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Messages - gggrant

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1
General Discussions / Re: Lowly cheating from V TECS
« on: November 01, 2014, 06:20:59 PM »
bringing high end gear to ZC isn't lowly
it's called "i played this game for a long time and got good gear so now i'm gonna be helpful to my faction"


That is cheating you know. Everybody knows the rule that says the only armor allowed in ZC is Sand Robes and the only weapons allowed are Knives (NOT Combat Knives), Pipe Rifles and Zip Guns.


2
General Discussions / Re: Server Status
« on: November 01, 2014, 10:56:34 AM »
may the bastards doing this catch super hard ultra clogged very very painful and stubborn ass cracking river bleeding long prolonged constipation

AMEN

You are being waaaaaaay to lenient.


3
General Discussions / Re: Server Status
« on: November 01, 2014, 09:59:21 AM »
We would like to know the administration opinion about this accident. What's happening?

If this is a DDoS attack, and if by accident you mean incident, and if by administration you mean the SysAdmin, well...

SysAdmin's, by their very nature, are totally anal about Uptime. As such, the SysAdmin is not amused.


4
General Discussions / Re: Server Status
« on: November 01, 2014, 09:36:40 AM »
I kill one lousy silver gecko and PETA decides to shut down all FONLINE servers. /sigh


5
Game Tips & Guides / Re: Increasing PvE skills
« on: October 31, 2014, 01:13:54 PM »
Well right now, the description is, "Practical knowledge of the outdoors, and the ability to live off the land. The knowledge of plants and animals."

This indicates survival skills and the ability to harvest resources from nature. It could be construed that the higher your skill, the more likely that you could get a usable pelt and/or editable meat from an animal you killed. The higher your skill, the more usable wood you would get from chopping down a tree.  Things of that nature. Basically, if I kill a Silver Gecko the chance of getting a Silver Gecko pelt would be related to my Outdoorsman skill. That is to say a person with 70% in Outdoorsman would have about a third of a chance to get a pelt as someone with 200%.

There are also some plant resources that are ground spawn. The skill could be used to determine your chance to find these.

As for increasing the skill, I am not sure how the backend works in this game. It could be handled somewhat passively like Persuasion so that every time you chop down a tree or loot a pelt you have a chance to increase your skill. It could also be handled like crafting with certain recipes such as healing powders, maybe in a campfire instead in a crafting station at base.




6
Game Tips & Guides / Increasing PvE skills
« on: October 30, 2014, 05:25:11 PM »
Ok, I know that PvE skills can only be increased by using them.

Engineering usually be crafting and repairing.

Science usually by reducing an item to component parts and in some cases crafting items.

Persuasion by doing various transactions with NPC vendors.

How does one "use" the Outdoorsman skill?

I have traveled just about everywhere. I have entered countless zones. I have met King Arthur and the Mysterious Stranger a number of times. Not a single increase in Outdoorsman. Am I missing something obvious or is this a PvE skill that currently cannot be increased?


7
General Discussions / Re: Lowly cheating from V TECS
« on: October 30, 2014, 05:10:55 PM »
Each faction that does zone control, does it with in the same time frame each day they do it.
So a spy sitting on your exit grid sending a report back saying, "Yeah, they are lining up on the exit grid now. About the same time they did yesterday, and the day before, and the day before" is hardly news.

Each faction that does zone control, does it with the same crew each time they do it. So when the spy reports that 10 or 12 people are lining up, that isn't news either.

The number of power armors reported can be useful, but really how they are deployed when the zone control is actually happening is more important. This is especially true since power armor doesn't rapidly come into the game. If a faction had two power armors yesterday, they are likely to be rolling with two today. Essentially, most of the information that a spy at the exit grid can give, is already known.

For a spy to be truly effective, they have to be a part of the zone control group. A spy in your crew will do ten times the damage that one at your exit grid can do, since they will not only have a clear picture of what you are currently doing but also what you are planning. If they are part of your zone control, they can tell the other side exactly where everyone is deployed in the zone, where all the scouts are located and even give advanced notice which zone is targeted BEFORE your team gets to it.

Is a spy sitting on your exit grid cheesy? It sure is, but it isn't all that dangerous to you. A spy in your zone control party, on the other hand, will ensure you fail and fail miserably.


8
Changelogs / Re: 21.10.2014 Changelog
« on: October 24, 2014, 05:16:16 AM »
Don't be silly, weapons do not deteriorate THAT fast, unless they are unreliable/fragile.  Armors? Maybe, but that's because they are taking hits.

Fragile means that a weapon will deteriorate 25% faster.

The new system has quality levels IN ADDITION to the Fragile and Durable (deteriorate 25% slower) weapons traits.

As near as I can tell the Quality levels are:
Perfect (deterioration is one quarter of what it was before Quality was introduced)
Outstanding
Cool
Better
Normal (deterioration is the same as before Quality was introduced)
Bad
Very Bad
Garbage.

We don't know what the deterioration rates are for Outstanding, Cool, Better, Bad, Very Bad and Garbage are. We only know that deterioration rates increase going from Perfect to Normal and that it would be reasonable to assume that deterioration rates increase going from Normal to Garbage as there would be no need for these Quality levels if they didn't. Based on what we know, a Durable weapon with a Normal Quality will deteriorate faster than a Fragile weapon with a Perfect Quality. Basically, the deterioration rate for even a Durable weapon of Garbage Quality would truly suck. So yes, a weapon might deteriorate THAT fast if it is Garbage, even a Durable Garbage weapon.

A weapon can be taken from Perfect Quality to Garbage in as little as seven repairs. Now, how often you will want to repair a weapon varies from person to person and weapon to weapon, but everyone should want to keep the weapon above 75% to keep it functioning at full potential.

However, all of this will become moot, if and when the method of upgrading Quality is introduced that John Porno mentioned.



 


9
Changelogs / Re: 21.10.2014 Changelog
« on: October 23, 2014, 04:45:17 PM »
Yeah Yeah devs should have named "ranked" weapon or something because you don't get any stat bonuses from legendary status.

First perk : you can rename your weapon.  ;)

Not really a perk. First rank of Legendary, you get to name the weapons. Second rank of Legendary, the name changes color. Third rank of Legendary, you get a Legendary Perk. It is the Third Rank where the weapon gets better.

The point I was trying to make above is that any weapon that comes into game after Quality was added, will have a Quality of Garbage BEFORE it becomes Legendary. I don't know where in the process the three CURRENT Legendary weapons are, but if they are not well into the second rank, even those will be Garbage before the real weapon perk is added.


10
Changelogs / Re: 21.10.2014 Changelog
« on: October 23, 2014, 04:05:56 PM »
Cool patch, but I worry that the new deterioration system will make getting and maintaining legendary weapons exceedingly hard.

My Science and Engineering skills are both above 195. As such when I create something it is always has Perfect Quality and the condition is almost always in the 90's.

When repairing I seem to average a reduction in Quality about one every three repairs. If this is normal, the only Legendary weapons that will have a Quality better than Garbage, are the ones that currently are in existence. A weapon's Quality will deteriorate to Garbage looooooonnnnnng before it becomes Legendary.

Now a Garbage Quality weapon (or armor for that matter) will deteriorate at an incredibly fast rate. I can see it now.
Player_A two minutes into a ZC fight shouts to all in the zone, "Everybody freeze and stop fighting. My Legendary weapon which started this fight at 100% has deteriorated to a point where it will explode if I fire it one more time. So everybody be nice and give me some time to do ten repairs on it so I can shoot it five more times."

A Legendary Weapon is no longer a weapon. It is a trophy that you put in a display case.

But this change really doesn't end with just Legendary Weapons. Weapons that can only be purchased like the Pancor Jackhammer, Laser Gatling and Plasma Cannon are now pretty much just toys for the rich folk.


Yes, this change will make crafters (at least, high end crafters) more valuable to a faction, but at the rate Quality deteriorates, I am not sure I like the cost.




11
Suggestions / Re: Super Mutant Behemoth
« on: October 20, 2014, 12:26:58 PM »
That mutant is running around in fallout 3

Actually, there are five of them. The one pictured is found in the Capitol Rotunda. Then there are the ones in Tacoma Park, Evergreen Mills, GNR Building Plaza and the one found outside of Jury Street Metro Station.

They are all pretty easy fights if you prepare for them and go about it fairly intelligently.

The one in Tacoma Park you can use the Talon Company artillery on it.

The one in Evergreen Mills can be safely killed from the cliffs above with a decent sniper rifle (it will take a while even with a gauss rifle).

The one in the Rotunda you can cripple with a dart gun after it gets done picking its teeth with the bones of the Talon Company mercs in there with it. Then gun it down from outside of one of the doors. Or if you are good with sneak and have a stealth boy, activate the turrets.

The one at GNR you don't even have to fight, you can just let the BoS kill it. Even if it kills all the other BoS members, Sentinel Lyons will wind up killing it (she really can't be killed at this point in the story line). If you want to take part in the fight, do it from the second floor of the building you came through to get to the plaza.

The Jury Street Metro Behemoth is probably the most difficult fight since it occurs out in the open where there is no cover available. I recommend a Fat Man or Experimental MIRV and a bit of luck. Failing that, if you cripple one of its legs you can kite it.

Whatever you do, you do NOT want to allow one within melee distance. They will turn you into a fine red paste if you do.


I found the Super Mutant Overlords to be more of a problem than the Behemoths. Those Tri-Beam Lasers they carry can carve you up faster than anything else out in the wasteland.

Slightly off topic (well, quite a bit off topic, actually), that Moira Brown wench needs to be introduced to all five Behemoths at once. Go out and get advanced radiation poisoning? Go out and get severely crippled? Go dance with the Mirelurks but don't hurt them? Really? Sweet tap-dancing Super Mutants, my Ex doesn't even treat me that bad.




12
General Discussions / Re: ZC isn't the only PVP people
« on: October 19, 2014, 12:09:55 AM »
repairing an item up to ~70% is more than enough, and with low Engi you usually start at 50 after crafting, so it's not that hard really.

Well, I would say that a weapon with a 70% condition is good enough for most people, but we do have people that are running around with a Luck of 1 or 2 and they wouldn't even be able to pick up a 70% without breaking it, much less actually use it with much success.

13
General Discussions / Re: ZC isn't the only PVP people
« on: October 18, 2014, 02:12:52 AM »
Some locations outside of core, like a weapon factory, that 2 groups of players can fight for would be cool.
The amount of players (5 minimum, 10 max and at least armed with tier1) that start the capture, sets the limit of attacking players. Control points to be held or zones that require you to stay within their boundrys to prevent camping the attacking players. Opinions pls.

I would also like to see Engineering skill added as a req when making guns.
Armor has it, why dont guns, id imagine they would be harder to make.
Would make crafters of more value to platoons.

As it stands right now, only a crafter with a high skill in Engineering AND Science is capable of crafting a, ready to use, out of the box, high end weapon. Almost anyone can craft one, but without high skills, it will have to be repaired (quite likely, multiple times) before it is used (unless you LIKE jams and exploding weapons).


14
General Discussions / Re: ZC isn't the only PVP people
« on: October 17, 2014, 02:53:13 PM »
Almost everyone who has posted in this thread is dead wrong. At the same time, just about everybody is spot on correct.

What do I mean by that?

It is really simple, everyone who plays this game has their own desires that may or may not be shared by others. What you enjoy is probably shared by others, but (this is important) not ALL others. What you dislike, some others like.

To give you an example:
I am a crafter. I enjoy it. Most of my basic supplies come from missions. For my more advanced supplies, I have to go into the core. Also, most of the caps I have gotten came from the core.
I am an explorer. I have visited every zone in the core. I have visited or passed through every zone outside of the core on the world map except for four. The only black or gray on my world map are those four zones in the NW that I have not found a way into, yet. (I may not ever get into them if they are reserved for some special purpose by the Dev's.)
I enjoy PvP that has a purpose other than random slaughter. To me, Zone Control has a purpose. Blue Gecko hunting serves no purpose. ZC is fun for me, killing blue suits just seems lame, sad really.


Here is something for you people to think about. Most of the suggestions for "improving" the game are along the lines of enhancing one type of playstyle to the point of making other playstyles worthless. In short, people are trying to force others into their playstyle. If I talked the Dev's into "improving" MY game by forcing everyone else into my playstyle (as some of you are attempting to do), how many of you would continue to play?



/slight derail... The subject of specialized builds has been mentioned in this thread.

This is just a personal opinion so don't get excited, but I have found that specialized builds are pretty much an evolutionary dead-end.
From my experience in other games and this one is that a specialized build is an individual's attempt at God-Mode when conditions are right. There are a couple of problems with this. When conditions are right, the individual will enter into near God-Mode; but when conditions are not right, they are pretty much just snackmeat. The other problem is that specialized builds are very vulnerable to the nerf bat and if the build is too good, that bat will swing hard and often.
From my experience a general build (Jack of All Trades, Master of None) survive the longest, and quite often become dominate as the game evolves.
Don't get me wrong. There will always be room, even a need, for specialists in Team PvP. You are pretty much screwed if you don't have a few Medical Builds in Team PvP. Leader Builds give an extra-edge when things are tight. Without Scout Builds you are pretty much blind.
But as soon as someone says something like, "OMG OMG OMG, I just though of the perfect build. What about a Big Gun Sneaker. The enemy will not know what will hit them!" Well... If it works as good as expected, everyone will make that build (except for me and the two guys that like healing people), and then the Dev's will take notice. You can probably guess what happens next. Yep, it is nerf bat time.


15
Changelogs / Re: 18.09.2012 Changelog
« on: September 17, 2014, 09:49:20 PM »
reroll doesn't work with gifted and bruiser
Just put one point less in the affected skills, works just fine.

Also, lifegiver is not registering correctly. I have the exact same skills now as before the update and I'm not regaining the 20 health boost of lifegiver. Carryweight is working fine now, though support skills are still default.

I am not sure I follow you.

If my S.P.E.C.I.A.L. STATS were 6 8 6 6 7 7 7 before the patch, I am suppose to ~ reroll 5 7 5 5 6 6 6? And when I do my SKILLS like Engineering and Small Guns are going to be reset to what they were when I was level 1? and My Lifegiver PERK will cease to function?

Why would I want to lose all the SKILL points and time I have been investing in my SKILLS? Why would I want to loose one point on each of my S.P.E.C.I.A.L. STATS and still be without Tag skills?

Somebody is going to have to explain this very carefully and slowly to me, or I am not going to use the ~reroll command. I only see downsides to doing this.


16
Changelogs / Re: 18.09.2012 Changelog
« on: September 17, 2014, 08:20:54 PM »
Ok, editing the datafiles.cfg allowed me into the game.

Next problem is that when I try to reroll it is telling me that my stats add up to 47 and not 40. Since I have the Gifted trait, they should add up to 47.


17
Changelogs / Re: 18.09.2012 Changelog
« on: September 17, 2014, 08:02:15 PM »
file: "Fonline.zip" not found. Please run Updater.


Update broke my game. Fixes?

Same here, after running the Updater, the launcher reports Fonline.zip is missing. After running it twice more, still can't get in.

18
Suggestions / Re: Gate camping
« on: September 17, 2014, 05:55:42 PM »
The game is pretty much set up for PK'ing bluesuits. It is the easiest and safest way to get PvP kill counts up. I suspect this is by design. Even if it isn't, I am not sure much can be done about it.


19
General Discussions / Re: How is scoring done?
« on: September 16, 2014, 08:03:46 PM »
Other than becoming a turncoat, I can't think of a way to gain reputation with other factions. Maybe I am missing something obvious, though.

20
Bug reports / Re: [DLG] Unlimited cap quest exploit
« on: September 16, 2014, 02:43:35 PM »
The repeatable dialogues offer only a caps reward which often is lower in value than what you would get for bartering them, especially as your persuasion skill rises. The onse-time dialogues often offer a choice of mroe caps or gear, which can be a great help for new chars as that gear will be 100% condition.

Also, arguiing that vtec loses zone control cause brahminboys can get 5caps for a scout handbook is a very long shot.

I think you're missing the point entirely. You're saying that it's intentional that v-tec is the only faction that has a cooldown on that quest?

The reality is that no one uses persuasion. It's a waste of skill points and, at best, people will just make alts which is unnecessary because of the abundance of junk. People on v-tec have mounds of junk everywhere because the junk vendor is always empty and they can't do the quest that everyone else does to get caps because it has a cooldown. No matter how you look at it, this puts v-tec at a disadvantage and other factions at an advantage. Even if you think it's small, it's a problem and that's why I made this thread.

Also, since you're here, v-tec (apparently) doesn't get caps as a reward for participating in ZC. Is that intentional?

EDIT: I think I understand now. I guess I'm the one that missed the point. V-tec has higher rewards than other factions for that, but it's a one-time thing for them. That's much, much worse than it being repeatable. The NPC doesn't have a limited number of caps for that so how much you get is decided by how much junk you have. So the amount you loot the core is directly proportional to the amount of caps you get from it, whereas on v-tec the amount of caps you get is determined by assignments and how long you camp the junk vendor. That leads to an enormous economic bottleneck on v-tec. One that doesn't exist for other factions.

Just so you know, you cannot use skill points to raise Persuasion. You can only raise it through constant bartering with NPC's.


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