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Messages - Lidae

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21
Suggestions / Re: [Leadership interface]Squad List sortout
« on: September 16, 2014, 08:13:18 PM »
Leadership stuff is a pain in the ass to debug, I'm aware there are still a few issues remaining like you describe. I will probably take a good look at this within the week, if nothing major comes up that would take priority.

About sorting the squad list, at the face of it, that sounds like a nightmare I'm not prepared to have right now. I agree it would be nice though. A big fat maybe on that one, sometime in the relatively far future, when I feel like having my brains smashed in by a slice of lemon wrapped around a large gold brick and I'm all out of Arcturan Mega-gin.

22
Suggestions / Re: Perk Idea for helping leadership.
« on: September 16, 2014, 08:04:07 PM »
Suggestions for perks and improvements are always welcome, but at this point we're not going to implement new perks or traits that would "force" people to reroll. We'll try to keep such additions in between wipes, so that everybody plays under the same conditions as much as possible.

Of course we'll still fix stuff that's broken, including balance tweaks.

Anyway, suggestions are still welcome, and as it happens, we could use some good leadership related perks. Personally I kinda liked the Altruist trait as well, so maybe that will be put back in (though possibly in a different form) at some point.

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Full Metal Officer: All members under you in the squad are considered to have at least 3 Cha for determining leadership bonuses.
I actually like this idea, if it affects only squad members with less than 3 charisma. It would be a way for the leader to sacrifice a perk so that a larger group of players who dumped charisma can still benefit. Not sure it would be a very popular perk though, and it might suffer some of the same criticism that the Altruist trait received. It might not feel "fun" to take a perk that doesn't benefit yourself at all.

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as long as they are in your FOV.
Not a bad idea, but unfortunately I think it would be quite expensive to implement. Expensive as in this is the type of thing that might eat a lot of processing power, making the game lag.

23
General Discussions / Re: Questions and Answers
« on: September 16, 2014, 07:42:07 PM »
With evil scientist, if somebody other than you tries to disarm the trap, there's a 20-100% chance (scaled linearly based on traps skill) that he will take 10-50 electric damage, regardless of whether the disarm attempt is successful or not.

The 10-50 damage might be improved if it's too low.

Too tired to explain how traps skill works right now, but in broad terms, it makes it faster (cost less AP) to arm and disarm traps, it improves the distance at which you spot them, it gives you a higher chance to successfully disarm the trap, for traps with duration (ward traps), the duration is longer with higher traps skill and finally it also improves the damage dealt with traps. I may have forgotten something. The exact amount of influence and the exact formulas naturally depend on the traps themselves.

24
General Discussions / Re: How is scoring done?
« on: September 16, 2014, 06:38:26 PM »
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how exactly does this work ? because it really doesnt seems to be 1 item = 1 point
Yeah, sorry. It adds item cost/10. So sciencing more expensive stuff gives more score.

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same question, 1 container = 1 point or .. ?
Yes. But for technical reasons, some container types can't be counted. It's currently only containers that can be opened, and also lootable sceneries. You also only get score for opening containers if you are the first to do so since it last spawned stuff. So opening and closing the same locker repeatedly will not give any score.

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what are conditions to get point from crafting to this ? i believe that some players crafted much more then 360 items
Again, looks like I was in haste. You actually only get points when you repair an item, not when you craft a new one. It's 1 point for each repair.

25
Suggestions / Re: (Interface) Option to move parts of the interface
« on: September 16, 2014, 06:19:45 PM »
Like catstevens says, you can edit the default.ini file to change the position and art used by the interface. Not everything can be changed though, and we'll probably add more support for that allowing for better reskins later. For example the pipboy/cheapboy screen is entirely new and is not making use of the default.ini to any great extent, so you won't be able to change that very easily. It requires a bit of work to fix, and it's not a priority right now, so no promises that this will be done any time soon.

Drag 'n' drop is not going to happen. It would be a monumental scripting task to say the least.

26
General Discussions / Re: Question about Perk Medicinae Doctor
« on: September 16, 2014, 06:02:53 PM »
Right now, no. But that's a good suggestion, I think it makes sense that you should be able to use the manual defib if you have 150 FA + MD perk.

27
General Discussions / Re: Strength requirement ?
« on: September 16, 2014, 05:55:01 PM »
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thank you , what about weapon perk ?
Strength requirement has nothing to do with the weapon perks you unlock. With 250% skill you unlock all weapon perks, even if the requirement is 10 and you have 1 strength.

28
General Discussions / Re: How is scoring done?
« on: September 16, 2014, 05:46:00 PM »
  • Zone Control Legends
    Highest Fame (total accumulated score during ZC)
  • PKs
    Most player kills
  • AoP Addicts
    Most XP
  • Carebears
    Kinda cryptic, and also I think all the chars on that board are bugged / cheated by mistake. Anyway, the score is a measure of XP earned without having killed anything at all. Adds XP divided by total number of kills (+1).
  • Silent Assassins
    Most kills while sneaking
  • Deadly Trappers
    Most (player) kills with traps
  • Wasteland Scientists
    Most items scienced
  • Veterinarians
    Most total HP healed on animals
  • Scavengers
    Most containers scavenged
  • Engineers
    Most items repaired/crafted
  • Unlucky Gunners
    Most weapon jams and misfires
  • Nightkins
    Most time spent sneaking in the core
  • Longest Killing Spree
    Most players killed without dying
  • Scrooges
    Most caps (in your room)
  • Biggest Swarms
    Not implemented
  • Diplomats
    Highest reputation with all factions combined, not counting your own.
  • Daily Darwin Award
    Don't want to explain the exact formula for this, but let's just say it's a measure of "kurwa / second".
  • Most Legendary Weapons
    Weapons gain score during ZC. When they have enough, they become legendary and you can name them. The ones with the most score, together with it's current owner (not necessarily the one who made it legendary), is tracked here.

29
Bug reports / Re: [MECH] Faction changing
« on: September 14, 2014, 09:40:50 AM »
You're not meant to even be able to go inside the HQ structure until you've become a proper member. When you're a loner, when you visit the HQ, in the courtyard, you speak to this guys:



He will let you join the lawyers. You are not meant to speak to the quartermaster Stark to join the lawyers.

30
I have no idea how this would happen. The namecolorizing is client side - changing it on your computer doesn't affect others, only yourself. Are you sure you didn't accidentally press f6 to hide all player names?

31
Game Tips & Guides / Re: Few questions about perks
« on: September 14, 2014, 09:01:27 AM »
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I'm starting to think this is intended behavior: devs don't want us to know all mechanic instantly, this's some kind of forum gameplay of information scavenging
Biggest reason not all information is available is that we've been constantly tweaking stuff and to keep up to date threads / wiki pages with information is a lot of extra work that we prioritized lower than, for example, getting new features in and fixing bugs.

If you have any questions about mechanics or formulas or whatever, the best is to ask on the forum and then put the information on the wiki. I'm doing my best to answer what I can.

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pls show me a file with all the weapons\armour so that I can fill the missing\wrong parts up kthxbye
I'll attach the fopro files, but they are rather... unwieldy. Difficult to read. Enjoy.

32
General Discussions / Re: Lets talk about grenade launchers.
« on: September 14, 2014, 08:10:20 AM »
I would have to see it for myself to be sure, but what you describe sounds problematic for sure. Some easy fixes could include reduced range, reduced damage, reduced chance for KD, higher cost for ammo and so on. I'm sure there's a balance to be found.

But like I said, I want to see it for myself too, and I'm not convinced there aren't any good counter strategy to mass milkor. It might also not be a bad thing to have a hard counter to camping inside tiny rooms with your whole group. I'd rather see both attacking and defending teams be more creative with positioning and flanking. Sometimes it just takes a while before people think of a good counter to some strategies.

As for melees being useless in ZC, I disagree. The point is that you don't have to be melee 100% of the time, just like you can easily switch the milkor to something else if the situation requires it. Melees are excellent in close quarters, and I've seen plenty of ZC take place in very close quarters already. You can also make great use of super knockbacks for example to push enemies into your own lines, it can be really effective. But of course it's all situational, you can't just rush alone with your sledge into the enemy lines, you have to be clever about it. Definitely don't think melees require a buff any time soon. We do need something to replace AC though, some ideas are in progress that we'll try out shortly.

33
There could be an npc that gives you a re-level for a price.  Future feature perhaps?  8)
Something like this will probably be done in the future, yes.

34
General Discussions / Re: Perks List
« on: September 14, 2014, 07:24:06 AM »
OP updated.

35
Resolved bugs / Re: Speed Limit glitch ?
« on: September 14, 2014, 07:20:50 AM »
The Sprinter armor trait you have with combat leather jacket gives a speed bonus if your current AP is low. The less AP you have, the faster you run.

36
Suggestions / Re: Player kill tally divided into factions
« on: September 14, 2014, 07:18:14 AM »
Nice idea, I don't see any reason not to have it.

37
Suggestions / Re: Can't See Player Names, N of Junkyard
« on: September 14, 2014, 07:13:50 AM »
Nice catch, this should get fixed indeed.

38
Suggestions / Re: Voting System In Order to Ruin Rep of Teamkillers
« on: September 14, 2014, 07:12:37 AM »
Sounds like maybe the spawn rate of relics should be reduced then. And/or the value of them (both caps and reputation).

39
Suggestions / Re: Idea for balancing CHA in PVP
« on: September 14, 2014, 07:11:27 AM »
Nothing wrong with suggesting ideas, though as Myakot says, even good ideas may take a while to be implemented. Especially if they are difficult to implement.

Another thing I'd like to say is that I don't think Charisma is a 1 or 10 stat. Anybody who plan to ever be in a squad has something to gain from putting one or two points in Charisma. The boosts you get scale directly based on how much charisma you have, it is not only the leader that counts.

As for the idea itself, I'm not necessarily against the thought of having some kind of pets, but it's pretty low priority at the moment. Tons of things I'd rather implement first. After most bugs are taken care of that is.

But yeah, don't worry about making suggestions, it's welcome.

40
Suggestions / Re: Voting System In Order to Ruin Rep of Teamkillers
« on: September 14, 2014, 07:00:16 AM »
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What i mean by split is that everyone who fired a shot should get the penalty. For example char X got shot by A,B,C and D.  If every of them fired atleast 1 shot in the time of 2 mins before the death of X everyone of them should get +1 to their PK count. But after a month for example the +1 PK count should vanish, becouse you can't say if it was intended or if X wasn't provoking them too. Both sides are always guilty, and both should be punished. So chars who tet often shot by their faction members should also face a punishment becouse if that happens that means they are useless and don't belong in the faction.
This would be difficult to implement, and in the end I wonder if we wouldn't get a lot of whining from such a system as well. Imagine you shoot somebody by accident with burst fire for example and he then gets killed by someone else. That makes you a PK? A lot of coding effort to avoid such cases. Each time somebody gets shot, you need to store a list of all players who shot that person since time X, and then when that player dies, you have to run through the list and compare the faction of the ones who shot the player with the player and the one who got the kill shot... And even then, what if somebody tries to PK you but an NPC gets the kill shot? Then it wouldn't count, but it should. Coding efforts +++. And even in a pure teamkill situation, maybe you shoot somebody once to "send a message" or something, and then somebody else goes on to kill him. Also doesn't seem fair, if your intent wasn't to kill. How to measure intent from a coding perspective? I think if you can come up with an elegant solution to that, you would have a bright future in the field of Artificial Intelligence.

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Another improvement could be limiting the number of relics one character could give. Let's say you gave 50 relics, the npc would say that you brought enough of them and should focus on other tasks.
I like this idea. I'm not sure to what extent relics are used to boost reputation right now, but limiting it so that you can't instantly get something like 30k reputation sounds good to me.

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