Author Topic: Wipe Changelog  (Read 62866 times)

hejmr

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Re: Wipe Changelog
« Reply #30 on: November 03, 2013, 17:19 »
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• Added weapon auto-reload when trying to attack with 0 ammo.
I'll miss the "zak-zak-zak" fails. Just don't make weapons automatically switch to "burst" when they're on "reload", what causes even more fails and it's less noticeable.

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• First Aid can't be used on yourself in combat.
In other words "Deuq gameplay disabled."

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• Drugs limited to one dose per drug.
:'(

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Stonewall perk gives 5*Endurance chance to avoid knockback from explosion.
Now not even a bunch of rocketeers will securely protect you from a rush it seems :D
« Last Edit: November 03, 2013, 17:21 by hejmr »

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LittleBoy

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Re: Wipe Changelog
« Reply #31 on: November 03, 2013, 17:19 »
No 2x buffout means we need to invest more and more points in skills - not enought to make one universal character for crafting / lockpicking etc = moar alts..
No universal character? Just wait for operation modules  ;)

avv

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Re: Wipe Changelog
« Reply #32 on: November 03, 2013, 17:20 »
No more fa based build as it requires 10int + 10 luck to be effective and no combat to make use of it - big disadvantage for close combat builds (ye, psychos but also mele). Summing up, era of long range fighters incomes

I suspect this too. Psycho medic tank isn't viable choice anymore. This hits flamer tanks very hard.

hejmr

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Re: Wipe Changelog
« Reply #33 on: November 03, 2013, 17:26 »
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Global Karma/Reputation/Npc driven Factions system.
How about more info on this? Can players f.e. join Enclave and get a group quest to kill a bunch of BoS' players? Would be cool.

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Pepik

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Re: Wipe Changelog
« Reply #34 on: November 03, 2013, 17:28 »
No 2x buffout means we need to invest more and more points in skills - not enought to make one universal character for crafting / lockpicking etc = moar alts..
No universal character? Just wait for operation modules  ;)

Modul not modules.

2drug system were great, it will miss me.

Besmrtnik

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Re: Wipe Changelog
« Reply #35 on: November 03, 2013, 17:35 »
you should make

hard drugs x1 dose (jet, buffout, psycho)

soft drugs x2 dose (nuka, cigs, beer)

support hard drugs which dost not affect pvp (radaway, radX, mentats) should also be x2 dose, not sure about metnats but radaway and radx should be 2x dose
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LittleBoy

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Re: Wipe Changelog
« Reply #36 on: November 03, 2013, 17:38 »
Modul not modules.
"Added medical operation modules"

you should make

hard drugs x1 dose (jet, buffout, psycho)

soft drugs x2 dose (nuka, cigs, beer)

support hard drugs which dost not affect pvp (radaway, radX, mentats) should also be x2 dose, not sure about metnats but radaway and radx should be 2x dose
mm , i think is good x1 because you must spend special carefully.
« Last Edit: November 03, 2013, 17:42 by LittleBoy »

Dequ

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Re: Wipe Changelog
« Reply #37 on: November 03, 2013, 17:44 »
Lots of good changes!!
Changes will force people to plan new kind of builds and that is what i hoped for, so we will see much more build variety now.

Besmrtnik

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Re: Wipe Changelog
« Reply #38 on: November 03, 2013, 17:50 »
I dont agree, for example 2x psycho gives you 30% dr its so OP, and 2x beer gives you 10% its 1/3 of psycho

2 jet gives you 6 ap its too OP
2 nuka gives you 1 AP and boost agility so you can use it on 10 ag chars so its 1/6 of jet

I think at least nuka should be 2x dose
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vedaras

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Re: Wipe Changelog
« Reply #39 on: November 03, 2013, 17:51 »
well some changes are good, i agree and i am happy to see them, but i wont even register an account because of some random bullshit changes:

 :o First Aid can't be used on yourself in combat.
 :o Drugs limited to one dose per drug.
 :o Skills limit formula 200+INT*10. Example: with 6 Int skill limit is 260, with 10 Int skill limit is 300.
 :o Added anti-critical feature to armors.

My comment to this:
first aid skill is now totally useless, except maybe to some roleplayers roleplaying medics. Since not in combat, it is not even needed.

Having drugs in games, gives your better abilities to vary your build, limiting drugs or removing them, just makes all characters more same.

Skill limit formula wtf is this shit? why does it need fuckin skill limit? this is 100% usless and 300% retarded.

Snipers are worse class probably inferior to all types of bursters, and now armors will have quite big anticrits to nerf shitty criticals even more. You serious?

Trickster

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Re: Wipe Changelog
« Reply #40 on: November 03, 2013, 17:55 »
Vedaras not playing? Oh, no. Whatever we will do now?

Celebration anyone? ; )

LittleBoy

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Re: Wipe Changelog
« Reply #41 on: November 03, 2013, 17:56 »
Snipers are worse class probably inferior to all types of bursters, and now armors will have quite big anticrits to nerf shitty criticals even more. You serious?
We dont see crit table, how you can write snipers are useless?

snailbeast

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Re: Wipe Changelog
« Reply #42 on: November 03, 2013, 17:56 »
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first aid skill is now totally useless, except maybe to some roleplayers roleplaying medics. Since not in combat, it is not even needed.
as skycast said there are still possibilitys.
You can use FA/Doc to even remove KO so there should be a way to use in in-combat... anyway I`ll see if there`s solution after wipe.

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Skill limit formula wtf is this shit? why does it need fuckin skill limit? this is 100% usless and 300% retarded.
With removing Softcaptagskilllimit it makes sence. One IN6 player can tag 3 skills and level them to tje point of 260 so high IN characters are usefull now.

tomaszeek

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Re: Wipe Changelog
« Reply #43 on: November 03, 2013, 17:59 »
well verdas thats helluva of constructive critics  :P
FA is still useful and while it hurts you cant fa yours self while fightin that will make path for a new build which is typical medic.. people will want medics in their group  :)
Well drug thing stings me to but i can see the reasons behind this change... there really will be more builds.
Skill lmit will provide need for even more builds
And armor thing is quiet good, moreover i dont think it will be like anticrit 100% it'll probably be like 6 at most.

Suming it up GREAT work guys and keep it goin!  :)

snailbeast

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Re: Wipe Changelog
« Reply #44 on: November 03, 2013, 18:02 »
here`s all aniticritical on armors:

CA      5
CA2     10
ECA     20
NA     30 (Wtf is navi armor?)
PA     50
HPA     60
APA     70
APA2   80

don`t think we`ll see that ECA+ armors often