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Topics - 3.14

Pages: [1] 2
1
Off-topic Discussions / Merry Xmas
« on: December 23, 2014, 07:36:42 AM »

2
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.

3
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.

4
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/

5
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.

6
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/

7
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).   

8
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). 




9
Bug reports / [MECH] Bonus Leadership bonus
« on: November 06, 2014, 08:43:30 AM »
After the last update the leadership bonuses got a ... a bonus.
The screen shows some bonuses with 10Cha and 200 Leadership

Also there's some strange debug info in the chat when a squid member enters the map and I had a CTD (firs one ever on AoP) on the world map.

10
Suggestions / ZC alternative
« on: October 16, 2014, 09:44:58 AM »
This is more of a one (brain-)cell, brainstorm then a real suggestion. But if one day the Devs would decide to make some PvP alternatives - look no further. The ideas are not really mine, and they are proven to work in other pvp oriented games (I hope I don't need to name them by title).

Assault
Teams are divided into attacking and defending. The attacking team needs to destroy a number of targets (objectives) in a given order (e.g.: target#3 can't be destroyed before target#1 and target#2), while the defending team tries to stop them. There is a time limit, if any objectives remain when the time is up, then the defenders win. If the attacking team destroys all targets - they win.
Optional rule:
If the attackers win, the teams are changed - the attacking team in now defending, but the timer is now set to the time they needed to destroy all objectives (e.g.: team 1 destroyed all targets in 5:17, so team 2 needs o destroy all targets in 5:16 or faster to win).

Bombing Run
Each team has a base, at the center of the map a bomb is spawned. Points are awarded for picking up the bomb and bringing it to the enemy base. A player that picked up the bomb can't use weapons. If the player with the bomb is killed the bomb is dropped.

Capture The Flag
Each team has a base with a flag, points are awarded for taking an enemy flag from their base and bringing it back to your own base, while your flag is in the base. If a player with a flag is killed the flag is dropped, the flag can be picked up and carried away or teleported back to base if touched by a member of the team owning that flag.

Domination
There is a number of control points on the map. A team that takes possession of a control point is awarded a point every X seconds. The team with most points after a given amount of time wins.

Double Domination
There are two control points on a map. The team that takes control of both points for a given amount of time wins.

Warfare (Onslaught)
This one is a bit twisted, but most fun.
There's a number of control points (Nodes) on the map and each team has a Power Core, the goal of the game is to destroy the enemy Core, but a core can be damaged only if there's a chain of nodes in the possession of the attacking team leading from one core to the other.  The same goes for the Nodes themselves, you cannot attack unlinked nodes.
E.g.:
Code: [Select]
                  /-NodeB1-\ 
EnemyCore--NodeA-+          +-NodeC--YourCore
                  \-NodeB2-/
To attack the enemy core you would first have to take over NodeC, then either NodeB1 or NodeB2 then NodeA before you could attack the EnemyCore. You can't attack NodeA before taking control over NodeB1 or NodeB2, you can't attack neither NodeB1 nor NodeB2 before taking over NodeC.

11
Suggestions / Make grenades cheaper
« on: October 15, 2014, 11:59:37 AM »
One (1) frag grenade costs 276 caps.
One (1) frag grenade is made from TNT, Hexogen, Fuse, Oil Can and some scrap metal (metal parts x5). It's one of the few items that need 2 rare(-ish) items (tnt, hexogen) and 2 get-for-caps items (fuse, oil) to craft.

A frag grenade is comparable with a 40mm grenade, but the later is bought for 10 caps each (box with 10 for 100 caps).

One (1) plasma grenade costs 276 caps ( or 95caps for 50MFC + fuse if you have a sh*t load of electronic parts).

A plasma grenade is not exactly comparable with a Plasma Cannon shot, but cost-wise a Plasma Cannon shot for 10MFC is worth 9 caps.

One (1) incendiary grenade costs 138 caps at the shop or 80 caps if you craft it yourself (fuel mk2 x5=20caps, chemical components=10caps, fuse=50 caps, metal parts+alloys= free).

An incendiary grenade is comparable with a Incinerator shot and a 10x napalm fuel box is worth 50 caps.

I'm not even asking to boost the grenades, just make them cheaper.

12
Bug reports / [ITEM][MECH]Grenades unequip after throw
« on: October 14, 2014, 01:46:45 PM »
I know that the bug when grenades used from the utility slot get unequipped was reported twice or more, but the same happens when using them from the weapon slot :'(

13
Bug reports / [MECH][ITEM]Utility slot Molotov
« on: September 30, 2014, 01:26:57 PM »
If you use a  Molotov Cocktail from the utility slot and you have more then one cocktail then all the remaining cocktails get unequipped and you can only ever throw one. Don't know if it's true for other grenade-type-toys.

If that's the way it was meant to work... well no comment on that - don't want to be banned for using foul language  >:(:-X :P 

14
Bug reports / [MISC] [Exploit] Enemy faction on Your assigment
« on: September 26, 2014, 08:29:20 AM »
I'm not exactly sure how it is done, all I know is that one player posing as a rat (The Rat if you're playing Family, mark that username) tags along on a assignment and then your assignment location is visible to his buddies from another faction.  Then enemy paratroopers descent on your ass while you are fighting NPC and nick all your gear.

15
Game Tips & Guides / SMG?
« on: September 23, 2014, 12:44:43 PM »
Is anybody using sub-machine-guns? Do they have some hidden value or do they really suck?

They have less or equal range as shotguns but do way less damage, some (all?) can put all bullets of a burst in one target, but the burst is just 3 bullets and the damage/bullet is low(~20). The ammunition isn't great either (9mm AP has -40% damage, 9mm JHP is next to useless against armor, .45 isn't universal enough).

I've only tested a MP5 (~30dmg/burst), and a Walther MPL (~50dmg/burst) but rest of the guns don't look much better in the wiki and it looks like smgs perform somewhat like unaimed pistol shots, but at 5x ammo cost.

I refuse to believe that the Devs made a whole category of useless guns, so what's the key to using SMGs effectively? 

16
Suggestions / 10 vs 50
« on: September 19, 2014, 03:15:26 PM »
I don't think it's much fun to play ZC, when one of the parties has 10 players and other factions swarm the map with 50 fighters each.

What if there was a limit on the number of attacking players? Say max 150% of defending players? Or rounded to the next multiple of 10 ( so if 11 players defend then up to 20 players from each faction can attack).
The limit would be set at the 5 minutes mark and after that entry will be denied if there are to many  players on the map (for both sides, so defenders can't start with 10 and call in 50 more later).   

As a side effect this will limit lag.

17
General Discussions / A third party tool
« on: September 19, 2014, 07:35:47 AM »
I've read the Game rules a few times, but I'm not sure about this, they say:
Quote

6. Third party tools / programs / mods
Wall hacks, roof hacks, field of view hacks and such modifications and bypasses are not allowed on Ashes of Phoenix. In general, any external tool or modification that gives any advantage over other players is strictly forbidden. We'll immediately ban anyone using such tools.

Any tool or program providing players information, such as character planners are of course welcome.
but what about a program that would:

1. Enable players to make text macros.
For example if I press [NUMPAD_8] my character will use the faction channel to say "Hostiles NORTH!"  or if I press [NUMPAD_2] my character would use the faction channel to say "Hostiles SOUTH!"

2. Override default keys
For example "<" and ">" are used to stop a character while running, but they are not very comfortable to use. I would make the program press ">" for me when I press the "E" key (it would have to press ">" then "backspace" for me to make "e" still usable in chat)

3. Make key combos
For example - to switch between "fire" mode and "walk" mode I have to click the right mouse button twice, I'd rather press the "D" key and have the program click for me twice.

The program would be of free and open sourced, but would it be legit?

EDIT: Something went bonkers when posting, got it fixed.

18
General Discussions / Poison
« on: September 14, 2014, 12:19:34 PM »
Why is every low-level creature poisonous? Ants, scorpions, dog, rats all of them.
Having a pathetically low level I need to pause for 5-10 minutes after every fight (..that I run away from) just to spam first aid on my character. 

19
Bug reports / [MISC]Rare Ore
« on: September 13, 2014, 05:34:24 AM »
I found a Exploitable Rare Ore Pile. Using a pickax on it gives a item with "You see nothing out of the ordinary." as a description and/or name.

I think it's a remnant of a removed system or something not implemented yet. 

20
Bug reports / [ITEM] Missing 10mm ammo crate icon.
« on: September 13, 2014, 05:30:43 AM »
The icon for both AP and JHP 10mm ammo crate is missing.

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