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Messages - jammaplaya

Pages: [1] 2 3 ... 11
1
Fan Art / Vertiberd delivery service
« on: November 06, 2019, 11:24 »

2
Bugs / Glow blue keycard/returning player bug
« on: November 03, 2019, 22:28 »
I'm a returning player who has been offline for at least 2 years I would say.

The last thing I was doing was glow, and now it's been about 4 days since my return and I still can't activate the quest for blue keycard.

The ghoul NPC just says "its you, f off" basically, no option to say I lost holotape, no options except ok bye. So after a few days I now guess it's probably a bug.

Help :D

3
News and Announcements / Re: Patreon - September Article
« on: November 03, 2019, 05:20 »
Hey there!

Back after a long hiatus, happy to see the direction of things and news of season 4.

I read the September update and wanted to bring up this old idea which is a type of framework for community events that is typically quite popular, and allows random players to teamwork like with caravans. That's actually the best thing about this suggested framework. Thought it might helpful to bring this back to the table!

https://forum.fonline2.com/index.php?topic=18443.0

It's basically an idea where at night, (maybe midnight exactly) a normal barrel can be "used" and turned into a flaming barrel, which would attract raiding parties or monsters etc to come in waves, with or without a boss, or maybe just a boss. Anything is really possible with barrel events, it's just a basic framework for new types of community events.

Thanks for all your hard work! Maybe for season four it will attract raiding parties who are using enclave tech like vertiberds longlining sentry bots. But wat do i know.



4
Suggestions / Re: Dead NPCs behind Scenery objects
« on: September 01, 2017, 09:00 »
+1 supermutants behind rocks

5
Suggestions / Re: Someone waned winter?
« on: August 28, 2017, 12:31 »
decent

6
Suggestions / Re: Remove Worldmap - Completely Open World
« on: August 19, 2017, 02:38 »
I agree that the current WM could be enhanced with more red dots etc and that would be effective, for some time.

However I have to disagree that it's the best option.

Over-specialization of the current worldmap setup is a slow death, one that we've all been witnessing since the birth of fallout online. Slowly but surely, people are less and less involved. 3rd party cheat programs nestle in to the gaps that this overspecialization produces, and we end up dying slowly in terms of population growth.

Open world maps are popular, but that isn't the point. The truth is that Fallout 1/2 are much more tactical games than the newest fallout 4, and so there is potential for a new audience who would prefer a more tactical experience but in an open world setting.

I understand that there are limits with the engine, and thanks Lucek for the information. 10kx10k map size isn't that bad, especially if the entire map was broken into four large quadrants with multiple teleporters to each one. In other words, a sewer system, trains, vertibird etc. Many ways to teleport from one grid to the next will eliminate the potential for camping PKs on the other end.

So I guess all I'm saying is that we can be satisfied with what we have refined, which is excellent and thriving rather well as it is, or we can be bold and put in the effort to make something bigger and better. Always innovating is the only way to survive in the long run.

If I wanted to take school to get to learn what I need to know to help improve fallout online, what courses would I take? Just C++ or is there more?

7
Suggestions / Re: Remove Worldmap - Completely Open World
« on: August 18, 2017, 00:39 »
Would it be possible just to make the entire map one completely open world? Or in other words, no zoning whatsoever. Just one giant map. Not sure if the engine that runs this could handle that?

Since there is no z axis in fallout, dungeons and vaults etc would still require zoning, of course.

8
Suggestions / Re: Remove Worldmap - Completely Open World
« on: August 16, 2017, 06:15 »
I think similar idea is to remove kebab

Spoiler

Somehow that looks delicious to me.

9
Suggestions / Remove Worldmap - Completely Open World
« on: August 15, 2017, 09:08 »
This isn't likely to be the most popular idea, because of nostalgia.

But what if there was no world map?

Each town would be connected by a series of maps, one map for each square of the world map.

There would be bases and tents in the wasteland, or possibly in certain maps designed for them, and they would have locking gates usable by the owner or their friends. Of course, there would be a limited amount of bases and tents. Mobs would spawn in certain areas and once killed would respawn within a small range of time.

Vehicles would still exist, but there would be a limited amount of them. Parking lot maps for each town would exist, with some parking spots available for 'rent'. The vehicles would only be usable by the owner. Using a vehicle to travel would bring up a menu for where you would like to go, including bases that you have access to.

For bases, tents and vehicles, certain ones could be won from raffle draws, so anyone could get lucky and own them while providing a nice currency sink. Special deed items could be used to transfer them to other players.

Ore nodes would exist in caves in the wasteland maps, and they would also be on respawn timers. Same with trees etc.

Anyways, I'm not seeing the bad in this idea really. Maybe it's already been suggested in the past, or possibly there  already has been servers utilizing this that I am not aware of.

Question is, who likes this idea?

10
Suggestions / Re: Mutant Traits
« on: June 29, 2017, 14:26 »
I guess the opposite of this suggestion would be to make mutants walk full speed like humans, even if it looks silly, and then they burn 1 trait for the extra 100hp and can't use all weapons.

They could even drop the HP bonus to +60 or +80, even +50. It just would be more fun.

It's the only viable fix for mutant IMO. Would OP be happy with that? Or is the trait better? I am curious which fix would be easier for the developers, if anyone is able to enlighten me.

11
General Discussion / Re: Why are some craftables useless?
« on: April 05, 2017, 19:07 »
the economy here basically works as follows:

1) You get AP rockets or other high value junk

2) every 20 or 30 mins (I can't remember) the shopkeepers on the server respawn caps in their inventory

3) you sell the rockets for the caps on multiple characters scattered around different shops very quickly

So basically, if rockets were cheap to make there would be nothing balancing out a players ability to do this, which is the best, if not only way to get caps in this game. It all comes down to either farming the rockets (or other sellable 'resource') by farming them or purchasing from players who farmed them, or by making them, either by farming the materials or buying from players. In that sense, the materials to craft, or the time spent farming, or caps spent buying them from other players, is all balanced.

I wish they would remodel how caps are created, so you could get them when farming and fix the OP's curiosity and frustration with crafting balance, but they probably have fashioned their economy in this manner to prevent cheating. That's my guess anyways.

Lower the selling price for AP rockets. Problem solved.
Another item that could be abused this way? Lower its selling price aswell. Problem solved.

No reason to keep so many craftables in a miserable state, if there is such an easy fix.

If what I wrote was even the actual reasoning, which I doubt. More likely they just don't want people who can only craft not to have the best ammo. Beats me, I'm just a playa.

12
General Discussion / Re: Why are some craftables useless?
« on: April 05, 2017, 12:33 »
Farming geckos comes with more risk, and less reward.

Why not try it and see how it works for yourself? Just the guarded towns is easily 400k caps per 8 hour day, while you do various other activities. I'm guessing 400k caps in gecko pelts would be difficult to accomplish in the same amount of time, or at least more tedious (doing zigzags on the worldmap sure gets old)

Not everyone is doing it, one or two people, and nobody can be online 24 hours a day. My point is that there is a limit to how often an individual can do this because of the high resource cost to craft AP rockets, low availability or time to farm. Some people do the same thing with moltov's if I remember correctly, but I could never figure out how they were making so many of them. My character Big Puns is a mutant designed around killing super mutants in turn based mode, so it was always easier for me just to farm rockets, but eventually when you have enough caps and become too efficient at draining your supply, it even pays to buy the AP rockets from other players vendors. There's profit to be made even if you're buying the AP rockets at 55 per if I remember correctly. Sell to NPC for 200 I believe.

It's the best way to make caps and I would say that it is broken to have the best way to make caps also be 100% risk free. I'm surprised more people aren't doing it really. I guess people are just plain bad at figuring out how to get rich. Either that or most people don't care about caps because there's nothing to spend that many caps on on this server except PvP gear.

Edit - I forgot to even mention that you get to cherry pick sweet items off the NPC vendors once in a while, like brand new avengers and combat armor mk2 recipes. Trade for AP rockets and sell on your own vendor for even more caps. I made 2 million caps in 5 days once, then got bored and stopped doing it for months. I haven't even logged in since probably August.

13
General Discussion / Re: Why are some craftables useless?
« on: April 05, 2017, 10:36 »
the economy here basically works as follows:

1) You get AP rockets or other high value junk

2) every 20 or 30 mins (I can't remember) the shopkeepers on the server respawn caps in their inventory

3) you sell the rockets for the caps on multiple characters scattered around different shops very quickly

So basically, if rockets were cheap to make there would be nothing balancing out a players ability to do this, which is the best, if not only way to get caps in this game. It all comes down to either farming the rockets (or other sellable 'resource') by farming them or purchasing from players who farmed them, or by making them, either by farming the materials or buying from players. In that sense, the materials to craft, or the time spent farming, or caps spent buying them from other players, is all balanced.

I wish they would remodel how caps are created, so you could get them when farming and fix the OP's curiosity and frustration with crafting balance, but they probably have fashioned their economy in this manner to prevent cheating. That's my guess anyways.

14
General Discussion / Re: WIPE
« on: March 23, 2017, 19:48 »
This way it just discourages more people from playing. Not everyone is a basement dweller playing 24/7 to win the rat race and gather all the pixels, some people take a break from game for weeks or even months. If it's not pure roleplay server so wipes could be justified by storyline or GM-driven lore changing the gameworld totally, having a wipe just to start pixel race again and again is pointless.

If you are bored, invite random strangers from Hub to your base and let them wipe it for you.

A race for pixels on a game with basically no pixels is kind of funny. Relaunching with tech progression is currently the only way to include lower tier weapons into the game. I also find that there's little to do once established besides group fighting.

Although seeing these kinds of numbers does show that FOnline2 has blossomed into something fairly enjoyable (edit* for all playstyles) in a long running instance, I still would like to see more endgame content for non group pvpers, such as a crafting system for rare decorations and a few more event types like the barrel events I proposed. I think we could get the numbers up by doing that, basically because it will give me a reason to log back on being a solo player with no more goals.

15
Suggestions / Re: Another way to open lockers
« on: March 03, 2017, 06:55 »
High STR + Crowbar in hand could works similiar to high lockpick skill.

Forget it. Mutants can just rip the entire locker off the wall and bring it to their base from now on.  8)

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