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Messages - cirn0

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681
Bug reports / Re: [MISC] XP exploit from leg shots
« on: September 09, 2014, 01:23:13 AM »
I wouldn't exactly say its an exploit. Monsters all have a limited amount of exp to give. Each shot you are empty that exp pool. You'll notice right away. The ammo cost is more of a deal.

682
Suggestions / Re: Brighter or different colored map markers
« on: September 09, 2014, 01:10:20 AM »
I'll make em red

683
Suggestions / Re: Implants
« on: September 09, 2014, 01:09:51 AM »
I'm not sure i followed, care to explain more?

684
Suggestions / Re: Change Reproductive Behavior Of Scorp Queen
« on: September 09, 2014, 01:08:07 AM »
Yeah, this'll be changed. No more infini spawns :( . I did enjoy them.

685
Suggestions / Re: Quick Pickup/Drop
« on: September 08, 2014, 12:30:57 PM »
I think a put all into container is fair and  I will have that added within the next few patches.

Loot all is big game balance changing issue so that will need to be discussed before I can promise anything.
Have to think about bluesuits looting all your team mates corpse and running off, ect. We will first make a  system to deal with that then we can allow for loot all.

I do understand in TLA mk2 after replication, a body is left with all item. I think we will work with something like that but with extra protection against ninja looters both before you replicate and after.

686
Suggestions / Re: Assignment cooldown workaround/exloit
« on: September 08, 2014, 02:34:00 AM »
The cooldown is there not because we want to limit it actually.

It is added purely for technical reasons: it was lagging the server when everyone was running them constantly.

Do not want a repeat of launch day do we? :D

687
Technical Center / Re: Black screen
« on: September 07, 2014, 05:59:19 PM »
Please use ~help message in game to contact a ingame gm next time!

688
Technical Center / Re: Cannot log in
« on: September 06, 2014, 03:30:49 AM »
Do tell if this problem persists or if it no longer an issue.

689
Suggestions / Re: Total ammo amount display for equipped weapon.
« on: September 06, 2014, 02:09:23 AM »
Bottom right, right above your weapon box.

690
Technical Center / [SOLVED]Missing Cursor!
« on: September 05, 2014, 07:21:26 PM »
Reports of missing cursors when playing the game. The problem is because you're using the .DAT files from Fallout 1 instead of Fallout 2.

Replace them using Fallout 2 DAT files!

691
Technical Center / Re: Can't launch client
« on: September 05, 2014, 07:20:05 PM »
Can you tell me your filepath to your exe? I've had reports that some players with special characters such as '-' or _ or spaces would run into that problem of not finding the dat file.

692
Technical Center / Re: game quits randomly
« on: September 05, 2014, 06:04:18 PM »
It is launch server lag, not your fault. We're working on it.

693
Technical Center / Re: Can't launch client
« on: September 05, 2014, 05:57:15 PM »
Can't launch as it in crashes after launching? Or it doesn't run at all?

694
Technical Center / Game Crashes on Startup! [directX client]
« on: September 05, 2014, 04:02:25 PM »
If you're running a particularly old computer and crash on starting the game , try our alternate game client.

The issue is OpenGL related, the alternate client uses DirectX.

Download link is:
http://fonline-aop.net/FTP/Release/Client/exe/FOnline.zip

Replace your nonfunctional exe with the one in this zip. If you persist to crash, please post here!

695
Technical Center / Black Screen Problem!
« on: September 05, 2014, 03:42:33 PM »
It is due to the Server being OFFline.
If you persist to have black screen problems after the server is online.
run the FOConfig.exe
under the Net tab make sure Host and Port are:
HOST: play.fonline-aop.net
PORT: 4000

Thanks for your patience!

696
Suggestions / Re: knock locks :)
« on: September 02, 2014, 07:01:42 PM »
Will review when we figure out how we want to handle lockpicking first.

697
Suggestions / Re: Safe Haven.
« on: September 02, 2014, 06:53:07 PM »
lets be realistic here.

So we will. Wasteland is marshmellows

698
General Discussions / Re: New Character protection from high level players
« on: September 02, 2014, 02:33:03 PM »
I don't think we plan on putting any direct protection to the gate entrances so do not expect invincible static guards.

The rate of faction guard spawns might be tweaked to a level to deter "un-organized" camping of the gate. But if an entrance is being denied for a faction, it should be because it is a larger scale operation which you should rally with your own faction to deal with it.

Within near future:
I plan to make faction patrols report on enemy activity in the zone which they patrol via faction radio if they encounter them. Might not be much but at-least you'll know.

Unknown future:
There will be a large emphasis on faction's NPC military strength and presence in the world. Hostility in faction sectors will induce a reasonable response.
 


699
Suggestions / Re: Armors
« on: August 29, 2014, 04:53:57 PM »
Have you played the game?

By design, the armour subtypes [ robe, leather, metal, combat, pa ] each have their respective tiers 1 to 3 and they are balanced by tier levels to be of equal viability. We want the different types of armours of the same tier to be viable. To do so we must factor in the character, weapons, play-style, situation which is just a short list of all the variables we need to consider. So to best meet our design we need continual review of the meta game. And of course we will always be looking at our game such that if the game-play does not adhere to our design, expect change.


700
General Discussions / Re: some questions
« on: August 29, 2014, 04:00:17 PM »
The mine has mining operation feature which allows for groups or solo players to actively guard NPC miners from mobs in waves while they mine. You get paid in miner scripts depending on your performance.

Mine scripts are a form of currency that can be traded for crafting materials and lower tiered items.

And of course the traditional method of mining the ore manually is still an option.

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