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Messages - ChEeKi

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1
Suggestions / Sustainable Bottlecap income should only come from the core.
« on: February 27, 2014, 02:44:37 PM »
AOP's game design is very obviously based around PVP. The core is a magnificent beast of a PVP zone that offers rewards to anyone brave enough to venture in and take them. The risk is the constant threat of enemy players killing you and taking your things.

Initially core gameplay was pretty heavy, the only way to gain money was through the core and at the risk of other players. This is ideally how the game should be because it uses the core (the main mechanic of AOP) to the fullest potential, encouraging most online players to be in the core at the same time as one another.


The rewards in the core are
-Low Tier Crafting Materials (Junk, Metal Parts, ect)
-High Tier Crafting Materials (Polymer / Ceramic Plates, ect)
-Blueprints (Holodisks, Guns & Bullets, ect)
-Low Tier Vendorables (Melee weapons)
-High Tier Vendorables (Sherif's Badge, Water Bottles, ect)
-Low Tier ammunition and Weapons
-Chances at player PVP and loot.

Disadvantages
-Low income
-Slow, it takes a while to loot zones
-High danger of player PVP
-If you die to NPCs, a player may snag your stuff before you get back.




Unluckily we figured out how assignments work. Even before the cap income on assignments was increased, it was pretty obvious they were now the BEST choice of advancement for our characters and they provided most the benefits of looting the core with nearly none of the risks.

Rewards for Assignments
-Large amount of Caps (Upon Completion)
-Large amount of XP (Upon Completion)
-Reputation (Upon Completion)
-Low Tier Crafting Materials (Junk, Metal Parts, ect)
-Armor-Repair materials (Broken CA)
-Low Tier Vendorables (Melee weapons)
-High Tier Vendorables (Noodles, Water Bottles, ect)
-Low Tier ammunition and Weapons (Hunting rifles, 10mm SMgs, ect)
-Mid Tier Ammunition and Weapons (AK 74s, ect)
-High Tier Ammunition and Weapons (Advanced Missions only)

Disadvantages
-If you die in a bad place you might not get your loot back (Otherwise you can just run back and take it back as much as you want).
-Takes up a bit of Ammo



As it stands , Assignments are faster, multiple times more profitable, far less risky and so on and so on. The way they currently are it's extremely likely that most players will use them to level themselves and avoid the core entirely until they are higher level and willing to PVP, at which point they probably wont loot anything but blueprints, modules and high-tier crafting materials. Right now there is no reason to loot junk or metal parts because assignments give you all these rewards anyway from sciencing the drops.


All in all, Assignments severely undermine the base PVP aspect of AOP. They detract heavily from the core aspect of the game and give players the option to just silently level up and gather gear without any player interaction whatsoever.


But don't jump to conclusions and imagine that assignments need to be removed, or the rewards nerfed into the ground. They still provide a valuable source of experience to players (Which is missing in the core) and easily obtainable parts to repair armor.

Assignments should supplement the core, not replace it. A huge step towards making assignments a supplement would be removing the bottlecap rewards entirely. This would make assignments a challenge you take on for extra experience and reputation, while leaving players needing to return to the core to scavange the money for ammunition to continue doing assignments.


You get what i mean, the core should be where the money's at, the assignments where the experience is at.

2
Suggestions / Re: Suggested Balance Tweaks: 2/21/14
« on: February 23, 2014, 07:28:04 PM »
as for smg's, msot of them deal about 200-250 dmg with one load of AP so to speak. The selection of the right target and the right ammo type (for 9mm) matters. Smg's will not be killing off full hp tanks in one go, though.
what smg are you using and against what target with what ammo?


3
Suggestions / Re: Repair armors
« on: February 23, 2014, 11:49:48 AM »
I would suggest sciencing an armor always gives you a broken armor and materials. Sciencing a broken armor gives you the rest.

4
Suggestions / Re: Suggested Balance Tweaks: 2/21/14
« on: February 22, 2014, 02:26:03 PM »
<>

Very insightful read, i would note that i considered the capability to get such extreme range with 3-4 perception a flaw and not an asset as you consider it.


I can agree with this. SMG should have best 1hex in game.

Yeah firing SMGs makes me sad ): , i cant say i've tested them enough to really have a grasp of why they're so low damage though.

Rifle bursts seem alright. Least we have those.


5
Suggestions / Re: Sniper AIMED shots
« on: February 22, 2014, 02:09:16 PM »
Bleed damage is a pretty new thing to the FOnline universe, and it appears that it plays a pretty significant role in the damage of SNIPERS.

As it stands, the HEAD has the only bleed crit modifier. This doesn't make much sense.

Suggestion
Body parts have bleed modifiers that are anatomically correct.
For instance:
Chest crits have a low bypass chance to hit Aorta and cause extreme hemorrhaging.
Leg crits have chance of hitting the Femoral Artery for 2nd most bleed damage
Then Arm crits have chance to hit the Brachial Artery for 3rd most.
Sources:


Crippling effects could remain the same.

I feel like this would give some variety to the old aim for the eyes every shot (except vs BG then its right arm) strategy.


Critical bleeds would be neat, but would probably be instant death for any person that got crit-bled considering the way bleed works right now.
Mind you snipers crit like 90% of the time. and bypass 30-40%.

A rework on how bleed works and bleed damage is determined would be very very very very nice though.

6
Suggestions / Suggested Balance Tweaks: 2/21/14
« on: February 21, 2014, 09:08:02 PM »
I keep a big tab of various bugs, changes and fixes on the side when i'm playing AOP, these are some of the bigger suggestions i've come up with while playing the game. They are not to be taken as "required" or "demands", they are simply the opinions and changes a single player has on the way various aspects of the game are working right now.



S.P.E.C.I.A.L

-With about 4 perception (and a build designed to take advantage of this) you can fire nearly every weapon in the game (including most sniper rifles) up to the maximum hit range you can get with that weapon. Considering the ease at which sight range is given to us in perks and weapon traits, and the chance to hit formula as it currently stands, i suggest some harsh scrutiny be given into long distance weapon range (may be too low in many cases) and the values of low perception. AOP has a really interesting special system that encourages really valuable trade offs per stat, and i think perception may be too easily mitigated and treated as a dump stat.

TRAITS

-Many Starting Traits currently feel extremely negative instead of trade offs. Things like Small frame consign your character to being permanently knocked down by everything and everyone for a single point of agility. Finesse will never actually result in your character dealing more damage and things like Four Eyes, Drug Dealer and Blind luck are so situational that they're either full on buffs or pointless nerfs.

-Four eyes devalues the perception stat heavily by providing nearly +20-30 sight range with scoped weapons.



WEAPONS


Shotguns: Shotguns right now are exceptionally outstanding or absolutely worthless. The combat shotgun is easily the best Small Gun we have easily available to us for more reasons than just "It does lots of damage". There's some really bad perk choices with the combat shotgun, and some really bad stat choices on the other shotguns that make them unreasonable to use. Not to mention the icing on the cake ammunition just making them a shattered mess.


-Shotguns all have "Hit the Gaps" for some unexplainable reason. -10% DR/DT to the enemy. Thats really just a fancy way of saying "Your weapon deals +10% more damage(DR) + 2-3 Damage per bullet (DT). This isn't really a thing shotguns should have, you're not firing it at the chinks in the armor, you're just blasting them.
-The Combat shotgun has an additional +10% Damage on top of that from 2x Bonus Damage.
-Flechettes are the only choice of shotgun ammunition. This is partially because normal Shotgun Shells are worthless (+20 DR to the enemy?!) and partially because the DT penetration stat on flechettes is so blatantly and incorrectly used that the bullets themselves invalidate all armors by default.
-Weapons like the H&K Caws or Pancor shotgun have clip sizes that make no sense, or just hurt the weapon too drastically to make it a valuable choice.  For example the H&K fires four round bursts, but has a clip size of 10, which means your last burst is 2 instead of 4, for the same AP as a 4 shot burst.


Suggested Shotgun Changes:
- Remove the +20 DR on shotgun shells. Make them simply 0/0 DR/DT penetration. They're just pellets, let armor do its work against them.
- Change Flechettes to -10% DR, -5 DT. There is absolutely no reason they should have -80 DT (even if thats split across the 4 bullets its far too high and invalidates armor entirely).
- Change Slugs to -25% DR, 0 DT (from 0 DR -80 DT). One large, hard hitting bullet that hits hard even through armor is exactly what a slug is supposed to be.
-Make 12 Gauge Shell Ammunition available for purchase off the Ammo Vendor.
-Make 12 Gauge Slug Ammunition available for purchase off the Ammo Vendor ( Same Price as Shells).
-Double the Cost of Flechette Ammunition.
-Increase Clip Size of H&K Caws to 12 so it can properly fire three bursts.
-Increase Clip Size of Pancor Shotgun to 20 so it can properly fire four bursts.
-Remove Hit The gaps from shotguns, replace it with something that reduces DT by 1-2.
-Wait and see how that works out before making further changes.


Sniper Rifles


I actually have a fairly huge list of changes i would like to see to sniper rifles, but i'm not completely sure my changes would be in the best interest of the game. Instead i will strongly suggest that the following weapons.
M21,
AK-74-M PSO-1,
H&K G3SG1,
H&K MSG90,
M16A4 ACOG,

Be completely re-evaluated. In terms of
-Crafting recipes (Not requiring the AR to craft for instance),
-Ammo Types (More specialized ammunition instead of general purpose 7.62x51mm and 5.56mm)
-Perks (It seems like its just mix and match of the same 6-7 perks across all of them, even though there are perks like piercing strike and finisher, they don't change the way the weapon plays, just the RNG the weapon puts out.)
-The "Feel" of the Weapon

As far as i'm concerned, those five rifles are functionally identical and feel to the player as if they are re-skinned copies of themselves with the numbers fiddled around a bit on each. They might not be exactly the same, but they sure feel like it.



7
Resolved bugs / Re: [AI] Awareness NPC giving bugged rewards.
« on: February 21, 2014, 08:02:16 PM »

8
Resolved bugs / [AI] Awareness NPC giving bugged rewards.
« on: February 21, 2014, 06:25:04 PM »
After completing the quest to gain awareness, the NPC will offer another quest to kill 10 deathclaws. When you complete this deathclaw quest he randomly gives you a Dragunov-SVD-M (The highest tier craftable sniper rifle) and ammunition for it.

9
Resolved bugs / [CHAR] Perks not working as stated in tooltip.
« on: February 21, 2014, 06:23:01 PM »
Action Boy: Does not correctly give +2 Agility worth of bonus AP Regen. (I think it gives +1 Agility worth). My base AG is 8 so with action boy i should have the full 8.0 AP Regen+, but i only have 7.56.


Strong Back / Pack Rat: State they give +50 kg of carry weight, but actually give +50 Pounds of carry weight.


10
Suggestions / Some small Usibility Tweaks.
« on: February 20, 2014, 01:09:28 PM »
-Allow us to press 7 and click on an item to science it, same with 8 for engineer.

-Change it so that player clicks on chests do not open/close them, but instead only open them or loot them. Holding 3 and pressing on a chest should close it, there's no reason close should even be anything more than an RP option.

-Allow shift+Click on items when you have a chest, trade or barter open to move the entire stack of that item instantly to the other container without the "how many" prompt.



These are going to be three of the most performed actions in AOP (more or less), and some quick tweaks like these would really make lives easier.



11
We'll certainly improve the minimum det at which you can sell items. You'll sell them for a better value than now, with persuasion still improving that amount. And yeah, certainly we'll have to add caps to merchants somehow depending on controlled zones.

Note that random assignment quests and ZC will have their rewards scaled better, which means more caps and more rep.
Persuasion could use a bit of tweaking, i've gained one single point of persuasion in gaining over 7k caps which is no small feat considering the way the game is now.

12
Suggestions / [ITEM] Armor / Weapon / Food / Drink Vendors do not have Caps
« on: February 18, 2014, 07:16:09 AM »
Although these vendors will purchase items above 65% durability, they do not have caps.

This is probably a main avenue of player revenue considering how difficult it is to make your money solely off junk trade ins. But i would be cautious as it is easily exploited if items are cheap or easy to sell.

13
Resolved bugs / [ITEM] Plant spikes have no weight, nor do they stack.
« on: February 17, 2014, 07:56:52 AM »
Plant spikes have 0 Weight and Do not stack in your inventory.

This means players can carry tons of them and drastically increase the amount of time needed for an enemy player to loot them.

Long enough to run back and kill the poor guy as he sits there spamming "g"

14
Due to his positioning against a table in the cafeteria the V-Tec drink's vendor is invisible except for specific angles.


15
Resolved bugs / [ITEM] Ammo Vendor missing various Ammo types.
« on: February 17, 2014, 07:49:23 AM »
The V-Tec Ammo Vendor (And most likely others) is missing

12 Gauge Slugs (Shotguns)
7.62x39 mm (AK/RPK)

And possibly others. These are low tier ammunition that seem as if they should be available for purchase.

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