Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Sir Craftkid

Pages: 1 [2] 3
21
Resolved bugs / Re: Small, un-noteworthy bug
« on: March 10, 2014, 05:57:07 PM »
Haha not worth the effort :P there are a lot of cars like that...and even some dumpsters...I presume it's just hard to always put in objects like that that take up 2-8 hexes of space and can be looted from one specific hex. I remember fallout 2, it always had one hex where the item was, and it took up the rest of the space only graphically(I think footlockers were the only exception to this)...anyway, thanks for the fix, I may take a few hundred screenshots if I get bored at some point. This was just a small peeve even back in 2238 times, when stuff like that was just left there

22
General Discussions / Re: Questions ?
« on: March 09, 2014, 04:49:41 PM »
Is anybody else getting the burned man imagine for explosive tanker/barrels? I updated the game, is the problem in the fact that I use fallout.dat instead of master and critter?

23
Resolved bugs / Re: replication
« on: March 09, 2014, 02:49:18 PM »
i died on the quest location. Look attach
Ouch. Looks like all of us take replication for granted, looking at the possibilities...

24
Just out of curiosity, how are you guys holding up with servers? It seems that with such a low playerbase at the moment, there would hardly be any donations. Maybe a stray player or two curious as to what the full product will look like, or a long time supporter of the games

25
Suggestions / Re: Map of Phoenix
« on: March 09, 2014, 11:13:52 AM »
Sounds like a good idea, would take lots of time of dedicated playing to figure out where each zones connect. I must have been to the core at least 50 times, and I still use the map to get around, even though I have one or two paths already memorized.

26
By mobs looting only certain gear, I did not mean like a select 1 or two objects; I meant that robbers would have no reason to pick up plant spikes and rocks, or enclave would have no reason to pick up 10mm pistols and spears. It would be an interesting system if a mob overpowered a newbie in an assignment, and he was forced to scavenge through his looted pile for anything of use he could utilize against the weakened enemies.
By looting being annoying, I was simply remembering the good ol days of 2238, where NCR guards ran at everything that died.
Maybe deathclaws were a bad example...I doubt they have the coordination to open a door, but they could easily break it. Rats, however, have no chance in hell of either opening or breaking open a door.

Kids these days are too soft. I remember starting in AoP. There were no vendors buying junk, no NPC's giving out quests. There wasn't even an NPC trading metal parts/alloys for basic ammo. Just a man, his tutorial weapons and a broken XP mechanic that yielded 6 whole XP for killing death claws.

While that is admirable, it was your choice to play the game at such a level of grinding when you knew it was going to be fixed at some point. There is no reason to hold everybody to that standard now that you have done it. There is a difference between challenge and broken grinding mechanics.

27
General Discussions / Re: Questions ?
« on: March 08, 2014, 11:56:05 PM »
Just out of curiosity, would a console/item spawner be possible? It looks like forum activity is falling severely, and every time I play, I see this on the forum status:
Uptime: up to 8 days
Players online: 1-3
Seems like things are going to a nearly complete standstill, we could find a lot more if we had some tools to spawn stuff to experiment with. My bug reports look like spam now because nobody else except the devs or an occasional comment/bug comes up. A GM told me the problem is "everybody is waiting for wipe, nobody else left to beta test ;)"
Seems like that's what really is happening...my friend said he won't play till 1.0, and at this point not until after the dark souls 2 hype is off. My other friend said he won't play until the first friend comes back. Some debugging progress is necessary  :)

28
Resolved bugs / Small, un-noteworthy bug
« on: March 08, 2014, 10:13:42 PM »
Barely worth mentioning, but it occurred to me that if everybody thinks so, it will never be found. Crates that look like a normal crate with a sideways tilted crate on top of it do not allow you to loot the crate to the left of it(just look in the vault tec enterprises area of the core, top left room of the core). Also, a lot of cars in the core are not reachable due to some placing problem or blocker hex. Barely noteworthy, as I said, don't want to seem ridiculously picky, just doing my job as a beta tester and voicing all problems I find

29
Bug reports / Re: Some crafting bugs
« on: March 08, 2014, 09:56:30 PM »
I dont understand the bug with molotov coktails being mislabelled as poison. There is no mention of molotov cocktails in teh script at all, the first chem you learn is indeed the poison.
Then there was another bug, as I had poison in my craft menu the first time I logged in after the update, before I had any traps/explosives recipes. I can't remember if I had molotovs, but I presumed those were the new recipe.
EDIT: just checked on a new character, both the molotovs and poison are available without any learned recipes.

30
Bug reports / Some crafting bugs
« on: March 08, 2014, 02:27:59 PM »
As these were not fixed a few days after I contacted a GM about them, I will post them here just to make sure. The silenced uzi, DSR 50, and AS50 are not present in the crafting menu after learning them. Molotov cocktails are mislabeled as poison in the chat menu when the guy teaches you. Rad SMG is called plasma SMG in said chat, but that could be intentional. Assault rifle and HK CAWS have two different recipes. The assault rifle ones both use the same materials and create the same weapon, but one has the description of a ext mag assault rifle. Both HK CAWS recipes create the same weapon, but use different materials, and one of them has "qweqwe" as its craft menu description. Feel free to add anything else here if somebody stumbles upon something I missed. I still do not have full assault rifle/explosives/drug branches.

31
Resolved bugs / Re: [ITEM] Wakizashi perks
« on: March 08, 2014, 02:24:19 PM »
It's not untrue. Ever tried to melee a running target? Gotta catch 'em, first.
I remember a fun moment in reloaded...some guy was chasing me with a crowbar. I was running around with him behind me. After thirty seconds or so of this, he got tired of it and pulled out a rocket launcher. Fortunately, it blew up in his hands and killed him  ;D

32
Resolved bugs / Re: [ITEM] Wakizashi perks
« on: March 05, 2014, 06:56:58 PM »
haha dont worry, the engine has a built in AC against melee, called "lag"
:l

33
The idea of gear looting mobs is very annoying. They should only loot things the mobs consider of value; such as thugs only taking drugs, guns, and caps, or farmers taking ammo and consumables. On a related note, could you please make it so that non-human NPCs can not open doors? It would be nice if deathclaws would stop following me, half the time waiting by a door and half the time opening it. At least revert back to the f2 system where doors were breakable.

34
General Discussions / Re: Questions ?
« on: February 27, 2014, 06:06:05 PM »
To be honest, we don't yet know exactly when we'll proceed to wipe. I think it's gonna mostly depend on the arrival of the wiki (for which we'll need players contributions) and the advancement of the client, since the rest can be evolved easily afterwards. We'd like to include as much stuff as we can as well before wiping, and some of it is gonna need testing too, especially the dungeons.
So based on that, is it likely that there is at least a month before a wipe, if one comes?

35
General Discussions / Re: Questions ?
« on: February 27, 2014, 05:44:05 PM »
Will there be a wipe sometime soon, perhaps when the game reaches its 1.0 stage? I am rather neutral, as having and not having one at that point would both have some pros and cons, I just want to be aware of whether it is worth it to invest a lot of time into progress I will soon lose

36
General Discussions / Re: Crafting recipes?
« on: February 27, 2014, 05:42:30 PM »
right now there is no way, but they will come soon. It will be possible to dye normal CA's and enemy FCA's in yoru faction's colors
That would explain why those rich guys don't stroll around with uniquely colored armors. Well, thanks for all the help so far, you guys have been fast and efficient in answering to all my questions and problems.

37
Resolved bugs / Re: Stacking
« on: February 27, 2014, 05:39:24 PM »
Items that have an ammo counter cannot be stackable as that could be exploited for unlimited ammo
Yep, that much was understood. Was also thinking that any weapon with deterioration, which is basically every weapon that uses ammo, would not be a fun thing to stack. Would either be as efficient as a random gun pile on the floor, or would create 100 separate stacks per weapon, which would defy the whole point
That's the thing really i think. if we make spears stackable and let you throw them in chain, then that means we'll have to highly diminish their damage, and they would just basically feel as classical fire weapons, except you have to grab them every time you use them.
Fair enough, thanks for clearing that up. Looks like I will have to change my strategy, maybe use them for one cripple or heavy damage shot on an unsuspecting enemy

38
Resolved bugs / Re: Exit grid bugs
« on: February 27, 2014, 05:35:10 PM »
It is very hard to explain, it seems that switching mouse modes is unavailable sometimes when I am being attacked by NPCs in the core, and I had a couple instances where the first aid/doctor hotkey would not work during the tutorial. All of this was always during combat, and the core one seems to only happen by the exit grid.

39
Resolved bugs / Re: Exploitable weapons?
« on: February 27, 2014, 05:31:38 PM »
Those two weapons, as well as many others, will be addressed in the coming update. All weapons are also balanced with medium-large scale pvp in mind, meaning that some weapons will seem very powerful or pretty useless against the average npc patrol. The impact gloves are actually not dealing a lot of damage and it takes a long time to deliver that damage as well. Since AoP is more of a teamgame than for example late 2238 with heavy handed trolls, it is more likely that somebody will come to aid whoever is being knocked down.

Also, pretty much all tier 2 items are equal, no matter where there are in the tech tree. The only exceptions are magazine upgrades and such, which are usually at the end of a tree.
All right, just checking. Wanted to make sure you were notified if it was an unnoticed problem

40
General Discussions / Re: Crafting recipes?
« on: February 27, 2014, 05:26:39 PM »
...including Factions Combat armors, which exist in Mark I and Mark II.
How does one currently go about obtaining those?

Pages: 1 [2] 3


SMF 2.0.2 | SMF © 2011, Simple Machines
Simple Audio Video Embedder - Theme by Crip