FOnline: Ashes of Phoenix

General section => Changelogs => Topic started by: cirn0 on October 07, 2014, 12:06:00 AM

Title: 07.10.2014 Changelog
Post by: cirn0 on October 07, 2014, 12:06:00 AM
Bugfixes:
-Sight vision bug with leadership fixed
-Stealthboy activation without consumption of energy bug
-Fixed a bug with ctrl + firing skipping aimtime
-Fixed a hex bursting when clicking target would burst above the target (where your mouse was at)
-Defibs now properly revive targets at negative HP. (before always revived at 1 hp)

Tweak:
-Optimized the fuck out of smokes! [No more server lag I hope]
-Stealthboy energy cost is now kg/5 starting from 10kg.
Title: Re: 07.10.2014 Changelog
Post by: Myakot on October 07, 2014, 01:52:21 AM
By optimisation of smokes do you mean they now look better, perform better, or overall gameplay? (balance)
Title: Re: 07.10.2014 Changelog
Post by: cirn0 on October 07, 2014, 01:53:51 AM
By optimisation of smokes do you mean they now look better, perform better, or overall gameplay? (balance)

Before when a smoke was thrown, you would notice the whole server kind of froze. Should be a lot faster now. Should be, so please help me out by throwing tons of smokes in ZCs and report back!
Title: Re: 07.10.2014 Changelog
Post by: mAdman on October 07, 2014, 02:39:59 AM
OK so at 15 weight the first increment of SEC drained happens or at 10?

Can I ask separately that the weight of traps be reduced somewhat to compensate stealth trappers? As currently a single mine weighs 5 and a bear trap 6. It wouldn't have to be by much as I don't see circumstances where you would have to carry more than 3 mines on a single person, but as it stands 3 mines will put you way over the normal threshold. And with the combined weight of bear traps, if I ever actually want to use traps in ZC I will end up giving them to someone else to drop in place just so I don't drain all of my energy cells.

Maybe just reducing their weight values by 2 would make a large enough impact to make carrying them as a stealth trapper viable, but not too easy.
Title: Re: 07.10.2014 Changelog
Post by: paragon on October 07, 2014, 03:14:56 AM
Please, implement tier 3 Lag Grenades (or Doom Day Grenades) using old code of Smoke Grenades.
Title: Re: 07.10.2014 Changelog
Post by: Captain Chilly on October 07, 2014, 08:36:31 AM
OK so at 15 weight the first increment of SEC drained happens or at 10?

Can I ask separately that the weight of traps be reduced somewhat to compensate stealth trappers? As currently a single mine weighs 5 and a bear trap 6. It wouldn't have to be by much as I don't see circumstances where you would have to carry more than 3 mines on a single person, but as it stands 3 mines will put you way over the normal threshold. And with the combined weight of bear traps, if I ever actually want to use traps in ZC I will end up giving them to someone else to drop in place just so I don't drain all of my energy cells.

Maybe just reducing their weight values by 2 would make a large enough impact to make carrying them as a stealth trapper viable, but not too easy.

first thing i saw a stealther say that wasn't complaining about how stealth became hard, and yes, that's a nice idea, and i've frankly never seen a trapper stealther build before, seems like a fun build
Title: Re: 07.10.2014 Changelog
Post by: PorkchopExpress on October 07, 2014, 08:52:51 AM
Deploying still isn't fixed?
Title: Re: 07.10.2014 Changelog
Post by: cirn0 on October 07, 2014, 11:01:06 AM
Deploying still isn't fixed?

Gimme some time! In the mean time, I heard if you use the turn key , or . you stop moving.
Title: Re: 07.10.2014 Changelog
Post by: PorkchopExpress on October 07, 2014, 12:50:31 PM
Deploying still isn't fixed?

Gimme some time! In the mean time, I heard if you use the turn key , or . you stop moving.

Not rushing you,just checking ;)
Title: Re: 07.10.2014 Changelog
Post by: mAdman on October 09, 2014, 10:42:08 PM
Can we get the starting threshold of energy drain bumped up to 15? 9 kilos only allows for a stealthboy, armor and a single gun with a small amount of ammo. There is no room for medical gear, traps, a secondary weapon or even backup energy cells.
Title: Re: 07.10.2014 Changelog
Post by: Myakot on October 09, 2014, 10:52:04 PM
Or use it as a % of the max carry weight?
Title: Re: 07.10.2014 Changelog
Post by: mAdman on October 09, 2014, 11:23:10 PM
I thought that too, but then it would get modified when you eat food and drugs, I think 15 would be enough to give some options, but not too many.

It seems like the harshness of these nerfs to sneak was a way to deter people from doing silly things, but has left sneakers with very little options in it's severity.

For example the amount drained when turning a SB on and off and the speed of SEC drain increments are so harsh in combination together, having only one or the other as an energy drain variable would have worked fine, with both in play the consumption rate is astronomical, at least 1 should be scaled back a bit, and I think that is the weight penalty. Tripling your SEC consumption for holding 6 more kilos than 9 seems very excessive.
Title: Re: 07.10.2014 Changelog
Post by: Myakot on October 09, 2014, 11:24:38 PM
Don't forget that cirn0 also tries to drain your caps'ies, since there are way too many of them on the server, so at least it seems logical ;).
Title: Re: 07.10.2014 Changelog
Post by: mAdman on October 09, 2014, 11:29:58 PM
Yeah for sure, but I'm not sure how effective this is at draining caps, more than just completely turning people off doing certain things.

Other ways to achieve a similar effect could be to increase the base cost of stealthboys when purchased by a decent percent (40% sounds nice), increase the SEC capacity of stealthboys without increasing the timer (say it costs 300 SECs to fill a stealthboy for 30 mins now), and/or selling stealthboys with no charges in them.
Title: Re: 07.10.2014 Changelog
Post by: paragon on October 10, 2014, 04:19:26 AM
Real world inflation model (the more caps, the higher prices) could help to solve the "too many caps" problem.
Title: Re: 07.10.2014 Changelog
Post by: Niamak on October 10, 2014, 05:13:30 AM
You mean like real world inflation problem.  ;D (US national debt, let's print more money trololo)

This game just need more money sink without killing casual gamer and creating to much disparity between hardcore and casual.

https://www.youtube.com/watch?v=W39TtF14i8I
Title: Re: 07.10.2014 Changelog
Post by: Myakot on October 10, 2014, 05:22:37 AM
The first one that came to mind is (idea) to create a skin-changing system for caps which will apply for a single life only. (You die, you lose it) Just make it somewhat affordable for everyone, like 100-300 caps for a change.
Title: Re: 07.10.2014 Changelog
Post by: paragon on October 10, 2014, 07:50:18 AM
Just watched the video and further I watched more I've been scared.
It seems that there's completely different thing from what we have in here... and I hope what will stay.
It's like 100 000 $ in counter-strike. Why the hell would you need to have it? You won't buy more stuff than for 10k per battle, and the guy with just pistol can kill you and take your gun easily. The battle is there you get fun. Right? I mean, right? I don't know about you, for me what I'm playing for is competitive pvp. I don't wanna farm / level up / craft more than it takes for 1 more battle. And even if I do, there's no sense for it, cuz there's nothing special I can spend my money for anyway. Just another set of gear.
I suppose it's intended and I love this server for it. Please, don't break it.
Title: Re: 07.10.2014 Changelog
Post by: Myakot on October 10, 2014, 07:59:17 AM
Off-topic.
10k per round? The most expensive buy is 8500$ :)
Title: Re: 07.10.2014 Changelog
Post by: Hans Landa on October 10, 2014, 09:47:48 AM
Real world inflation model (the more caps, the higher prices) could help to solve the "too many caps" problem.
The inflation will add one more dead server to the list. This happened once on Requiem. Only molerats left there. The admin was shot in cold blood in his own toilet.
Title: Re: 07.10.2014 Changelog
Post by: Simms on October 10, 2014, 10:07:32 AM
On the other hand, it's a good idea about inflation. Here are some more things that can make the gameplay UNIQUE:
1) Tiredness. Any action your character performs (travels across the world map, uses FA/Doc, crafts/decrafts) makes him more tired. Maximum tiredness counter decreases your walk and run speed to a minimum of 1/2 normal which makes it impossible to run from NPCs chasing you and so on.
2) Weakness. For the first 4 minutes after your character logs in, he cannot use FA and Doc and he receives x10 damage from other player characters. It's made to prevent players from dual logging, very smart. If your character logs out (30 seconds), Weakness appears again.
3) Darkness. Every game day from 1800 to 0700, your Perception is down for 3 points. You can negate it by equipping an item that can't be crafted or bought and has a pathetic chance to drop.

I'm sure these gameplay mechanics will increase the server's popularity, compensate for lack of interest and bring some UNIQUENESS into the game.

If you take my words seriously, you've never played on FO Requiem and I'm happy for you.
Title: Re: 07.10.2014 Changelog
Post by: Niamak on October 10, 2014, 10:44:58 AM
So realistic, just like real life.