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Author Topic: Generalization of current suggestions  (Read 10850 times)

Myakot

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Generalization of current suggestions
« on: October 21, 2014, 10:51:50 PM »

So, things are starting to get out of hands a 'lil bit, almost every topic out there is suggesting completely new mechanics, almost all of which are needed and awesomely-looking, but ridiculously hard to implement.

This server was a blast in the first weeks (still is, it's just it got repetitive for a lot of players, happens a lot) and now it isn't. For some reason people "use" this fact as an argument for: "add this shit pls, the reason players left is because it wasn't here, kthxbye."

Let's find out what's the root of it:
1. What's the actual problem?
2. What mechanic tweak will solve it? (one at a time, there's no need to think of a god-like idea that will cure cancer)
3. Think about that tweak a little bit more, will devs be able to implement it? Is there a way to actually use some of the already-existing mechanics and not create a new one?
4. If you do like\enjoy this sever (or FOnline in general) you should consider TRYING to learn something either using this: https://xp-dev.com/svn/fonline_sdk/ or something external, like VVish has done recently. (optimized inventory sprites for idle_laying item sprites.)

p.s.
I will update this post (if someone will waste his time to fix\comment on it).
If you feel like this topic should not even exist, then write so, I'll just delete it. Just feld the need to "optimize" this section a little
« Last Edit: October 21, 2014, 10:56:44 PM by Myakot »
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S.T.A.L.K.E.R

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Re: Generalization of current suggestions
« Reply #1 on: October 21, 2014, 11:01:18 PM »

Let's find out what's the root of it:
1. What's the actual problem?
2. What mechanic tweak will solve it? (one at a time, there's no need to think of a god-like idea that will cure cancer)
3. Think about that tweak a little bit more, will devs be able to implement it? Is there a way to actually use some of the already-existing mechanics and not create a new one?
No one hexing, many players are already use to this and when they find out they can't one hex in AoP, kthxbye. I still remember back when I was family some lawyer came up to me and bursted me for 30 damage each burst and said "wtf" and I was like lol.
 also another one is the 4 faction system, as I said before many players hate this, being  forced to play with noobs and players you don't like, the huge unbalance in zone control (numbers) , PvP is almost large-scale and small scale doesn't exist in AoP (other than encountering in Phoenix  but that's rare. go zone control with 6, enemy is 20+

« Last Edit: October 21, 2014, 11:06:00 PM by S.T.A.L.K.E.R »
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Matulaak

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Re: Generalization of current suggestions
« Reply #2 on: October 22, 2014, 11:49:41 AM »

I know I've been posting lots of suggestions :3 but I'm posting them having in mind that "it would be cool to see these in the game' instead of expecting the devs to implement them. I've been playing FOnline: Ashes of Phoenix for 2 weeks straight now and I rarely find the game repetitive, with that said I'm definitely gonna stick around ;)
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Myakot

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Re: Generalization of current suggestions
« Reply #3 on: October 22, 2014, 12:32:06 PM »

I know I've been posting lots of suggestions :3 but I'm posting them having in mind that "it would be cool to see these in the game' instead of expecting the devs to implement them. I've been playing FOnline: Ashes of Phoenix for 2 weeks straight now and I rarely find the game repetitive, with that said I'm definitely gonna stick around ;)
Considering that "something-big" (c) cirn0 ™, is right around the corner.
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John Porno

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Re: Generalization of current suggestions
« Reply #4 on: October 22, 2014, 12:55:33 PM »

we do have a couple of things planned and this season will certainly end in a bang.

One thing I can say is that we are already working on, and have partially finished, extending the core vertically. There about a dozen places that have basements or a couple more levels which will have maps plugged in with stronger npcs than on the ground and a bit more exciting loot. We're not reeinventing the wheel here but the goal is to add to the whole scavenging and exploration aspect and adding more attractiveness to the core.
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FrankenStone

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Re: Generalization of current suggestions
« Reply #5 on: October 29, 2014, 11:15:02 PM »

we do have a couple of things planned and this season will certainly end in a bang.

One thing I can say is that we are already working on, and have partially finished, extending the core vertically. There about a dozen places that have basements or a couple more levels which will have maps plugged in with stronger npcs than on the ground and a bit more exciting loot. We're not reeinventing the wheel here but the goal is to add to the whole scavenging and exploration aspect and adding more attractiveness to the core.

+1
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mAdman

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Re: Generalization of current suggestions
« Reply #6 on: October 30, 2014, 02:19:33 AM »

we do have a couple of things planned and this season will certainly end in a bang.

One thing I can say is that we are already working on, and have partially finished, extending the core vertically. There about a dozen places that have basements or a couple more levels which will have maps plugged in with stronger npcs than on the ground and a bit more exciting loot. We're not reeinventing the wheel here but the goal is to add to the whole scavenging and exploration aspect and adding more attractiveness to the core.

Expanded sewers and basement areas would be awesome.

But if you could build up too, like say give the hospital 3 floors etc that would add quite a bit too.
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MARXMAN

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Re: Generalization of current suggestions
« Reply #7 on: October 30, 2014, 03:26:40 AM »

I think towns and areas (guarded or no) where people from mutual factions could go about their business is a huge part thats missing from AOP. The fact that there's very little interaction with anyone outside your faction is a turn off for some people.  A town with NPCs selling things and with quests as a meeting point for factions would be wonderful.
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paragon

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Re: Generalization of current suggestions
« Reply #8 on: October 30, 2014, 03:36:24 AM »

And global chat for ZC battles organization.
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Myakot

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Re: Generalization of current suggestions
« Reply #9 on: October 30, 2014, 03:49:50 AM »

And global chat for ZC battles organization.
Use radio?
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Smalltime

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Re: Generalization of current suggestions
« Reply #10 on: October 30, 2014, 03:53:10 AM »

No one hexing
Oh, you mean one of the worst mechanics of all FOnline? The ability to magically hit 100% more bullets from 1-hex than 2-hex? It's a really strange thing, and in pvp, it inspires less interesting battles. If I wanted to watch people awkwardly dance before bursting on each other's faces, I'd go to a gay disco bathhouse.
Quote
also another one is the 4 faction system
It's not intended to stay at four factions. This however is something that I've found interesting. Many of my platoonmates resent the mechanic, and would prefer to just be out in the wastes running as a solo group like every other FOnline. There is a lot of bitterness involved, and some of them would be much happier killing everyone they decide they don't like (which is usually everyone.)
But, we're here to try new things. I only made it two days into the new FO2 session before saying "great, it's more of the same old shit, but with more quests."
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paragon

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Re: Generalization of current suggestions
« Reply #11 on: October 30, 2014, 04:12:22 AM »

> Use radio?

Easier to use spy on dual log.
How do you expect me to make everyone in enemy faction to use radio?
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MARXMAN

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Re: Generalization of current suggestions
« Reply #12 on: October 30, 2014, 11:53:00 AM »

It's not intended to stay at four factions. This however is something that I've found
But, we're here to try new things. I only made it two days into the new FO2 session before saying "great, it's more of the same old shit, but with more quests."

I recently went to try Fo2, and yeah it's almost the exact same game as 2238.  The tutorial  is even the exact same. More of the same, grind out outdoorsman first and then fear Russians. On top of that, playing fo2 has made me realize how un ique AoPs combat is. The lack of one hexing really makes more more balanced combat IMO (and damn hex shooting is cool), and the way AP works is a welcome change. When AoP adds more to the world I think a lot of players will flock to it. Then again, most people who play fonline are cheap bastards who love one hexing and using any means to kill people. So it could be that people don't like balanced combat.

The world just needs to be bigger, IMO, and have streamlined features like being able to que multiple items for crafting.
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PorkchopExpress

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Re: Generalization of current suggestions
« Reply #13 on: October 30, 2014, 02:26:16 PM »

It's not intended to stay at four factions. This however is something that I've found
But, we're here to try new things. I only made it two days into the new FO2 session before saying "great, it's more of the same old shit, but with more quests."

I recently went to try Fo2, and yeah it's almost the exact same game as 2238.  The tutorial  is even the exact same. More of the same, grind out outdoorsman first and then fear Russians. On top of that, playing fo2 has made me realize how un ique AoPs combat is. The lack of one hexing really makes more more balanced combat IMO (and damn hex shooting is cool), and the way AP works is a welcome change. When AoP adds more to the world I think a lot of players will flock to it. Then again, most people who play fonline are cheap bastards who love one hexing and using any means to kill people. So it could be that people don't like balanced combat.

The world just needs to be bigger, IMO, and have streamlined features like being able to que multiple items for crafting.

Indeed,but with couple of more friendly things implemented ,i guess more people will come,some advertising would be welcome too ;)
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mAdman

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Re: Generalization of current suggestions
« Reply #14 on: October 30, 2014, 05:14:11 PM »

I'll admit i've been playing some FOnline 2, I wouldn't say it detracts from my experience here at all, in fact most of the time playing I wish I was playing AoP instead. (But then I check the players online, sadface, and get back to farming XP).

I would argue that the heavy traffic in fonline 2 is bound to have some overflow to here just by word of mouth in game to people who much prefer pvp.

This system, while far flown from any normal FOnline is a much better system from what I have experienced. With continued tweaking and new content etc, this will stand out a lot more.

Even though the character system is somewhat more streamlined, it actually allows for more combat styles by design, and the combat is generally more interesting than who hits first (though that does make a difference).
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Re: Generalization of current suggestions
« Reply #15 on: October 30, 2014, 06:06:51 PM »

Played Fonline2 for quite some time last session,but i guess i got spoiled by AoP,tried it other day,got bored after 15 minutes.Had love/hate relationship with 1hex,but after playing here,i love it more this way.Battles are more dynamic,more outcomes,and most importantly,aren't over in 1 minute.I'm putting a lot of trust and hope into this server.Couple more tweaks and good updates and it will really shine.Guess we just need to advertise more :)
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paragon

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Re: Generalization of current suggestions
« Reply #16 on: November 03, 2014, 02:59:40 AM »

1. Unclear rules in zone control are problematic.
We don't care about capped zones and win/lose status of ZC - it doesn't give anything compared to losing your gear. Our only goal of ZC - is elimination of the enemy. But if we are 6 came to the zone first, enemy are 10, they took 51 score over our 50 - now they expect us to rush to fight for the zone. Won't happen as it's not worth it.

Making scoring system balanced for amount of people in the zone from sides should help it, but taking into consideration alliances between 2 factions - it won't help completely. It will be sensible to split your party in 2 factions to get more score.

2. No communication between factions makes you stay in the zone for 20 minutes having no clue if anybody will come to fight. Cross-faction communication won't solve it completely, but at least will help it. As well as I don't see point in faction chat, when everyone has a spy.

3. ZC 20 minutes timer. 20 minutes of wasting time without a reason if nobody comes. It could be fixed by ZC registration system (3-5 minutes after start to register you response group, if not, zone considered to be capped, if yes and didn't come - penalty)

4. 1 person ghost capping. Decrease the score for those, who left the zone to negative values.

5. Abusing faction system. While standing 20 mins for nothing you can bring alts and kill them getting around 2000 caps.

6. Capping the zone makes no sense. You can always bring an alt in enemy faction and but from their shopkeeper. I'd suggest to have the system based not on capped zones, but on overall ZC score for the last week. So if everyone fights hard, everyone gets the best loot in the shopkeeper. Giving the best loot only for those who owns the zones makes no sense as well.

7. Reward for ZC being less stable and less profitable than assignments. If it's risky, it should be much more than assignments, although need to fix exploits first.

8. ZC party is more hobo than pve folks. There should be a system, based on your score in the ZC, giving you not caps but some kind of spendable points to buy the best (or the cheapest) equipment, in the same time not accessible by people with millions of caps from assignments. Best and cheapest equipment should be given only for ZC party.

9. More maps for ZC. There're many cool maps unused. Adding all maps for being Zone Controlled for the sake of variety should be cool. Could be done with "Soft Zone Control" system, letting blue suites to come across.

10. Support roles ZC reward. At least buffing medic reward. Could be extended by reviving, smoking, even tanking? Looks abusable (not much different from current one).
UPD: even time spent in the zone for very low amount of points.
« Last Edit: November 05, 2014, 03:07:52 PM by paragon »
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paragon

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Re: Generalization of current suggestions
« Reply #17 on: November 05, 2014, 02:10:20 PM »

Quote
6. Capping the zone makes no sense. You can always bring an alt in enemy faction and but from their shopkeeper. I'd suggest to have the system based not on capped zones, but on overall ZC score for the last week. So if everyone fights hard, everyone gets the best loot in the shopkeeper. Giving the best loot only for those who owns the zones makes no sense as well.

Actually, no.
Overall ZC score for the last week should affect price of the loot and not its availability.
Doesn't matter how much zones capped, enemy should be able to buy equip. to fight.

I play in v-tech, dominating we often have the whole map capped, but how does enemy going to get equipment to fight us back?

BTW, prices are bad. Buying craft materials to craft yourself something is more expensive than buying the new thing, although takes skill (recipes) / repairing / time.


How to help players meet each over for a fight / small scale pvp?
Boost loot in the Hospital x2, so everyone would like to go there for a pie always.
« Last Edit: November 05, 2014, 03:08:30 PM by paragon »
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cirn0

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Re: Generalization of current suggestions
« Reply #18 on: November 05, 2014, 02:37:26 PM »

We need a.. someone dedicated to balance the economy. Its a really boring and thankless job but it will make the game good. PM if you're interested.
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Teela

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Re: Generalization of current suggestions
« Reply #19 on: November 05, 2014, 06:08:02 PM »


Quote
How to help players meet each over for a fight / small scale pvp?
Boost loot in the Hospital x2, so everyone would like to go there for a pie always.

I already had quite some nice hours of PVE/PVP in Hospital. Its dynamic and there is nice loot to be found already, but buffing this in one way or the other would only increase the fun. You'll have a little PVP arena for the hours when there is no ZC going on.

Its always hilarious to have some super mutants spawn in the middle of a PVP fight.
« Last Edit: November 05, 2014, 07:46:07 PM by Teela »
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