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Messages - Admiral Zombie

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1
Suggestions / Re: Beastmasters (or slavers with higher/lower tier animals)
« on: September 13, 2014, 09:44:08 AM »
I'm all for such things, and even suggested a trait for it once.


If such a thing ever should come though, it would have to come with a general big update that allows NPC followers in general. I have yet to see a fonline do NPC followers well yet, and I don't know if the developer have plans for them.

2
Wiki creation / Table for the perks
« on: September 09, 2014, 09:09:11 PM »
Spoiler for Hiden:
{| class="wikitable sortable"
|-
! Name !! Requirements !! Effect
|-
| [[Man of Steel]] || Example || Example
|-
| [[Toughness]] || Example || Example
|-
| [[Improved Hemostasis]] || Example || Example
|-
| [[Critical Strength]] || Example || Example
|-
| [[Critical Perception]] || Example || Example
|-
| [[Critical Endurance]] || Example || Example
|-
| [[Critical Agility]] || Example || Example
|-
| [[Lifegiver]] || Example || Example
|-
| [[Quick Recovery]] || Example || Example
|-
| [[Quick Recovery II]] || Example || Example
|-
| [[Armor Efficiency]] || Example || Example
|-
| [[Nerves of Steel]] || Example || Example
|-
| [[Adrenaline Rush]] || Example || Example
|-
| [[Dodger]] || Example || Example
|-
| [[Action Boy]] || Example || Example
|-
| [[Bonus Rate of Fire Perk]] || Example || Example
|-
| [[Fast Reload]] || Example || Example
|-
| [[Psychopath]] || Example || Example
|-
| [[Hawk Eyes]] || Example || Example
|-
| [[Sharp Shooter]] || Example || Example
|-
| [[Weapon Handling]] || Example || Example
|-
| [[Pack Rat]] || Example || Example
|-
| [[Strong Back]] || Example || Example
|-
| [[Fearless]] || Example || Example
|-
| [[Faith Healer]] || Example || Example
|-
| [[Living Anatomy]] || Example || Example
|-
| [[Field Medic]] || Example || Example
|-
| [[Dr. Strangelove]] || Example || Example
|-
| [[Medicinae Doctor]] || Example || Example
|-
| [[Autonomous Regeneration]] || Example || Example
|-
| [[Silent Hill Death]] || Example || Example
|-
| [[Do or Die]] || Example || Example
|-
| [[Gain Strength]] || Example || Example
|-
| [[Gain Perception]] || Example || Example
|-
| [[Gain Endurance]] || Example || Example
|-
| [[Gain Charisma]] || Example || Example
|-
| [[Gain Intelligence]] || Example || Example
|-
| [[Gain Agility]] || Example || Example
|-
| [[Gain Luck]] || Example || Example
|-
| Example || Example || Example
|}


I've started work on a table for the perks page. The current one is a pain in the ass to read through currently, having to open a new tab for each perk to see what it does. It isn't very helpful in showing information.

I'll post what I got so far for now, and will continue work on it later. Feel free to contribute of course.

3
Suggestions / Re: Vulnerable faction gates
« on: September 09, 2014, 07:18:23 PM »
+1

I like this, if you want to get to an enemy's team gate you should have to travel through the entirety of the core. I can imagine groups who would have a squad just enter/exit the entrance to pick off reinforcements. There aren't that many team NPC guards wandering around the gate, so it really doesn't make much difference if I enter from family side or lawyer side.

4
Developer Corner / Re: Would you want damage screen effect?
« on: September 09, 2014, 07:11:42 PM »
This seems like an obvious one. "Do you want a visual feature that can be disabled?"

There are those who will want it. Those who don't want it can just turn it off, so they wouldn't care. Why vote no?

5
Suggestions / Rename Critical strength
« on: September 09, 2014, 10:13:13 AM »
This might have been mentioned elsewhere, not sure. It is a pretty minor suggestion but one that should hopefully clear up some confusing terms.

http://fonline-aop.net/wiki/index.php?title=Critical_Hit

So there is the "critical strength" which can roll between 1 and 6.

http://fonline-aop.net/wiki/index.php?title=Critical_Strength

Then there is "critical strength" which is a perk which is rolled specifically involving your SPECIAL strength stat

And the "Li Jing" leadership module which has a BB of +1.0 critical strength.


See the possible confusion?


Also, for the leadership one, I assume it is +1% chance to negate rolls which would involve the strength rolls, and not adding onto the power of the critical, nor is it adding 1 strength for determining that. It would probably be a good idea to clarify that in the pipboy, as well as the critical perception/agility/endurance modules.

6
Wiki creation / Re: Information - Join the wiki team!
« on: September 09, 2014, 09:28:20 AM »
Not sure how much I can contribute, but I can at least try some. There are a couple spelling mistakes and typos that I regularly see on some pages driving me nuts. I particularly want to see all of the perks at least added the the wiki as well.

7
Game Tips & Guides / Re: Briefcases?
« on: September 08, 2014, 04:20:38 PM »
There is someone on the first floor who is suppose to accept leather briefcases, but is bugged currently (or maybe just not finished?)

I don't know about metal briefcases though.

8
Game Tips & Guides / Re: How does gifted work after 25?
« on: September 08, 2014, 04:18:34 PM »
Yeah, I really need a character planner before I go making any gifted characters. I have a couple build ideas, but until I can see how they level out exactly to level 24, I'm really skeptical.

9
Suggestions / Re: Quick Pickup/Drop
« on: September 07, 2014, 01:55:55 PM »
As nice as it would be, yeah I kind of like having the one item pickup at a time. The fear of "what if the owner comes back? ...What if the killer comes back?!" is too great to remove.

10
General Discussions / Re: AOP the TLAMKII second try?
« on: September 07, 2014, 10:56:35 AM »
I do agree that there is a really large amount of items required to craft pretty much anything. You need 4+ unique parts to craft a gun or armor, then you need that item plus more parts to get the next tier, and then repeat that again.

I'm not sure how frustrating of a thing it will be, it has been easy so far to get lower tier items, scavenging is quick and fairly easy so far. That much will take time and play. But I don't think we should keep the really high item requirements simply because it is realistic, it should be changed or stay the same because of balance and gameplay reasons solely. Realism can be fun in some parts, not in crafting though.

EDIT: about TLA and AoP though, one thing I'm extremely worried about are the higher tier items. I hated in TLA how there was a practical monopoly on the highest tier items, and more often than not the only way to get them involved areas that would end up having you fight those with the top tier items, so then they kick your ass, they keep their top tier items, and you never get it. I'm basically worried that once a group has a foothold at the top, then the only way to beat them is with top tier weapons as well, which requires you to beat them to obtain...

But I'll have to wait and see, I don't know exactly how they will be obtained yet.

11
Suggestions / Re: Live giver!
« on: September 05, 2014, 10:25:55 AM »
I always hated how lifegiver was practically necessary in other fonlines. Lets wait and see on this one, although it is important to remember that with higher DR/DT even the smallest increase in total health can make a massive difference.

12
General Discussions / Re: some questions
« on: September 04, 2014, 11:34:30 AM »
How out of date is the wiki on perks? I've heard mention of a handful of perks that I'm not finding, and I'm not sure if it is simply an armor or weapon perk I've overlooked, or if the wiki is just lacking a handful of perks.

13
Suggestions / Re: Traits Suggestions
« on: September 03, 2014, 09:49:00 AM »
Quote
Gifted probably should give 4 or even 3 SPECIAL, 2 perks less is not a big drawback concidering that some perk only provide a bonus as if you have 2 more points in a certain stat, and with 4 SPECIAL you can replace 2 of those perks with the full bonus of having 2 more specials in that stat

I'm inclined to agree, mainly because the perks here seem a whole lot weaker and more defensive focused. Originally I suggested that exact trait idea for reloaded, where there are a lot more perks which are often seen as necessary for builds, whereas many of the offensive perks have been moved over to weapon perks in aop it looks like.

Just read it as "less perks, more SPECIAL" or vice versa. Numbers are always free to change for balance, its the idea that counts.

A point on multi-tasker, I'm not sure how easy it would be to code, but I figured just disabling or removing the animation you have to go through would be a possible way?

14
Suggestions / Re: Traits Suggestions
« on: September 02, 2014, 09:00:39 PM »
My favorite part in every fonline i've played has been the buildcraft. Coming up with unique builds and such. Hell, I have as much fun coming up with trait/perk ideas in past fonline games as I did making the builds. I just hope I'm not too late to suggest some ideas.

So quick explanation of how I view traits. I think the penalty is something you should always have to deal with. If you can build your character in a way that the penalty is never relevant, then it is probably a bad trait. Additionally traits should allow or encourage significant change in the way you build your character to play the game. A generic +10% DR doesn't really change the way someone would build their character or play the game and isn't very interesting to me.

Jinxed
-The max chance to hit you receives -10%
-The max chance you have to hit receives -10%
Quote
This is a bit of an inspiration from the fast shot trait, but to be honest I'm not too particularly keen on it myself. I read the dev post that said the current jinxed would probably go, and this was an alternative that came to mind. The problem I have with it is how it doesn't really change much in gameplay for you. It might be a popular trait for looters who just want to run in and try to steal something perhaps? More opportunities for your opponent to miss as you charge and get closer? Not sure. But I figured I would post it to see if it inspires anyone else perhaps

Gifted
-Gain 7(5?) Special points to distribute as you please
-Gain a perk only once every 4 levels rather than 3 (2 perks less)
Quote
The two most influential things in the game are SPECIAL and Perks. It makes sense to have a trait I think that subtracts one in favor of the other. It would probably require careful balancing. It is basically +1 to each SPECIAL, although that may be a little strong, I'm not sure really

Skilled
-Gain a Perk every 2 levels rather than 3 (4 perks extra)
-All special points start at 4 rather than 5
Quote
This would be even more potentially powerful, because going from perk every 3 levels to perk every 2 levels is a difference of 8 perks and 12 perks. That is a rather large bump. I just learned after writing this up that most perks don't have requirements, so it is a little too strong I think if it were just -7, although it is rather hard to say since SPECIAL has a much stronger role here than most other fonlines.

Raised by Wolves
-Starting at level 1 you have a dog companion. From level 12 you have 2 dog companions. At level 24 they both become wolves (slightly stronger)
-You cannot receive nor give leadership bonuses to humans.
Quote
Personal fantasy, I've always wanted to have a character with a bunch of dog companions. I doubt this would go through since there is yet to be any kind of system mentioned of NPC companions, but it could be interesting in the future I think.

Coward
-Less likely to be suppressed when fleeing
-More likely to be suppressed when advancing
Quote
It would promote hit and run strategies, and any trait which allows for or promotes certain play styles is typically a good trait in my opinion. Not sure how easy it would be to code it, or how much of a load it would put on the server to constantly check to see if a suppression hit was "advancing" or "retreating"

Multi-Tasker
-You can reload, change held items, and perform various other simple tasks, all without having to stop moving
-All simple actions, whether you're moving or not, require a little more AP to perform
Quote
Again, not sure if the code would allow this, or even how it would work out in the current game. This fonline server is so significantly different from others it can be harder to predict for balance things. This is mostly just a copy of an idea I suggested for reloaded though which I still like. Like a couple of my other ideas, it is meant to promote more mobile run and gun gameplay.

Situational Awareness
-Receive +2 PE for purposes of vision range
-Receive -3 PE for detecting sneaked foes
Quote
The cliche of the sniper who is so focused on what is far away he fails to notice those sneaking up really close to him would make for a good trait I thought. There is so much in your field of view it can be hard to focus on any one thing was the general idea

Advancing Wall of Doom
-Receive DR/DT when you are suppressed
-Your suppression lasts 2 seconds longer
Quote
This one I'm really unsure of balance wise, which is why I didn't even attempt to include numbers for the DR/DT. Its mainly the idea that matters, and can hopefully inspire more. I had in mind the cliche horrormovie scene of the monster or killer slowly advancing towards the target, never running, but completely immune to any bullets. We don't have to go that far. The negative actually helps even more with the bonus, but can get frustrating if the person is clever enough to run away properly. It should be interesting I think, as people desire to be suppressed, when there are many ways people would pick up to avoid it

Pyromaniac
-All attacks that would deal fire damage require less AP
-All attacks that don't deal fire damage require more AP

-(Alternative) Gain AP regeneration boost if you've dealt fire damage recently (enough to exceed the penalty)
-(Alternative) Reduced AP regeneration in general

Quote
Simple and obvious. Some people just want to watch the world burn. I wasn't sure which of the two options would be better so I just put down both for now

Perkus Maximus
-All perk level requirements are -3
-All perk SPECIAL requirements are +1
Quote
The idea was to allow players to start grabbing the stronger/higher level perks, but they would have to be far more careful with their SPECIAL planning. I've just learned however that most perks actually don't have much requirement...so I'm not sure. I'll leave it as it is to see if it inspires anyone else with a similar or better idea though

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