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Messages - John Porno

Pages: 1 ... 35 36 [37] 38 39 40
721
Resolved bugs / Re: Rad SMG
« on: February 27, 2014, 05:38:25 AM »
will be clarified next update.

722
Resolved bugs / Re: Stacking
« on: February 27, 2014, 05:37:16 AM »
Throwing builds are not supposed to be viable if all you're trying to do is throwing spears. Instead, the spears should complement general HtH users, sneaks, and basically anyone else who is smart enough to use the wide variety of unique spears to get more out of his primary weapon.

Currently the stacking is a bit messy but there area a couple of problems wiht stacking in general. Items that have an ammo counter cannot be stackable as that could be exploited for unlimited ammo and having stackale melee weapons also makes you immune to weapon drops. While the latter could probably be addressed with some scripting work, the ammo thing is something that can't be avoided.

723
Resolved bugs / Re: Exploitable weapons?
« on: February 27, 2014, 05:32:30 AM »
Those two weapons, as well as many others, will be addressed in the coming update. All weapons are also balanced with medium-large scale pvp in mind, meaning that some weapons will seem very powerful or pretty useless against the average npc patrol. The impact gloves are actually not dealing a lot of damage and it takes a long time to deliver that damage as well. Since AoP is more of a teamgame than for example late 2238 with heavy handed trolls, it is more likely that somebody will come to aid whoever is being knocked down.

Also, pretty much all tier 2 items are equal, no matter where there are in the tech tree. The only exceptions are magazine upgrades and such, which are usually at the end of a tree.

724
Resolved bugs / Re: [MAP] Paradise Vailey Workbench.
« on: February 24, 2014, 06:29:46 PM »
haha, nice find. I'll fix it right away, though of corse it wont be on the live server until we update.

edit: this is actually not a map bug, I wonder how a working workbench got there.

725
Resolved bugs / Re: [MECH] Quit a faction
« on: February 24, 2014, 05:56:17 PM »
that whole faction change thign has actually not been properly implemented yet. In the near future we will add a recruiter npc at each faction's courtyard to take care of that. For now you would be best off to ask a dev on irc to change your char's faction manually.

726
Technical Center / Re: Restoring the original Fallout interface
« on: February 24, 2014, 12:14:07 PM »
oh man, it looks like soemthing went wrong wiht your client, you miss the actual interface there. Can you come to irc #AshesOfPhoenix so we can sort that out?

727
Technical Center / Re: Restoring the original Fallout interface
« on: February 24, 2014, 11:27:56 AM »
It's not really that easy since we didn't just modify the art but also added more functions like the debuff notifications and the AP display has also been changed. It would be a lot of work to try to get soemthing decent using the old art.

728
Suggestions / Re: Repair armors
« on: February 23, 2014, 11:59:13 AM »
why would it be easier for a brahmin boy?

729
Resolved bugs / Re: [ITEM] Caliber for Ak-74
« on: February 22, 2014, 07:00:12 PM »
already fixed, just not committed yet

730
Resolved bugs / Re: [ASS] Difficulty levels
« on: February 22, 2014, 06:22:34 PM »
each random ass has 10 different difficulty parameters ranging from 0 to 10. Each time a new mission is created by the random ass npc, he rolls a number between 0 and 45. 0 is F and around 45 is A. Why 45? because I set him to roll 45max. Now, each time he rolls a mission, the difficulty points are distributed randomly across the 10 params.
Now, you might roll a nice E rank mission with all its 10points allocated to "Mob threat", resulting in an npc ppol with 300hp CA BG guys, but then those will still have their aid dist, mob densitiy, aggro range etc set to minimalistic numbers, every door on the map will be removed, there wont be any traps and your payout wont be that good.

What I'm saying is, as every other thing on aop, it's random. And it can be an ass.

731
Bug reports / Re: [MECH] "Esc" button after join in game
« on: February 22, 2014, 03:20:23 PM »
it takes some time for the game to initialize the keyboard, or soemthing. Whenever I open fonline, I buttonmash sdfojsgfofjsdg and press enter a couple of times to get that fixed, then I hit alt+shift twice to switch it to the american keyboard layout.

732
Suggestions / Re: Suggested Balance Tweaks: 2/21/14
« on: February 22, 2014, 02:29:30 PM »
as for smg's, msot of them deal about 200-250 dmg with one load of AP so to speak. The selection of the right target and the right ammo type (for 9mm) matters. Smg's will not be killing off full hp tanks in one go, though.

733
Suggestions / Re: Sniper AIMED shots
« on: February 22, 2014, 02:27:48 PM »
in short, bleed works like the old poison mechanic.

Each shot that applies bleed adds to the bleed amount after the resistance has been applied. The bleed amount directly translates into damage over time. The amount of bleed affects the damage per tick as well as the time between ticks.

The cap is 300, at which 30 damage are taken each second. However, since the first tick would decrease the total bleed to 270, the next tick applies less bleed with a longer time between ticks. On top of that, when a target that alread yis bleeding is shot, some amount of bleed is directly applied as damage.

In short, the more bleed you accumulate, the faster you take damage. "Minor bleeding" is easily taken care of by a good healing rate while "profuse bleeding" means more than 200 bleed have been stacked up and should be taken care of quickly with bandages or tourniquets.

The exact formula will be on the wiki in time.

734
Suggestions / Re: Suggested Balance Tweaks: 2/21/14
« on: February 22, 2014, 02:01:47 PM »
what ims aying about shotguns is just that they are *right now*, on the current build of the server, OP. That is because the shotguns are currently better at 1hexing than the smg's are and that has to be fixed.

735
Suggestions / Re: Sniper AIMED shots
« on: February 22, 2014, 01:48:58 PM »
it's not liek bleed is only applied with crits evne normal arm shots deal damage. Right now, I'm fairly content with the crit table and the crits. Groin might see some positive bleed modifier, but that remains to be tested first.

736
Suggestions / Re: Suggested Balance Tweaks: 2/21/14
« on: February 22, 2014, 10:52:10 AM »
sniper rifles seem very fine to me right now. I don't see the need for any changes until I can personally test their usage in larger ZC fights.

Concerning shotguns, there is indeed a problem. They are pretty much better than smg's and melees right now and require some atention. The next days I'll be working with cirno to properly implement all 3 shotgun ammos. When that is done I will also be committing smaller changes to rifles and lmg's and fix all the traits and perks which currently are offset.

Depending on how we progress with the server, EW will definitely see a relatively big change in mechanics. It just wont be coming the next days.

Aside from that, as soon as the shotguns have been dealt with I will see to finish the wiki with explanations and general guidelines on each weapon class to prevent confusion.

737
Resolved bugs / Re: [AI] Awareness NPC giving bugged rewards.
« on: February 21, 2014, 07:00:40 PM »
How is this supposed to be a bug?

738
Game Tips & Guides / Re: [GUIDE] V-Tech HQ Guide to new players
« on: February 21, 2014, 11:42:05 AM »
good guide, thanks for the work. I just went in and removed the mention of guns and bullets from the relics. The next update will replace the guns and bullet's use as a relic with the actual technical manual, as it was supposed to be from the start but somehow, I must have plugged in the wrong id.

739
Resolved bugs / Re: Pancor Burst AP
« on: February 19, 2014, 05:17:40 PM »
there is no progression within tier 2. cmbt shotty was nerfed last patch so it's not strictly better than the pancor.

740
General Discussions / Re: Appeal of AoP Beta Perks
« on: February 19, 2014, 02:54:19 PM »
I feel that faith healer, do or die and adrenaline rush together make for a very good pve char.

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