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Messages - John Porno

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1
News & Announcements / 2020 Launch Changelog
« on: April 20, 2020, 12:20:04 PM »
Game info:
Client Links: https://drive.google.com/open?id=1Oh1xOxh3_mH7yqhjAFQ_8tezxndgTTxX
Alt Link: http://fonline-aop.net/cirnstuff/client.zip
Server IP: play.fonline-aop.net:4000
Tech level Tier 2 at start
4 Factions + Loner Sewerrats
Full loot is on (duh)

New Features:
Multi Flag Zone control:
Each zone has a certain number of flags (1-4). ZC starts with a 5 minute initiation period to allow all factions to gather. After 5 minutes have passed, each flag has to be captured by at least 2 people staying within a ~10hex radius around a flag. After a flag has been captured, it will start generating points. One faction has to hold at least 50% of the flags in order to start generating points. Points gain is doubled when all flags are held. ZC duration is about 10-15 minutes.

Zone Cooldown: Zones cycle through a ~1 hour long active phases, followed by a 4-6 hour long inactive phase. ZC can only be initiated when a zone is marked as active. After changing ownership, a zone becomes inactive. Frontline mechanics are still in place, meaning that only neighboring zones can be captured.

Core Outposts:
There are 8 underground locations in the core which are marked on the map. They can be captured using flag mechanics similar to ZC, as long as the Zone above is being held safely by that faction (see control level changes below). The outposts act as a limited respawn points for their faction and also offer to lease out password protected containers. Outposts can be attacked by enemy factions if control over the surface zone is lost. This triggers a 24h period during which either side can enter the outpost. After capture, the containers will be opened and lootable.

Faction Invasion/Destruction:
When the enemy gate location is captured, a faction invasion event can be triggered by interacting with the base truck. This will schedule an event on the next saturday on a random hour in the european afternoon/evening. In the first phase, the enemy courtyard becomes accessible to everyone and a flag is spawned that has to be captured, using ZC flag mechanics. If the attackers succeed in taking the courtyard, the rest of the base becomes accessible, including ROOMS and BASES. The attackers then have to push to the heart location flag and detonate a nuke within the capture radius of said flag. This kills the faction. Nukes are crafted from rare blueprints and can go boom, causing death and radiation. When a faction is destroyed, all faction members are turned into neutral sewer rats and can join another faction. Their rooms and bases remain accessible, to anyone.

The season ends once only one faction remains.

Notable Changes to last season:
Tec prog is now advanced by players through crafting blueprints. Each such craft will show progress to next level.

Zone Control levels: There are only 2 control levels, a rank symbol in the top right corner of the map means that it is a safe zone, as the frontline requirements are such that no other faction would be able to attack it. No symbol means that this is not the case and the map is vulnerable. A safe zone is required to claim outposts.

Advanced blueprints are now available within the core, resulting in gear that is 2 tiers higher than current global tech level.

Core patrols have been overhauled in terms of frequency, distribution and strength, in line with container spawn value and ZC reward values. The central 8 zones around hospital offer the highest risk and reward.

Hell hole and maryland archives are now accessible again.

Known Bugs:

The holdout events dont currently end. Expect to die.
There might be holes in walls due to very recent changes, please report these with an annotated screenshot.
Loot spawns in a few old dungeons might be wonky.

2
News & Announcements / 4/20 Test Season
« on: April 20, 2019, 01:30:57 PM »
Hey hey people

Within the next hours, we will launch a test season. The parameters of the test are as follows:
- There will most likely be item wipes, but no character wipes.
- The season will end and proper season 3 will be launched, once all features listed below have been implemented and are working properly
- The point of the test season is mostly to test the new global economy, as almost all other aspects like factions, zc, dungeons, tech progression and items are deeply integrated into it.
- It is not planned to take down the server for any extended periods of time between this test season and proper season 3
- As listed below, while many new frameworks are in place, they need to be filled with content which will happen as the test progresses.
- Church and Hounds have been temporarily removed as a joinable faction


Changelog summary:

1. PvE
1.1 The Wilderness


The world map is replaced with 31x31 "wilderness" maps, dynamically generated upon start of the season, traversed through green grids like the core, which hold a set amount of resources that are not being respawned throughout the season. From a players perspective, there is no "world map" anymore. The core is a 7x7 block sat in the center of the wilderness and accessed through the gates.

Cosmetic work, as well as implementation of critters and loot will progress throughout the test season.

1.2 Tech Progression

Almost all ingame items are placed on a tech tree that is 10 tiers deep. The season starts at the bottom of the tree, with an available bracket of 5 tiers, meaning if the server is on tier 3, items from tiers 1 through 5 can be encountered in the world. The server will continuously advance through the tiers, with increased speed in lower tiers and a smooth progression.

This test season will remain at tier 7 throughout its run, meaning there will be items from tiers 5-9. Energy weapons are rarely found on npcs as they are laregely reserved for high tiers (8+). For big guns, it's normal that tiers 3 or 4 are found, due to gaps in individual tech trees.

1.3 Crafting

Raw materials are gathered in the wilderness in different biomes and dynamic mines underneath mountain maps. In terms of crafting components, there are 3 eras, roughly spanning tiers 1-3, 4-6 and 7-10. Raw materials and lower quality components have to be processed through core-based and/or homebuilt processing plants. Crafting is the only way to obtain the higher tier items in the current bracket, referred to as t+1 and t+2 items. This is done through blueprints found in higher difficulty dungeons and core-events, and require the use of core facilities.

Wilderness resources will be patched in in the coming days/weeks, starting with an underground mine layer.

1.4 Economy

All monetary prices and resource craft prices are based on their weight and their components, which is then modified by the current tech level, resulting in high tier items being very expensive, with their price and crafting cost dropping as the tech level progresses. Most raw materials found in the wilderness are finite, the only stable source of items is loot dropped by npcs.

1.5 The Core

A 7x7 area of bigger, handmade maps sat in the center of the game world, featuring lots of strong enemies and an increasing amount of dungeons, basements, caves and upperfloors, which generally have better loot and stronger enemies than the surface core. The Inner 3x3 zones around the central hospital also have better loot and stronger mobs than the outter maps.

1.6 Dungeons Revised

Procedurally developing dungeons which become stronger as time passes and are able to influence its surrounding by raiding population and faction stockpiles for resource and scavenge.

Old dungeons like Hell Hole, Maryland and Robco are only partially functional, others like Warmart Level 2 and Adams School are left unchanged as they will slowly migrate to using the new system. However, many other new dungeons have been added throughout the core.


2. PvP

2.1 Zone Control

ZC is now disconnected from score gains and focusses solely on core ownership. Each zone has a monetary value which increases the payout pool referred to in the following point. ZC is only possible on neighboring maps of already controlled zones or the gate, and there are different levels of control based on how long a zone has been held, making it harder to capture overnight and affecting the amount of patrol spawns and faction recon (see 2.3)

2.2 Clashes

The clashes system includes a redesigned scoring system which takes all kinds of data into account to reward players for all pvp that is happening on the surface core as well as inside dungeons and sewers, making sure combat is always rewarded. The reward is paid out in faction specific currency and is to a large extent based on ZC-dependant zone income and is distributed among all players of a faction depending on their pvp activity. As usual, rewards come in the form of paychecks that have to be collected from a faction clerk as a regular income.

2.3 Faction Recon

Tracks all hostile player movements on faction-owned maps and adjacent zones to make early alarm / safe space / usable intel advantage to faction participating in ZC. Tracks Clashes and ZC happening in core and provides on-map icons for that.

2.4 Combat Mechanics

Aside from new additions in the low- to medium tier weaponry to allow more specialized builds in lower tiers, there are no new mechanics or major changes introduced and the gameplay is based on previous seasons and tournaments. Almost all work between seasons 2 and 3 went into PvE aspects or global mechanics like economy.


3. Global Conquest
3.1 Personal claims

All players can purchase a personal claim which is an item that can freely be placed anywhere in the wilderness, creating a buildzone for that player, allowing him to construct his own safe home with respawn points, containers and workbenches.

This will be introduced later on during the test season.

3.2 Outposts

As part of the endgame, platoons can purchase outpost claims, granting them the sole ownership of a whole wilderness map and preventing other outposts from being established in the surrounding area. Outposts are more secure, offer a lot more room for storage and are an important part of future larger scale features. Both outposts and personal claims might be subject to attacks on certain event times during the weekend.

This feature will be implemented later during the test season.

Additional smaller features include:

- Updated and 100% accurate FoV display, activated with ctrl + F
- Extended sewer network and new dungeons
- Extended functionality of FMOD sound engine, moving more sounds from fonline to fmod, adding direction
- Updated behavior of flames
- Critter shenanigans

New features first in the pipeline:

- Addition of on-map cross-core Bandit raids, which are currently only virtual. This means dungeon npcs leaving the dungeon to raid surrounding coremaps.
- Addition of cross-core faction caravans to transport resources produced by the zone back to the faction HQ

Other features on the list for Season 3 proper:

- Vehicles
- Weapon mods
- Neutral factions, both inside and outside the core

Known issues as of now:
- Core containers deleting items as they are being looted. This happens when a respawn tick happens just after a player opened a container.
- Missing blockers and broken looking buildings in the wilderness.
- All critters spawning with roughly half their HP and with low healing rate
- Occasionally strange AI behavior

Client Link:
https://drive.google.com/open?id=1-S8IPo6uHFVRkuepGClOqqy_vE3AaXHi

The HQ Outposts are 2 maps away from the gates, check the message log as you cross zones to find the direction to the core.

3
General Discussions / Re: AOP IS DEAD!!!
« on: August 05, 2018, 06:29:45 AM »
ok

4
General Discussions / Re: Join the Law
« on: October 23, 2017, 12:19:06 PM »
While I agree, the feedback people give whether its negative or positive helps the devs out I would wager.

5
General Discussions / Re: Season 3 - protest against some things
« on: October 21, 2017, 03:41:19 AM »
I actually got pms on discord from worried people, believing kurirs shitpost

6
General Discussions / Re: Join the Law
« on: October 03, 2017, 10:33:03 AM »
it's only temporary and we havent decided 100% yet

7
General Discussions / Re: Is the game still around
« on: August 30, 2017, 02:18:37 PM »
get on discord

8
News & Announcements / Re: Join the Official Discord!
« on: August 17, 2017, 02:26:01 AM »
stop hating on funny black people you racist

9
General Discussions / Re: Are the devs dead?
« on: August 13, 2017, 05:00:09 AM »
get on the discord

10
General Discussions / Re: Season 3 - protest against some things
« on: June 18, 2017, 03:26:42 PM »
youre welcome

11
General Discussions / Re: What is current state of the AoP?
« on: June 02, 2017, 07:10:04 AM »
For not having been on discord, your are surprisingly well informed.

I dont think we ever really made a "proper" announcement for it, but "removal of world map" means it's going to be replaced with a generated world, which would be different for each season

http://fonline-aop.net/cirnstuff/worldmap.html

12
News & Announcements / Re: Join the Official Discord!
« on: May 29, 2017, 10:07:52 AM »
hellmai be like "Don't join discord, it's connected to the internet and internet things happen there."

13
Technical Center / Re: GAME FPS
« on: May 13, 2017, 04:46:50 PM »
It might be more recent, but that doesn't necessarily mean it's any better

14
Technical Center / Re: GAME FPS
« on: May 10, 2017, 09:39:11 PM »
what videocard do you have? you didnt mention that and it's the most important part. I never had any issues with fonline and I can run all kinds of exes on all servers. I did however try to use one pc that was made for audio recording and only had onboard graphics, which was not able to run the "Normal" mapper which I believe is dx and had to run the d3d instead, so maybe it's an issue with non-desktop video cards.

15
Technical Center / Re: Food/missing textures
« on: February 28, 2017, 10:31:11 PM »
I see you havent changed a bit.

Why are you even coming back at this point.

16
Technical Center / Re: Food/missing textures
« on: February 27, 2017, 03:01:43 PM »
what is the meaning of life?

17
News & Announcements / Re: Join the Official Discord!
« on: February 22, 2017, 07:14:44 AM »
Spoiler for Hiden:
I am just curious about the roles being poorly managed bit. For the most part they are in direct relation to their roles on the forums. Only moderators and devs have the power to actually moderate users if that is what you are complaining about.
Homosexual references aren't against the rules even a little bit as this is not Russia or Syria, however personally I'd prefer there not be any porn or gore posted, which I will delete if I see it (these violate rule 1.) There is only one moderator currently as there aren't many mods on the forums either.
The nature of the FOnline community is that it is in many ways toxic and crude due to lack of moderation over many years, it would be out of character to suddenly go SUPER STRICT when few rules are enforced elsewhere. Personally, I'm not at all a fan of rampant racism or promoting fringe philosophies for their "shock" or "edge" value, but telling a FOnline player not to do those things is like telling a monkey not to eat a banana.

FOnline communities are not "safe spaces." As all things though there are still limits, of course.
That's why erryone just gotta be cool, yo.
The problem of our times is that this has to be said in the first place.

also,
Spoiler for Hiden:

hellmai clearly knows the state of the fonline community and is merely using any opportunity to fling shit at the devs and we all took the bait

18
News & Announcements / Re: Join the Official Discord!
« on: February 21, 2017, 11:46:01 PM »
this is the internet. fuck off with your PC shit

19
Resolved bugs / Re: "2" keyboard key
« on: February 13, 2017, 06:47:03 AM »
dont take this forum too seriously.

If you see s1man or cirn0 giving a serious 1line answer in your thread, then that's all you need in the bug section. Everything else is just shitposting.

20
The Lobby / Re: Big Gun Snipers needs buff
« on: February 12, 2017, 04:25:26 AM »
Theres a reason players use aek and devs use sg552

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