FOnline: Ashes of Phoenix

Game improvements => Suggestions => Topic started by: Combatant on August 20, 2015, 11:45:39 PM

Title: [PERK] Animal trainer
Post by: Combatant on August 20, 2015, 11:45:39 PM
Requires lvl 36+
If animals trying to attack your character, they take 1 piece of meat from your inventory. If succesfully, well-fed animal won't notice "animal trainer" anymore, except of being attacked by him. If no food - perk isn't work.
Suitable items: meat jerky, meat, meat on a stick or iguana-on-a-stick;
Animals:
All types of dogs
Silver and golden geckos
All types of ants
Scorpions
All types of molerats
Rats
Mantiss

This perk can't remove dmg from first attack even if meat avialable, because wild animals bites the hand that feed them   ;D
Title: Re: [PERK] Animal trainer
Post by: MARXMAN on August 21, 2015, 02:51:53 PM
Fuuuuucckkkkk ooooooooooooofffffffff and use the search function, respectfully.

I'll just quote what I've said before in the thousand other threads (exaggeration) about training animals.



Quote
All of that sounds incredibly overpowered and unnecessary.   Having ANY SORT OF NPC on your side to fight I think is gamebreaking. We all saw what happened to 2238 and Mercs. This doesn't need to be repeated.

Search "Animals" and see how many times this has been talked about.
Title: Re: [PERK] Animal trainer
Post by: S.T.A.L.K.E.R on August 21, 2015, 03:26:47 PM
Fuuuuucckkkkk ooooooooooooofffffffff
Piss off (https://youtu.be/WB-8bz3J99M?t=21)
Title: Re: [PERK] Animal trainer
Post by: Combatant on August 21, 2015, 03:53:40 PM
All of that sounds incredibly overpowered and unnecessary.   Having ANY SORT OF NPC on your side to fight I think is gamebreaking. We all saw what happened to 2238 and Mercs. This doesn't need to be repeated
And what? Show me in current suggestion just one word about NPC which fighting on player's side. About fucking you go and start with yourself, mate.
Title: Re: [PERK] Animal trainer
Post by: John Porno on August 21, 2015, 04:24:54 PM
I dont think a 20hp dog pet would be a problem, the vet bill would be 100times the cost of the single stray bullet it needed to kill it, especially with half the weapons of aop being aoe.

If companions would ever come, in whatever shape or form, they would be made to not affect pvp in the slighest as I too very much hated the muties and rocket bitches and slaves of 2238
Title: Re: [PERK] Animal trainer
Post by: naossano on August 21, 2015, 05:05:30 PM
Anyway, the muties leader from 2238 would be much less effective in the core.
There would be no way for them to go worldmap after each strike.
Title: Re: [PERK] Animal trainer
Post by: S.T.A.L.K.E.R on August 21, 2015, 05:34:22 PM
Well, some NPC support for the team with lower numbers would be nice.
Title: Re: [PERK] Animal trainer
Post by: Vector on August 21, 2015, 06:12:53 PM
If animals trying to attack your character, they take 1 piece of meat from your inventory. If succesfully, well-fed animal won't notice "animal trainer" anymore, except of being attacked by him. If no food - perk isn't work.


This perk can't remove dmg from first attack even if meat avialable, because wild animals bites the hand that feed them   ;D

I think it has nothing with petting followers, it's about giving animals food for them to ignore you if u arent hostile, no?
Still it's not the feature i'd personally like to see before some improvements of balance and content, as always.

Hm, also it could be used as a point where to bait your enemies so these npc will attack them, but only if you success in baiting. Then it will become MEAT-BAIT-FIGHTS.
Title: Re: [PERK] Animal trainer
Post by: Combatant on August 21, 2015, 07:07:45 PM
Yeah, it's totally just about "weak npc will not attack you if you got meat". How it possible to find inside this simple concept "followers-npc" who already about crash whole balance, I don't even know..
Title: Re: [PERK] Animal trainer
Post by: Komrade on August 21, 2015, 07:12:22 PM
I just dont see a point to that perk, except for maybe roleplaying.

As for companions and stuff : keep your degenerate pve away from glorious pvp  :) 
Title: Re: [PERK] Animal trainer
Post by: Combatant on August 21, 2015, 10:22:22 PM
I just dont see a point to that perk, except for maybe roleplaying.
I died as a sneaker from group of a molerats just 10 seconds ago. I opened garage door, they was right behind it. Fastest of them hit me and make winded. Others - put me down in a few seconds. With some food in my pocket.
I suggested this perk just for situations like this, not for any other reasons.
Title: Re: [PERK] Animal trainer
Post by: Niamak on August 22, 2015, 02:08:21 AM
So basically, you want to buff sneakers.

There was a time, sneakers used to get armor bypassed.

(http://i.imgur.com/eqps47D.jpg)
Title: Re: [PERK] Animal trainer
Post by: Combatant on August 22, 2015, 02:54:21 AM
I don't get you, joke or not, but just in case: that was 1 single example of mine, how can player be beaten by this molerats and such shit. I scavenged back there. I think you understand that not all sneakers wondering around with full inventory of meat, because carry weight quite important.
I am starting to loosing the point of argumentation here. First, people write how overpowered is this - npc-companions. Then, after I pointed out again what exactly do mean - Komrad said that suggestion kinda about useless perk. For roleplaying on PvP server. So I came with fresh example about it's not useless at all, you can die because of criticals and poison and such, especially if you are not expecting attack. So, I said that. And now I read about buffed sneakers. That's weird.

"NPCs are suppose to fuck you up, they fuck everyone up!"
Brilliant. I gotta answer "yes, I wanna be fucked up with extra poison"? When there is solution for weak NPC's, with requirements about items on you. When you will lost 7-8 pieces of food on single 25hp-rat-crowd? You gotta have 100 kg of meal on you for more or less long evading of those NPC's, because they are hell how many everywhere.
Also, there is still deathclaws, fire geckos, floaters, centaurs, aliens, spore plants (crazy lagged animation of char when you stamble on 7-8 of this crap around the corner and trying escape) and probably someone else not affected by this perk. Strongest ones. They will fuck up as used to from the very beginning. And groups of weak NPC's like ants just annoying as hell when you gotta waste time on them. I will better take 30-40 meat with me every time. And I will be sure that at least 40 times I possibly can avoid SOME hostile fauna. 
Title: Re: [PERK] Animal trainer
Post by: S.T.A.L.K.E.R on August 22, 2015, 03:00:59 AM
I don't get you, joke or not, but just in case: that was 1 single example of mine, how can player be beaten by this molerats and such shit.
#saynotosneakerabuse

One time in gun runners I opened the top right warhouse door (http://i.imgur.com/zmbLX9d.jpg)...and I got fucked by spore plants from 301 HP to negative. Just thank god they started having a civil war when I went negative :D

But still...NPCs are suppose to fuck you up, they fuck everyone up! Just the way FOnline is :P
Title: Re: [PERK] Animal trainer
Post by: paragon on August 22, 2015, 03:39:53 AM
Heart Beat Detector will partially help in your case.
Later it will get better, letting you to choose its range.
Title: Re: [PERK] Animal trainer
Post by: Kurwier on August 22, 2015, 04:05:45 AM
only weed helps
Title: Re: [PERK] Animal trainer
Post by: RazorRamon on August 22, 2015, 07:26:40 AM
So basically, you want to buff sneakers.

There was a time, sneakers used to get armor bypassed.

(http://i.imgur.com/eqps47D.jpg)

>200 DMG(+bleed) per BAR/pancor/PKS burst
>100 DMG(+bleed) per minigun burst

(https://40.media.tumblr.com/7bfce15a17224155cabb4e44e4138441/tumblr_inline_nsj6ycHwcU1srnpba_540.png)
Title: Re: [PERK] Animal trainer
Post by: naossano on August 23, 2015, 05:54:17 AM
As for companions and stuff : keep your degenerate pve away from glorious pvp  :)

The mix of PVP & PVE is amongs the things that make AOP better.