Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - jammaplaya

Pages: [1] 2
Suggestions / Discord/Forums 'Player Events' section
« on: March 04, 2020, 04:51 »
Hey there!

Just looking for a Player Events section for upcoming and future player-ran events!

Hopefully we can get something going here because this game is solid gold, and deserves more attention.


Friday, April 3rd, 2020 and every 1st Friday of the month thereafter.

Hope to see you all there! BYOB

Fan Art / Vertiberd delivery service
« on: November 06, 2019, 11:24 »

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

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?

Suggestions / Introducing: Barrel events!
« on: December 18, 2016, 13:09 »
Ok, so. Barrel events is an idea I had for a mini-event that could be activated by players.

How it works:

Empty barrels are placed in certain areas inside of un-guarded* towns.

A player will use the barrel, and the barrel becomes a flaming barrel.

The light from the barrel will attract nasty ghouls and other creatures to the location in waves, and they will attack any players that are nearby.

After the event is complete, the barrel will not be able to be activated again for 'x' amount of time.

That's basically all you need to know about barrel events! The amount of mobs, type of mobs, number of waves, and if there is or isn't a boss at the end with a chance to drop nice loot is up to the programmer. Each barrel will have a specific event tied to it.

Thoughts? I don't know anything about coding, especially with regards to what is or isn't possible with fallout online, so let me know if this is an easy thing to do or not! ty!

Suggestions / Scheduled Wipes/Tech Progression
« on: December 15, 2016, 05:41 »
I'm trying to figure out what the popular vote would be for having wipes on a schedule.

What I would like to see is having each part of the tech progression set to a certain amount of time. Something like this:

Tier 1 - 2 months
Tier 2 - 3 months
Tier 3 - 4 months
Tier 4 - 6 months
Tier 5 - 9 months

How this works is that, by the time the first 2 months are over, all of tier 2 will be unlocked, and so on. So throughout the first two months, tier 2 items will become unlocked, at the discretion of the admins. Even maybe some tier 3 equipment could become unlocked during the first two months, but definitely by the time 5 months has passed, all of tier 3 must be available at the workbench.

I like the rat race. Tech progression is appealing to me on a personal level. I think it's the best way to create a use for the lower tier items. Let me know if you agree or disagree, or what your preference for the scheduling model would look like.

Suggestions / Tech Progression Enhancement
« on: October 17, 2016, 13:20 »

this suggestion is for a slight change to the way tech progression works.

The idea is, for each time that new tech is unlocked, there should also be an event that goes along with it.

My thoughts are that the event type could be basically a 'zombie survival'

It opens on the world map at a special location.

The entire playerbase can enter.

The hordes of ghouls will be massive, and they will be strong.

All hordes must be eliminated before the tech is unlocked, and certain lockers all over the map will be unlocked for prizes for those involved.

I also think it would be cool that, if everyone fails, the event will close, and tech will not be unlocked for another chance the next week.

Thoughts on this?

Suggestions / More rare items -
« on: April 19, 2016, 10:11 »
just seems we need some rare content added to the game to have a better economy. Just not enough good rares to hunt besides t4 equipment that many players would never use anyways until pre-wipe madness.

So, here are a few ideas that imo are quick and easy that could spark more funtymes.

1) Rare car paints. I liked many of the unused ones, would pay a lot to have rare car paints :)

2) Rare furniture. Like instead of plain barrels, you could have those barrels with nuclear symbol on them, i mean anything really. So long as it's rare people will pay decently for it ^^ Or even it could be rare container of some kind. Something classy for sure, like 'workbench' (not the type used for crafting but the container type) etc.

3) Rare Decontamination booth. Goes in base like furniture. Insert caps - voila, radiation/poison removed. This would balance things out for mutants who walk very slowly to the clinic. hehe

All of these could be added as rare items, extremely rare like implants, and in all the same places. With one exception:

Monster of the month.

Each month one type of creature/mob found in random encounters is selected to be ''MotM'' - for example, it could be NCR troopers. it could be super mutants. It could be gang. It could even be peasants.

During that month, those mobs have a very small chance to drop one of the above items, and possibly t4 parts as well. Very, very small chance, like 1 in 1000 for the above rares, and maybe 1 in 10,000 for t4 parts.

You may think, why would we want to do that? Well, the game needs to be open to more playstyles. Loners, crafters, rare hunters, pvpers. Right now, Fonline only caters to PvPers , but nott all fallout 1/2 fans are also PvPers... so the population could be bigger. And when that happens, there actually becomes more PvP out of it too, more PKing, and less clicky drama about richard on the radio all day long.

The rares benefit the rare hunters. The Monster of the Month benefits loners. Maybe some of the above stuff could be crafted by players using 'recipes' that are the actual rare item you can get. Maybe also armor dyes that could be crafted using recipes, oil cans and colored flares. Who knows, anything is possible I guess.

Feel free to add to this or post if you have thoughts on the subject

Suggestions / Hungergames fix
« on: March 27, 2016, 03:45 »
I've only played hungergames twice. First time I died right away.

Second time was today, I managed to stay alive until eventually it was just me and a team of like 5 people... Kind of lame. I didn't understand how the scoring worked until after the event. I went to xarsqopedia and discovered the final 15 get 1 token, while the absolute winner gets 5. Go figure, an extra token for each of the 5 people who were ganging up on everyone in there, and my only option really was to lay down and die lol..

anyways I thought of a solution that I believe makes the event a bit more balanced for all playstyles:

After 10 minutes: swarms of deathclaws enter the map attacking survivors

After 15 minutes: deathclaws continue coming, but also 'meteors' strike randomly all over the map in the form of high damage explosions.

After 20 minutes: deathclaws and meteor strikes continue, but now a poison gas cloud envelops the entire map, causing 60 damage every 5 seconds.

why I feel like this is balanced is because it basically means you need to gather supplies if you want to survive long enough to make it to the top spot. It doesn't mean you will be able to hide the entire time because you won't have enough supplies, and being in a team of 5 people doesn't really give you much of an advantage at this point either.


Suggestions / Automated Raffle System
« on: January 23, 2016, 05:07 »
Hi, so this idea is to add a raffle system in the game.

Each raffle item is added by staff, could be skins, implants, whatever use your imagination.

Each raffle can accept different currencies, depending on what staff wants to use. Could be caps, blueprints, whatever needs to be sinked to maintain economic stability.

Another game I play has added this and it has been quite successful in controling inflation. One person also gets a very cool item if they are the winner :)

At the end date of raffle, winner is announced automatically via global message. A forum post could also be made indicating who the winner is. If the winner does not claim the item, it could either be deleted OR do a re-draw within the system. Something to keep in mind when coding this.

Sorry, I also don't know anything about coding so I can't help do that. Or i would :D

Note that the item would be delivered by staff to the winner, so it doesn't need to pay automatically. Just chooses the winner automatically.

General Discussion / engineering implant
« on: January 22, 2016, 05:52 »
Hi, haven't played fonline2 in a good while.

I have done a search for engineering implants for sale and was not able to find any being sold in the last ~300 days..

Are these obtainable like the other implants? Or are they no longer obtainable?

Sell / Auction: 50 Burning Barrels
« on: April 13, 2015, 23:50 »
Yes, 50 burning barrels labeled: Furniture

s/b 200k
b/o 500k

Increments of 25k or more only will be accepted. PM bids will not be accepted. Auction will end 24 hours after the last bid.

If the buyout is met on these, I will also add 30 campfires as well.

(Edit* Note that the picture is a bit old and does not show the current total of barrels for sale)

Suggestions / New RP system - mutant buff
« on: April 04, 2015, 08:01 »

time played as a mutant unlocks RP skin tier rewards.

So you start as a mutant. after 250 hours online game time, robot skin gets unlocked.

Robot has higher base AR than mutant, same walk speed, same HP bonus.

then after 500 hours as a robot, deathclaw skin is unlocked.

deathclaw has faster move speed than 200 CC human, by an extra 25%, but cannot wear armor or use weapons. +5 crit chance, +5 anticrit, same base AR boost as robot. same HP bonus


Sell / Auction T51b Power Armor Manual
« on: December 12, 2014, 14:25 »
Hi, this is a T51b Power Armor Manual

Buyout is 200,000, and is on my vendor in Vault City

S/b 50,000

increments of 5k only will be accepted.

Auction ends Saturday at 6pm Pacific time


Pages: [1] 2