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PusiteGA

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why only 20 players
« on: December 17, 2014, 01:28:55 PM »

Why player base droped so hard? i see awarge 20 players on server?

Stem Sunders

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Re: why only 20 players
« Reply #1 on: December 17, 2014, 01:33:32 PM »

 :(
Probably a few things.

Fo2 had a wipe shortly after launch, I believe.
FoR still holds some players (My old clan started doing some TC apparently and still enjoy the game)
I have seen comments on not wanting to play with newbies and randoms, others wanting the option to own an independent faction as a necessity.
Also seen a few comments in-game of "Too many bugs" and "Not enough to do"

There are probably more factors, but for now they escape me.
I personally can't see some players problem, of course everyone like what they like nuff said.
However AoP is no worse than any other servers I tried, and in my humble little opinion makes huge strides to bring us something different without rehashing what has already been done but also keeps that feel that holds me in the game, concept and world overall.

I also think this is the most player (And yes noob) friendly in a lot of ways.
Everything felt hopeless to me in the other servers, and not in that awesome wasteland way.
Hacks and 3rd party tools rampant, (Which is fine if devs permit) but I never liked the idea of using them.
There was a mining "hack" or w.e that would just make your character mine until full then load that shit back to your base to craft and level up with later...I was doing everything manually.

When I found out they were bots I was just like "Fuck dis, cba".
To compete it felt like I had to use such tools too but It took all point of "playing" the game away for me.
I enjoy PvP, but there it wasn't just hard, hard is fine I like hard.
Imo it wasnt worth it, for me atleast.

Here I feel much different, having said all that I don't think server will be like this forever.
sorry for the ramble.  ;D
« Last Edit: December 17, 2014, 01:57:13 PM by Stem Sunders »
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Myakot

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Re: why only 20 players
« Reply #2 on: December 17, 2014, 01:47:05 PM »

The only problem I saw in this server is lack of content, and it's fixable. We do have a court magician here, don't you fret, people will return.
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Captain Chilly

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Re: why only 20 players
« Reply #3 on: December 19, 2014, 09:33:43 AM »

the thing is, Fonline 2 has been around for a couple of years, and it was probably in a worse state than AoP when it was first released, i say, give it time, and the bugs shall go away, along with all my hopes and my dreams for not failing my freshman year of highschool

Seki

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Re: why only 20 players
« Reply #4 on: December 20, 2014, 05:47:39 PM »

first of all.. there was already similar topic saying about why most of playerbase left
http://fonline-aop.net/forum/index.php?topic=1843.0

well at start..
- lags at start of server made alot of players which wanted only to try it to RQ
- new players crying because of no tutorial (i was great map, i would like to see it implemented again with somehow solved lag problem !)

but it wasnt that bad, there was still high player base.. i have no idea why they quitted but i can tell you why i and bbs did..
mostly because of not enough content and no challenge we did get bored..
- when we (as BBS) was leaving we was last major active gang on AoP, when we was leaving there was completely no enemies anymore and we (as lawyers) was owning all zones for most of time (except night when occasionally vtechs had swarm), then wipe on FO2 came which completely killed AoP and we decided to switch to FO2 (we didnt even planned it but it was only alive server so only choice for us)
- back to no content..
i did get bored because only things i could do was ..
- assigment every 10 mins
- quick scavenge run or barter and craft during assignment cooldown or just afk
and this was loop which i was repeating ALL the time except during zone control
mining was like waste of time (except when it was bugged and possible to exploit)
you can still go ZC but .. 1. you need to have enemies 2. you need to have enough peoples which was usually big problem at last weeks before we leaved..
there was also 1 dungs, later 2 which was relatively easy and waste of time, always same, no interesting or time worth loot (except PA now but PA implementation was from our side seen more like negative thing then giving us motivation to do dungeon)
oh and there was also still less and less players scavenging in phoenix which ended in like every run same.. never interesting loot and no players

first month ZC was like..
17-21 hour braminboys swarm / rest cant do ZC because of being outnumbered
21-00 hour lawyers swarm / rest cant do ZC because of being outnumbered
00-?? hour vtech swarm / rest cant do zc because of being outnumbered
??-17 no ZC at all
cool memories..
http://s16.postimg.org/pkwkjvqn9/swarm1.jpg
http://s8.postimg.org/vx2e9bhnp/screen_2014_09_10_00_15_19.jpg
and then after midnight 4vs30+.. http://s30.postimg.org/7m3qrwt5t/screen_2014_09_15_00_43_03.jpg
later only lawyers and vtech .. i have no idea what happened to BB oO

there are much more activites on "classic" fonline servers like farming many different encounters in RT or TB, doing dungeons with interesting loot and pvp, town control, thieving, alot of quests, having smallscale pvp in pvp locations, mining/scavenging, events, trading with other players, joining events and many other activities via features

oh and then i have to mention that there was ofc some exploits and silly things (like kinkin spawning million caps, mining exploit with unlimited mining scripts which spawned too many mk3 armors and other things, then also exploit where you could sell items for higher price then buy at one of merchants and many others)
but i think that everyone expected this as its new server..

so yes, mostly lack of content as maykot said, i hope to see more options - things to do after wipe
« Last Edit: December 20, 2014, 05:56:32 PM by Seki »
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Myakot

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Re: why only 20 players
« Reply #5 on: December 20, 2014, 11:21:47 PM »

Quote
i have no idea what happened to BB oO
Internet drama happened to BB ;), nothing of real interest.
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PusiteGA

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Re: why only 20 players
« Reply #6 on: December 21, 2014, 01:04:50 PM »

about sewere i 1 time camped ther for like 2 hour hoping to get some dude full of loot it bored me to dead

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Re: why only 20 players
« Reply #7 on: December 21, 2014, 04:25:41 PM »

wipe with more content and we are back
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FrankenStone

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Re: why only 20 players
« Reply #8 on: December 21, 2014, 10:17:36 PM »

like i said server need more content like more dungeons , more quests , even hardcore pvp players said it lacks content in comparison to other servers lel , i could help u guys with doing some maps for some quests if there is anyone working on quests , if not maybe we could try to speak about it since i think that some players have a creativemind here on AoP and it would be easy to gather some ideas for some cool quest lines or other things ... its all up to you , community is here ...

i mean why u wanna expand core if u havent finnished all existing parts of maps in core ?

work a bit on assignments , i mean u have played tla , put loot there also , maybe add farming locations in core , there are some maps with undergound levels or caves , make something similar , maybe connected with pve and pvp ...

put some knight facility around the core , i mean one day or another u need it anyway , for pa training quest or something similar ... i got some ideas for verde water caves which leading to an map above the underground maybe with some facility ...
« Last Edit: December 21, 2014, 10:37:07 PM by FrankenStone »
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Captain Chilly

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Re: why only 20 players
« Reply #9 on: December 22, 2014, 08:02:04 AM »

incase you guys saw the post about Encounters last month, you would realise that this game is far from being complete, and was obviously rushed, theree are many PvP focused features planned that actually look intresting, like building outposts or having the entire map being capturable, with even the ability of besieging another faction's base, not to mention the additionnal factions planned, as for PvE, there is a new kind of encunters planned for AoP, what we are currently playing is merely a test build that shows off the main features of the game

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Re: why only 20 players
« Reply #10 on: December 22, 2014, 05:54:55 PM »

mostly fonline 2 wipe.

But I think aop just needs more things to do, more reasons to bring people to city core, more small scale pvp ( and not rofl 30 vtec vs everyone else stomp)   not enough small scale skirmishes.  need quests in city, events etc.

But fonline AOP is best fonline to date, people just need to realize it, all of the 1 hexor cry babies went back to other fonlines.
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Anza

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Re: why only 20 players
« Reply #11 on: December 23, 2014, 04:02:38 AM »

At the moment it is small scale pvp and no 30 people swarming  :)
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3.14

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Re: why only 20 players
« Reply #12 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.
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PusiteGA

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Re: why only 20 players
« Reply #13 on: December 23, 2014, 08:01:45 AM »

1. ye lag sux but it hepens on all fonines
2. fonline2 sux
3 and 4 and 5. duno if anyone saw my suggestion of map redoing just add free map space to build bases and make bases attackable something like rust survival system and ofc that would allow zillion factions so there wouldn't be Vtech "We are the Swarm" rape. i think that system would produce like 20 factions of 3-7 people and 20 solo trols xD  (only bad here is thet they allready invested alot time in making 4 factions)
6. Zilion ideas, Carawan escorting from 1 faction to other for both benefits and other factions could robe them if they don't defend it through city streets, Plane Drops, Technology Research projects, Vehicle Implementation, Mortar Strikes....

Anza

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Re: why only 20 players
« Reply #14 on: December 23, 2014, 09:11:54 AM »

The specificity of AoP is that people join factions, so new players are already in a team. It is newplayer/casual friendly unlike the other Fonline, if you want to change that, it simply means this server is not fit for you. It's like saying I hate football rules but I want to play it, just change it so I can play with hands. Just go play basketball (other Fonline server with players teams). Most players seem to play with their faction without issue now.

Caravan idea is very good, it is already planned by devs though.

From game presentation :

Quote
GAME ASSETS
An advanced system of factions and reputation, including private bases for player platoons, merchants, assignments and more, regrouped inside faction headquarters where you can rest between missions and meet new mates to explore the Wasteland.

Quote
Q7: Do I have to join a faction or can I play as a loner?
A: Joining one of the major factions is necessary, otherwise you'd miss out on the key features of the game. Playing a loner it is not supported in terms of game mechanics and balance. There are other FOnline servers that focus on that playstyle. Developing such aspect isn't totally excluded, but won't happen anytime soon.

Q11: Can I form my own faction?
A: It is not possible to form a faction equal to the existing NPC factions, but it is possible to form an independent "platoon" inside an existing NPC faction, with special privileges and including a secure base, if the reputation with your faction is high enough.

It cannot be more clear  ;)
« Last Edit: December 23, 2014, 09:17:19 AM by Anza »
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naossano

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Re: why only 20 players
« Reply #15 on: December 25, 2014, 10:20:38 AM »

I would sum it up, but it deserves more thoughts.

- Issue of balance between factions in PVP. Damn hard to find a good solution IMO. More factions would be cool. More features for squad/platoon. Maybe huge individual bonus if you are fighting outnumbered and malus if you are outnumbering. (let's say your personnal score is divided/multiplied, and the loot have bigger/lower deterioration depending on the balance between teams, for instance). Ultimately, features that encourages faction to spread up and not swarm, while not forbidding it. (It could be quite frustrating if you want to PVP with your friend and the map is forbidden because there are too much of them). On the other hand, it is better to have multiple small scale PVP at the same time than a singe swarm vs swarm big battle. I can totally relate to Seki comment. At some point Lawyers (Judges/TTTLA/BBS) were dominating the server, starving for PVP, only having it when V-TEC were enough to swarm us. On the other hand Family/BBoys rarelly tried anything and were swarmed by us when they did. A typical day was doing assignement, fighting blues, doing assignement, fighting blues... Got tiresome after a while.... Even if we lose far too much currently, i prefer that as it means more challenge. Which would be good for everyone is a good balance of lose/win.

- The newbies were lost. The server attracted too many players that were new to any kind of Fonline. They got the news from Kotaku, PC Gamer and other websites not linked to Fonline. These guys were lost and crippled, even while the server was casual friendly. There are also others that didn't understand english. (i don't know if localization could happen any day, considering the original version is a big long WIP. We are many people willing to translate if we have the files). Some were lucky or dared to ask, but many were just there, not knowing what to do. On the other hand, the Fonline "veterans" were still fresh in AOP, building their strenghts and enjoying the features. They didn't have much time to ask every single noob they saw if they had problems or if they could need help for assignements/scavenging/other mechanics. Now, everyone is used to the features and can take some time to teach the noobs. But considering the population is already low, the veterans aren't always connected to teach those noobs. Without fresh blood, the population can only go down.

- Fonline 2's wipe, Wasteland 2 release, Dragonfall Director's Cut, Dead State etc... There are so many isometric games released these. You have greaters choices compared with the early days of Fonline (which appeared during a dark period for isometric games). It could be hard to some people to stay focused in a game with no story/plots/evolutions, while there are so many other games/universes that wait for you to explore.

- There isn't much reasons to stay in town. You basically go in to scavenge, then go out (if you were lucky and didn't attract death squad when starting timer), go to take a zone and/or do PVP, then go out). There is currently not enough reason to just stay in, idle, patroll, look for adventure. There is almost no noob to protect, no quest to do in town, no special encounters, no rare stuff that surprise you, no interaction with NPC beside fight them and watch them walk. There should be traders, NPC civilian that you could protect, special boss that appear randomly and attack people. The zones in the center of the city should be harder, with stronger NPC than the peripheric zones. Currently, i don't see much reasons to stay in the city.

- One example of the many things that could be done. In FO2238, at some point, several factions were associated to create a faction, the WWP, that would protect Redding from PK. The simple fact of holding the city was a challenge on itself, that occupied the PVP player for large scale batte, but also leaders for diplomacy. But when there wasn't PVP battle, people had an occupation. They had to keep a presence in town, so the strangers/weakers players could trade in town, with npc or other players. There was also a mine with critters that we had to kill, so the miners weren't hurt. Fighters could do protection duty, while the others could improve their way of life by trading/mining with more safety. As a consequences, many more players were coming to mine and trade. On the other hand, some nasty players were also interested in coming to sneakingly murder some of  these people coming back from trade/mining, the pocket full of goodies. These murderers/outlaws attracted more patrollers to defend the civilians. As there was unique ressources there, players had to come in. As there was danger, other players came to defend them. As there were other players defending it, it created a set of new interractions. If some areas were too hard for loners/newbies but had more interesting ressources, it could motivate some defenders to bring the newbies with them, to fend off those nasty critters, and motivate some nasty players to ambush them on the way back. Currently, the only nasty critters that i can find are in the dungeons, that are self contained and don't promote player interactions.

- If there isn't much to do in town, there is too much to do outside town. You can trade/mine/do assignements/do dungeons/gather Power armor parts outside the phoenix open map.  For most of these stuff, you are even forced to be outside Phoenix. Which means that, in order to do many necessary stuff, you are forced to avoid interractions with players from other factions or other players at all if you do those only with your buddies. That lack of interraction is likely to make some of the other players leave, especially loners and small groups.

- The game changing updates were slow paced. The two dungeons appeared late and far between. The diplomacy features, the Phoenix inhabitants, the cars, things that were announced early on are yet to be seen. On the other hand, they were many changelog about minor things like weapons or bleeding. I am not saying the dev are at fault, considering the huge work they have done so far, but i heard some complains about "What the hell ? The server lack X or Z feature and they add ANOTHER gun !" Although i can't confirm if any of them left because of this. Hell, i still complain about the sneak/Melee still being OP after 3 months, but i don't know anyone who left because of this.

- The Power armor and the grinding it involves, plus the fact the outnumbered teams didn't want to lose them, and were even more underpowered. The server need balance, not the strong becoming stronger and the weak becoming weaker. Fortunaly, most teams don't use it any more, but when the PA changelog appeared, the players had no way to know how it would end up. For those who already left, it is too late to see that those PA weren't much used. They are simply gone.

- I don't want to fault the dev about that, since their bring us that wonderfull rethink of the whole Fonline philosophy, but i get the impression most the team went silent or inactive. It was more engaging when you knew where people were heading, or when there was more human strenght to put at work. I hope this is temporary and Shangalar/Lidae/Rynn and others will come back some day and bring some juice into the machine.

- The low player base on itself, is something that speed up that decrease. If you have no one or not much people to interact with when you login, you are likely to logoff quickly. Then the guy that connect afterward won't see you or others and log-off too. And so on...
« Last Edit: December 25, 2014, 11:20:54 AM by naossano »
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FrankenStone

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Re: why only 20 players
« Reply #16 on: December 25, 2014, 10:36:34 AM »

I would sum it up, but it deserves more thoughts.

- Issue of balance between factions in PVP. Damn hard to find a good solution IMO. More factions would be cool. More features for squad/platoon. Maybe huge individual bonus if you are fighting outnumbered and malus if you are outnumbering. (let's say your personnal score is divided/multiplied, and the loot have bigger/lower deterioration depending on the balance between teams, for instance). Ultimately, features that encourages faction to spread up and not swarm, while not forbidding it. It could be quite frustrating if you want to PVP with your friend and the map is forbidden because there are to much of them. On the other hand, it is better to have multiple small scale PVP at the same time than a singe swarm vs swarm big battle. I can totally relate to Seki comment. At some point Lawyers (Judges/TTTLA/BBS) were dominating the server, starving for PVP, only having it when V-TEC were enough to swarm us. On the other hand Family/BBoys rarelly tried anything and were swarmed by us when they did. A typical day was doing assignement, fighting blues, doing assignement, fighting blues... Got tiresome after a while....

- The newbies were lost. The server attracted to many players that were new to any Fonline. They got the new from Kotaku, PC Gamer and other websites not linked to Fonline. These guys were lost and crippled, even while the server was casual friendly. There are also others that didn't understand english. (i don't know if localization could happen any day, considering the original version is a big long WIP). Some were lucky or dared to ask, but many were just there, not knowing what to do. On the other hand, the Fonline "veterans" were still fresh in AOP, building their strenghts and enjoying the features. They didn't have much time to ask every single noob they saw if they had problems or if they could need help for assignements/scavenging/other mechanics. Now, everyone is used to the features and can take some time to teach the noobs. But considering the population is already low, the veterans aren't always connected to teach those noobs. Without fresh blood, the population can only go down.

- Fonline 2's wipe, Wasteland 2 release, Dragonfall Director's Cut, Dead State etc... There are so many isometric games released these. You have greaters choices compared with the early days of Fonline. It could be hard to some people to stay focused in a game with no story/plots/evolutions, while there are so many other games/universes that wait for you to explore.

- There isn't much reasons to stay in town. You basically go in to scavenge, then go out (if you are lucky and didn't attrack death squad when starting timer), go to take a zone and/or do PVP, then go out). There is currently not enough reason to just stay in, idle, patroll, look for adventure. There is almost no noob to protect, no quest to do in town, no special encounters, no rare stuff that surprise you, no interaction with NPC beside fight and watch walk. There should be traders, NPC civilian that you could protect, special boss that appear randomly and attack people. The zones in the center of the city should be harder, with stronger NPC. Currently, i don't see much reasons to stay in the city.

- One example of the many things that could be done. In FO2238, at some point, several factions were associated to create a faction, the WWP, that would protect Redding from PK. The simple fact of holding the city was a challenge on itself, that occupied the PVP player for large scale batte, but also leaders for diplomacy. But when there wasn't PVP battle, people had an occupation. They had to keep a presence in town, so the strangers/weakers players could trade in town, with npc or other players. There was also a mine with critters that we had to kill, so the miners weren't hurt. Fighters could do protection duty, while the others could improve their way of life by trading/mining with more safety. On the other hand, some nasty character were also interested in coming to sneakingly murder some characters coming back from trade/mining, which attracter more patrollers to defend them. As there was unique ressources their, players had to come in. As there were other players defending it, it created a set of interraction. If some areas were too hard for loners/newbies but had more interesting ressources, it could motivate some defenders to bring the newbies with them, to fend off those nasty critters, and motivate some nasty players to ambush them on the way back. Currently, the only nasty critters that i can find are in the dungeons, that are self contained and don't promote player interactions.

- The game changing updates were slow paced. The two dungeons appeared late and far between. The diplomacy features, the Phoenix inhabitants, the cars, things that were announced early on are yet to be seen. On the other hand, they were many changelog about minor things like weapons or bleeding. I am not saying the dev are at fault, considering the huge work they have done so far, but i heard some complains about "What the hell ? The server lack X or Z feature and they add ANOTHER gun !" Although i can't confirm if any of them left because of this. Hell, i still complain about the sneak/Melee still being OP after 3 months, but i don't know anyone who left because of this.

- The Power armor and the grinding it involve, plus the fact the outnumbered teams didn't want to lose them, and were even more underpowered. The server need balance. Not the strong becoming stronger and the weak becoming weaker. Fortunaly, most teams don't use it any more, but when the PA changelog appeared, the players had no way to know how it would end up. For those who already left, it is too late to see the change.

- I don't want to fault the dev about that, since their bring us that wonderfull rethink of the whole Fonline philosophy, but i get the impression most the team went silent or inactive. It was more engaging when you knew where people were heading, or when there was more human strenght to put at work. I hope this is temporary and Shangalar/Lidae/Rynn and others will come back some day and bring some juice into the machine.

- The low player base on itself, is something that increase that decrease. If you have no one or not much people to interact with when you login, you are likely to logoff quickly. Then the guy that connect afterward won't see you or others and log-off too. And so on...

well said , i agree with you and i hope that AoP doesnt die especially because of its difference from other Fonline projects ... im always imagine how cool AoP would be with some of the planned features ... i like your text about the core , the most ... its really true and im all down for more "PvE" content in the core , i know its already planned . pls cirn0 quit that rebalancing stuff for the moment ... balance is quite okey at the moment escept melee maybe ... we need that planned features at core to attract some stable playerbase ...
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naossano

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Re: why only 20 players
« Reply #17 on: December 25, 2014, 10:51:27 AM »

Added this one :

- If there isn't much to do in town, there is too much to do outside town. You can trade/mine/do assignements/do dungeons/gather Power armor parts outside the phoenix open map.  For most of these stuff, you are even forced to be outside Phoenix zones. Which means that, in order to do many necessary stuff, you are forced to avoid interractions with players from other factions or other players at all if you do those only with your buddies. That lack of interraction is likely to make some of the other players leave, especially loners and small groups.

I don't know how it sound, but i am not blaming/disaproving the dev here, just stating some of the possible reasons of people leaving the server.
« Last Edit: December 25, 2014, 10:53:01 AM by naossano »
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FrankenStone

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Re: why only 20 players
« Reply #18 on: December 25, 2014, 10:57:00 AM »

Added this one :

- If there isn't much to do in town, there is too much to do outside town. You can trade/mine/do assignements/do dungeons/gather Power armor parts outside the phoenix open map.  For most of these stuff, you are even forced to be outside Phoenix zones. Which means that, in order to do many necessary stuff, you are forced to avoid interractions with players from other factions or other players at all if you do those only with your buddies. That lack of interraction is likely to make some of the other players leave, especially loners and small groups.

I don't know how it sound, but i am not blaming/disaproving the dev here, just stating some of the possible reasons of people leaving the server.

well thats what i think too and thats one of the reasons why i said we need PvE in general , there are many ways to improve the core , with adding different kind of NPCs like u mentiones with which u can tarde etc. or make caravans which u must lead through the core for exp and caps , add special mobs on npc spawntable at specific locations and so on and so on ...
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Herbie

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Re: why only 20 players
« Reply #19 on: January 06, 2015, 11:45:32 AM »

Well I really enjoyed aop, and I'm happy to see there is still plan to get it right.

IMO biggest issues were :
- Slow action : there was too much running from a point to another. I mean even in base, if you wanted to stash and go back to action, it took quite a time. Compared to other servers it's a bad point (not that terrible but still).
- not enough different playstyles possible. I mean, some people like to play alone/group or pve/pvp.
problem with aop , that 90% of interest of the game  is mass PVP. When you mix this with the fact that you are compelled to play with people you don't know and as a consequence, assholes or else, this is a game design mistake. IMO there should be a way for old fonline faction to play on their own and make alliance with whoever they want. The 4 factions system should stay as a way to introduce noobs to the game but should not be obligation.
- Combat : One thing that terribly annoyed me was this small delay when you click on a target and the time it takes to effectively shoot (especially when aim shot which suit my playstyle)

And few others, but good points were that we saw that a motivated and talented dev team has emerged and everything is possible now. hope to see you back with good news in the future.
 
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