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Messages - Lidae

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81
General Discussions / Re: Am I calculating Ac penalty correctly?
« on: August 28, 2014, 11:31:41 AM »
We thought the effect in game was difficult to play with in practice, because it makes it very difficult to keep track of who you can shoot at what distance. The effect as it is described in the wiki basically only reduces the max-range at which you have 95% hit chance against a running target (with aimed shots), but since it depends on factors not only related to your own character but also the target, it's hard to display the effective range in a simple way. As a solution to that we tried making armor class reduce the max hit chance instead (so 20 AC would make the max hit chance 75% instead of 95%), but this also turned out to be really annoying. The hit chance indicator is just not visible enough, especially since you may only see a target for a short time and have to decide right away whether to shoot or not. Waiting to check your hit chance just didn't seem like a good mechanic.

So that's the reasoning behind the decision. Everything related to AC will be disabled until we come up with something better. Feel free to help with ideas if you have any, but tying it to hit chance seems like a bad idea right now.

82
Suggestions / Re: Traits Suggestions
« on: August 26, 2014, 02:54:08 PM »
Keep in mind traits should have both a positive and a negative effect, not just positive like the perks.

I don't know if we have anything new planned at the moment, but I think the gifted trait will probably be implemented. +1 to all stats, no tag skills. It might actually be balanced, though probably not the best trait for beginners.

83
General Discussions / Re: NPC Faction rep and player faction conundrum
« on: August 21, 2014, 08:15:50 PM »
That's correct. I wouldn't call it NPC factions though. All players are members of one of those four factions.

84
General Discussions / Re: The more i read about this the more i like it.
« on: August 21, 2014, 10:02:42 AM »
You can also turn up the brightness in the game configuration, just like it was on Fallout 1/2 (if you played those).

85
Resolved bugs / Re: [AI] NPC Crit chance...?!
« on: August 08, 2014, 08:12:17 AM »
Quote
I'm annoyed that they can rape you with the same builds that were labeled as "nolife faggot troll cunt" in other fonline games.
One of the main goals of the completely reworked character stats is that such min/max optimized builds are not viable in our game. Every stat matters, there is no one best build. There are however some builds that will be very vulnerable in some situations, as a direct result of minmaxing stats. Seems your "faggot troll cunt" build is one of those.

So I agree with John and Shangalar that this is not a bug. Note that endurance doesn't affect your chance to be knocked down. The governing stat for that is Agility. You should then check your "Critical Agility" derived stat to see roughly how likely you are to get knocked down if somebody scores such a crit on you. Also, as Shangalar mentioned, with Luck 1 your critical resistance is at 0%, making you much more likely to be critted in the first place.

Anyway, this thread is old, I just wanted to clarify before I move this to the resolved bugs thread.

86
General Discussions / Re: A feature...
« on: May 27, 2014, 07:42:48 PM »
At the moment it's 50 percentage points. So with 95% to hit, if you shoot somebody in cover that turns into 45%. Or if you had, say, 73% without cover, that's 23% with cover.

That value may or may not be changed in the future though.

87
Resolved bugs / Re: Exit grid bugs
« on: May 21, 2014, 09:02:03 PM »
I see what you mean. Clicking the weapon box when it's invisible (after pressing f4) still causes you to switch to the attack cursor. That's not intended, and I can see how it would lead to problems when trying to exit on the south grids. Should be fixed now.

88
Resolved bugs / Re: Bruser Trait
« on: May 21, 2014, 08:39:25 PM »
The problem is only the display in the character creation screen. Nevertheless, nice catch. Should be fixed now.

89
General Discussions / Re: Perks List
« on: May 21, 2014, 08:26:25 PM »
Yes.

90
Resolved bugs / Re: Combat Timer on misses
« on: March 05, 2014, 11:48:08 AM »
Yes.

91
Resolved bugs / Re: Combat Timer on misses
« on: March 04, 2014, 08:09:01 PM »
Good observation, I agree completely that if somebody shoots at you and miss, that shouldn't start your combat timer. Or desneak you. And for once, this is actually really easy to fix. In fact I just did.

92
Technical Center / Re: Restoring the original Fallout interface
« on: February 25, 2014, 06:47:02 AM »
The only thing I can think of that you can try is to press f8, it toggles mouse scrolling. You shouldn't have to play in fullscreen mode to see all the elements properly. I usually play in 1024*768 (on a 17" screen as well) and in windowed mode, and that works fine. I'm on windows 7 though.

93
Technical Center / Re: Restoring the original Fallout interface
« on: February 25, 2014, 04:22:37 AM »
Resolutions of 800x600 aren't supported with our client, so it's not really a surprise that things are missing there. The rest of the GUI is probably drawn outside of the screen where you can't see them. Even if they weren't, they wouldn't properly fit in the 800 width space that is available. You need at least 1024.

What is surprising though is that you see even fewer things when you use a higher resolution. What's the maximum your monitor can support? Can you take a screenshot of what that looks like in game?

94
Resolved bugs / Re: [MAP] Teleporting through a door
« on: February 24, 2014, 04:10:15 PM »
It's not a bug, it's a feature. You're only allowed through those doors if you are a family member. That's why it's scripted like that, to prevent non-members from going further.

95
Technical Center / Re: Restoring the original Fallout interface
« on: February 24, 2014, 04:08:47 PM »
You can also try to clear the cache and see if that helps. I'm surprised f4 didn't solve it though tbh. What happens when you press f4? It should at the very least toggle the visibility of the green AP bar.

96
Suggestions / Re: Suggested Balance Tweaks: 2/21/14
« on: February 24, 2014, 12:32:12 PM »
Quote from: BG Sexpert
I wholeheartedly disagree with your perspective on S.P.E.C.I.A.L.
Can you elaborate?

97
Technical Center / Re: Restoring the original Fallout interface
« on: February 24, 2014, 12:16:51 PM »
It looks like you only have the non-hardcoded parts of the GUI visible. Try pressing f4. If that hides the stuff that you see now (the green AP bar etc), try shift+f4 or alt+f4 (no, that doesn't close the client).

98
Bug reports / Re: [ITEM] Axe animations bugged
« on: February 22, 2014, 08:06:19 AM »
What armor were you wearing? I think it might be related to missing and/or mislabelled animation sets with certain crittertypes.

99
Bug reports / Re: [MECH] Flamer
« on: February 22, 2014, 08:03:15 AM »
I believe regular flamer is considered tier 1, which I think is not accepted by some traders. I could be wrong though.

The reloading thing sounds mysterious, if I understand you correctly. The whole weapon box, except for where the aiming icon is (and it shouldn't be there for the flamer), should allow you to reload. This is the same for all weapons. If anything it might be that the callback to clicking the weapon box is intercepted by the (invisible) aiming icon. Is that where you tried to click?

100
Suggestions / Re: Suggested Balance Tweaks: 2/21/14
« on: February 22, 2014, 07:59:15 AM »
I disagree about perception, so let me explain why. First, I will go into some details about how exactly the hit chance is calculated.

In the following, "Effective range" is 2/3 of the max range of a weapon. So if max range is 60, effective range is 40. The system is made so that being able to shoot at "effective range" or below takes very little skill, but anything beyond "effective range" requires a lot of skill. This is in accordance to our desire to reduce the gap between low and high level characters, and also to reduce the importance of super high skills.


The AoP Hit chance formula
The first 150 skill points are worth 95 hit chance. Having less than 50 skill means you can't hit with 95% chance even at point blank range. Every skill point above 150 gives 4 hit chance, so that 25 extra skill points gives 100 hit chance. Maximum hit chance then becomes 495.

For each percent range below the effective range, 0.95 hit chance is deducted. This means that shooting at max effective range has 95% chance to hit with 150 skill.

Now for each % above the effective range 10 hit chance will be deducted. So to shoot at 110% of effective range means you need 175 skill, and the maximum range you can shoot and hit at is 140% of effective range (this requires 250 skill).


Hit chance penalties
The above is the base hit chance. There are penalties to this depending on the type of weapon, strength, perception, armor class and where you aim.

For all weapons, if your skill is above 150, you get -40 hit chance (aka -4% effective range) for each strength point missing from the weapon strength requirement. So if you have 3 strength and wield a 5str weapon, you get -80 hit chance.

For burst weapons in burst mode, you get an additional hit chance penalty of 10 for each strength below 10. So again, with 3 strength, that's -70 hit chance for any burst weapon.

For all weapons, for each perception below 5, you lose 40 hit chance if your skill is above 150, and you lose 10 if your skill is less than 150. (Sharpshooter gives +2 to perception for this check).


For single shots only, if you're aiming, you get a penalty to hit chance that depends on your perception (sharpshooter adding +2 for this). It's currently the same regardless of where you aim, and you can check the penalty in the aim screen in the pipboy. The formula is:

aimPenalty = 20*(15-perception)


For every single shot, currently only while aiming (but imo we should make it apply even for unaimed shots, to make perception more important for non-snipers), you also get a penalty to your hit chance based on armor class. The AC penalty depends on the armor class of the target (modified by ammo AC modifier and armor and weapon perks) and of the perception of the shooter (sharpshooter adding +2 perception for this).

The formula is:

ACPenalty = AC*(22-perception)/4




Conclusions
Now if you followed me this far and tried plugging in some numbers, you see that perception is extremely important for snipers that intend to take aimed shots, especially if the target is moving. With 4 perception and no sharpshooter, you have a total hit chance penalty of 40+220=260, which means you need at least 215 skill to hit at effective range (2/3 of max range). If your skill is less than 168, you will have 0 hit chance even at 1 hex range. Compared to the best possible sniper (10 perception + sharpshooter + 250 skill), your range will be 20 percentage points shorter, which for a rifle with 70 or so range is quite significant. And this is even if the target is standing still! Against a moving target with average (20) AC, you lose an additional 90 hit chance, requiring 22.5 extra skill to compensate. So unless your sniper has at least 237 skill, you won't even reach the threshold for diminishing returns against moving targets. In other words, you can basically forget about sniping running targets. Not to mention anybody investing a little in AC. And even with max skill, a more perceptive sniper will always outperform you.

But yes, you can make a low perception sniper, especially if you compensate with higher skill and are careful with the targets you pick. I think this is the way it should be, in fact the whole system is designed particularly with such cases in mind: I want any kind of weird build to be viable, if not optimal, in most roles, if you know what you're doing. I want people to be able to try different roles on the battlefield without feeling like they have to make a new char with specialized stats just to try it out. Like it was on every other fonline game ever. So is it radical? Maybe. But it's most definitely intended.




Now I'm not saying it's perfect, and certainly some values (AC in particular) could use some tweaking. But I'm not going to even consider changing the underlying system without substantial testing showing that it's necessary.

A final word about sight range. We specifically added the "scoped" perks to certain weapons in order to make sure that even lower perception chars have a chance to be snipers. They won't be perfect snipers by any measure, but at least you have an idea what is going on. You should in many cases be able to see whoever is sniping you, even though you might not be able to touch them.

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