For me the best balance example is rock, scissor and paperLiterally the worst thing that can happen to any server ;). Every pvp will be the same. (Every server with uber-terminator-like perks has this).
(most of people have two toons, one with high agi ...)The problem is: you don't need any1 with high agi, that stat is worthless now. (compared to any other one)
Just make charisma useful just for followersWhat will this change? Leader sitting in some toilet on the map? Will stay the same.
100-120 caps in each, it won't hurt anybodyExcept it will destroy one of the reasons to pvp. 'Dis for fun, right? What's the fun in it, if your enemy will just "brush" his death off with literally 1 minute core-scavenging and reclaiming whole set of his gear back with caps? Besides it'd kill assignment mechanic (since you won't need it anymore, if you will be able to get shit ton of money\xp\rep in the core, without losing anything).
There is a lot moreIf you have something to say, why don't you just get over with it? The more constructive criticism (hope some day it will become praise ;) ) there is, the better.
Now it is always the same, not even situational. Camping on zc or be as tough as you can with the biggest possible dps (bg, low agi, high str and endu) on small pvp.QuoteFor me the best balance example is rock, scissor and paperLiterally the worst thing that can happen to any server ;). Every pvp will be the same. (Every server with uber-terminator-like perks has this).
I don't mean followers as a players. Some NPC followers as dogs or ponys (we have to many horse lovers here).QuoteJust make charisma useful just for followersWhat will this change? Leader sitting in some toilet on the map? Will stay the same.
So it's basicly better for gameplay if he have to do 2 assignments instead of core run?Quote100-120 caps in each, it won't hurt anybodyExcept it will destroy one of the reasons to pvp. 'Dis for fun, right? What's the fun in it, if your enemy will just "brush" his death off with literally 1 minute core-scavenging and reclaiming whole set of his gear back with caps? Besides it'd kill assignment mechanic (since you won't need it anymore, if you will be able to get shit ton of money\xp\rep in the core, without losing anything).
So it's basicly better for gameplay if he have to do 2 assignments instead of core run?So it's basically better to tie entire server economic to the core, which will be camped constantly. Whoever gets in first won't let anyone in, is that what you want? o_0. You will be forced to do assignments one way or another.
Now it is always the same, not even situational. Camping on zc or be as tough as you can with the biggest possible dps (bg, low agi, high str and endu) on small pvp.
meta and some changes almost forced us to play as tanky as we can with big guns for damageNever said that everyone do this, just want to say that everything looks like some people will to make it the most succesful build atm. I think that high agi helps too but not as much as being tanky. Bonus ap regen won't help you too much when someone turn off your base ap regen shooting to you or forced you to run away.
Some people stopped playing Fonline due to this 4 faction system. They're forced to play with complete noobs and if not a lot of people in their faction on,they can't do anything. Some just want to PvP but can't. I say there would've be a lot more players if it were something with towns /TC/random encounters /something like the other Fonlines.
4. It ends the old annoying PK/APK shitfight that destroyed FOnline 2238.
a mechanic that is fair ; and cant be abused.Are you sure you're talking about FOnline here? ;).
Vtec not full of noobs, I'd say 15% of them are beginners.Some people stopped playing Fonline due to this 4 faction system. They're forced to play with complete noobs and if not a lot of people in their faction on,they can't do anything. Some just want to PvP but can't. I say there would've be a lot more players if it were something with towns /TC/random encounters /something like the other Fonlines.
I dsagree.
The four-faction system is actually the best innovation of AoP.
1. It makes people socialize, a must-have in MMORPGs.
2. In old FOnlines, a serious problem is that everyone can be friend or enemy until you know them. Appropriate, but bad for mechanics because it leads to Prisoner's Dilemma, and it usually ends with someone being killed.
In AoP, its much easier: Everyone with a different colour is the enemy. So something like 1/4 of the server is on your side, which is a huge improvement over the old FOnlines where 98% of players are possible enemies.
3. It encourages co-operation. Things like donations to noobs, gambling in base, etc. Faction Chat also makes it much less annoying to talk to your fellow faction mates than using IRC or a radio, even if faction chat is full of spies (which adds a interesting factor) and important info is only said on squad chat or TS.
4. It ends the old annoying PK/APK shitfight that destroyed FOnline 2238.
5. It provides easier storing of goods.
If your faction is full of noobs, then find non-noobs, foster those noobs into non-noobs (what we did at The Family) or get another faction (what the former Lidae's Lightbringers did).
Just throwing out some opinions as to why i think the game is emptier right now than it really should be:
- Quests not taking place in the core:
Assignments have gotten old really quick, nobody i know does them anymore so whenever there's no ZC going on, most people will just log off. Having the higher tier quests take place in the form of "kill super mutants in the hospital" or "kill opposing faction patrols", "fetch item x from zone z" etc etc might help to remedy that. The lower tier assignments can stay as they are to still give broke players a chance to slowly re-gear without taking too much of a risk.
- Lack of ZC rewards:
The caps you get are quite low, the experience and reputation are kinda redundant, someone still in the levelling process is better off doing assignments or something else and those that perform well in ZC dont need xp and reputation anymore.
As for items, there's no unique rewards from ZC that can't be gotten somewhere else. (Legendary weapons aside, but none of these even popped up in the past two weeks)
- ZC imbalance:
If you come to a zone control and face odds the likes of 6vs20, chances are you're gonna be really demotivated after your first loss and just call it a day then. That's 6 players less on the server. But wait, the 20 players on the other faction also can't really do anything since they need an opponent to be able to fight. So in turn, they will go offline too.
There needs to be some sort of dynamic balancing during ZC that gives a severely outnumbered team a fighting chance. Maybe through spawning of additional patrols or stat buffs. Either way, it's really tough to think of a mechanic that is fair to both sides of the battle involved and cant be abused.
1. What? No way. Why people are using CAmk1 instead of Support CAmk3 than? No 10 SS, debif for everyone, 10 smoke grenades? You are completely wrong.I must admit I'm also wondering about this. I think for the most part it's either oldsql fonliners who have carpets of green but dont want to use the tiniest bit of it and bring lj to have more cw to even loot and hoard more, or it's new players who genuinely haven't played either long enough or not effeciently enough to field top gear on a regular basis.
John Porno, I'm playing with players who played fonline long enough to understand if you're not using equipment, you're doing something wrong. They just have not enough money to lost 5 CAmk3 in a day (1 hour of losing to lawyers in zone control), and don't want to farm it on assignments.
Equipment is not that cheap and easy to get as you think, it seems. A lot of people have problems with it.
Now count how many hours did you do assignments and how many hours do people who have day-work play.
"Boring to farm for new equipment" is the reason for me to stop playing if I'll be out of equipment.
Do you have any other idea how equipment could be obtained that would provide fun ?