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Topics - Smalltime

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News & Announcements / Pre-Wipe Event Schedule
« on: May 10, 2017, 09:23:47 AM »
Edit: There wasn't much interest in a tournament at the moment so we're canning that, but next weekend we may have something completely new and interesting if we can swing it in time.

The exact date of the wipe is still unannounced, however that doesn't mean that we can't have some fun leading up to June.
If you have any ideas/suggestions, feel free to post them here or on the Discord (which if you haven't joined yet, we are most active there, so I suggest hopping in if you want to keep up to date.)

News & Announcements / Join the Official Discord!
« on: February 13, 2017, 12:37:54 AM »
Click HERE to join

Now that we are well into the New Year and so far the world hasn't blown up yet, we've opened an official Ashes of Phoenix public Discord server so we can be like all of the other cool kid developers with their newfangled apps and "community input," whatever the heck that is.
We have a lot of new and exciting ideas brewing and already completed, and we look forward to abusing you with SHARING them with you SOON™.
We'll still be using the IRC of course, but for everyone who already has discord open anyway or wants to stop living in the 90s, the option is there.

Changelogs / 05-06-2016 Changelog
« on: May 06, 2016, 05:52:06 AM »
A fairly small late-night patch, which should hopefully not break anything.

Adjusted mob spawn rates at the Airfield (You know, so they actually DO spawn. Hopefully.)
Fixed Ammo boxes, converted old minnie balles into 338 lapua.
Fixed some bad spawns from Brahminboys Gate that teleported into scenery (If you know of any others, please tell us, it's a LOT of maps to go and check the border of.)
Crafting UI now shows how many of the required items you posess
Required item material count should now flash green when you have enough to craft
Items should be properly sorted by tier
Spear Melee -should- be fixed now.

News & Announcements / Message from the Developers
« on: May 05, 2016, 07:11:21 AM »

Launched: April 29
Download the new client if you haven't already

Updated Client Links:
Client without master/critter (650mb):
Note: Music is off by default on these, might want to turn it on

Challenges & Accomplishments / Tragedy at Sharpwit Inc.
« on: May 03, 2016, 01:19:30 PM »

This could have gone in the pvp thread, but it stands on it's own.
A tribute to all of the core life every day that are downtrodden and abused by players like you.
Where is your honor?

Changelogs / 4-30-2016 Changelog MK II
« on: May 01, 2016, 05:04:58 AM »
There were a bunch of changes over the course of the day, and not all of them were well documented because they were done quickly and not written down.

-The Burgermeister rifle was nerfed
-Annoying ugly roof tile that was supposed to be invisible is finally invisible
-Respawn menu was enabled that should allow you to choose where to respawn when you die
-A new Reroll interface was added
-The new reroll interface was then moved to another command because it is broken, ~new-u if you want to try to break it further for us (pls report, and yes we know about gifted)
-Small dialogue changes (Like Brahminboys now being able to purchase bases. You have suffered enough due to my errors.)
-Zone control messages now go to your chatlog to be swept away by combat messages! No more screenspam! Rejoice!
-Zone control staying perma contested should also be fixed.
-Crafting cost adjustments ( ¯\_(ツ)_/¯ )
-Nerfed graves in Hound Gate/Green Acres
-Fixed spraycan to only work on MKII+ armors because YOU KIDS CAN'T KEEP YOUR GRAFFITI UNDER CONT- no we fucked up, fixed it.

Apologies for the lack of documentation, it's been a hectic day.

News & Announcements / The Impending Wipe
« on: April 21, 2016, 10:56:19 PM »

Launched: April 29
We apologize for our amateur hour and shattered dreams.

As all of you know, there is a wipe fast approaching. Over the past year and a half we have made an innumerable amount of changes from where we started, and don't intend to stop that ethic moving forward. It is because of that though that we are going to give a soft estimated time for the wipe on April 29th.
We decided that the time we're most comfortable with is 6PM CET (1 PM east, 12 PM central), which might be a bit late for some we understand. Let's be honest, we're not quite sure at the moment, just expect it in the late afternoon. We have been making some pretty big changes over the past few days and we want to make sure that they are completed before we open the floodgates and begin the carnage.

Thanks to those of you who stuck with us, aided us in testing and in content, and those of you who will be joining us in the next session. Now shed some blood.

Updated Client Links:

Client without master/critter (650mb):

Wasteland Art / Ashes of Phoenix Light (Custom UI)
« on: April 14, 2016, 11:06:13 PM »
Ashes of Phoenix Light
With the wipe looming menacingly on the horizon, I figured that some players would enjoy a UI change. Originally this was simply a personal project as I wanted a cleaner UI with more transparencies and less detail.

It's a pretty simple install, just extract this .zip into your /data/ folder for now until we come up with a better way of delivering it. Unfortunately at the moment the updater will replace these files if you attempt to update, meaning that you would have to apply the skin every time you update. I'm not excited about it either, if anyone has any suggestions, I'm all ears.

Download v1.4 Here: AoP Light
(With the circles): AoP Light.2

v1.4: Cleaned up the interface a bit, added new crafting UI
v1.3: Returned crosshair to white with offset, thanks FrankenStone
v1.2: Reverted crosshair due to issues, created weapon change button
v1.1: Doubled cheapboy background and adjusted some of the small spacing issues.

Purchases / MOVED: Faction drama
« on: February 27, 2015, 06:05:23 PM »

General Discussions / secret item found at hospital
« on: February 12, 2015, 12:07:38 AM »
I'm not sure if these are intended to be in the game yet or not? I decided to take a look into the core, as I hadn't looted in a long time. I really didn't expect to find THIS.

Challenges & Accomplishments / PvP Discussion [S1]
« on: September 25, 2014, 11:16:31 PM »
This is a thread to reduce the clutter in the screen thread, but also for you to be able to discuss your triumphs and failures in greater detail.
I only ask that you keep your discussion here semi-civil. Minor namecalling will be tolerated, but don't get too personal.
Let the forum PvP begin!

Spoiler for Context of below post:
Where is the fun if you only post victories?

Resolved bugs / [MECH] REDACTED
« on: September 14, 2014, 05:41:58 PM »

General Discussions / Base Screenshots
« on: February 24, 2014, 01:27:01 AM »
So, base prices were lowered in one of the recent patches. After a few days of messing around, I figured we'd finally post and show ours. This is what it looks like, without anything in it

And this is what it looks like after a few days of grinding enough money for containers, and procrastinating.
Still a lot longer to go until we're finished, but I thought it would be cool to show off the irem placement in action.

General Discussions / Appeal of AoP Beta Perks
« on: February 19, 2014, 01:27:40 PM »
A not-so-quick analysis of the appeal of the current perks, as I see them in this version of the AoP beta. The rating system is based on appeal to me as someone making a character. Not all perks are currently listed. List of perks

Note: This post is pure opinion. Discussion of the perks is encouraged.
P.S.: I know I just used comic sans, what are you gonna do about, huh?

Strong Back: A: 1/5, This perk is only useful if you have 1str, or if you're making a character who you're
planning on carrying a whole ton of stuff on, all the time. *update: This is planned to be a post-level-24 perk, and thus, the current rating is temporary until then.
Sharpshooter: A: 4/5, This perk is a pretty straightforward increase to accuracy, nothing not to love.
Educated: A: 3/5, Typically I would only take this on a crafter alt, however, because it works retroactively, it could be appealing as a level 24 perk, to properly numerate your tagged skills for the road ahead.
Action Boy: A: 2/5, This is not super appealing, as AP regens pretty quickly even when low. If you're making a character who you want to super regen however, it's for you.
Dodger: A: 4/5, AC is very useful, this perk has saved me from being hit a few times at super long ranges during PvP
Living Anatomy: A: 3/5, I want to love it, but I just don't think 3% is enough to justify taking it. As far as bleed damage... I'll pass. The bandaged stat however clues you off to who has reduced FAs and thus are closer to death, which is cool for calling out targets to teammates.
Pack Rat: A: 1/5, Same as strong back, however, the tooltip says "50kgs" and you get 25 units of capacity.
Maybe change the wording to reflect this, to avoid confusion? *update: This is planned to be a post-level-24 perk, and thus, the current rating is temporary until then.
Quick Recovery: A: 2/5, Wouldn't take unless I had penalties to being knocked down, or if I planned on
spending my time on my back anyway.

Weapon Handling: A: 4/5, This perk is pretty essential for snipers, as they need every S.P.E.C.I.A.L. they can get.
Man of Steel: A: 3/5, While I like this, I'm not quite sure how much +2 luck actually gives for crit resist. If I
were making a tank (and I did) I'd consider taking it.
Improved Hemostasis: A: 2/5, Another tank perk, and yet, I find myself not being afraid of bleed at this
point. Sniper rifle bleed is negligible (for now,) only really machetes, barbed spears, and bear traps do more than 5-10.
Critical Strength: A: 2/5, If I was making a super tank, I would take these. However, they are pretty specific,
and not something that you will impulsively say "I need to resist more ______ criticals" and take.
Critical Perception: A: 2/5, "                                  "
Critical Endurance: A: 2/5, "                                  "
Critical Agility: A: 2/5, "                                  "
Quick Recovery II: A: 4/5, I like this perk. All of the new status effects are cool, but ALSO cool, is getting out
of them faster.
Nerves of Steel: A: 4/5, This is a perk that I'm not sure I'll take, however, the idea is awesome, and if I'm
planning on getting shot by BGs, I'm taking this.
Hawk Eyes: A: 3/5, This could be really useful if someone takes 1 perception, and thus, is appealing when
Armor Efficiency: A: 1/5, I would only take this if I was going full tank build, as it is only a minor buff.
Fast Reload: A: 4/5, The way that AP works in this, I find myself having to reload almost constantly. I love
the idea of this perk, but feel like it isn't quite enough of a bonus to even actually notice during combat. I
think that it would be just noticeable enough to be a really decent perk at 20%
Psychopath: A: 3/5, Another perk that I like the idea of, however, 15 AP is a pretty small boon when you're
getting that every second.
Fearless: A: 4/5, Much like nerves of steel and quick recovery 2, this is a really nice perk that you can
actually notice the effects from, and can save your life. Perks that actually interact with your experience,
and new features, are always a plus.
Faith Healer: A: 4/5, I haven't dug into this one yet, but the bandaged penalty can be a real drag when
you're at the ass end of a long battle and need JUST ENOUGH hitpoints to justify the massive loss of AP
involved in first aiding.
Field Medic: A: 4/5, Slight gramatical error, but this really encourages you to heal teammates, and is great
for battle medics.
Medicinae Doctor: A: 2/5, While the idea behind this is cool, and it can save you skill points, "skill bleed
between first and and doctor" isn't really self explanitory, and thus I don't think it would be a popular
Autonomous Regeneration: A: 3/5, This is better than lizard limbs in every way, however, criplling isn't a
huge problem if you've got a bit of doctor skill. Very rarely do I find myself enough downtime to naturally
regen health, let alone limbs.
Silent Hill Death: A: 5/5, The name is silly and I'm not a fan (why not just use Bloody Mess, and leave the
assassinate pipboy icon for a stealth perk in the future?), HOWEVER, the applications for this perk go far
beyond the simple damage buff. The ability to death-animate an enemy player directly removes the ability
of his friends from being able to statpad him back up and into action, and that's why this perk gets 5/5. If it
is unchanged, you will see the effects of it in combat.
Do or Die: A: 2/5, I don't think that 2/s ap is enough to justify this perk. I like the idea, but in order to be even
half as appealing as Adrenaline rush, it needs to be buffed.
Dr. Strangelove: A: 5/5, Repeat after me. "This. Will. Save. Your Life." The bonus to first aid obtained here
allows you to have a some-what decent FA without having to pour your soul in skillpoints into it. This has
saved my life. This has saved my teammate's lives. Okay, maybe first aid in general did that, but when
you're fresh off the boat with 0% bandage and a big "Owie," you're going to wish you had learned to stop
worrying and love the bomb too.
Bonus Rate of Fire: A: 5/5, This is a well balanced perk. The bonus is not so big as to be required by every
build, but substantial enough to be noticeable in combat. The fact that it is percentage based makes it
viable to builds across the board, without being required.
Lifegiver: A: 4/5, Unless you have 1 endurance, you're going to have a decent pool of health. If you're going
to be fighting, there will be times when even one bonus hit point will save your life. That is why lifegiver is
here. It is a properly balanced life bonus of 20 which will be a large boon to someone who barely has any
(if he can afford it) and a small but nice boon to someone who already has 310.
Adrenaline Rush: A: 4/5, If you have full health, you are not fighting. This is a must for people who need to
get up and into enemy's faces, and fully expect to take more than a few shots getting there. Not a large
enough bonus to be overpowered, but enough to possibly save your life when you'd normally be down for
the count.
Toughness: A: 4/5, Toughness is training in the art of being tough. Do I need to elaborate?

Resolved bugs / [BUG] Assignments
« on: February 19, 2014, 09:19:18 AM »
When an NPC in an old (S&D) assignment map dies after you already turned the quest in to the NPC, it will trigger the progress from the past quest, making the NPC say "I believe you have accepted an assignment elsewhere already, Finish that one first." and the only option is "Ok."
Won't be as big of a problem after the assignments begin despawning again, but it is still bound to happen. Perhaps add the ability to abandon that other quest that is detected in this dialogue tree?

General Discussions / Beta Videos
« on: February 15, 2014, 05:56:52 AM »
Post your videos of gameplay, pvp, etc from the AoP Beta session here for general viewing enjoyment.

Resolved bugs / [Exploit (maybe?)] Sharpened Poles
« on: February 12, 2014, 07:40:52 AM »
I've noticed that sharpened poles sell for 2 caps and can be sold to the guy who only accepts melee weapons/junk.
It isn't so much a mechanic not working as intended, as it seems like it's a disgustingly easy way to make money, and to grind science/engineering. I began to suspect this was a bit of an issue when the vendor had 1.2k sharpened poles and 0 caps on him.
So far I had been enjoying the rarity of caps, and the beta in general. The FOnline formula needed a good shake-up.

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