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Messages - 3.14

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21
Suggestions / Re: Run Speed
« on: December 17, 2014, 01:41:36 PM »
Wakizashi is good for sneaks, try the super sledge (knockback or knocback+knockout), ripper (low ap,bleed, good damage) or super cattle prod (high damage, but also high ap cost).
Use voodoo or have a pks in other hand to suppress.

With good stats/perks you can avoid 90% of cripples and knockdowns.

22
Developer Corner / Re: Time to kill
« on: December 17, 2014, 02:04:55 AM »
At this moment any good character can do about 150 'instant' damage, be it a big gun burst (or two), sniper headshot or 3-4 unaimed shots... some do 200 or 350 but only with luck or low range. 
With 6 people attacking at the same time 3 players will die in the first 5 seconds of the fight - that's why swarms win 9/10.

If guns do more bleed then damage then the first to die will have some extra 5 sec. time-to-live before the bleed kicks in. That's good.

But if every gun will do bleed, I'd want the bleed-o-mater to use numbers.

Also Fast Metabolism will be a pain to have - now you can pump healing rate to 75 or more with food to counter some of the bleed. Without HR food and with bleed all over the place toons with fast meta. will be as crippeled. 

23
Suggestions / Re: Buff Concussion Grenade
« on: December 14, 2014, 03:03:25 AM »
Limb shredder will cripple a random limb on a critical hit when target fails a End. roll... can you even make a critical hit with a grenade?

It has more damage then other nades and small explosion range, also it looks like it blows faster. Give it 2x hit the gaps and it will be a good weapon vs single targets

24
Challenges & Accomplishments / Re: PvP Discussion
« on: December 10, 2014, 05:51:04 AM »
If someone is willing to compile a list of needed commands (and keys for them), then I'm more then willing to use my script-fu to add them to my little hot-key program ( http://fonline-aop.net/forum/index.php?topic=1459.msg10061#msg10061 ). I can even pack it into an exe if installing Python, win32com and pyHook is to hard for people.


25
Bug reports / Re: [AI] Dungeon creatures named 'error'
« on: December 06, 2014, 01:29:28 PM »
'error and error' shows when a creature is hit that is no longer in the fov, with the dungeon npc it looks like 'You hit error for 200 points of damage.' for creatures that are in your F of V.

26
Bug reports / [MECH] Hex attack in base
« on: December 06, 2014, 09:49:19 AM »
You can't attack same faction players in the faction base, but you can still use hex attack to fire a burst or throw something at a fellow player.

27
Bug reports / [AI] Dungeon creatures named 'error'
« on: December 06, 2014, 09:46:09 AM »
In the 'PA dungeon' most (if not all) hostile npc are named 'error' at least that's what's seen in the combat log.

28
Resolved bugs / [MECH] CTF reward
« on: December 06, 2014, 09:42:41 AM »
Not sure if this one is a bug, but earlier today V-tech has won a CTF round, and I got some xp for that. The problem is - I'm not in that faction!

Screen (look at log):
http://postimg.org/image/6ht9btxrz/

29
Resolved bugs / [ITEM] Reload on Worldmap
« on: December 06, 2014, 09:39:37 AM »
You can't reload weapons that have a reload AP cost over 100 (most BG). There's a message saying you need more then 100 ap to do that.

30
Resolved bugs / [MAP]Hospital capture info
« on: December 06, 2014, 09:38:07 AM »
The hospital got stuck in 'contested' state. When someone enters the map, two messages appear on the screen.

Screens showing bug:
http://postimg.org/image/medsjy533/
http://postimg.org/image/agybu50mn/

31
Changelogs / Re: 04.12.2014 Changelog
« on: December 04, 2014, 09:33:13 AM »
 
Quote
Reworked Spray and Pray weapon trait burst mechanics
How?

32
Suggestions / Re: GRENADES AND TRAPS FOR FUN
« on: November 28, 2014, 05:17:45 AM »
A stun lock with stun grenades won't be possible. It takes too much time to find a nade in your backpack, drag and drop it to a inventory slot and wait for the AP to regenerate (because equipping also cost AP).

My opinion on grenades:
-frag grenade explosion delay is too big, even with 200 throwing everyone can just walk out of the explosion radius
-never seen a concussion grenade cripple a limb (but that may be my luck there)
-plasma grenade has no 'status effect' it would be nice if it exploded faster at least
-pulse grenade - no use at all
-incendiary grenade - these are good, even too good at times, NPC should learn to walk out of the fire ;)

33
Challenges & Accomplishments / Re: PvP Movies and Screens
« on: November 22, 2014, 05:05:03 AM »
I didn't think of making screens at that time so just a short log:
Code: [Select]
10:19:35 • Count Matthew: stop
10:19:41 • Malakai: stoped
10:19:50 • Malakai: why you don't wanna fight?
10:19:50 • Count Matthew: esh
10:19:55 • You see Count Matthew.
10:19:58 • Count Matthew: im a dipomat
10:20:13 • Malakai: ok...
10:20:30 • Malakai: so what do you want?
10:20:40 • Count Matthew: land
10:20:45 • Count Matthew: i want all the map blue
10:20:53 • Malakai: hmmm......
10:21:05 • Malakai: this ios not madness...
10:21:09 • Malakai: this
10:21:11 • Malakai: is
10:21:17 • Malakai: SPARTA!
10:21:19 • You see Count Matthew.
10:21:22 • You critically hit Count Matthew for 48 hit points and crippling a random limb.
10:21:23 • You hit Count Matthew for 55 hit points.
10:21:23 • You hit Count Matthew for 62 hit points.
10:21:24 • Count Matthew critically hit you in the right arm for 67 hit points and bypassing 54% of your armor.
10:21:24 • You hit Count Matthew for 81 hit points.
10:21:25 • Count Matthew critically hit you in the right arm for 33 hit points.
10:21:25 • You critically hit Count Matthew for 62 hit points.
10:21:27 • You hit Count Matthew for 67 hit points and killing him.
10:21:27 • You gained 290 exp.
10:21:35 • Count Matthew: ...dont take my stuff please...
10:21:36 • Malakai: you can take your loot
10:21:43 • Malakai: ;)

34
Changelogs / Re: 19.11.2014 Changelog
« on: November 20, 2014, 12:49:22 PM »
Is there a "a projected earnings graph" for this, that You promised someone to send? ^^

35
General Discussions / Re: Enemy faction player nicknames
« on: November 18, 2014, 03:10:23 PM »
I don't like it :P

I'd rather now who I'm fighting.

36
Suggestions / I don't want to set myself on fire
« on: November 16, 2014, 05:29:38 AM »
This is again about grenades ;D

My problem this time is the mechanics involved in throwing a grenade at an invalid hex. If this happens the grenade is not thrown it is dropped on the throwers foot and that's very frustrating. It's even more so when the field-of-view indicator shows centers of hexes and not whole hexes in range - so there are times when you think a hex is in range but in fact it is not.

A screen to show what I mean:

On the screen theres a visible green wedge inside the tent, but no grenade can be thrown there, the grenade always detonates on the character.

So that's the problem. I would want it to be changed so that the grenade would explode on the vision obscuring obstacle, not be thrown at all, or shown that this is a invalid throw location (hex highlight with a cross).   

37
Challenges & Accomplishments / Re: PvP Discussion
« on: November 15, 2014, 09:23:46 AM »
I don't think that was a very good position to defend. If the family/bb had 5-6 fire grenades you would have no place to run. One mustard gas grenade would also fill the whole room.

38
Challenges & Accomplishments / Re: PvP Discussion
« on: November 15, 2014, 08:39:04 AM »
Very good minigun use, if you had another BG you could have killed somebody.

39
Suggestions / Re: Core Quests
« on: November 10, 2014, 07:13:04 AM »
The quest NPC would need to have their own faction, killing too many of them would make them hostile and unable to take any quests. I'm sure that some players would still butcher them just for lolz, but maybe not all players.
...or if dev's are evil, NPC will report only on the players that have a low quest-npc-faction reputation.
...or if they are twisted-evil, a NPC will tell how many other players are already doing his quest, so that evil players can just wait for the PC to return with the quest-item, kill him, loot him and give the NPC the quest-item for a full reward. If a quest-npc is killed, all the players doing his quest will get notified of the fact, and the quest is auto-faild, and quest items removed from the game (or de-marked as quest items, so you can sell em at your local junk dealer).   

Quest item could be hidden in closed chest, that only a player doing the quest can open or spawn directly in the players inventory when he/she clicks on a npc corpse ("No disintegration!"-Darth Vader to Boba Fett).
Quest NPC (the ones you need to kill or talk to) can also be hidden in tiny, instanced dungeon-like maps. Maps that only someone doing the quest can enter, but I'd much rather see them in the core, like any other NPC.

Mass dumping can easily be solved - the NPC only takes 1 item, then walks away to respawn at a different map wanting a different item, also the list of wanted item can be the list of ALL items, a NPC may want a Iguana-on-a-Stick, a Pulse Grenade or a Leather Coat.


40
Suggestions / Core Quests
« on: November 10, 2014, 06:00:10 AM »
I know there's an ongoing effort to make the core bigger, but I think the problem is not the size that matters, it's what you do with it ;)

Right now you can go to the core to:
-gather crafting materials
-gather sell-able junk
-do ZC
-hunt players
-fight npc
-go to dungeon
-look for weapons and/or ammo
Making the core bigger will not introduce new activities, and so I propose Core Quests.

The core is already populated with different, some times non-hostile NPC, let's use them!
Some of these NPC could ask players to perform a small task inside the core, these actions would resemble typical side-quests from single player cRPG games.

The rewards for these quest mustn't always be caps, item and exp. -  they can also be information. For example info on players ("Y'know, I've seen a bunch of 'em V-Tech over at Roboco", "Don't tell anyone, but there's a single Lawyer at the PD", "I've seen that Malakai fella running 'round with a Super Cattle-Prod" ), info on NPC ("Wanna see a Powe' Armor? Go to the Library Park", "There's a mutie with a Turbo Plasma at the Hospital", "Whorehouse?! Deathclaws all over the place!"), and info on item ("Wanna Gatling Laser? I've see one in PV Bio Lab").

Some time ago, for a totally different, unrelated project I've made a random-quest system, and for that system I had to come up with all sorts of quest types, so I took the walkthrough from GameFAQs of a few games (rpg like BG, KotoR, NWN but also some h&s- Diablo, Sacred, Titan Quest, and FPP - Half-Life, System Shock) to make a generalized list of quest-archetypes. This is what I came up with:

1. Fetch.
NPC ask to find a item and bring it back.
Twists:
-the item is protected by hostiles
-the item is broken into pieces
-the item is locked, a key needs to be found first
-owner of the item asks for a favor for the item (quest chain or counter quest)
-the item can only be obtained at a certain timeframe
-the item is generic and can be found at random, bought or crafted
-the item is a trophy obtainable by killing a certain type of enemies
-the item returned by the PC is 'the wrong kind', quest gets repeated 
-the item is unimportant, quest-giver wanted the item-owner dead
-the item is unimportant, quest-giver wanted the PC dead/lured to a trap/commit crime
-the item is unimportant, quest-giver wanted to test the PC, start a new quest

2. Kill.
NPC asks to kill another NPC.
Twists:
-target location unknown or not precise
-multiple targets, only one is correct, PC must test targets or kill all
-multiple targets, only one is correct, PC must test targets - killing the wrong one fails the quest
-multiple targets, all must die
-target chain  -The first target goes to the place where the second target is, the second target goes to the place where the third target is, and so on. PC must fallow targets to know where all targets are, killing one target too soon breaks the chain.
-target NPC ask to kill quest-giver NPC (counter quest)
-target can only be killed using some special item (start 'Fetch' type quest)
-target can only/must be killed at a certain timeframe
-kill a boss

3. Escort.
NPC asks PC to go with the NPC to some location.
Twists:
-NPC leads the way, PC fallows, normal game-play dangers 
-PC leads the way, NPC fallows, normal game-play dangers
-Ambush - PC or NPC gets attacked on the way (scripted)
-Trap -quest-giver NPC turns hostile and summons backup at the end location
-Lost sheep - PC must find a number of lost NPC and bring all of them (alive!) to a location
-Spy - PC must fallow a NPC without detection and/or/maybe protect that npc

4. Talk (hard to make script-random).
NPC ask PC to talk to a different NPC.
Twist:
-Detective - PC must find out the truth, all but one NPC lie.
-Dispute - PC must make the NPC agree on a compromise.
-Deceit - PC must make a NPC believe a lie.
-Decide - PC must make a moral decision between seemingly equal values (e.g. life vs. love, lore vs. law, right vs. good, evil vs. lesser evil). 




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