the KO is just enough that you will be able to reach the target before he gets up again. In terms of DPS, swing is better.

43
Game Tips & Guides / Re: Silent Hill Death
« on: September 13, 2014, 08:29:21 PM »
The perk gives you up to 30% bonus damage to all attacks, for all weapons, even traps (but only if you are online at the moment the trap triggered). The extra damage is scaled linearly based on the amount of Hit Points that the target has before your attack. If the target is full HP, you get no bonus damage. If target is 0 HP, you get the full +30% damage. The exact formula:

BonusDmg (%) = 30 - targetCurrentHP*30/targetMaxHP

The bonus damage is added at the same time as the "Bonus Damage" weapon perk. It is applied before the "Bonus Ranged Damage" weapon perk. It is applied before DR and DT calculations. For bursts, the bonus is applied for each bullet separately. Bonus damage from critical strikes is also a multiplier of the base damage and since multiplication is commutative (in the ring of real numbers), the order that it's applied doesn't matter.

44
Suggestions / Re: Reload.
« on: September 13, 2014, 06:36:04 PM »
An option to disable it sounds good to me. It should probably be turned on by default though.

45
Suggestions / Re: This Is Becoming a BIG Issue.
« on: September 13, 2014, 06:33:50 PM »
I agree with Shangalar that if you're completely new to the game, you don't really belong in a Zone Control action. If you insist on going, then you should respect what your team mates are telling you. If you end up getting team killed in such a situation, there's often a reason for it, even if you may not agree with it or even know about it at the time.

Now there may be cases where people get teamkilled without reasons or for bad ones, but from a development point of view, this is a tremendously difficult problem to solve. How to define when somebody "deserves" to get killed and when he doesn't? The extreme points are equally unacceptable. Disabling friendly fire or extremely severe punishments for team kills is a bad idea, because then there's no way to stop griefers, looters and other people who are not contributing but only ruining the experience for others. On the other extreme, having no repercussions at all for team killing would also be bad because some people would just go around massacring everybody. So we're looking for something inbetween.

Having played a lot of PvP myself, I know how annoying it can be when you are interrupted in the middle of a fight by some bluesuits or noobs who have no idea what is going on. If there is no way for players to remove them from the battlefield, the consequences in terms of the fight can be rather severe. And few things can be as annoying as having a huge battle, barely coming out of it alive, and then comes 5 bluesuits from nowhere and run away with the spoils. I can't think of an obvious or easy to implement way to handle such thievery, so I think being allowed to shoot them is the best solution right now. This is why there are no reputation penalties during and just after ZC for shooting players who didn't contribute in the fight (players with less than 50 score from that fight).

From a roleplay and realistic perspective it's not exactly optimal to have team killing as a measure to prevent such things, but then again, death is also not permanent, so there's that. We've spent a lot of time discussing these issues but we haven't been able to come up with anything better as of yet.


Anyway, team killing in most cases is not tolerated, but during Zone Control the rules are lighter, and there's a reason for that. I'm open to suggestions for how to improve the system though, and the idea of a sort of "faction voting" against some player might be viable, though it would require certain measures to avoid mass alting and bullying as well.

46
Game Tips & Guides / Re: Range Calculator
« on: September 13, 2014, 05:21:08 PM »
Scoped weapon perk only affects sight range, not hit chance. Also, weapon minimum strength affects hit chance as well.

47
Resolved bugs / Re: [MISC] NPC missing ?
« on: September 11, 2014, 07:59:01 PM »
If nobody answers the help requests that probably means we didn't see them. We could use some GMs to help with stuff like this, because we're not enough to have 24/7 support in game. Personally I'm busy with full time studies and there are also many bugs to work on that also prevents me from being in game all the time. Anyway, just so you know. Please be patient :).

48
Resolved bugs / Re: [CHAR] Educated perk bug with Gifted trait
« on: September 11, 2014, 07:35:34 PM »
Educated gives you +2 skill points for each level, down to and including level 3. You don't get skill points for level 1 or level 2. So if you take it at level 3, you get 2 extra skill points. Take it at level 4 and you get 4 extra skill points, and so on. The new skill points only show up after you close the character screen and open it again, because technical reasons.

49
Suggestions / Re: Power Armour's drawbacks
« on: September 11, 2014, 06:56:10 PM »
I don't know where you get your information, but power armor is only meant to give -1 Perception, and that's from the Tin Can trait. I just checked in game though and it seems it doesn't even have that trait at the moment. Guess that'll be fixed at some point.

50
General Discussions / Re: Fast shot trait
« on: September 10, 2014, 07:00:41 PM »
It's the former. Aim AP cost is applied before any other modifiers.

51
Bug reports / Re: [CHAR] Reduced sight for no reasons
« on: September 10, 2014, 05:00:50 PM »
Guys please check the forum before posting, this issue has been reported like a hundred times already. It's a known bug, request help to get it fixed, but it might appear again until it's solved. We're working on it.

52
General Discussions / Re: Killing Teamates
« on: September 09, 2014, 01:07:46 PM »
Just some information about how the rep losses work right now. It's based on killing and inflicting damage, and the rep loss for each such action gets higher and higher if you do it in a short amount of time. Shooting someone just once may happen by accident and as somebody noted, if it's been long enough since the last incident, you don't lose rep that way. But if you then shoot again shortly, you'll lose reputation, and if you proceed to kill the guy, you'll probably end up losing thousands of reputation. Try to go on a killing spree and you'll be expelled from the faction pretty much regardless of your starting rep.

There's one exception where you don't lose any reputation at all from friendly fire and team kills, and that's during and just after Zone Control, if the person you shoot have less than 50 score from that action. It is safe to shoot someone who does nothing in the fight and just tries to steal the loot.

The rep penalty is a difficult balance though. On the one hand, the penalty needs to be high, otherwise people will just kill for lulz. But on the other hand, the penalty also can't be too high, because accidents can happen and it's also good to be able to punish somebody occasionally who for example steals loot or is griefing in some other way.

Not saying the current system is perfect at all, but there's some of the things we've tried to take into consideration anyway. Suggestions are welcome.

53
General Discussions / Re: imposters
« on: September 07, 2014, 05:51:29 PM »
I just wish the forestnet nickserv thing would start working again so you can authenticate. Then no more nick thefts etc.

54
Game Tips & Guides / Re: Beginner questions ?
« on: September 07, 2014, 03:08:24 PM »
Check on the worldmap, there should be a green circle somewhere close. Unless the time ran out, but that's where you go anyway when you take an assignment.

55
Game Tips & Guides / Re: How does gifted work after 25?
« on: September 07, 2014, 03:07:05 PM »
You don't have any tag skills with gifted. It might seem like you do on the character creation sheet, but that's only an unfortunate remainder of the screen being a bit more hardcoded than desired. We might find some solution to it later, but that's not a priority right now. You can't make a gifted char with tag skills.

The way skill points work after lvl 24 is the same with or without the gifted trait. For primary weapon skills, that is to say, Small guns, Big Guns, Energy Weapons or Hth Combat, your highest skill becomes the cap after level 24. You can raise the other primary weapon skills only to that level. For example, let's say at lvl 24 you have the following weapon skills:

Small Guns: 225
Big Guns: 90
Energy Weapons: 60
Hth Combat: 170

Now in this example, your maximum primary weapon skill is the small guns skill, which is at 225. That means you can only raise Big Guns, Energy Weapons and Hth Combat to that level, not above it. Your Small guns can't be raised at all after lvl 24, in this example.


For secondary skills, ie Throwing, Traps, First Aid, Doctor, Leadership and Sneak, the second highest of your skills becomes the cap for the rest. Example: Your secondary skills at level 24 are like this:

Throwing: 60
Traps: 60
First Aid: 175
Doctor: 60
Sneak: 150
Leadership: 125

Now your second highest secondary skill (I know, that's a mouthful) is the Sneak skill, which is at 150. That means that after level 24, you can only increase Throwing, Traps, Doctor and Leadership, and only up to 150, not beyond.


Or to put it simply, with the gifted trait, post lvl-24 skill points work just as if your highest skills were your tagged skills.

56
Resolved bugs / Re: [CHAR] Quick Recovery II without QR I
« on: September 07, 2014, 02:56:33 PM »
It's just a poor/unimaginative choice of perk titles, you can have one without the other.

57
Resolved bugs / Re: [MECH] Can't add person to a squad
« on: September 07, 2014, 12:24:31 PM »
If you are already in a squad, you can't be invited to another squad. To remove yourself from a squad, select your name in the squad screen and press "kick".

58
Bug reports / Re: No longer member of faction
« on: September 06, 2014, 02:55:19 PM »
I've seen several people with this problem already, but I'm not sure what's causing it. Did you by any chance ~deleteself at some point and used that nick again for a new char? What's the nick in game, I'll see if I can at least put you back into your faction.

59
Resolved bugs / Re: [MAP] Workbench spawn on player body ?
« on: September 06, 2014, 01:58:26 PM »
Ok so maybe this one is defying logic right now, but we're still working on it!

60
Resolved bugs / Re: [CHAR] Taking perks
« on: September 06, 2014, 10:56:03 AM »
Skill related perks require 100 in that skill to unlock. So you need 100 doc or FA to unlock:

Faith Healer, Living Anatomy (that one also requires awareness), Field Medic and Dr. Strangelove

You need 100 traps to unlock Evil Scientist and Light Step.
You need 100 sneak to unlock Watchtower and Bloodthirst.

Pages: 1 2 [3] 4 5 ... 8


SMF 2.0.2 | SMF © 2011, Simple Machines
Simple Audio Video Embedder - Theme by Crip