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Topics - BG Sexpert

Pages: [1] 2
1
Suggestions / Remove automatic ZC
« on: May 08, 2016, 02:14:56 PM »
Currently any time a player enters a zone he immediately begins capping it.

This then signals the faction and leaves that player vulnerable for being ganked.

Most of the time the player doesn't even want to cap the zone, just loot.

You should return the old mechanic where players needed to begin ZC. Returning to this system allows solo or small groups of players to loot zones without unleashing a swarm upon themselves.

Maybe give each faction a "scout" npc, which tells the player what controlled zones have enemy players in them.

2
Suggestions / Interactable Objects/NPCs outline
« on: May 02, 2016, 11:45:17 AM »
Players currently have to hover their mouse over every piece of environment to see if anything is interactable. This is tedious and leaves a lot of information missed. Why waste so much time implementing dialogue and items that players can interact with; if they are largely ignored or just unnoticed?

There is a hotkey that outlines all NPCs. Why not give the few NPCs that actually have dialogue a different outline? Give items that can be interacted with the same outline.

3
Game Tips & Guides / Sexpert Shooting Range
« on: April 19, 2016, 08:47:23 PM »
There is a tremendous amount of complaining about weapon balance/imbalance and I felt that was coming from 2 main problems:
1. The players don't have the tools at hand to see how each weapon is working. Without this understanding it becomes possible for situations to feel unfair.
2. When balance changes are made, they are made without tools that allow the developers to see how a weapon is effected as a whole, and how it compares to the rest of the weapons of its archetype. This leads to "feels" fixes in which changes are made that 'feel' like they should fix the problem. While a lot of these fixes are GOOD, this allows for accidental over nerfs.

I asked if there was any dev tool available that would allow the devs to see how each weapon functions. I was surprised when I found out no tool existed; so I decided to make one (for SG for now, I'll do other weapon types eventually).
This is that tool:
https://docs.google.com/spreadsheets/d/1D54LLX7h5jVEDEzmaunEvchCH0CIbTmtNDCDo0rLSMU/edit?usp=sharing
I realize that the sheet can be daunting and a bit cumbersome, so I have uploaded a video explaining how to use it here:
https://www.youtube.com/watch?v=B5PmUtg9np4&feature=youtu.be
Cirn was courteous enough to give me the files that the game runs off to get weapon information. Lidae, Cirn, and John Porno were nice enough to provide me the exact formulas the game uses. These formulas are used in the spreadsheet. The results *SHOULD* represent the exact numbers you will see in game. I say should because there is always rounding errors that will result in very minor discrepancies.

I have validated the information on the sheet (with great effort) and have found it to be accurate. That being said, I began this project a month ago and a few weapons have changed. I would be more than happy for anyone to notify me of any inaccuracies.

Why?
I felt that it would provide a useful tool for quickly determining weapon effectiveness and allow for easy balance and design decisions.

Why should you care?
This provides you with a tremendous amount of meta knowledge if you take the time to use it. You can see in ANY scenario, which weapon will be the objective best. As well, if you make a weapon legendary, you can use this sheet to see which upgrade will result in the greatest damage increases.

Why am I sharing this?
While creating the spreadsheet I realized that it was making me privy to a tremendous amount of meta game knowledge that most players simply didn't have available. I've played other FOnlines where being an English speaker was a genuine detriment (TLA) where the devs and players went out of their way to keep game information unavailable to English speaking players. In the name of competitive spirit, I have made this information available to everyone.

*note*
  • The sheet by default is using AP equivalent ammo. I'd found that the AP equivalent ammo yields more damage and more bleed in nearly EVERY situation across almost all armors.
  • The damage represented is averaged for every weapon
  • 250 skill is assumed. All weapon perks are represented
  • I have deliberately locked the sheet. You should be able to download it yourself. If you want to unlock it the password is BenisBenisBenis

**Disclaimer**
This sheet is intended to supplement your understanding of the game. It is NOT meant to be used as a means to argue a weapon needs buffing/nerfing. You can use the sheet to try and understand why a weapon needs work, but the arguments you make should be supported with IN GAME data and not the sheet alone.

4
Suggestions / Weapon Maintenance (realism)
« on: October 17, 2014, 05:15:19 PM »
I would like to see the use of gun oil PRIOR to use be in the game. Applying gun oil before use could be like applying CLP (cleaning/lubricating/protecting) in real life. Doing this would reduce weapon jams and deterioration.

5
Suggestions / Unaimed Shot Needs Love
« on: October 15, 2014, 02:58:42 PM »
So most of us have figured out how how to maximize DR. If you haven't, well now you know why you die so much. With all of these rerolls many of us have figured out how to minimize Armor Bypasses. If you haven't, well now you know why you get fucked by snipers.

I'll let the cat out of the bag, as there are many ways to achieve it, getting Critical AG over 100% makes you near immune to bypass (I can't say immune, but I haven't been bypassed in a long time).

Now you see where we stand, characters with 17+DT/80 DR and are unbypassable. This is pretty much the design of any character worth a damn.

Something needs to be done to make unaimed shots do more than 10 damage. The server right now is very crit heavy, because unaimed shots are shit. There needs to be a DR modifier to single unaimed shot attacks. This would benefit assault rifles, shotguns, and pistols.

6
Suggestions / ZC Tweek
« on: October 02, 2014, 03:16:00 AM »
Instead of making the ZC capture point an arbitrary flag, make it an NPC. Call him a Production Manager or something. Players from the ZC controlling faction can go and do menial quests in that area for xp, caps, and rep.

For another faction to start ZC, they have to execute the NPC. This could start a server message "Robco Production Manager has been executed." Then the faction that started the ZC gets "20 minutes until Production Manager arrives." At the end of the timer, whoever is in the lead spawns a new Production Manager with some nice reinforcements.

The NPC spawn could also prevent this whole, restarting ZC immediately after one team won.

7
Suggestions / Post 24 Perk: Leather Crafter
« on: October 02, 2014, 03:10:44 AM »
Brahmin, Gecko, Deathclaw, after years in the wastes its all just skin to you. You can use any hide interchangeably for crafting purposes. All hides per item must be the same, for matching purposes.

8
Suggestions / Motion Sensor Traps
« on: October 02, 2014, 03:04:27 AM »
I think it would be awesome to be able to place traps that show player movement on the cheapboy map.

The radius of the trap that shows the player should be dependent on Trap skill and the difficulty for other players to see the trap could be based off sneak.

This could be super useful for ZC. You could even include a Sensor Jammer item, that a player can carry to hide themselves.

9
Suggestions / Buff Throwing Accuracy
« on: October 02, 2014, 02:57:35 AM »
Throwing caps at 200. I have 160 right now, and honestly 1/3 grenades is a drop, 1/3 actually goes where I aim, and the the last 1/3 goes off randomly nowhere near my aim.

There should be some better scaling. You created an entire utility slot, and lots of flashy grenade types and explosion animations. They are for nothing if the skill is so unreliable.

10
Suggestions / Traps
« on: September 22, 2014, 08:20:34 AM »
Traps seem... pretty meh...
While they could be a potent ZC mechanic. Sure mines do a lot of damage, but it likely will be first aided before causing any severe damage.

How about being able to rig doors, and have the damage be significant enough to 1shot a player.

11
Suggestions / Crit or Bust
« on: September 17, 2014, 09:09:05 AM »
Critical builds are at an all time high right now and I'd like to discuss some of the reasons that is so.
1. Critical tables based off of each SPECIAL guarantees that a crit build will find a weak spot against you. This is because the crit character is rolling their two BEST stats against the critical resistance of likely your WORST stat.
2. Critical tables based of of each SPECIAL allows for various ways for critical hits to take you out of the fight. This could be a knock down, a knock out, blind, cripple, disorient, wind or weapon drop.
3. Some weapons have disproportionate aimed shot costs with enormous crit potential. Several pistols allow for a player to do an aimed eye shot for less than 35 AP (Desert Eagle 50). With potentially 3 shots within one AP bar, you are almost guaranteed to get a knockout/blind/disorient on a player. It is not uncommon to see a player score 130 damage crit + knockout from a pistol.
4. DR buffs from leadership and armor stats make bypasses even more important by way of making non-bypass damage nearly negligible. I've been able to stack 20+ DT and 80+ DR normal. Now weapons whose stats say 65 damage, do more like 15 per shot.
5. Range is more important in AoP than any other FOnline to date. With crit being as powerful as it is, you are likely going to be knocked out, and chipped down before you get the chance to fight back.

These are my observations. This isn't a complaint, as I'm thoroughly enjoying my sniper character right now. However, as crit being the end-all be-all better build archetype, it really limits the games scope. I'm not sure how to fix this, but I think something should be done.

12
General Discussions / 9/11 Lawyers/BBs camping V-tec Gates
« on: September 11, 2014, 11:52:37 AM »
For those who have fallen, you will not be forgotten. For those who aggress against us; you will not be forgiven. These acts of cowardice will not go unanswered.

13
Suggestions / Golden Geckos
« on: September 08, 2014, 01:01:38 PM »
Do other factions have as hard a time finding Golden Gecko's as V-tec? I've been searching for 3 days and only found 1. This is pretty ridiculous seeing as it requires 10 golden gecko kills to get AWARENESS, an ESSENTIAL perk. Do the other factions require Golden Gecko skins at all?

The spawn rate of Golden Geckos is far too low. The devs seem to think it is a non-issue with cryptic answers like "look in mountains for geckos" and the inevitable "I went to gun runners and killed 4 golden geckos in 15 minutes XD."

Let me assure you, this is bullshit. The lack of Golden Geckos is a very real problem. At this rate it will take me a full month to fulfill my 10 gecko quota. This NEEDS fixing. This IS an issue. Playing without Awareness is suffering.

14
Suggestions / In all Seriousness Weapons need improvement
« on: April 14, 2014, 12:08:22 PM »
AoP has easily, the most innovative, and funnest firing mechanics of any FOnline out right now. However that is wasted because it has by far the worst weapon design.
The problems:
1. Having a dozen different guns with a dozen different ammo that do roughly the exact same thing doesn't introduce variety. It's not more realistic, its not more fun, its tedious. I've had this argument 1000x but it still needs to be said.

2. Weapon tiers is a flawed way of thinking. When you have tiers you remove all purpose of the individual weapon. As it stands, there are 3 tiers:
   - Tier 1 entry level items that can be crafted without BP's and made of junk
   - Tier 2 every item that can be crafted from BP's
   - Tier 3 very rare, one of each class.
The result is essentially 3 different weapons, one that isn't worth using, one that is always used, and one that is only used in high PvP scenarios. Essentially 2 weapons per archetype

3. Too many different ammo's with little to no overall effect. What we have now is a convoluted, confusing balancing act between a weapon having good stats and using trash ammo, and a trash weapon using powerful ammo to maintain a middle point you call balance. Because all weapons are pretty much the same (tier 3 not implemented and nobody uses tier 1) the only real deciding factor for which weapon to use, is the cost of ammo. The result is players wasting carry weight with different ammo types for each of their weapons while they go out into the core. The odds of finding ammo that is useable is essentially nil, so the player is forced to make many trips back to the faction base to resupply. You should be trying to increase the time players spend in the core (The heart and soul of the game), not limit it with some bloated ammo system.

I understand that balance is a dynamic thing. There is still much to be done, but you are wasting your effort and time balancing a system that, at its core, is boring. I'd like to see how everyone else feels, but I can't post polls :/. I realize the playerbase is almost non-existent right now, so please anyone reading this; post your opinions!

15
Suggestions / Combat Timer variability
« on: March 04, 2014, 12:42:28 PM »
I don't mind the existence of combat timers, I just think it would be cool if sewers had no combat timer, or a dramatically less combat timer.

This would give players escape routes during PvP events. I think it would be fun to plan a quick reactionary force, or a hit squad's route of attack around sewer exits and surprise tactics.

16
Resolved bugs / Combat Timer on misses
« on: March 04, 2014, 12:39:57 PM »
I want to start out by saying that I agree with combat timers existing in this game. Due to the nature of different zones, a player running from combat could far too easily escape simply by moving to the next zone before his pursuers.

I really enjoy the effective range and sight range mechanic. It allows for players to gamble at a lucky shot to potentially kill an enemy that would normally be out of range. A player can shoot as far as he sees and often at the end of his sight range the chance to hit is 0%. The issue with this, is that shooting at an enemy with 0% chance to hit starts their combat timer.

This means that a player is locked into the zone by a player with 0% chance to hit, making it impossible to leave. This probably hasn't happened much (I have killed a few players exploiting it, I admit) due to the small scale of players. However, with more players and heavier PvP I could see this being a very big deal, and a very problematic exploit.

17
Suggestions / Sniper AIMED shots
« on: February 22, 2014, 01:46:05 PM »
Bleed damage is a pretty new thing to the FOnline universe, and it appears that it plays a pretty significant role in the damage of SNIPERS.

As it stands, the HEAD has the only bleed crit modifier. This doesn't make much sense.

Suggestion
Body parts have bleed modifiers that are anatomically correct.
For instance:
Chest crits have a low bypass chance to hit Aorta and cause extreme hemorrhaging.
Leg crits have chance of hitting the Femoral Artery for 2nd most bleed damage
Then Arm crits have chance to hit the Brachial Artery for 3rd most.
Sources:


Crippling effects could remain the same.

I feel like this would give some variety to the old aim for the eyes every shot (except vs BG then its right arm) strategy.

18
General Discussions / Opinions of Shotguns/SMGs/Assault Rifles
« on: February 20, 2014, 03:01:24 PM »
First and foremost, I want to again state that these are opinions, albeit opinions formulated from extensive use.

I will first begin with Assault Rifles:
Assault Rifles seem to be a good reliable weapon for long range fighting. The damage output and relatively low AP cost make them a must-use item for fast shot builds.
Full Auto for Assault Rifles however is a pretty useless feature, and let me explain why. What sets an Assault Rifle off from the rest of the SG's is its range (snipers obviously far better at farther range, but lets not get into aimed shots). When you switch to Full Auto, your range is dramatically reduced. When bursting you are within range of SMG's and Shotguns (+/- a few hex), which outperform the Assault Rifle at this level.
Best Assault Rifle (That I have found thus far)
-M14
What is fantastic about AoP, is the value of range. The fact that weapons have an effective range coupled with AP regeneration while running has given range all new value. YOU CAN KITE NOW. This is huge in EVERY scenario. I have on several occasions, beaten a player that was AP/Damage more efficient than I, but my ability to KITE won.

Suggestion:
At 200+ (open for suggestion) SG skill, you replace the Full Auto Firing method with Controlled Pairs.
    - For a 33% AP cost increase you fire two rounds, the second of which has a 5% accuracy reduction.
    - The effective range remains the same

Only untrained terrorists fire an Assault Rifle on full auto (if that is even a function of the weapon). I feel that controlled pairs more accurately represents how a skilled marksman will fire under contact. A fantastic example of this is:


Shotguns:
The heavy urban settings of The Core, make the shotgun an incredibly useful weapon. Each tileset is riddled with indoor locations, blind corners, and sewers; ALL of which give the shotgun incredible value. I really can't think of any issues with the current implementation of the weapon. I think you guys have done a fantastic job and I am loving this weapon. Some minor issues with balance per Shotgun may be needed.
Best Shotgun (before patch)
-Combat Shotgun

SMGs:
It feels as if there is a role of the SMG and stealth that I haven't gotten to engage. I have seen silenced SMG's but cannot craft them. I imagine that later patches will include some more of the stealth functionality of this weapon.
As far as raw, blunt data, when compared to the shotgun in damage output / range the SMG is outperformed across the board. As a non-stealth character, I can't think of one situation where I would choose an SMG over a shotgun.

Suggestions
The range on the SMG is quite short which is logical. When I do use the weapon, my goal is to spend my AP as fast as possible and empty my magazine into the enemy. So why not give the player this function?
     - at 200+ SG skill, you unlock the ability to use your entire AP bar to unload your entire magazine into your enemy.
      The lower base damage, and medium magazine size makes this the only weapon that would really be viable for this attack type. The SMG should be absolutely devastating at 1 hex.

Notes
Pistols seem absolutely useless, at a shorter range than Assault Rifles, and lower damage output than SMGs and Shotguns I find literally no reason to use a pistol EVER. I understand that the AP cost is low, and you can single fire incredibly fast but the small magazine size makes this next to pointless.

The damage reduction for bursting/full auto should be removed. It makes absolutely no sense that the same unaimed round being fired from the same weapon suddenly does less damage because it is being done fast. I understand that firing rapidly reduces accuracy, but that is reflected by the range reduction.



19
Suggestions / nerfing based on ZC results
« on: February 20, 2014, 12:11:35 AM »
 I can't help but feel like you guys are watching our PvP and ZC, and directly making your nerf decisions off what we are doing. Which I am actually fine with and let me explain to you why:
1. We play to win, we can't help our competitive spirits.
2. We tool around with our prospective character archetypes and use whichever items we find to be the most useful/best
3. If an item is obviously too good, or OP, we use it.
4. We enjoy FOnline and want to see this game be a success
So I'm okay with you nerfing the things that we are using in ZC, because we are using them for a reason.
I would prefer if you would ask us of our opinions of things, and give it some actual value, since it is often our input and actions that make your decisions. You may be missing something that we simply don't use because "it isn't very viable, or good"
all the while thinking that it is an okay mechanic.
I'm not a fan of suggestions being shrugged off, because you feel that you haven't seen them as an issue. Instead of nerfing an item, then gauging the response, why not ask our opinions? We want the game to be fair and balanced, why not consult the player about and item and see if they have suggestions for fixing it?
-AMERICA

20
Resolved bugs / Pancor Burst AP
« on: February 19, 2014, 04:50:19 PM »
The Pancor Jackhammer shotgun has 2x the AP cost as a combat shotgun when bursting. I'm sure this is simply an error from previous weapon changes. It also does less damage per single shot, and less damage per hit in burst.

Suggestion:
Give the Pancor more shells per magazine (currently 10, combat shotgun has 12). The Pancor shoots more per burst, but you have to reload after 2  bursts. As it stands, the shotguns regress from the combat shotgun which remains the king of its weapon type.

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