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Author Topic: 14.11.2014 Changelog [ WE PORT 4000 AGAIN ]  (Read 12748 times)

paragon

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Re: 14.11.2014 Changelog [ WE PORT 4000 AGAIN ]
« Reply #40 on: November 18, 2014, 06:59:46 AM »

Or lets just not let more than people playing in Lawyers to get into the core.
1 lawyer online - max 1 v-tech in the core.
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naossano

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Re: 14.11.2014 Changelog [ WE PORT 4000 AGAIN ]
« Reply #41 on: November 18, 2014, 07:00:54 AM »

Or lets just not let more than people playing in Lawyers to get into the core.
1 lawyer online - max 1 v-tech in the core.

The previous suggestion was to allow more people to play, without making it abused with only one people taking or contesting. Your idea seems preventing some players to play.

« Last Edit: November 18, 2014, 07:03:12 AM by naossano »
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paragon

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Re: 14.11.2014 Changelog [ WE PORT 4000 AGAIN ]
« Reply #42 on: November 18, 2014, 07:59:43 AM »

ZC will be rewoked so it won't be abused that way.
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naossano

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Re: 14.11.2014 Changelog [ WE PORT 4000 AGAIN ]
« Reply #43 on: November 18, 2014, 10:23:20 AM »

Are you the one reworking it ? How do you know if it will work better ?
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Myakot

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Re: 14.11.2014 Changelog [ WE PORT 4000 AGAIN ]
« Reply #44 on: November 18, 2014, 10:45:06 AM »

Are you the one reworking it ? How do you know if it will work better ?
I'm starting to wonder if you ever express optimism.
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paragon

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Re: 14.11.2014 Changelog [ WE PORT 4000 AGAIN ]
« Reply #45 on: November 18, 2014, 11:25:27 AM »

Cirn described new ZC system at IRC.
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naossano

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Re: 14.11.2014 Changelog [ WE PORT 4000 AGAIN ]
« Reply #46 on: November 18, 2014, 01:28:15 PM »

Are you the one reworking it ? How do you know if it will work better ?
I'm starting to wonder if you ever express optimism.

Spent too much time on 2238 for that...
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MARXMAN

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Re: 14.11.2014 Changelog [ WE PORT 4000 AGAIN ]
« Reply #47 on: November 18, 2014, 04:20:58 PM »

Are you the one reworking it ? How do you know if it will work better ?
I'm starting to wonder if you ever express optimism.

Spent too much time on 2238 for that...

2238 is such a far cry from AoP it doesn't even feel like the same game.  Its a friggin miracle that Fallout Online servers are still running after all these years.  I have faith that AoP will gain a playerbase once PVE options are added for all of the fucking carebears that went over to FO2.
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Stem Sunders

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Re: 14.11.2014 Changelog [ WE PORT 4000 AGAIN ]
« Reply #48 on: November 18, 2014, 04:21:10 PM »

"2238 is such a far cry from AoP it doesn't even feel like the same game.  Its a friggin miracle that Fallout Online servers are still running after all these years.  I have faith that AoP will gain a playerbase once PVE options are added for all of the fucking carebears that went over to FO2."

-MARXMAN, 2014

-QFT- ;D
« Last Edit: November 18, 2014, 04:26:27 PM by Stem Sunders »
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Myakot

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Re: 14.11.2014 Changelog [ WE PORT 4000 AGAIN ]
« Reply #49 on: November 19, 2014, 01:14:36 AM »

picture off-topic
Spoiler for Hiden:
Edit that picture:
Have this free game! It's fun, it requires teamwork, it has no korean-style grinding! You also use environments to your advantage, and none of them are broken!

But it has no 1-hexing.
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Anza

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Re: 14.11.2014 Changelog [ WE PORT 4000 AGAIN ]
« Reply #50 on: November 19, 2014, 04:06:26 AM »

I love the "but" haha I would replace it with "and best part is"  ;D
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naossano

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Re: 14.11.2014 Changelog [ WE PORT 4000 AGAIN ]
« Reply #51 on: November 19, 2014, 04:10:07 AM »


But it has no 1-hexing.

Except for melee/sneak.
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Stem Sunders

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Re: 14.11.2014 Changelog [ WE PORT 4000 AGAIN ]
« Reply #52 on: November 19, 2014, 05:22:27 AM »

picture off-topic
Spoiler for Hiden:
Edit that picture:
Have this free game! It's fun, it requires teamwork, it has no korean-style grinding! You also use environments to your advantage, and none of them are broken!

But it has no 1-hexing.

I tried all that, but it was hard to read :P
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Einstein

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Re: 14.11.2014 Changelog [ WE PORT 4000 AGAIN ]
« Reply #53 on: November 27, 2014, 08:51:14 AM »

AOP is definitely a very different set of FOnline 2 reloaded or 2238. It's another way of handling the freedom given to the players, and compare them makes no sense beyond graphics.
On the large number of players who left the game, I think it was because of the "beta" of the current phase. I started playing AOP almost when it launched and I can say that the gaming experience is very different from that time. We must re-broadcast to more people discover this marvel.

Moving on, I wanted to talk about a detail, a suggestion:

Any chance they appear random objects in containers role assignments areas? They would be much more interesting.

I also think there should be more locations outside Pohenix, all this wasted land: p
(By the way, the dungeon of smugglers is great, congratulations)

Also it would be interesting things happen in Pohenix environment, like maybe a plague of some creature in particular that pervades everything for a while.

Another idea about factions:
Become visible bases !!! Nothing like an attack at home to start moving the ass.


Keep up the wonderful work, developers;)
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naossano

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Re: 14.11.2014 Changelog [ WE PORT 4000 AGAIN ]
« Reply #54 on: November 27, 2014, 09:53:31 AM »


Another idea about factions:
Become visible bases !!! Nothing like an attack at home to start moving the ass.


A nice idea, but i would rather  not have this as something permanent. There is a risk bigger faction would squat on the less factions HQ.
Or make it so that the worldmap disapear and the base are directly connected to the gates. You if you want to visit another faction base, you have to go throught the whole phoenix, then the faction gate, and finally reach the base.
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Myakot

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Re: 14.11.2014 Changelog [ WE PORT 4000 AGAIN ]
« Reply #55 on: November 27, 2014, 10:03:53 AM »


Another idea about factions:
Become visible bases !!! Nothing like an attack at home to start moving the ass.


A nice idea, but i would rather  not have this as something permanent. There is a risk bigger faction would squat on the less factions HQ.
Or make it so that the worldmap disapear and the base are directly connected to the gates. You if you want to visit another faction base, you have to go throught the whole phoenix, then the faction gate, and finally reach the base.
That's the best idea you've came up so far (IMO).
Well, this sounds nice and all, now imagine balancing this.
Why it will be hard?
1. Rewards shall be astonishingly good, since you are fighting right NEXT to the enemy respawn. They can throw countless amounts of players at you, and you will probably run out of ammo sooner, than win that encounter. (yeah, you can set special respawn counters for that)
2. It has to be decided upon whether ALL 4 bases must be opened at the same time or not.
3. It has to be decided whether you GAIN something or STEAL something from enemy faction (it makes huge difference, that's where #2 comes in the way. What's the point of having a "chance" to steal something from 1 out of 3 enemies, when you risk something being stolen from your base.
and some others are probably out there, those are brainstormed in a minute.

I'm not against this idea, I just feel that cirn0 does whatever he deems necessary. Remember that he's both dev AND a player, who enjoys competitive games, that are fun. If any1 can do miracles do this server, it's that kind of person.
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Anza

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Re: 14.11.2014 Changelog [ WE PORT 4000 AGAIN ]
« Reply #56 on: November 27, 2014, 10:25:06 AM »

Well, here's the direction I want to take the WM into.

Each sector of the map will be owned by a faction and are susceptible to being taken over.

As we will further the emphasis of the factions, they will eventually have faction wide resources such as Manpower, Wealth, Weapons, Armor, Food. These resources which will be generated via these sector controls as well as the core ownership.

Controlling Sectors:
-Platoons will be able to build outposts on behalf of their faction which will take control of adjacent WM sectors in a radius.
These outposts will be susceptible to attacks and can be destroyed completely by Players and periodic raids by NPCs if undefended.
-Outposts will be upgradable and have NPC defenders
-Hopefully I'll be able to implement dynamic buildings so players can build their own destructible walls in these maps to make for a personalized bases and dynamic battles.

What is controlling a sector good for?
-special locations that can only be accessed when your faction control the sector such as water sources, ruins, armouries, abandoned factories, ect.
-As we will be removing assignments from bases, it will instead be random locations that will pop up in faction owned territory.
-Platoon owning the sectors will receive income of all activity in the controlled area.
-After owning the sectors, you will then be able to build to build barracks, mines, small towns, ect which will generate more resources for the faction and platoon.

Ultimately, when you can reach the enemy faction's HQ from the WM with sector control, you'll have a chance to destroy that faction.

This is just the basic sketch of what I want AoP's WM to be like.

I guess it will go that way :)
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good guy

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Re: 14.11.2014 Changelog [ WE PORT 4000 AGAIN ]
« Reply #57 on: November 28, 2014, 02:28:00 PM »

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