Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - S1mancoder

Pages: 1 [2] 3 4 5
21
The Lobby / Re: Weapons ammo.
« on: February 02, 2017, 02:43:13 PM »
Due to players generally preferring heavy armor hollow points have limited use, and it is rarely practical to rely on them unless enemy has considerable amount of sneaks or uses alot of FLA/SCA and almost no metal armors, since they counter hollow points completely in most of cases.

22
Bug reports / Re: AEK traits.
« on: February 02, 2017, 01:00:35 PM »
Yes AEK's scoped trait just shouldnt be on weapon. Will be fixed in next patch.

23
Suggestions / Re: make AoP version of fonline battleground
« on: February 01, 2017, 07:16:00 PM »
and in terms of the overall design decisions on where to take the game, neither really wanted to participate much.

Decisions are fun, always do my part if possible.
Implementation isn't always fun.

Also I've received considerable amount of advices on all sort of fonline dev related questions from Wipe that made my life much easier if to speak about people's roles in development (from cirn0 aswell but its obvious).

24
The Lobby / Re: Weapons ammo.
« on: February 01, 2017, 06:03:53 PM »
In game Hollow point deals more total dmg+bleed on leathers and sometimes on support combat armor/tesla, aswell as rekting sneakers while they have sneak penalty. Did you try them in aforementioned uses?

25
The Lobby / Re: Improved flamer.
« on: February 01, 2017, 12:21:21 PM »
Well flamer is basically a melee weapon. So do you mean that  Improved Flamer is making melee weapon of related tiers (8-9): Ripper, SSledge, MPfist, Microsledge useless? I just need to clarify it before testing.

26
Bug reports / Re: OP molerats.
« on: February 01, 2017, 11:40:15 AM »
All crit res/healing rate changes are displayed accurately when being posoned. Molerats are dangerous as I beleive aop npc always were, but ill keep an eye on that if I 'd see any extraordinary thing in it.

27
Bug reports / Re: Finesse perk.
« on: February 01, 2017, 10:12:12 AM »
Finesse is working right as description says. The only problem that the Basic Critical Chance change isnt displayed. I fixed it now, should be working after next server patch.

28
Suggestions / Re: make AoP version of fonline battleground
« on: January 30, 2017, 05:37:55 AM »
Once you settle up time (e. g. pre or after specific changelog) you see as suitable for battle arena write here please.

29
Suggestions / Re: make AoP version of fonline battleground
« on: January 29, 2017, 02:07:15 AM »
With late session 1 perks and weapons.

You mean pre-wipe state of things? What exact date you mean by late season 1?

30
Developer Corner / Re: Perk system changes
« on: December 08, 2016, 10:42:04 AM »
Good idea!
I have one more suggestion about it. We can convert perks from all nades to traits (not for spears). Explosion time and accuracy will depend on throwing skill, also grenadier perk will be available for char with 175 throwing skill. Throwing range will depend only on strenght. Then all soldiers would use nades but with random effectiveness caused by unstable explosion time and accuracy. For team safety and more effectivenes they have to pick Have ho or spent skill points.

After some discussions with John we changed current miss algorithm abit to allow more use of higth str/low skill. So you will get no ridiculous misses for like 10 hexes at 5-10 hexes range, and overall if you arent going to trow for a precise point like window you can go even with 0% hitchance at close distances like 10-15 hexes.

And also as John noted above - throwing max range is already depentant only  on your strength, it is like that since ages.

31
Developer Corner / Re: Perk system changes
« on: December 06, 2016, 12:50:33 PM »
-i'm against "injury tolerance" it's too op

Have you calculated damage reduction for hits like 50/100/200/300 to 300 HP char to check what effect this perk does?
Or simply - have you done the math before you became sure its OP?

32
Developer Corner / Re: Perk system changes
« on: December 06, 2016, 06:35:55 AM »
And what's wrong with the way it is now? You're pretty much doing just moving perks from 12 & 15 to higher levels and vice versa for the perks at higher levels.

Now we have 8 perk group instead of 3, I dont think its any kind of clear or user friendly, as well as not particulary easy to make proper balance.

+1 for the fast reload, it's too weak curently, even for the big guns users.

It's level 3 now, also reload cost itself is abusable, so I am not pushing it. I see the issue but for now will leave it as it is until I can test in in more "alive" season, especially at lower tiers.

I like the current system. You need to make game simplier and those changes will revert everything.

I already said it but we are going from 8 perk groups to 3, it IS the simplification. I am not going to talk seriously about any WIP new perks atm.

Basically I wanted a feedback on rearranging (that is what it is atm), i. e. about level requirement changes on particular perks (and there are some significant changes). Also opinion on what  you think atm is OP/useless is also appreciated, but it is more related to  fine-tuning that will come later.

33
Developer Corner / Perk system changes
« on: December 04, 2016, 07:26:07 PM »
We have some ideas on how to make perk system better working, more clear to player and generally easier to handle as a dev. This thread is for discussing those ideas.

General concept is to divide perks into just 3 groups:
1) 3+ lvl perks - also referred as low perks or beginner perks, you get at least 3 of them (3,6,9 lvls);
2) 12+ lvl perks - also referred as mid perks of base perks, you get at least 3 of them (12,15,21 lvls);
3) 21+ lvl perks - also referred as high perks or advanced perks, you get only 2 of them max (21,24 lvls)

If it is not clear - you can take lower level perks like 3+ lvl ones at higher levels.

Here we have google doc, in a tab "Old perks redistributed" you can see how current perks would be rearranged to fit into system:
https://docs.google.com/spreadsheets/d/18FZZBj7aq5ju1lBv6vxNxr3jSwzU3QkvnhqL4cUl-2g/edit#gid=213623741

Grayed perks are those which effect will be same as now, others are going to be changed (mostly slight changes).

On other tabs there are some ideas about future perks introduction but lets leave it aside for now, that stuff is highly WIP.

34
Changelogs / Re: 24-11-2016 Changelog
« on: November 28, 2016, 11:54:27 AM »
Still same formula

do not test @ cry beforehand

Same indeed.

P. S. Actually one of the very few things that's pissing me off.

35
Suggestions / Re: Attachments
« on: November 24, 2016, 11:10:07 AM »
Well basically now we have attachment concept pretty close to what you stated here: a lot of attachments with some minor bonuses each.
In future we might deepen system with more effect/specialization for them, but to start with we are going to use very similar system.

36
Changelogs / 24-11-2016 Changelog
« on: November 23, 2016, 04:28:42 PM »
- Rambo user experienced improved, Shift Click walking will remain in Deployment while running will break you out of it.
- Trees can be chopped inside of green mountain / plateau.
- New skill use icons for traps, first aid and doc, art by [KotW]Nastya.
- Accuracy Bonus no more allowing for exceeding hitchance cap, now only counters enemy AC and cover bonus.
- Decreased/Increased DR/DT now 40% instead of 60%.

- AC system rebalanced to:
 Armor Class now has 2 effects:
    1) Hitchance reduction: Hitchance reduction is calculated as a multiplier to hitchance: (100 - AC/5)/100.
    2) Chance of converting aimed shots into unaimed. Chance is 2% per 5 AC.
AC now has 100% efficiency when running, 66% when walking and 33% when standing.
Changed AC of armors:
    Metal/Tesla: +0
    CA: +5
    SCA: +10
    FLA: +30
    Leather mk 1-2: +35
    CLC: +40
    LJ, CLJ: +45
AC of your target is reduced by your 2*Perception + 4*Sharpshooter.
Dodger perk now gives +35 AC instead +30.
Base AC formula changed to 5 + 2 * Agility + Luck.
Leadership buff gives total up to 36 AC.

- Healing rate system changed to:
Healing ticks happen each 5 seconds.
Healing done for each tick base: (10 + Strenght + 2*Endurance + 10*Perk_Autonomus_regeneration) / 5
Food doubles that value. Up to +6 more from leadership module.
Fast Metabolism and Lizard limbs are applied last.
Maximum acheivable healing rate - 39 HP per 5 seconds, 468 HP per minute.

- Leg crits now give 20% bleed bonus as written in cheapboy (wasnt working before).
- Overheat trait added to Ripper, with next mechanics:
Each hit gives weapon 60 heat point;
Each second 20 heat points dissipate;
Once heat points > 300 weapon jams;
Once heat points are <=250 weapon can be unjammed.

- Lazer Rifling now works with melee weapons.
- New sounds for STG44, AK47, PTRD.

- AP Drain mechanics rework, now each level of AP Drain trait always give ap drain of 5 AP that is resisted by Crit. Endurance roll with penalty of 40%.
- Stun Grenade is set to 5 AP Drain traits (not displayed in description).
- AP drain chance leadership module disabled (for now).
- Super Knockout now can be resisted with Crit. Strength roll with penalty of 30%.
- Various weapon stat changes/bug fixes/minor reworks and tweaks.

37
Resolved bugs / Re: Gun shot sounds not playing
« on: November 17, 2016, 03:07:29 PM »
https://www.dropbox.com/s/c2zoitu5cylyzuq/sound.rar?dl=0

put sound folder in \data (replacing yours)

Updader isnt working correctly atm, that causes the issues.

38
Changelogs / 13-11-2016 Changelog
« on: November 12, 2016, 07:19:50 PM »
The list of changes here is not complete, its just what we would like to infrom players about:

- New fire, gas and smoke mechanics, now they can properly stack together (e. g. 2+ cocktails with each other) in same area, in a fashion when only the longest duration effect will stay.
- Added wind as part of weather system, it affects gas and smoke spreading outside of the buildings.
- Added colour-coded hitchance (25%< red, 25-50% orange, 50-75% yellow, 75%+ green), visibility on various backgrounds improved by font black outline.
- Explosion damage for new tiers (now for tier 5 and below) is scaled depending on distance to center of explosion: you get 100% at center and down to 50% at edges. All conditional explosives will be converted to this mechanics with time.
- New aimtime mechnics (for now only for direct non-melee attacks, added on weapons on tier 5 and below): all weapons will have new value AimTime in ms. Basic aimed and unaimed aimtime equals: unaimed - AimTime ms, aimed - AimTime + 400ms; but if you shoot target again within 400ms window after last shot ended you get so-called consecutive aimtime instead that is added on top of weapon firerate: unaimed - instant, aimed - (AimTime + 400ms) / 2. If weapon have Quick Draw trait then consequtive is always used. Example for TT-33 AimTime = 100ms, Firerate = 400ms: base unaimed aimtime = 100ms; base aimed = 500ms; conscutive unaimed aimtime = 0 ms (instant), consecutive aimed aimtime = 250ms. So if you shoot same target with aimed shots you will make 1 shot per 250ms from consecutive aimtime + 400ms from firerate = 650ms. All weapons will be converted to new aimtime mechanics.
- New fire spreading pattern with more consistent behaviour.
- Various bug fixes/mechanics fixes/adjustments/rebalances/minor additions.

39
Changelogs / 22-10-2016 Changelog
« on: October 22, 2016, 04:21:26 PM »
- Added fanning mode to some revolvers: lower accuracy, better AP cost and firerate and attacks targets in wide cone. Not aimable, doesn't work with Mozambique Shooty.
- Increased quality and condition of items spawned in core.
- Lower quality items now last up to 2 times as longer, here's overview:
Spoiler for Hiden:
- Faction payouts doubled.
- Traders now accept items of any quality other than "Garbage", buying price increased.

Minor:
- added Fibers to faction trader;
- increased Solar Scorcher AP cost by 5;
- S&W Model 500 buffed perks;
- unarmed attacks damage nerfed;
- changed legendary weapon display when in hands while hover cursor over character;
- throwing skill doesnt add to ground fire damage from molotovs and incendiary grenades anymore;
- incendiary grenades slightly buffed;
- Bonus damage weapon perks now working on ground fire (weren't working before at all);
- added alert messages when trying to enter sneak while doesnt meet requirements;
- bandages and tourniquets moderately buffed;
- tournament arena changes;
- various low tier weapons changes.

40
Угу, спасибо! Действительно начал привыкать и мне нравится. А отменять Первую Помощь, к примеру, на М оказывается ) Эх, нубяра я )) Вы кто за кого играете? Я Lawyer, вчера побегали 4-5 человек толпой, интересно довольно. Но, думается мне, не самая эта популярная фракция.

Если с английским не очень, советую фэмили, там почти все говорят по русски.

Pages: 1 [2] 3 4 5


SMF 2.0.2 | SMF © 2011, Simple Machines
Simple Audio Video Embedder - Theme by Crip