FOnline: Ashes of Phoenix

Game improvements => Suggestions => Topic started by: mAdman on September 15, 2014, 01:53:32 AM

Title: Suggestions for post 24 perks
Post by: mAdman on September 15, 2014, 01:53:32 AM
(Edited for ease of reading) Please help me make the list bigger and better :)

Perk list so far;

Used to starving; Effect from food lasts 1.5 longer (possibly 1-3 ranks). (thanks to paragon for this one).

Disturbed (Child); From childhood, it has been apparent that you just DO NOT like animals. Your time spent hating them has given you a solid grasp on what it takes to make them stop ticking. +5% damage to wildlife NPCs (possibly 1-3 ranks). (thanks to Marxman for this one).

Trophy Killer; You can use a knife on opposing faction corpses (much like on plants) to claim a "trophy" of your kill, which bears it's former owners name, which can be sold at the junk traders, kept for sentimental value or used as a mini player maintained "bounty" system.

He Who is Without Sin; Rocks that you throw deal substantially more damage (to the damage of a half decent spear, but without the bleed effect), making them an effective weapon against poorly armored targets.

Dr Conservative; When a medical item that you used is "consumed" or destroyed, you receive some of the ingredients involved in the crafting of that supply (if/when we can craft medical supplies).

Reaper; If you manage to kill an NPC in a single hit, shot or burst, from full health, you are restored half of the shot or burst's AP cost (or a flat amount, say 30-40, considering psychopath doesn't not effect NPCs, I can't see it being too overpowered or out of place).

Grave Robber; Graves are much more likely to contain loot for you and perhaps nicer loot too.

Academic Enlightenment; (as a replacement to educated post 24) You gain 1 extra skill points per level, retroactively granted for previous levels (obviously these can't be used to increase tag skills), (could have 3 ranks).

Faster Learning; You gain 5% extra experience from hitting or killing an NPC, crafting, repairing and science (not from assignments or ZC). (Could have 3 ranks).

Wasteland Wise; You now spot NPC laid traps from double the distance and have reduced chance of them exploding in your face if/when disarming.

The Pusher Man (or Heisenberg); Opens new recipes to mass (10 at a time) manufacture drugs for a cheaper component cost than one at a time.

Human Snail; While at your HQ you can walk while over-weighted.

Conservative in Distress; When a weapon you are wielding explodes in your hands, you are returned base components (and any ammo left in the gun), as though you had used the science skill on it instead (it still explodes and deals damage).

Energy Engineer; You can convert 1 microfusion cell into 3 energy cells and one energy cell into 2 weak energy cells.

Reverse Energy Engineering; (Prerequisite Energy Engineer) You can convert 2 weak energy cells into one energy cell, and 3 energy cells into a microfusion cell.

Component Breakdown; You can now break down 1 component into 2 metal parts, and break down 1 metal part into 3 junk.

Component Rebuild; (Prerequisite Component Breakdown) You can now turn 3 junk into 1 metal part, and turn 2 metal parts into 1 component.

Conservative Sneaker; When using a stealthboy you consume energy 25% slower than normal, 1-3 ranks. (thanks Myakot, also edited after sneak changes).

Masterful Sneaker; Your sneak carry weight threshold is increased by 2kg. 1-3 ranks.

Naturally Stealthy; (Prerequisite Masterful Sneaker) You no longer need a stealthboy to enter stealth, but when you are stealthing without a SB you are at -40 flat to sneak.

Crafty repairman; Only 1 oil is required to repair weapons for you.

Mad Science; You gain more components from breakdowns.

Hunter; Can be a hunter perk for all critters in the game, could be restricted by 50 kills of that critter too, giving bonus critical damage against the specific creature (thats a lot, but you could pick just the popular ones DCs, aliens, scorps etc).

Used to it; Your own explosions deal 10% less damage to you.

Reputed Relic Hunter; Trading in relics now grants you 1500 reputation instead of the usual 1000.

Explorer; You are much more likely to encounter special encounters on the world map.

Junk trader; You can now sell anything in any condition for a minimum of 1 cap (everything but ammo).

Feared; Most human groups in the wasteland (not core) will not attack you unless you attack them first, if possible could only work for a group if they are all Feared.

Minecrafter; You can now harvest wood from trees and fiber from plants with your bare hands.

Pest Exterminator; You deal +10% damage to all insects and rat type creatures.

Waste Weathered; You gain 5% DR and 5 DT in random encounters.

Game over man; Optional level 99 (and possibly level 24?) perk, you start back at level 1 (and get a respec?) but stay in whatever faction you were in and retain your room, gear, reputation, recipes and support perks.


Maybes;

Dump and run; grants the ability to drop your whole inventory whenever, wherever you want.

Vulture; Can "eat" Bodies to get rid of them, and out of the way while restoring a bit of health, not player bodies obviously though. (i saw this suggestion elsewhere)

Keeping it together; Your gun rarely explodes any more (the explode chance is halved, but the gap is replaced with more jams).

Just for you; A vendor, in an instance, only for one player, no following, which has some decent gear and some caps, but refreshes only weekly.

Drug Preference; Restriced by other preferences (you can only have 1 preference), Increasing the length of the positive effects and lessening the malus of that specific drug.

Hard drinker; Alchohol grants you an endurance bonus but only for a minute.

With the wind; You gain 1% movement speed when outside of the core.

Wasteland Watcher; You gain +15 vision range outside of the core.

Dungeon Crawler; You gain +3% critical chance and 5% damage while in a dungeon (archives).

Keep the peace; Return your reputation with all factions to 0 (except your own) if they are higher than 0, gain 500 rep.

Master Craftsman; A random component in the recipe is returned to you when crafting new items.

Reputed Businessman; Your reputation with your faction effects your persuasion when it comes to selling items at your base (1 for every 10,000 reputation).

Ammo for scrap; You can break down unwanted piles of ammo into junk (25 for 1 junk).

Framer; Every time you hit a friendly player there is a 25% chance the person closest to you will lose reputation instead. (not if you kill them and not if there are only two of you).

Con Artist; You can sell junk as though it were something of value (5-10 caps?) to the traders outside of your HQ.

Beyond the grave; You shout instead of whisper when you are dead or dying (unless you type /w).

Alien Abductee; You gain a +50% chance to cripple aliens, and they now drop a tentacle as a keepsake (and sellable item 35 caps at outside merchants).

Puppy love; All dogs are considered friendly toward you until you attack them (considering dogs arent really much of a threat it surely won't effect pvp that much, and it's only the player with the perk).

The Five Finger Punch of Death; Against human NPCs (not players), your bare fist attacks have a small chance to explode your target (deal 10X damage and exploding death animation).

Famous; Adds your name to a new hall of fame category called "Perkiest" (a bit silly and aesthetic yes but some of us know we'll never make it and it'd be nice to be up there).  >.<


Please help make/alter suggestions I am all for more choices and weird and wacky stuff too :D
Title: Re: Post 24 perks
Post by: mAdman on September 15, 2014, 08:32:50 AM
Also i noticed the mr fixit and science boosting perks say for each rank, does that mean they have multiple ranks?

If so, maybe they can be reduced in amount of skill points given, to extend the number of perks available/takeable at this stage. Making them increase either skill by only 20 or 25 but giving them 9 or 10 levels, will ensure a level of specialisation remains, and give us perks to continue taking later on.
Title: Re: Post 24 perks
Post by: cirn0 on September 15, 2014, 02:35:05 PM
Yes, we are open to post level 24 perks that aim to give Quality of Life improvements.
Title: Re: Post 24 perks
Post by: mAdman on September 15, 2014, 03:14:52 PM
:D That is awesome news, i'll will get cracking on reasonable ideas immediately.

You guys are the best. Love your work.
Title: Re: Post 24 perks
Post by: mAdman on September 15, 2014, 06:56:45 PM
Ok so, had a think about it and here's what i've come up with so far;

Alterations;

Reducing mr fixit and dismantler to 15 and 30 respectively, as engineering is harder and 5-9 ranks if possible.
Extending strong back to 15 pounds per rank with 3 ranks.
Making persuasion and outdoorsman variants too with outdoors at 25% and persuasion at 5%
Same for snake eater and rad resist, give them ranks, but also add to snake eater a little fire resist per rank, and to rad resist a little bleed resist (negligible amounts, 1% per rank)


But then I ALSO thought, what if you could take some pvp perks at this stage, but they also have a malus, for further build inching. E.G.;
+0.5 standing ap regen / -5% critical endurance resistance (could have ranks too).
or
+1% base critical chance and +2% aimed critical chance / -1DR and 1% damage resist.
etc.

Anyway, that was just first reaction stuff, feel free to criticise/ tear apart ideas to reform etc, like i said i love what you've done here and am happy to help in any way.
Title: Re: Post 24 perks
Post by: Myakot on September 15, 2014, 09:08:00 PM
I think the idea behind after-24-perks is that they should be only pve-oriented. They should NOT give you any pvp-advantage. So it removes like half of your ideas.
Perks usually don't have a side effects, traits do.
" no longer need a stealth boy" so just log like 5-6 battle characters and move them into ZC and just leave them be ;). Something like "reduces the cost to recharge by x" may be better.
P.s.
Vulture should be "allies lose more rep for shooting you if you are looting during ZC " ;P
Title: Re: Post 24 perks
Post by: Seki on September 16, 2014, 04:09:42 AM
I think the idea behind after-24-perks is that they should be only pve-oriented. They should NOT give you any pvp-advantage.
that reminded me Competetive Eater, that perk is affecting pvp.. more food at once = more healing rate.. thats not good
Title: Re: Post 24 perks
Post by: SnowCrash on September 16, 2014, 10:47:20 AM
I like some of your ideas, I was thinking that will be good if those support perks can be picked right from the start, maybe 1 each 2 lvls (and not changing in any way the current combat perks). So it will be like having two different kind of perks, each ones with their rates and requirements, while the combat ones become unavailable after lvl 24. The hunter perks can be the first ones to become available, making it easier to go hunt some critters at low levels.

And instead of perks that gives bonus and malus, i think a better way to do that its by implants: implants may be rarely found in the core, and you could pay a doctor in your faction to implant or remove them. They may be like traits (with bonus and drawbacks) helping to better customize your character without giving a real advantage.
Title: Re: Post 24 perks
Post by: Niamak on September 16, 2014, 12:46:31 PM
I just took a second rank in competitive eater... rip me
Title: Re: Post 24 perks
Post by: mAdman on September 16, 2014, 03:13:50 PM
I think the idea behind after-24-perks is that they should be only pve-oriented. They should NOT give you any pvp-advantage. So it removes like half of your ideas.
Perks usually don't have a side effects, traits do.
" no longer need a stealth boy" so just log like 5-6 battle characters and move them into ZC and just leave them be ;). Something like "reduces the cost to recharge by x" may be better.
P.s.
Vulture should be "allies lose more rep for shooting you if you are looting during ZC " ;P

Exactly which ones do you think should be dumped? Half is incredibly vague..

You say the idea is to further boost pve and yes.. I understand that but, wont competitive eater, strong back and the increasing of crafting skills effect pvp combat too in a small and almost negligible way? I think the idea was not to DIRECTLY influence pvp.

"Just log 5 or 6 battle characters move them to zc and leave them be"? What do you mean like go afk?

I was under the impression that you need 6 player to take zc, all of whom need tier 2 or higher gear? And I was also under the impression that detecting a sneaker is not incredibly difficult if you are looking at them. The first armed noob to walk into whatever room they are all sneaking in gets 6 kills on afk idiots?
Title: Re: Post 24 perks
Post by: Myakot on September 16, 2014, 08:49:43 PM
Those perks (excluding eater, forgot about him sorry) directly affect pvp, like changing crit chances... That's way too much.
On almost any ZC map there is a small room (i.e. Toilet) with no loot, therefore no1 checks it on regular basis, but those rooms usually have windows, which are countered by sneaking, while facing towards window. I'm not talking about those "sudden surprises" as the flag cappers. It's like "let's put a perk which will always successfully roll checks on not to jam/explode, coz reasons".
P.s.
I'm not trying to be rude to you (but probably I am, meh), but all of that is "Too Stronk" and all of them remind me of that shitty Fallout 3.. Especially the "Hunter" one, it's even the same I think.
And, for an example, "just for you". If devs put it, they will be forced to make that trader sell some pretty important stuff (once a week and takes a perk). Which will just lead to spawning tons of multi-accounts just for that ^^. (Or even not, some people have like 20-23 lvl characters that they gave up while testing on different build).
Drug preference is also out of it's league, since it affects pvp directly, even if it would mean a slight buff of drug's bonuses, imagine voodoo with 25% ms, or blood moon giving even more crits to snipers, kthxbye.
Wastelander would also affect pvp greatly. All the smg-carriers/HtH chars could dump their PE even more. (I understand that those are "just thoughts", so here are mine "just thoughts")
Was writing on mobile, so could've forgotten or mistook some things, sorry in advance (and oh those grammar mistakes).
Title: Re: Post 24 perks
Post by: mAdman on September 16, 2014, 09:00:51 PM
Yeah but hunter is for critters only, not players, you dont see many radscorpion players walking around, so its not going to affect pvp at all.

The extra view distance and others were quick example suggestions based on effecting you while OUTSIDE of the core, so again, no possible way to interfere with pvp.

And the trade off perks were in the same basket, examples for a suggestion of a new line of traits, I thought they were a bit much myself thats why i went with really low numbers.

I like criticism but be specific :P
Title: Re: Post 24 perks
Post by: Myakot on September 16, 2014, 09:08:05 PM
I didn't say hunter was affecting pvp Oo, at least that's what I wrote. I said it's the exact same perk from shitty Fallout3 aka "The Nuclear Scrolls: Huge money bag".
I am specific, and I've told that I understand, that these are just thoughts.
(Messed up with Watcher, read as "inside the core".)
Title: Re: Post 24 perks
Post by: mAdman on September 16, 2014, 10:10:07 PM
There were hunter perks in fallout 2 too right? I thought you had to get the hunter perks to be able to skin geckos.
Title: Re: Post 24 perks
Post by: Myakot on September 16, 2014, 10:15:45 PM
There were hunter perks in fallout 2 too right? I thought you had to get the hunter perks to be able to skin geckos.
Is that hunter the same to the one in F2? Gives bonus offense vs a specific type of an NPC? :/, no, it allowed you to skin them, the end.
Title: Re: Post 24 perks
Post by: mAdman on September 16, 2014, 11:58:46 PM
Some others;

Master Craftsman; A random component in the recipe is returned to you when crafting new items.

Reputed Relic Hunter; Trading in relics now grants you 1500 reputation instead of the usual 1000.

Explorer; You are much more likely to encounter special encounters on the world map.

Reputed Businessman; Your reputation with your faction effects your persuasion when it comes to selling items at your base (1 for every 10,000 reputation).

Feared; Most human groups in the wasteland (not core) will not attack you unless you attack them first, if possible could only work for a group if they are all Feared.

Junk trader; You can now sell anything in any condition for a minimum of 1 cap (everything but ammo).
Title: Re: Post 24 perks
Post by: Myakot on September 17, 2014, 12:12:57 AM
Last one seems fun, but broken ;D, get a box of ammo and get 100 caps. Overall they are unusual, gj. (Rep gain should seriously be decreased ><)
Title: Re: Post 24 perks
Post by: mAdman on September 17, 2014, 12:14:28 AM
Yaaah I had a second thought after posting about it not applying to ammo lol, might just edit that in now, cheers.

I'll also tidy up the OP when I get back later today, i'll try to make it an organised list of definites and maybes.

And of course it goes without saying others suggestions are welcome :D i'll add them in, if they aren't broken lol.
Title: Re: Post 24 perks
Post by: mAdman on September 17, 2014, 01:42:58 AM
More;

Ammo for scrap; You can break down unwanted piles of ammo into junk (25 for 1 junk).

Framer; Every time you hit a friendly player there is a 25% chance the person closest to you will lose reputation instead. (not if you kill them and not if there are only two of you).

Con Artist; You can sell junk as though it were something of value (5-10 caps?) to the traders outside of your HQ.

Nuka-Break; Drinking a Nuka-Cola increases your moving AP regen by 0.5 for a minute but only once every six hours, this buff is removed when you enter combat.

Minecrafter; You can now harvest wood from trees and fiber from plants with your bare hands.

Pest Exterminator; You deal +10% damage to all insects and rat type creatures.

Hive mind; You can faction chat while dead (it's a personal thing that I think you shouldnt be able to faction chat while dead anyway).

Beyond the grave; You shout instead of whisper when you are dead or dying (unless you type /w).

Waste Weathered; You gain 5% DR and 5 DT in random encounters.

Alien Abductee; You gain a +50% chance to cripple aliens, and they now drop a tentacle as a keepsake (and sellable item 35 caps at outside merchants).

Puppy love; All dogs are considered friendly toward you until you attack them (considering dogs arent really much of a threat it surely won't effect pvp that much, and it's only the player with the perk).

Game over man; Optional level 99 (and possibly level 24?) perk, you start back at level 1 (and get a respec?) but stay in whatever faction you were in and retain your room, gear, reputation, recipes and support perks.

The Five Finger Punch of Death; Against human NPCs (not players), your bare fist attacks have a small chance to explode your target (deal 10X damage and exploding death animation).
Title: Re: Post 24 perks
Post by: Myakot on September 17, 2014, 01:46:34 AM
Enjoyed a couple of those, only nuka-break seems out of place, since I don't see how you could use it ;).
Title: Re: Suggestions for post 24 perks
Post by: mAdman on September 17, 2014, 06:58:57 AM
More;

Energy Engineer; You can convert 1 microfusion cell into 3 energy cells and one energy cell into 2 weak energy cells.

Reverse Energy Engineering; (Prerequisite Energy Engineer) You can convert 2 weak energy cells into one energy cell, and 3 energy cells into a microfusion cell.

Famous; Adds your name to a new hall of fame category called "Perkiest" (a bit silly and aesthetic yes but some of us know we'll never make it and it'd be nice to be up there).  >.<

Component Breakdown; You can now break down 1 component into 2 metal parts, and break down 1 metal part into 3 junk.

Component Rebuild; (Prerequisite Component Breakdown) You can now turn 3 junk into 1 metal part, and turn 2 metal parts into 1 component.

Edited OP too, adding all to those lists.
Title: Re: Suggestions for post 24 perks
Post by: mAdman on September 17, 2014, 06:44:50 PM
Noone wants to put their idea in this thread? :\

Come on guys it's not radioactive in here, let's just make a big list that the devs can pick and choose their favs from.
Title: Re: Suggestions for post 24 perks
Post by: mAdman on September 21, 2014, 12:23:58 AM
Bump, added 2 new perks to the list.

More ideas needed :D
Title: Re: Suggestions for post 24 perks
Post by: mAdman on September 28, 2014, 07:24:19 AM
One last shameless bump (added some new ones to the OP).
Title: Re: Suggestions for post 24 perks
Post by: PusiteGA on September 28, 2014, 07:46:54 PM
+1 Naturally Stealthy; (Prerequisite Masterful Sneaker) You no longer need a stealthboy to enter stealth.
i really hate to cary stelth boy whit me but i would to npc from who you learn this perk the price somthing like 100.000 caps would be enoght

Dump and run and similar stuff shoud be implmented for all people i and ther shoud also implenet ctrl click when at trader so if you have 50 ore you just ctrl click on it and it transfers all in sell slot so no need to manual drag set amount and click i hate to do thet
shoud be implemented from taking stuff from lokcers and similar too

+1 too for Beyond the grave; i hate when they kill me and i cant be shure enemy heard me telling them to go to hell
Title: Re: Suggestions for post 24 perks
Post by: paragon on November 06, 2014, 02:22:48 AM
Used to starving - Effect from food lasts 1.5 longer?
Title: Re: Suggestions for post 24 perks
Post by: MARXMAN on November 06, 2014, 02:46:22 AM
"Disturbed Child"

From childhood, it has been apparent that you just DO NOT like animals. Your time spent hating them has given you a solid grasp on what it takes to make them stop ticking.

+5% damage to wildlife NPCs





Title: Re: Suggestions for post 24 perks
Post by: S.T.A.L.K.E.R on November 07, 2014, 09:05:10 AM
Slayer needs to be added back :D
Title: Re: Suggestions for post 24 perks
Post by: mAdman on November 08, 2014, 05:24:26 AM
Used to starving - Effect from food lasts 1.5 longer?

Yeah that's pretty good, in combo with competitive eater it's heavy but to be honest I think that would be a more balanced post 24 perk than competitive eater, have like 3 ranks of it. Nice idea :D

"Disturbed Child"

From childhood, it has been apparent that you just DO NOT like animals. Your time spent hating them has given you a solid grasp on what it takes to make them stop ticking.

+5% damage to wildlife NPCs

If you could think of some minuses that might make a really good trait, its good but it's a bit weird to have the player revealed he is a disturbed child after he becomes a skilled adult, so maybe just Disturbed :D Still I'll add it in :)
Title: Re: Suggestions for post 24 perks
Post by: mAdman on November 08, 2014, 05:30:56 AM
What did slayer do again Stalker? Was that more damage against creatures you had killed more of? Or something else, I can't remember.
Title: Re: Suggestions for post 24 perks
Post by: Myakot on November 08, 2014, 05:33:56 AM
What did slayer do again Stalker? Was that more damage against creatures you had killed more of? Or something else, I can't remember.
+shit ton of crit roll for aimed shots
Title: Re: Suggestions for post 24 perks
Post by: mAdman on November 08, 2014, 05:57:18 AM
Oh, hmm as a post 24, I'm not sure heh, seems like everyone would always take it without question.
Title: Re: Suggestions for post 24 perks
Post by: mAdman on November 09, 2014, 04:50:20 AM
I could see a perk like that working against NPCs. But not for players post 24, something like maxed crit rolls vs raiders etc, kind of like how I did hunter, but specifically for humanoid npcs.
Title: Re: Suggestions for post 24 perks
Post by: paragon on November 09, 2014, 07:07:02 AM
okey, so let's stop calling it PvE and start calling it "nobody will take until 24 cuz they not worth it"