Author Topic: Changelog 15/07/2013  (Read 24506 times)

UrukhaiMK2

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Re: Changelog 15/07/2013
« Reply #30 on: July 15, 2013, 18:22 »

How about drugs, armors and books you get? ;)) Now just top loot coming from 4+ waves, and number of attackers lowerd and slower grow.So less number of ppl can start control. Car spawn will be more often after nex restart.
[/quote]

Aww, yeah you're right there. It's easier to hold when you are 4 or 5 people. Okay I see, but imho 4 spawns in one hour is a bit to slow. Actually thanks for books. I got two of them. Some drugs also. Now I see.

Wind_Drift

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Re: Changelog 15/07/2013
« Reply #31 on: July 15, 2013, 18:24 »
I'll offer some common sense here, whether or not anyone takes it into consideration is their prerogative.

Changes are going to be made, things will get nerfed, buffed, broken, and then fixed. It's inevitable. It's a little frustrating for sure, for instance I've had to remake several builds that we're totally broken for one reason or another. Sure, I don't like it, but we're losing it all in a few months anyway.

HOPEFULLY with testing and feedback, next session will be great. This one is going to be a bit rough, though. No way around it.

So as I see it, no reason to be upset. We will get more content, features, and playability. It just won't happen overnight. No reason to be upset about it...
Iguana Pete's Sister

SmallGreg

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Re: Changelog 15/07/2013
« Reply #32 on: July 15, 2013, 18:39 »
Wow, first ninja nerf :(. I don't understand why Needler AP ammo was nerfed. Did anyone check it against CA, CA + toughness, CA + 2 * toughness?
     

schwartz

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Re: Changelog 15/07/2013
« Reply #33 on: July 15, 2013, 18:46 »
Finally needler AP ammo nerf. Thank you.

Huge deathclaw was nerfed indeed, that's pretty gay. It should be giving at least 2k.
« Last Edit: July 15, 2013, 19:26 by schwartz »
[00:18] <aex> scwartz i dont want you here and i ll punish you everytime i ll be able to until you ll leave the IRC na fo2

MickDick

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Re: Changelog 15/07/2013
« Reply #34 on: July 15, 2013, 19:19 »
I don't like when any changes are not listed.

I'm talking about the huge deathclaw encounter.

There wasn't any reason to nerf it anyways.  Centaurs/floaters are the exact same encounter just without the radiation/poison annoyance, which is solved with 2x rad-x and spamming antidote.  So, it was a stupid nerf anyways.

Vrrn

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Re: Changelog 15/07/2013
« Reply #35 on: July 15, 2013, 20:21 »
- Needler AP ammo removed from craft and from traders, but still can be found in some places
Still very easy to farm, I use needler for all encs and my ammo number is only rises after each.

T-888

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Re: Changelog 15/07/2013
« Reply #36 on: July 15, 2013, 21:00 »
We wanted to make AP ammo harder to get, since it is very good, just not impossible.

Centaurs/floaters are the exact same encounter just without the radiation/poison annoyance, which is solved with 2x rad-x and spamming antidote

So ... uhm ... you're saying we should nerf centaurs/floaters for the deathclaw nerf to make sense, right? ;D

Well, on a more serious note, my opinion is that 1.5k for a Deathclaw is a bit too low.
« Last Edit: July 15, 2013, 21:02 by T-888 »

Vrrn

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Re: Changelog 15/07/2013
« Reply #37 on: July 15, 2013, 21:11 »
We wanted to make AP ammo harder to get, since it is very good, just not impossible.
No I mean it's not hard, I just got 200 ammo for like 5 minutes from regulator encounters and I can do it solo. And take into account that I also spend the same ammo on them, means I've got more than 200.

Also removing from crafting does nothing, as only low lvls craft ammo, x5 gunpower and x5 metal parts for 100 needler ap ammo? I would never craft it anyway. As for traders, yes, sometimes it was good to use it for spare, if trader had no caps or something.

vedaras

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Re: Changelog 15/07/2013
« Reply #38 on: July 15, 2013, 21:24 »
well i would like to express my opinion about some common things like balance, nerfing and all. In my opinion devs goal should be not remove all profitable and good ways to make yourself successful in game, but to add them as many as possible, so you could chose what deed to do to get good results.
If something like gecko pelts are too overpowered, maybe then add random time lockable lockers in towns, where stuff spawns, so that people could invest themselves in lockpicking, add ways to gamble in casinos and win so that people could invest themselves in gambling,  add some challanges, which require some exact skill, like unarmed to pass boxing tournament, where you can get bonus to resistance, like it was in f2. Just add more ways to be successful, instead of removing the few who are now in game, this is my opinion, and good luck with developing devs :)

MickDick

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Re: Changelog 15/07/2013
« Reply #39 on: July 15, 2013, 22:15 »
So ... uhm ... you're saying we should nerf centaurs/floaters for the deathclaw nerf to make sense, right? ;D
Ooohhhh burrrnnnnnn where's the aloe vera I need it NOW.

I'm saying you shouldn't have nerfed deathclaw at all.  And told us about it in changelog when you did.  That's what would make sense.

Beret

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Re: Changelog 15/07/2013
« Reply #40 on: July 15, 2013, 22:19 »
Btw what we can found in Cave? I was in few and only found npc

Try not. 'Do', or 'do not'. There is no 'try'.

Rascal

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Re: Changelog 15/07/2013
« Reply #41 on: July 15, 2013, 22:20 »
npc, rock resources from which u can digg iron ore and minerals, treasures
   

   

Beret

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Re: Changelog 15/07/2013
« Reply #42 on: July 15, 2013, 22:26 »
What u mean with treasures?

Try not. 'Do', or 'do not'. There is no 'try'.

skycast

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Re: Changelog 15/07/2013
« Reply #43 on: July 15, 2013, 22:33 »
What u mean with treasures?
Random loot
   

   

Rascal

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Re: Changelog 15/07/2013
« Reply #44 on: July 15, 2013, 22:34 »
with small chance each time to reciev some rare items