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Messages - John Porno

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761
General Discussions / Re: So now that 2238 is dead...
« on: June 11, 2013, 03:20:47 PM »
All of the 2238 gangs are represented on tla to some extent. As member of tttla and crazy88, we still have contacts with at least one person from each gang and they contact the rest to get a good playerbase for a start. Aside from that, when it's the time we will properly advertise AoP on the new 2238 board as well as on tla's. In the end, it will be word of mouth, players telling other players about this server. We are also talking to a couple of 2238-unrelated fallout fansites to get some posts about us, in time.

762
General Discussions / Re: So now that 2238 is dead...
« on: June 10, 2013, 04:14:56 PM »
Yes, AoP will be an option, but only in a couple of months. We are definitely going to open the server this year, unless half our team hets hit by train or something. Under best circumstances, an open beta sometime in august would be possible. Depending on some team member's availability we would have to postpone that a bit, but right now we are concentrating our efforts in a way that  even if worst comes to worst, we can still release something playable and enjoyable.

763
General Discussions / Re: Alpha feedbacks
« on: March 30, 2013, 04:46:07 PM »
you cannot compare them like that. While sg's has tons of assault rifles which are all more or less the same playstyle, every singe big gun has a special role, so on one hand SG's have more weapons, but BG's have more playstyles.

there are plans to include the heavy machine guns, everything firing a 7,62mm round, in the big guns category while the the 5,56mm guns like LSW and later m249 will remain small guns. Using a special burst formula, SG will in general be single target damage weapons while BG's will have more of an AoE, supportive character to it.

In the end though, you really have to look at it like the runes in masteries on LoL. Even an AD teemo can still plant shrooms to ward places, it wont do as much damage but the utility is still there and he will still use all his skills.

764
General Discussions / Re: Charisma
« on: March 10, 2013, 11:58:28 AM »
nice, actually a couple of good ideas in there. THe problem is just while they might have a lot of impact on the general playability of a char, it does not really concern PvP in any way, so pvp players would just live with the downsides and dump it to 1 anyway.

765
General Discussions / Re: Questions ?
« on: March 07, 2013, 12:28:44 PM »
1:
the courtyard of other factions will be visible to you if you have enough reputation or in special events which will follow near the end of the server development process
2:
obviously, yes.
3:
obviously, yes. You always increase your rep with faction X by shooting members of its opposing faction.
4:
Gate maps will eventually have patrols in the random spawn pool that have the proper team ID and AI, like guards. There will also be wm encounters with faction patrols around the hq's

766
General Discussions / Re: Perks List
« on: March 03, 2013, 06:56:40 PM »
all perks should work as intented. The only perks that are limited by Speicla stats are the gain stat perks.

767
General Discussions / Re: Perks List
« on: March 03, 2013, 11:54:06 AM »
of course

768
General Discussions / Re: Walther MPL and H&K MP5
« on: March 02, 2013, 04:19:50 PM »
It's a temporary thing that will be gotten rid off with time. The SMG's category is actually the one that I'm least confident in and I would first like to see it used a bit before I change too much. In the future I will work on separating those two though, as it was planned.

769
General Discussions / Re: Perks List
« on: February 25, 2013, 07:40:50 PM »
yes it should.

770
General Discussions / Re: Perks List
« on: February 25, 2013, 07:30:13 PM »
should have spcified that but yes, each perk only available once.

771
General Discussions / Perks List
« on: February 25, 2013, 06:55:43 PM »
    Normal Perks:

    • Man of Steel
      You gain +2 Luck for the purposes of resisting critical strikes.
    • Toughness
      When you are tough, you take less damage.  This Perk adds +5% Damage resistance and +2 Damage Threshold against all damage types.
    • Improved Hemostasis
      Your body has adapted to better prevent hemmorrhaging. With +20% bleed resistance, you accumulate less bleed than normal.
    • Critical Strength
      When it comes to resisting nasty critical effects, you are exceptionally strong. You are 25% more likely to pass critical rolls vs Strength.
    • Critical Perception
      When it comes to resisting nasty critical effects, you are exceptionally perceptive. You are 25% more likely to pass critical rolls vs Perception.
    • Critical Endurance
      When it comes to resisting nasty critical effects, your Endurance is exceptional. You are 25% more likely to pass critical rolls vs Endurance.
    • Critical Agility
      When it comes to resisting nasty critical effects, you are exceptionally agile. You are 25% more likely to pass critical rolls vs Agility.
    • Lifegiver
      You get a one time bonus of 20 Hit Points.
    • Quick Recovery
      You are quick at recovering from being knocked out or knocked down.
    • Quick Recovery II
      You recover 20% faster than normal from temporary ailments such as disorientation, suppressive fire and being winded.
    • Armor Efficiency
      You know the weak spots of your armor by heart and you have learned to overcome them. A partial armor bypass is 15% less severe for you.
    • Dodger
      You are less likely to be hit by single shots in combat if you have this Perk. You get +25 to your Armor Class.
    • Action Boy
      Each level of Action Boy (insert Girl if you wish) gives you +2 in Agility for the purpose of Action Point regeneration. This allows you to perform tasks faster.
    • Bonus Rate of Fire
      This Perk allows you to pull the trigger a little faster and still remain as accurate as before. Each ranged weapon attack costs 10% less action points to perform.
    • Fast Reload
      Years of practice has finally paid off. You can reload any weapon 10% faster than before.
    • Psychopath
      You don't care about people dying; you care about striking the final blow yourself! Whenever you kill another player, you instantly regenerate 15 action points.
    • Hawk Eyes
      Your eye sight is phenomenal. You get +2 Perception for the purposes of determining sight range.
    • Sharpshooter
      You have a talent for hitting things at longer distances.  You get a +2 bonus to Perception for the purposes of determining range modifiers.  It's easier than ever to kill at long range!
    • Weapon Handling
      You can wield weapons much larger than normally allowed. You gain a +2 to your strength for the purposes of Strength checks when trying to wield weaponry.
    • Educated
      Adds +2 skill points when you gain a new experience level. Skill points are given retro-actively for previous level-ups.
    • Gain SPECIAL
      +1 to the selected stat
    • Fearless
      Your awareness on the battlefield have made you less afraid of stray bullets. You are 30% less likely to suffer from suppressive fire.
    • Autonomous Regeneration
      Every time your body regenerates hit points, there's a 40% chance that one of your crippled limbs will spontaneously heal itself. You also gain +2 to your healing rate.
    • Adrenaline Rush
      Physical pain makes the adrenaline flow. The lower your HP get, the more DR and DT you get (up to +10/4).
    • Nerves of Steel
      You have nerves of steel! You get +10 DR and +10 CR (instead of -10 CR) whenever you are disoriented, winded or suppressed.
    • Do or Die
      Like Rocky, you get better after taking a beating. Your AP regen increases up to 2/s as your HP drops.
    • Silent Hill Death
      Your brutality has reached mountainous proportions. The weaker your enemies are, the more damage you inflict (up to 30%). When using melee, you might actually cleave someone in half!
    • Living Anatomy
      You get +3% crit chance, and you can see exactly how much Bleed damage any patient (or target) has, as well as the bandage level.

    Skill related perks:
    (these are still normal perks, but they require 100 in the corresponding skill in order to appear on the list.)

    • Faith Healer
      You're able to stimulate a divine presence and power toward correcting disease and disability. Your patients get bandaged only half as fast as normal. You also consume basic med kits slower.
    • Field Medic
      "Medic! FA! Stich meh!" - That's you they're calling for. You're able to able to heal others with first aid and doctor skill 25% faster than before.
    • Dr. Strangelove
      You have learned to stop worrying and love the bomb. You get a 5% bonus resistance to explosive damage. You also heal 50 additional damage whenever you use the first aid or doctor skill.
    • Medicinae Doctor
      The skill bleed over between Doctor and First Aid is increased to 100%, and you unlock all item perks with the skill that you specialized in (your highest skill).
    • Light Step
      You are agile, lucky, and always careful. This perk gives you a 50% chance to avoid setting off a trap that you stepped on. You are also less likely to detonate a trap that you try to disarm.
    • Evil Scientist
      If anybody except you tampers with your armed traps, they are in for a shocking surprise. Literally. You also get +5% electric resistance.
    • Watchtower
      If there was an antonym for tunnel vision, that would describe you. You detect other sneakers to your front sides just as well as if they were standing in front of you.
    • Bloodthirst
      When you thirst for blood, it's easier to get away with murder. When sneaking, if you kill another player, you get a 30% run speed bonus for 10 seconds.
    Post lvl-24 perks
    Perks that you can only get after level 24. These shouldn't significantly affect PvP, rather they ought to be convenience perks. Nice to have, but not crucial.

    • Strong Back
      AKA Mule.  You can carry an additional 25 kg of equipment.
    • Rad Resistance
      You are better able to avoid radiation and the bad effects radiation causes.  Each level of this Perk improves your Radiation Resistance by 20%.
    • Snakeater
      Yum! Tastes like chicken. For each level of this Perk, you gain +20% to your Poison Resistance.
    • Mr. Fixit
      A little late night cramming never hurt anybody, especially you. For each level of this perk, you get +50% to your engineering skill, for the purposes of repairing items (not capped at 200).
    • Dismantler
      With this perk you are able to retrieve more materials when sciencing items. For the purposes of disassembling weapons, you get +50% science with each level of this perk (not capped at 200).
    • Pathfinder
      The Pathfinder is better able to find the shortest route.  With this Perk, your travel time on the World Map is reduced by 25% for each level
    • Hoarder
      Your hoarding has officially broken the laws of physics. While in the safety of your headquarter, there seem to be no limit to how much stuff you can carry. You probably should see a psychiatrist.
    • Competitive Eater
      With each level of this perk, you come one step closer to mastering the art of mind over matter. You can eat one more food item before getting full. Bon appétit!
    Free perks
    Perks that you get for "free", either by completing some quest or simply through dialogue.

    • Awareness
      With Awareness, you are given detailed information about any critter you examine.  You see their exact hit points and information about any weapon they are equipped with.
    • Silent Running
      With this Perk, you now have the ability to move quickly and still remain quiet.  You can Sneak and run at the same time.  Without this Perk, you would automatically stop Sneaking if you ran.

    772
    General Discussions / Awareness
    « on: February 25, 2013, 02:13:54 PM »
    I implemented a little quest which doesn't really work right now due to the removal of random encs, but there is a new npc in the family courtyard that you can talk to about awareness.

    He will give you a little assignment, killing 10 geckos, dogs and rats to obtain the perk. The dialogue checks for the killcount, so if you already have these kills on your character, you should be able to get the perk right away.

    AFter that, there is a second quest which works the same way, except it checks for 10 deathclaws and there also is a reward.

    Since it checks for the killcount that you can also see in your character sheet, every type of gecko counts as gecko, there is no distinction between golden or silver ones.

    Soon, a similar npc will be added to the lawyer base to enable lawyer chars to get awareness for free. Once that is done, awareness will be removed from the perks list.

    The quest has no level requirement, it is possible to obtain it at level 1, theoretically.

    773
    General Discussions / Re: Charisma
    « on: February 23, 2013, 05:35:53 PM »
    we do have a couple if ideas for charisma, I just only posted what was implemented in that thread.

    here's the full list
    WM group size
    Leadership Skill
    Reputation modifieres
    Non combat training modifiers

    774
    General Discussions / Weapon Perks List
    « on: February 22, 2013, 06:03:38 PM »
    heres the list with the available weapons perks. Each tier 2 and tier 3 weapons, which applies to about 80% of the weapons, are tier 2 and have 5 perks, unlocked at 15, 715, 200, 225 and 250 skill
    Code: [Select]
    #define WP_FASTER_RELOAD                   (1)      //10% faster reload
    #define WP_BONUS_DAMAGE                    (2)      //5% more damage
    #define WP_KNOCK_BACK                      (3)      //20% chance to knock back
    #define WP_SUPPRESSION                     (4)      //20% chance (per bullet, even if missed) to suppress
    #define WP_ACCURATE                        (5)      //+30% hit chance (aka +3% max range)
    #define WP_BONUS_RANGED_DAMAGE             (6)      //+2 damage per bullet
    #define WP_HIT_THE_GAPS                    (7)      //10% DR and DT reduction
    #define WP_IGNORE_AC                       (8)      //WIP: Ignore 10 AC
    #define WP_SCOPED                          (9)      //WIP: +1 Pe for sight bonus purposes
    #define WP_MORE_CRITS                      (10)     //+2% base crit chance
    #define WP_BETTER_CRITS                    (11)     //+5 to crit strength roll
    #define WP_MORE_BLEED                      (12)     //+30% chance to cause bleed (relative to original bleed chance)
    #define WP_BETTER_BLEED                    (13)     //+20% bleed strength
    #define WP_RELIABLE                        (14)     //WIP: less chance to critically fail
    #define WP_KNOCKOUT_STRIKE                 (15)     //-2 for target's stat roll when crit roll to cause KO.
    #define WP_BETTER_KNOCKOUTS                (16)     //+20% knockout duration
    #define WP_AP_DRAIN                        (17)     //20% chance that target will lose 15 AP
    #define WP_SLOWER_DET                      (18)     //WIP: slower deterioration
    #define WP_BLINDING_STRIKE                 (19)     //-2 for target's stat roll when crit roll to cause blindness or disorient
    #define WP_CRIPPLING_STRIKE                (20)     //-2 for target's stat roll when crit roll to cripple limb


    775
    General Discussions / Re: Questions ?
    « on: February 22, 2013, 05:37:46 PM »
    flamers are devastating on close range. their range is a hex or two longer and they actually have a cone shaped burst so it's possible to hit multiple targets. Since we still have similar armor stats, it's devastating on metal armors. For the future, a damage over time is planned as well.

    776
    General Discussions / Re: Armor List
    « on: February 22, 2013, 03:13:23 PM »
    yes. though we dont want to see any bluesuits around. There are still sandrobes for that. We might change the default skin from bluesuit to something else at some point but for now that seems like too much work.

    777
    General Discussions / Re: Questions ?
    « on: February 13, 2013, 04:52:43 PM »
    >vehicles
    Cars are not ingame yet and getting them to be anything else than a big container or a travelling device requires a lot of scripting effort so it would be a while until they were introduced, anyway. As the FAQ states, cars for travelling will be made available at some point, when the main features are done.

    >bases
    you have to distinguish between factions and squads. The term faction refers to an npc faction, like enclave on 2238, while squad refers to the player made gangs which belong to the factions. Think of "dagger squad" in fallout tactics. Apart from that, each faction has one big HQ location, which consists of multiple maps. There are also smaller locations like mines for each faction and probably more could follow. The base that a squad can buy will be part of the HQ structure, not an extra location on WM. There will only be one base and room per player because you dont need any other bases. Tents are also disabled.

    >first test
    the server is already in playable condition so to speak, with the pvp system finished. We already have a set date for a closed alpha more than soon and we are confident that we are able to finish the last missing pve-features in time.

    778
    General Discussions / Re: Questions ?
    « on: January 15, 2013, 05:09:44 AM »
    I've read that the player will have ~100 action points. Sounds nuts, except if you will need more AP to use things, or shoot, etc. Maybe I've just didn't see that, but having 100 action points, and death at -100 HP... sounds nuts.
    just wait until more information is available. This server is PvP oriented so it doesn't make sense if even the basis of its pvp system is "nuts", right?

    779
    General Discussions / Re: Questions ?
    « on: January 08, 2013, 04:17:10 PM »
    there is no TB on the whole server. And for the trolling, the reason 2238 has so much trolling is simply that there's nothing meaningful to do with your sparetime.

    780
    General Discussions / Re: Questions ?
    « on: January 08, 2013, 10:09:39 AM »
    enforcing a one char per character rule would only be our last resort. As of now we are pretty confident that we have disabled duallog/fastrelog for pvp/tc but the scouting you speak of is indeed a good point that we have to consider.

    About trolling, e.g. just making chars for the sole reason of going to a faction HQ and spamming the chat, well, if people are that bored then I don't really know. There's not much you can do about that, maybe devs and gm's just have to ban these people or if it's too much we can maybe think of soem ignore feature but I dont think it will be too much of a problem.

    Also, if you have more questions, feel free to check out our irc channel at     irc://irc.forestnet.org/AshesOfPhoenix

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