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Messages - Einstein

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1
News & Announcements / Re: Server Service Interruption and Happy Holidays!
« on: December 29, 2014, 06:53:23 AM »
"While I can setup a server local to me, it is not so great for most of our player based in Europe and I have no idea which companies there are in Europe or Russia. Perhaps I should of seriously asked for help earlier!"

HEY! there are a few latinoamerican players too! And we love the game like the most!

About the server down: I hope you can come back stronger and better than before. I enjoyed those months a lot, congratulations for this joy. I will be waiting for the return!  ;D ;D ;D ;D ;D

2
Developer Corner / Re: Time to kill
« on: December 21, 2014, 07:26:23 AM »
I did not read all the reviews after cirno questions.

But here are two ideas to solve the problem of superman and the only-using-armor-penetrating weapon ammo:

About the superman: Why not put a timer (like drugs) to the stimpacks and superstimpacks (say, in the case of normal stimpacks time is much smaller than for large ones). That would avoid super healing induced by superstimpacks.

And on the fighting with weapons and ammunition with good AP:
Perhaps already implemented, but do not feel that the higher the AP should make less damage to light armor? (I mean, jacket, combat jacket, etc).
When I say this I am thinking of two ways that a bullet can affect: penetrative, and impact.

I think it would be logical that the ammunition wich is not AP, has far more impact on light armor, while heavy it would be absorbed. And in the case of ammunition penetrative if did not have the expected resistance bullet should spend less damage.

This would make the players to go with two types of ammunition.

Other ideas on grenades:

  should be able to throw grenades through the windows from afar, inward of a building.

It should be possible to launch grenades from one side to It should be possible to launch grenades from side to side of a building (if the force reached). There are other items that do not let grenades pass and it's ridiculous, but I can not remember now.

Putting timer grenades? It would be possible? The delay exploiting most is one of the main causes of which are not used.


Long life to devs of AOP!! We all love u a lot!  ;D ;D ;D

3
Suggestions / Re: Secondary skills prerequisit after 24
« on: December 13, 2014, 02:21:36 PM »
Specialised traits after 24 lvl? You wanted to say perks? Also, any character should become viable BEFORE reaching soft-cap, not after that. soft->hard-cap is a way of bonuses, not something of real battle-value.

Zombiemaker: What's the point in that? You will revive npcs only (otherwise it's ridiculous) and there aren't that many of them.
Tent: If any it should be a very expensive item, that will need that amount of skill to use, but not a freaking perk. That tent would obstruct vision, therefore it has lots of uses besides healing, which is wrong (creating a wall which shouldn't be there).
More traps: it's not even a perk, those are just suggestions for trapping =\.
Taming: 250 otd isn't worth wasting a battle-character for that. (even if you can lead up to 2 deathclaws, which is too much for a single perk)

I think u are watching everything from bad positions, and this is so bad, i guess.

Yes, after lvl 24, i mean perk, no traits. My mistake.

The zombiemaker perk have a high potential to be so funny. Not only u can revive npc, yet dead players (that could spawn normaly, back and see their bodys killing others... lol) The zombies can have high damage resistences, poor damage because they are naked hth... i dont know, imagine all the ways u can use it. And zombies arent controlled by player, the must be as others npc. The -fight-enemys-of- the- creator- point can be changed after a time, and then attack all players, i dont know.

The tent could be destroyed... Is a tent...
And about the walls tent... cmon, u can delimite a minimal space to evade that problem, or put 2 entrances on the tent...

About the traps perks:
¿wath is the problem? u get the perk and that gave u the possibility of create those traps. Just like the relics to craft weapons...

And taming is a great idea. If u do a taming char, mean u dont want a Battle-character in that sense of the concept. U can use others skills like science to define how much animals tame. And cmon... if u make the deathclaws taming enough difficult, it will whort the time invested, and yes, i think u must have the possibility of tame more than 2 deathsclaws.

4
Suggestions / Re: Secondary skills prerequisit after 24
« on: December 13, 2014, 06:33:25 AM »
This is like when i try to talk about the first aid and doctor skill importance. Al builds can get them, and build a doctor char doesnt mean a real sacrifice (So, the doctor isnt a unique char, that deserves a real importance). Same happen with the trappers: they don't have too much traps to work with. A trapper could be a dangerous char if we give him the right materials.

I think is a good idea have specialized traits after lvl 24. Here go some examples:

FOR DOCTOR

Zombiemaker: Requisites: lvl 24,  150 science, 200 doc.  (Effect: u can revive dead bodies, as a zombies with half of the original life, and they fight for the doctor side).

Heal Tent: Req: lvl 24, 200 science, 200 First Aid. (Effect: u can creat a tent where all the faction players can heal (but not fight from there) at same time.

FOR TRAPPERS:

More traps: Req. lvl 24, 200 trap skill. (Effect: You can create C4 bomb trap (to put on any entrance), the Hole trap (where the char stuck and cant move and fire for a while, and recive damage slowly), the incendiary objet trap (you can put this trap on an objet and set it to explode when someone grab it from floor)... and more, but now i cant think.

Taming: Requisites lvl 24, 250 outdoorsman. (Effect: YES! Now you can tame molerats, deathclaws and wathever u want!... with time and dedication, offcourse)


As always:
keep the good work devs, we  all love you

5
Suggestions / Re: BURNING STATE, PVP POINTS AND EXPLODING ON BACK GRENADES
« on: December 10, 2014, 11:29:54 AM »
Stem:
It's simple. At the end of the fight, all the alive winners add their bounty points to the counter of zc (imagine: u can accelerate something like 300 points with a fews player alive... its a good thropy for win... no?)

6
Suggestions / BURNING STATE, PVP POINTS AND EXPLODING ON BACK GRENADES
« on: December 10, 2014, 10:25:04 AM »
Hello everyone! ;D ;D ;D
Here again, to suggest some ideas:

I think fire based weapons (molotov, Incinerators ... and all those others) should be able to generate the state "burning" (like winded, blind, supressed), further harming progressively (as poisoned) should deteriorate faster armor.


OTHER IDEAS

For catches of areas:
We could use the points bounty for each player in battle by zones, as follows:
At the end of the fight the bounty points are added to the points of capture area (ie, accelerate the conquest). And it would be very interesting if for every death occurring during the "contested" the conquest was accelerated (adding it to the bounty points)

ANOTHER IDEA:

I think the grenades should have a chance (albeit minimal) explode if whoever is carrying is under fire.


pd:
Devs: the hospital is bugged  :o :o :o :o

7
Suggestions / Re: Support item for throwing spears
« on: December 07, 2014, 03:01:04 PM »
I think the proposal is very good. And even though only a few players use the skill trhow would help the game had more tools for those who do not want to be like everyone else.

And, STALKER, I think you should answer the suggestions do with a little more courtesy, regardless of the importance you have in game development. All we do things we do because we think that way we could have a better game. And they are many times I see you despise some ideas. More cool friend!

8
Changelogs / Re: 04.12.2014 Changelog
« on: December 04, 2014, 06:37:09 AM »
Sorry this stupid question but:

¿how u throw a grenade from the utility slot?

9
Changelogs / Re: 01.12.2014 Changelog
« on: December 04, 2014, 06:35:40 AM »
haha, i am on of the few here wich is not dead. Still fighting with a lovely minigun  :P :P :P

10
Suggestions / Re: Non-CombatArmor Factionarmors
« on: December 01, 2014, 08:23:15 PM »
we can ask to fonline 2 ppl too... i dont know. Meaby they want colaborate.

11
Suggestions / Re: GRENADES AND TRAPS FOR FUN
« on: December 01, 2014, 08:21:25 PM »
I think we can say the wiki is not a very actual font of info. Its talk about traps that doesnt exists too...

Meaby a dev can confirm if at more skill more damage really, and if is possible i like to know the formula to calculate the damage per skill

12
Suggestions / Re: ABOUT FIRST AID AND DOCTOR
« on: December 01, 2014, 05:04:13 PM »
Well, that make sense. But i didnt see too much benefit if want make a specialized FA or DOC  char. (One good thing could be the need of have the max doc to use importants items).

But as i say before, all this is present as a suggestion, i dont see the global direction of the game, and only bring those ideas by pure love to the game.
I think u are doing really good, guys.

13
Suggestions / Re: GRENADES AND TRAPS FOR FUN
« on: December 01, 2014, 05:00:07 PM »
Hey! And what about make the traps skill - damage dependient?, I mean, when more trap skilled, more damage do your traps over the minium that normally would do. Something like u are so skilled that the mines explodes better and the beartraps are harder when closing

14
Suggestions / Re: real punishment for murderers of the faction itself
« on: December 01, 2014, 11:25:58 AM »
lol this is going wild  :P :P :P


15
Suggestions / Re: ABOUT FIRST AID AND DOCTOR
« on: December 01, 2014, 11:22:34 AM »
Yes guys, u understand the idea! Sorry for the english, but i must use the google traductor to write long texts here.

Im sure healers already have his place on the battles. But i trying to make suggestion that convert them in a more... uh... ¿specialzied/unique/importants? characters.

I think we can stop the heal drugs abuse puting a limit of time between each stimpack, for example (like 30 secs or something).

About the idea of increase all skills with the use of the items (sg, bg, and others), i think is not bad at all!, really that will be a nice improvement imo. And yes, i think the SPECIAL values must determine the max skill limit, that would be great too.

Think those changes could lead the character development to a new level, more personalized, more dependient of the players actions  8).

But all is discussion, the real words are for the devs. They have the power in the core  :P :P :P

16
Suggestions / Re: Events in the core, PvE and PvP combined
« on: December 01, 2014, 07:43:17 AM »
Hey! that idea is very similar to what I had proposed, to generate random environmental situations (like a plague of deathclaws that gradually runs through the core) recently.

I think your suggestions are very good and it would give new life to the game. The truth is that many of us tend to connect and find no one, it would be interesting to have something to fight than random encounters.

17
Suggestions / ABOUT FIRST AID AND DOCTOR
« on: December 01, 2014, 07:40:04 AM »
Hello everyone!

I've been thinking about First Aid and Doctor skills.
I think it would be interesting to develop these skills is similar to the system scientist and eng. That is, as best to cure using the first aid or doctor.
I also think it would be interesting that the speed with which grows that ability depended on the character's INT with maximum skill limitations. as sg. And so we have idiots (characters) with low int healing as skilled surgeons.
Thus the characters concentrates on healing would really important in battle, as only they could heal effectively.

As always:
Long live the developers and contributors to this great game !!!!! ;D ;D ;D ;D

18
Suggestions / Re: real punishment for murderers of the faction itself
« on: November 28, 2014, 10:04:46 PM »
Teela:
I do not care what you do in the game, everything is there. I came here to suggest a real punishment for killing characters of his own faction because I really think that kind of situation makes players stop playing, and removes a lot of virtues for factionalism and aop.

I will not follow your arguments set your truth against mine. You and Andy killed my character just for the fun of it and I have lost mad stuff that I take time to achieve. Do what you want, Teela, I do not give a shit.

On the other hand, I really hope to increase these penalties for the good of the game.

19
Suggestions / real punishment for murderers of the faction itself
« on: November 28, 2014, 08:33:13 PM »
I hope for next changelog, the devs contemplate a significant increase in the punishment of the characters who kill others of his own faction in situations that are not of battle (contested state).
Today, for the fifth time, Teela and Andy (two characters of the V-Tech faction they belong to my characters Ayra Stark and Einstein, have killed my characters. They do it because while they play and have sufficient resources not mind losing reputation. This is something that supposedly should avoid having created factions, but no.
I do not see the grace to lose resources and play in these conditions, so all things being equal I will contemplate the idea of leaving the game because I do not want to take the trouble to lvl other characters, it would take me too days.

So I hope that for once appear real punishment for murderers of the faction itself.

20
Suggestions / Re: GRENADES AND TRAPS FOR FUN
« on: November 28, 2014, 05:20:28 PM »
wow.... !!!! :o :o :o :o :o :o :o :o

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