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Messages - greenthumb

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21
Suggestions / Re: real punishment for murderers of the faction itself
« on: November 30, 2014, 06:28:58 PM »
family realy need voice comm and some ragequitter to lead them. Guys its 1000x more enjoyable to sit at computer for 1 or 2 hours of intense ZC than running around for hours and hours with your greasy gun chasing bluesuits who barely escaped from bloodthirsty mantis.

22
Suggestions / Re: Faction Colour Robes
« on: November 30, 2014, 06:12:59 PM »
yes and companions, lets say molerats or brahmins would be cool, maybe add even "dogmeat", then why not kennels to furniture trader and dogfood to barman, that would be REALY COOL. Yeah and lets implement some RP faction HQ to top right corner of map lead by Marcus with quest to become supermutant or ghoul or monkey...

Sorry i realy needed to type this.

If you would ask me about some modification to current armors, then just diverse chitin scraps into 3 diffrent resources for each of 3 MK2 armors they are used to craft. Its not okay have this rare resource complementary for each of them.

23
Changelogs / Re: 19.11.2014 Changelog
« on: November 27, 2014, 04:44:30 AM »
i have noticed discussion of inability to play and organize just group of players you like/know. But since i am too lazy to read whole thread i would like to just  highlight feature dedicated this purpose, its called "platoons".

If current game settings doesnt support this ability, it doesnt imply we need to segregate groups of players. What we need is improve feature of platoons to enable players having their own action ("phoenix missions") independent of other faction members.

Just enable new ZC type with higher reward and maybe achievements for platoons themselves, where they define some more difficult goal in NPC dialogue (e.g. taking zone in upcoming 30 minutes and holding it for 2 hours) Also global message should state there is pending mission of certain platoon. Other faction members should be warned they arent supposed to be in defined location and become excluded of ZC score aswell as reputation sanctions. Its up to platoon who will be invited to their action and who not, for this purpose there should be more ranks in platoons and platoon invitations managed via squad interface. Fame and other core activity indicators should be more transparent, so platoon can actualy choose players considering those for their action.


Casual ZC should remain untouched enabling other players to take another zone simultaneously.

24
Game Tips & Guides / Re: PA: is there a point to do aimed shots at them?
« on: November 23, 2014, 07:57:42 PM »
just KO/KD makes PA winded

25
Challenges & Accomplishments / Re: PvP Discussion
« on: November 23, 2014, 03:56:24 AM »
each spear can be evaded by 2 hex moves, also spears range is no more than 25 hexes

26
Bug reports / Re: problem with Spers
« on: November 23, 2014, 03:04:12 AM »
reload is done for 0 ap and with small energy cells.

27
Suggestions / Re: [Reputation mechanics]
« on: November 21, 2014, 09:43:18 PM »
"YOU CAN'T ATTACK IN HQ"
YOU CANT INTO FONLINE

28
Suggestions / Re: [Reputation mechanics]
« on: November 21, 2014, 05:14:04 PM »
Don't see much reasons to revert reputation back. Can you give a reason?
Except ability to buy a platoon base... It's just a huge drawback for every new character, as it will take ages for them. But it's requirement what should have been changed, not reputation gain.

If you don't FF, you won't lose reputation anyhow since I know. So just don't FF.
Reputation currently doesn't affect much -> No need to boost its gain anyhow.

3. Why letters over head? You don't know who's friendly?

I am realy disapointed of your attitude, i can clearly remember few months ago when you had no idea whats going on in fo2. Now you are basicaly promoting stupid phrase "Wasteland is harsh", its shame for developer to act like this, you might not even know what is purpose of server. But seems you believe the purpose of this game is to make players suffer.

To your arguments:
Don't see much reasons to revert reputation back. Can you give a reason?

-reason to revert temporary back is that system itslef is not working properly and there werent so far any TKs with current population. Its obvious but dont make me repeat myself, if you gona oppose in this matter.

If you don't FF, you won't lose reputation anyhow since I know. So just don't FF.


-If you cant FF you will be unable to test what you need, what is purpose of such obstacle? Please give a reason. Dont forget there arent all players with platoon bases

Reputation currently doesn't affect much -> No need to boost its gain anyhow.


-Reputation affects a lot, you just lacking knowldege of this mechanic becouse lets say, you dont play that much... I could bend your claims and ask, why people actualy do not TK if repuation doesnt matter much? Just for your information, you should know that player can loose all his material property within 1 mistake, very similar to baserapes in previous servers, maybe you liked it but i do not.
-Also i was not talking about flat boost, i was talking about adjusting its rate, reputation gain should be mostly from ZC and not assignments, also there is no reason to gain more reputation for harder assignment, since you are doing it just for your own character and property growth, not for glory of faction.

Why letters over head?
-Simply becouse it makes sense, i dont care if those will be in style of bug fallout letter as you get from accomplishin assignment or it will be some kind of automatic dialogue message of your own character.

You don't know who's friendly
You are pretty annoying bro, i want to slap your face.


Are you sure you are playing AoP? You do NOT lose rep in faction bases, it was fixed more than a month or two ago.
"faction base" doesnt reffer to platoon base, but to faction HQ

Quote
"Why? Becouse you were playing with bottom bar turned off."
Then you deserve your punishment, this is FALLOUT, the more of those moments where you are "fck, I didn't know that this'd happen, I screwed up big times" the more Fallout-ish this server becomes.
I realy like Fallout games, but i am not sure if i like people with fallout brains. If you need feel intense fallout atmosphere run fo1. I have noticed developers arent planning dark future of this server, thus i do not expect there is significant reason to punish newcomers for lack of knowledge either.

Quote
"I could say if getting expeled without single TK is possible. Then something is definetly wrong."

You do understand that you lose almost no reputation if you shoot once or twice at your friends at the span of time? If you continue shooting them for like... I dunno, like 5 minutes, then maybe, and that's an a-ok reason to get expeled.

I'm not against your idea, it's just your reasoning is nothing.
I am little but tired of this thinking, systems are there to organize and serve, if they dont, they arent realy needed. If functionality is limited, it has to be changed, until then, no thanks, keep running this system for somebody else.

You don't lose reputation while FF on base for tests :) -explained

EDIT : Ow Myakot too fast for me !
+ yes your example does not make much sense, I could go farther and say "OMG I was playing with screen off and I died wtf is wrong with game balance" ...  ;)
Anza, why wouldnt you enjoy full screen in HQ? Its irrelevant to topic, but i dont like naggers.

29
Suggestions / Re: [Reputation mechanics]
« on: November 21, 2014, 11:36:48 AM »
Dear paragon, i ll try to explain you how might things turn out wrong, not requiring more than 1 minute.
Lets say you have just accomplised ZC capturing all zones, now you are standing in faction base with your companions, getting bored becouse enemies gave up and decided to do whatever else, but not taking zones. At this frustrating moment you ll inititate more-less random test with your teammates. Showing amazing results with trivial weapons, your mates asked you to test same on each of them and repeatedly for whatever purpose. People are excited and entertained for few moments, little bit later you will simply figure out you are unable to even enter heart eventualy your guards gona shoot you on sight and you ll be expeled from faction, which you was nourishing all the time. Why? Becouse you were playing with bottom bar turned off.

Now please tell me my friend. Is reputation system here to annoy people or to protect them from TK? I could say if getting expeled without single TK is possible. Then something is definetly wrong.

30
Suggestions / [Reputation mechanics]
« on: November 20, 2014, 11:54:18 PM »
1.Well, since i know reputation system was always broken and due the recent changes its even annoying.
Banning free cheap reputation boost without balanced system is BAAD idea. Revert it unless you will spend some time on system itself.

2. Reputation is realy hard to boost with ZC but realy easy with assignments, rebalance it.
Make reputation gain from ZC 5 times greater, from easy assignments  two times more, and for level 2 assignmets one half of previous values.

3. Shooting frendly targets should result to same message as accomplising assignments does,
RED LETTERS OVER YOUR HEAD

4. Healing frendly targets should boost your reputation a little at any circumstances, but significantly during ZC or dungeons.

5. Killing frendly target should by significantly differentiated to just shooting for whatever purpose it is.

6. Killing enemy faction NPCs should IMO result into slightly higher boost than just doing easy assignments


31
Wiki creation / Re: Where to get actual information
« on: November 20, 2014, 11:41:45 PM »
isnt gravity about attraction? why knockback? Make it solo weapon, attracting all nearby players and target for couple of hexes with each shot.

Or maybe rename it to ANTIgraviton? Or maybe add both modes?

32
Changelogs / Re: 19.11.2014 Changelog
« on: November 20, 2014, 11:23:14 PM »
I believe enemy forces have to eliminate yourself before time runs out, am i wrong?
Yeah actualy I am, but i am not gona edit previous post, since it should be simple condition, also if enemy enter the zone, timer T will keep running till 100%, but zone wont be taken unless there is 100% and no enemies in zone

Another case would be if first faction was defeated and only enemy players left, in such situation i believe ZC should start for actual number of these players right after, unless they were owners previously.

@topic: i have figured out way easier solution for evaluating timer working with just with number of players in zone, but i ll type it down tomorow and if it will be actualy needed.

33
Changelogs / Re: 19.11.2014 Changelog
« on: November 20, 2014, 10:24:22 PM »
i dont know whats behind the code, but IMO you ll need new instance/variable adopting previous percentage on each moment player entering/leaving the zone and rate calculated for amount of players at this moment

(1 Player in zone ~ P:=P+1=1) Lets say, player P1 is entering zone Z at time t1=0:00~ 0 minutes, then  timer T1=0% and rate R1=1/3600% added to T1 each second.

(2 Players in zone ~ P:=P+1=2): If any of players(P2) from same faction is entering zone Z at the time t2=10:00,~ 10,00 minutes, then T2=T1+R1*60*(t2-t1) = 0+1/3600*60*(10,00-0,00)=16,66%, rate becomes R2=2/3600% added to T2 each second.

(3 Players in zone ~ P:=P+1=3): If third player(P3) is entering zone Z at the the time t3=15:00 ~ 15,00 minutes, then T3=T2+R2*60*(t3-t2)=16.66+2/3600*60*(15,00-10,00)=33,33%, rate becomes ofc R3=3/3600% added to T3 each second.

(4 Players in zone ~ P:=P+1=4): If next player P4 is entering Z at the time t4=18:20~ 18,33 ~ T4=T3+R3*60*(t4-t3)=33,33+3/3600*60*(18,33-15,00)=50%, rate becomes R4=4/3600% added to T4 each second.

Now consider player leaving/dieing in zone Z:

(3 Players in zone ~ P:=P-1=3): Player P4 has died/left zone Z at the time t5=20:50 ~ T5=T4+R4*60*(t5-t4)=50+4/3600*60*(20,83-18,33)=66,66%, rate becomes R5=R3=3/3600% added to T5 each second.
.
.
.
Now consider reaching player limit of zonecontrol  (P:=0 or P:=7)
MIN
(0 Players in zone ~ P:=P-1=0): Player PX has left/died in zone Z at the time tX<60 minutes minutes, then TX<100%, rate becomes RX=R0=0/3600% ,Zone control stops, zone Z belongs to previous faction.

MAX
(7 Players in zone ~ P:=P+1=7): Player PY has entered zone Z at the time tY<60 minutes, then TY<100%, rate is not changed RY=R6=6/3600% still added to TY each second.


Actual timer T evaluation

Consider each entering/leaving player counter C, so everytime player leaves, dies or enters zone Z,counter becomes C:=C+1, then timer T evaluation is

T=TC+RC*60*(t-tC)

where:
T is actual timer since the begining of ZC [%]
t is actual timer since the begining of ZC[minutes]
TC is time of last player entry/leave [%]
tC is time of player entry/leave [minutes]
RC is rate determined by last player entry {0/3600...6/3600} [%]



Succesful ZC:

If timer reaches 100%(T>=100%), ZC stops, zone Z belongs to faction of players P.

34
Changelogs / Re: 19.11.2014 Changelog
« on: November 20, 2014, 03:05:43 PM »
most likely becouse 16% of 3600 seconds = 10 minutes, thus the time you should capture the zone with 6 people

35
General Discussions / Re: Enemy faction player nicknames
« on: November 20, 2014, 10:53:34 AM »
Btw beaten and robed is ok.
Other more unlucky people from certain blue colored faction are getting beaten rapped and repeated in certain school toilets

you jealuos right?

36
Changelogs / Re: 19.11.2014 Changelog
« on: November 20, 2014, 04:58:34 AM »
whats the rate of reward scale? for 1 on 1 and 6v6 for example?

Also what am i supposed to do with 1000+ relics? Maybe make the junk trader buy them?

37
General Discussions / Re: Enemy faction player nicknames
« on: November 19, 2014, 07:01:25 PM »
GoofyTouches is bad mouth and filthy bitch, i went thru the whole core with my BAD remington Condition 4/100, when this whore asked me for help, i shot my last 5 shells to help her, but she retaliated me and killed me right in place (Hospital) i had also some legendary weapons, 2 gatlings, 26 PA fragments and 14k caps on me, if you would find any of those please PM.

38
Sales / Selling legendary items. Masticator, Heartcrusher, Butter Blade
« on: November 19, 2014, 08:35:06 AM »








All negotiable.
PM

39
Changelogs / Re: 14.11.2014 Changelog [ WE PORT 4000 AGAIN ]
« on: November 17, 2014, 08:06:00 PM »
Since to new system, but not final one, i realy like chess board providing global message monitoring all active faction members in hostile zones. Regarding developers plan to provide even indirect information displaying number of players in zone, i say YES.

This is my desired PVP arena.

But the otherside:
Where is motivation of brand new player joining dead faction to progress and strengthen it? No active old players, no zones controled, no goods at faction shopkeeper, no mentors but monitored core visits, makeing any newcomer a prey in core. Harsh. If not yet, believe me, this will be daily routine after next update.

While this is stupid withdrawal of realy nice update. Instead of training camp producing ton of lags, implement 5th neutral faction with HQ under current sewers. After reaching material selfsufficency, player should gain option to join one out of 4 factions. Dont forget current factionless players arent displayed in global message. I believe this can be done way, where it wont decimate number of PVP members in zone, on the contrary will boost activity since the newcomers will live in core. In the role of producents, factions members will become predators. Everybody is allowed to evolve.

40
rewards doubled, let me do math...

... so number of PVP apes will be halved, right?

Yahaha, nevermind, count me in.

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