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Messages - 3.14

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1
Challenges & Accomplishments / Re: Guess the secret modifier!
« on: February 01, 2015, 09:49:11 AM »
MD5 sum of character name + number of hex to nearest npc that could have seen the action if he had a clear los?

2
The Lobby / Re: Punch Gun Buff
« on: February 01, 2015, 09:43:10 AM »
It's not the damage, it's the reload that kills this toy.
Not sure how it works now, but Flechette Shells used to give it +40%dmg and -35 DT - that makes it almost as useful as a mega powefist. Almost. It's a good weapon if you want to one-hit a single dog or anything under 100 hp. 

3
Suggestions / Re: Grenadier Perk
« on: January 26, 2015, 03:07:36 PM »
Should be lower AP (30) and/or affected by brof, fast shot etc.
Also should work for nades in hand only, utility can stay as it was with or without the perk.

4
General Discussions / Re: Controls / interface improvements
« on: January 20, 2015, 12:34:48 PM »
Customizing all the keys would be cool.

Things that could still be improved:

Cancel text:
Esc key (or clicking somewhere?) canceling the current chat message ('aaaa' isn't a war cry of mine, I was typing something....)

Text macros
For example you press [numpad 7] and your character says:
Code: [Select]
                    \                                                \                     Enemy NW!
which with the FO break lines/font looks like this over you head:
 
Code: [Select]
          \                       
            \
         Enemy NW!

Stop and shoot (now!)
If you are running and you should press A, then click, your toon should stop running and shoot
An alternative would be an 'action queue' - if you press A+click_on_target, R, ctr+5 your toon will stop, shoot, reload and then use FA. The queue should be somehow visualized on the gui with the option to cancel some of the actions waiting to happen.

Zoom
Just spin the wheel to zoom in or out or config some keys to zoom in or out a fixed amount (maybe with configurable steps).

Center on character (now!)
Pressing [home] moves the camera instantly to center on the character



If UI optimization is also an option then:
-remove the gap between container list in the 'move item' dialog window


-numeric values for bleed
Or just something more.. well.. more... Maybe it's a personal thing, but  the bleed-o-meter

-more intuitive cursor when moving items. 
If you pickup an item and you want to drag&drop, your cursor becomes the item icon, with some icons it is not clear what is the 'hot spot' (is it the center of the icon? or is it the upper-left corner?) and you can drop an item into an inventory slot only to find the item back in the backpack because you missed by a pixel or so.

-fast equip
double-click an item to equip (or eat) it

-fast drop
drag&drop an item outside the inventory gui to drop it on the ground 

-favorite items
If you mark a item a favorite it will always be on top of the item list in your inventory (looking for that defib if you picked up 200lbs of loot can be tricky).

-view and aim showed per hex not a polygon using centers of the hexes

-WSAD movement





5
Would it help if I got out and pushed?

6
Suggestions / Re: Hex Shooting by default
« on: January 08, 2015, 02:56:38 PM »
It's fine as it is.
From what I've seen the hex shooting isn't 100% reliable - even if you have a target in the cone (and highlighted) by the time you shoot (animation, +261ms human reaction time, +400ms server round trip time) the target may not be in the hex you was shooting at.
With the default shooting - if you click on a target, then the target gets shot at even if he/she/it is on a different hex when the bullets hit (not talking about when the target moves out of sight).

The mode option is also bad.
Did any of you shoot big guns a lot? Most have full auto, burst and reload mods another mode will just add even more chaos finding that damn 'n' key on the keyboard.

7
Wasteland Art / Re: Weapon picks
« on: December 25, 2014, 05:05:16 PM »
Sorry but part of the CC-BY license is that you tell everyone who the artist that made it is. Without that it's a copyright violation.

Now say 'Argh! Ye scurvy landlubbers!' you just became a pirate ;)

8
Suggestions / Re: WrenchChucks
« on: December 25, 2014, 04:50:40 PM »
Perk for it:
Hit the Nuts - all unaimed critical hits act as if they where aimed at the groin, all misses act as critical misses and you hit yourself on the head.

9
General Discussions / Re: Spear Thrower Build.
« on: December 25, 2014, 06:35:26 AM »
Here's an interesting mini-maxed build:
LINK

You need to level it to 35-40 to get throwing and other skills to 200, and also I'm not 100% sure if the skills are accurate in the planer, if not you may need to move some points to perception.

10
Suggestions / Re: More Than 3 Leadership Modules
« on: December 25, 2014, 05:10:13 AM »
Would it affect the effects of all active modules or only the ones turned on as 4th, 5th and so on?
Bonuses to critical stats don't need to be maxed, having 3 'offensive' bonuses on at full power and 3 critical stats at +1/+2 would be a big bonus.

And how about going the other way? You could turn on just one bonus to make it more powerful (like +50% fire dmg ^^).

11
General Discussions / Re: Spear Thrower Build.
« on: December 24, 2014, 03:17:45 PM »
I have one, gifted/skilled with 10 luck and 10 cha, 200 throwing and leadership (so all non combat skills can be maxed), but it's a bit low on the hp. Can throw 2x barbed spear to the head for a lot of bleed and maximal critical chance/roll.

All in all it's a glass canon with lowish range, but I can dig out the exact stats if you are interested.

12
Off-topic Discussions / Merry Xmas
« on: December 23, 2014, 07:36:42 AM »

13
General Discussions / Re: why only 20 players
« on: December 23, 2014, 05:12:17 AM »
1. Initial lag.
When the server first started the lags scared some people away. Some never try again.

2. Fonline2 wipe.
People say there is more content there (for me it's old content with a new paint job, but who am I to judge?)

3. Abusable features.
AoP has next to none. Base/tent rape, TB traps, suicide bombing, bomb planting, stealing while you shop (or just using science on players to troll them), car theft, stealing ammo from npc patrols, farming vs encounters, 1-hex, slave mining, multilogs, bots and many new ones inventet since I last played Reloaded.
Some fo players are just dickhead bastards that will spend half a day just to make one noob ragequit. They don't play here.

4. Factions.
Some people want to play only with people they know (and use voice coms). If some 'random' wants to tag along on ZC there's Drama.

5. Players online.
When there was 100 players online 20+ players would swarm 6 players from another faction ...and where's the fun in that?
With 20 players online some don't bother to login because there's noone to fight.

6. Content. The lack of.
There are few things to do when no pvp is on.

What can be done:
ad 1. With the next big update/event/wipe try to tell players on othes servers that things now work ok.

ad 2. If I was evil I'd say: 'Get a cheap botnet and ddos them into oblivion(it happend to AoP)!', but I'm not, so don't do that ;)
 
ad 3. Nothing.
ad 4. More factions, option for a group of players to ban someone from a faction, GM faction leaders.

ad 5. Some sort of pvp gamemode that forces balanced teams ('Vs assigments', I'll make a new topic with the idea). Some sort of bonus (in xp/caps) to the smaller team.

ad 6. There are lots of ideas, no need to add more. Someone just needs to make all these new maps and whatnots.

14
Game Tips & Guides / Re: Fast FArm build
« on: December 21, 2014, 03:20:42 PM »
Run around core and tag flags and science spears. No build needed. You should be able to go from lv1 to lv40-50 in a day.

15
Challenges & Accomplishments / Re: PvP Discussion
« on: December 20, 2014, 04:18:48 PM »
I think I know where some misconceptions about swarms come from.
Just a moment ago we had a fight, that from my point of view was 2vs2 with 3vs2 at some point, but from the other team it looked like it was 2vs6.

What I saw:
1 sneak in a area where 2 enemies are taking a zone, 1 more player going there via the core. The sneak is killed at about the same time when the 1st non-sneak player enters, but alas before that player can move in to attack, deathclaws appear and for a few minutes pvp turns to pve. Moments later the initial sneak (now relogged) +1 more player enter the zone and are engaged in a 2vs2 fight while the unlucky player that was fighting the claws rushes to the fry. Too late. One of the attacking players is killed and it's again 2vs2 for a moment until one of the enemies falls and the other flees (btw. Data - you are one lucky Son of a Mother ^^).  Apparently there was another player from yet another faction involved, but I can't say who or when, never saw him/her.

From my point of view it was a fair fight, 2 friends and 1 enemy dead, there was no point in time where more then 2 players where fighting or even in fighting range, yet after the fight we are told that we won by swarming. The other team saw 6, but there where only 3 of us.

 

16
Suggestions / Re: Run Speed
« on: December 19, 2014, 08:51:35 AM »
300 and 700 dmg with ONE HIT? Nah, I don't think so. Not on a regular basis anyway. It may happen from sneak attack if the victim has ~50% HP, but not in real life(game).

With 10 Strength, Heavy Handed, 250% HtH you can expect (vs armored/drugged/buffed pvp players):
-40-60 dmg with ripper (+bleed)  (5+ hits per 100 ap)
-55-70 dmg with supper sledge  (3+ hit per 100 ap)
-120-160 dmg with supper cattle prod (2 hits per 100 ap)

This is based on some ~40 melee kills (and about half as many deaths by melee).

17
Technical Center / Re: Problem connecting
« on: December 18, 2014, 12:22:57 PM »
Komrade infected me with his lags :P
I'm having big lags today, not even lags more like lost packets or the connection being dropped.

The machine at play.fonline-aop.net (62.210.137.218) won't respond to ping, tracert gives up pretty fast:
Spoiler for Hiden:
Request timed out
  1    <1 ms    <1 ms    <1 ms  192.168.0.1
  2     6 ms     5 ms     6 ms  10.243.0.1
  3     6 ms     5 ms     6 ms  172.17.190.21
  4     6 ms     6 ms     5 ms  172.17.28.210
  5    48 ms    13 ms     5 ms  172.17.28.210
  6    22 ms    22 ms    25 ms  te-4-3.car1.Warsaw3.Level3.net [213.242.118.5]
  7    41 ms    48 ms    41 ms  Intelquint-level3-1x10G.Amsterdam.Level3.net [4.
68.70.98]
  8    57 ms    50 ms    51 ms  xe-9-3-0.par70.ip4.gtt.net [89.149.183.226]
  9    52 ms    53 ms    52 ms  online-gw.ip4.gtt.net [46.33.94.238]
 10    52 ms    51 ms    52 ms  195.154.1.15
 11     *        *        *     Request timed out.
 12     *        *        *     Request timed out.
 13     *        *        *     Request timed out.
 14     *        *        *     Request timed out.
 15     *        *        *     Request timed out.
 16     *        *        *     Request timed out.
 17     *        *        *     Request timed out.
 18     *        *        *     Request timed out.
 19     *        *        *     Request timed out.
 20     *        *        *     Request timed out.
 21     *        *        *     Request timed out.
 22     *        *        *     Request timed out.
 23     *        *        *     Request timed out.
 24     *        *        *     Request timed out.
 25     *        *        *     Request timed out.
 26     *        *        *     Request timed out.
 27     *        *        *     Request timed out.
 28     *        *        *     Request timed out.
 29     *        *        *     Request timed out.
 30     *        *        *     Request timed out.


After a bit of digging in the interweb I'm almost sure the server is located in France, probably hosted by 'online.net'. That provider gives a 'ping.online.net' address for testing connections, it has a similar IP as the AoP server (62.210.18.40), I have no problems with 'pinging' that address (0% dropped packets) but I'm not all that sure if it's in the same data center as the AoP server.

Is there any other hostname/IP that I can test against?

18
Suggestions / Re: 1-hex
« on: December 18, 2014, 07:22:22 AM »
Seen the videos again, and I think I get it now. It's the order of magnitude difference between 1 hex and 2+ hex (200 dmg at 1 hex, 20 dmg at 2+ hex). 

19
Suggestions / Re: 1-hex
« on: December 18, 2014, 06:10:38 AM »
Shooting from 1-hex applies mysterious formula to burst shoot which gives you ability to hit with >90% of bullets and some even believe that gives some positive damage modifier.

At servers with 1 hex combat is happening like this:
https://www.youtube.com/watch?v=wDt1eZQMDMA&feature=youtu.be

Combat mechanics is balanced the way that even if you stand at 1 place and burst all the time, the player who will 1-hex will win anyway. Sometimes even if you're 2. Or 3.
You got me wrong. I know how it works, and what's the idea behind it (I did play reloaded and 2238) but how is is different from a flamer burst or other short range, high damage attack (like some melee weapons)? For me it looks like we have a 1-hex-like mechanic, only it's not called that way - it's just a guy walking next to you and killing you with a high-damage-low-range attack. 

20
Suggestions / Re: 1-hex
« on: December 18, 2014, 05:20:51 AM »
Can someone explain to me, as if I was a blond person, what's the actual difference between this mystique one-hex attack and say a flamer burst or a cattle-prod thrust? Is it about damage? Is it that the "1hex" kills all players with one click even if they have good armor, drugs and 350hp and you need two clicks with a flamer/cow-dildo (and some armors can protect from the later)?

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