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Messages - cirn0

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81
News & Announcements / Re: The Impending Wipe
« on: April 28, 2016, 11:05:12 PM »
Day 0 patch, start running those updaters now, post here if there is problem.

82
General Discussions / Re: 1st session player statistics
« on: April 27, 2016, 03:03:48 PM »
Are stimpacks & medkit also included in healing or is it only regular first aid ?

They are

83
Suggestions / Re: New Perk : some medic perk
« on: April 26, 2016, 10:36:58 PM »
Noooo

84
General Discussions / Re: Next Season Faction Balance
« on: April 26, 2016, 07:07:04 PM »
Doesn't matter when you pickup your money

85
General Discussions / Re: Next Season Faction Balance
« on: April 26, 2016, 06:26:03 PM »
For Joining Factions:
We don't see it as reasonable to limit friends from playing with friends, doing so will only cause griefing to go up 1000% when a group gets forcefully split up. It is just not resonable at the moment for the fonline gang culture playerbase. That being said, there won't be a hard limit to restrict team stacking. Our hopes to alleviate swarming is to provide as much information to the players to make informed decisions about which faction you would want to join and provide faction switching as efficient and painless as possible. These features will mainly be available for players who wish to move from a populated faction to a least populated one.

While in the Factions:
CURRENTLY :
Activity in the core will generate CORE money. ( Active hours, zones can be worth perhaps 16x more than off hours )
Owning ZONES will give FACTION money from the CORE.
FACTION gives YOU money.
Your payment is split between all your ACTIVE faction mates, swarms "technically" get less per person.
Your salary is effected by your reputation vs the average reputation of your faction.

ACTIVE PLAYERS = More than 10k rep.

These payment ticks occur around ever hours.

You will be paid and rep will decay even if offline so you can do a hard day of ZC go to sleep, wake up, get your paycheck, buy more equipment to hordePvP.

The offline rep decay is currently logged but not put into effect, when it is enabled you will get a huge drop in reputation.
This decay should not bring you below 10k rep.

Reputation system will be changed a bit more to accommodate the 10k baseline. Friendly fire penalties will be changed from automatic punishment to manual punishment controlled by the victims.

In the immediate next few patches:

When I finish the core caravans, factions will only earn money when their caravans, which spawn in the zone travel across the core, reach the gates safely.

CTF will probably become a multiplier to the faction income.

This payment will be the primary source of caps in the future.
Heavy tuning will be done, currently the system is in testing on the live server, please provide bug reports and feedback.

Note this was implemented January 30, 2015, I've had a good time tuning this shit and watch the data. Its gotten to a state of "pretty good" and no infinite money bugs afaik. From what I've gathered, it does the job its designed for, rewarding less populated factions with more $ and lowering average payment to a populated faction.


86
General Discussions / Re: 1st session player statistics
« on: April 25, 2016, 02:34:16 PM »
Self healing is NOT counted

87
Suggestions / Re: Critical Defence
« on: April 25, 2016, 12:48:11 PM »
Limbshredder perk gives 20% proc rate, 5x limbshredder means 100% proc rate.

After limbshredder procs, it checks for target's critical resist. If target resists the limbshredder effect, nothing is done otherwise a random limb is crippled.

88
General Discussions / Re: 1st session player statistics
« on: April 24, 2016, 03:31:21 PM »
Thanks S1man, this is real cool to see.

89
News & Announcements / Re: The Impending Wipe
« on: April 23, 2016, 04:48:24 PM »
I want to make it clear that it is absolutely my fault for rolling that dice.

90
Suggestions / Re: Realy annoying download
« on: April 23, 2016, 04:02:09 PM »
Is megaupload that annoying? That sucks.

Anyone know any other provider I can upload the file to?


91
Suggestions / Re: Zone Control balance suggestion.
« on: April 22, 2016, 06:20:15 PM »
Some Data I parsed for this session.

phx_junk_paradise - 204
phx_adams_school - 1084
phx_distillery - 127
phx_maryland_avenue - 367
phx_police_fortress - 557
phx_phoenix_hospital - 393

phx_nukacola_factory - 108
phx_phoenix_suburbs - 315
phx_biological_lab - 79
phx_shopping_mall - 224
phx_library_park - 83

phx_water_plant - 113
phx_eastern_square - 507
phx_polymer_lab - 233
phx_whorehouse - 164
phx_paradise_valley - 159

phx_weapons_fabric - 313
phx_vaulttec_enterprises - 1789
phx_power_plant - 417
phx_robco_enterprises - 439
phx_family_formerhq - 186

Out of 7861 recorded battles in the ZC Logger.
First recording was ‎Thursday, ‎August ‎13, ‎2015, ‏‎8:49:39 PM

Individual Stats:
http://pastebin.com/KBFW462q

92
Suggestions / Re: Door sounds
« on: April 21, 2016, 02:14:21 AM »
Will do so when I get some time.

93
Challenges & Accomplishments / Re: PvP Discussion
« on: April 15, 2016, 02:01:56 PM »
I kind of wanted to see what would happen.

94
Technical Center / Re: Eyefinity
« on: April 15, 2016, 01:31:12 PM »
Can you show me a screenshot of your desktop

95
Wiki creation / Re: Weapon tables.
« on: April 14, 2016, 06:42:10 PM »
Something about the space that isn't being used on the side of the wiki. Something about that. Something something CSS , something something someone manage our webpage pls.

Something about this
@media (min-width: 1200px)
.container {
    width: 1170px;
}


96
General Discussions / Re: Edit wall tiles?
« on: April 13, 2016, 08:32:27 PM »
Its true


97
General Discussions / Re: New weapon tier system.?
« on: April 13, 2016, 07:47:54 PM »
Preserve the richness of this exchange!

98
General Discussions / Re: New weapon tier system.?
« on: April 13, 2016, 01:07:32 AM »
For what its worth, the only reason it isn't removed in the current game is that it would make the server unstartable because someones has a weapon that doesn't exist anymore in a box.

99
General Discussions / Re: New weapon tier system.?
« on: April 12, 2016, 11:49:25 PM »
Quote
So for argument sake, we'll address them as the "Meta" tier of each subclasses I don't believe it is necessary to keep multiple weapons of the same subclass at the "Meta" level. 

So for the time being, I'm just asking you to be patient and instead of addressing specific weapons, address a specific subclass. That to us is much more critical as we move ahead. I want each subclass of weapons to be unique to another and most importantly fun, thus it is important we don't homogenize them.

So what we look at isn't Pancor VS CSG, but at shotgun vs whatever as a whole. We have one or two weapons to represent that whole subgroup and if we can get enough imagimotivation we'll add sidegrade weapons into the subgroup. So in this regard, we kind of feel the balance between  the subgroups is 3/4 pgud.

We ain't trying to doing linear improvements with our tier system. We kinda model the tiers simulate warfare of specific eras such as civil war, wildwest, ww1, ww2, vietnam to whatever we got now. A "lets have a little bit of fun before the srs kill each faction off for good" phase of the game.

Ultimately, this arena team deathmatch gameplay isn't what AoP is about but I certainly understand how people can really enjoy it.

100
General Discussions / Re: New weapon tier system.?
« on: April 12, 2016, 10:38:50 PM »
You aren't reading the link I linked :(

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