About damaging weapons/armor

Post » Wed Jul 15, 2009 3:03 pm

Please gamesas make it better than that goddamn bethesda and don`t make weapons and armor as durable as a f...n toilet paper for chrissakes! I really hope that if there is any durability factor in FO it will be far more realistic and it wouldn`t be so easy to break a pistol while not knocking people`s heads with it, or armor while not taking whole crapload of explosions and ungodly ammount of bullets :D
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Louise Andrew
 
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Post » Wed Jul 15, 2009 2:57 pm

In the bastardized FOs, the rate of degradation was actually pretty realistic, but the effects of it and how to restore a weapon to prime condition was not. If they had reusable cleaning kits, and more weapon jamming as opposed to lower damage it would have been pretty darn accurate on most weapons.
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Jade MacSpade
 
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Post » Thu Jul 16, 2009 2:02 am

Don't talk bad about other companies ;)

But I hope there is some kind of degradation system (and random breaking/exploding in your hand :D), it should make crafting more useful since you need to make new guns if your old one is destroyed. Image
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Ana
 
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Post » Wed Jul 15, 2009 6:34 pm



Most MMO's have a condition system,It makes it slightly more realistic, because everything wears down eventually. It also makes it so that you actually have to care about staying alive, rather than just running into a fire-fight, dying, and then respawning with all of your gear intact and present. There has to be some sort of penalty. I also don't remember being able to pistol whip or take a whole crap-load of explosions and bullets at once without dying right off the bat in FO3. But maybe that's just me. I put the 'Skill' in 'Kill.'
Wait, what?
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Emma louise Wendelk
 
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Post » Wed Jul 15, 2009 9:15 pm

I just hope weapon damage doesn't go the way of most MMOs where as you get higher level the weapons you can use do more damage. Especially if there is some sort of world PvP in effect a low level character through luck or play style should be able to drop a high level player. You should always be weary of your enemy regardless of your level or leet skills.

Take a hit to the head with a .38, a .45, or a 12 guage and the practical result will be the same. The only appreciable difference being the size of the mess.

-Cheers
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Lucky Girl
 
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Post » Wed Jul 15, 2009 9:02 pm

Never make a weapon go completely broken beyond repair. That would undermine the loot system. Players woulndt want to use the "UBER LASER CANNON OF MUTANT MUTILATION" that they worked so hard for, in fear of it breaking.
Never make other player able to do direct damage to other players weapon condidition, that would be griefing.

Just make it like every other mmo out there. it wears out over time, and you have to spend resources to repair it. Serves a good money sink. condition shoulndt be anything else than that.
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naana
 
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Post » Thu Jul 16, 2009 5:54 am

Or don't make it like every other MMO. Allow everything in game to be crafted/salvaged. Please no Uber loot drops to be farmed/camped/raided.
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joannARRGH
 
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Post » Wed Jul 15, 2009 6:10 pm

No überloot?

Loot is the primary motivation for playing and improving your character after reaching level / skillcap.
Guildwars had some other solution tho and it kinda worked, kinda...

We need überloot that is stupid hard to get.
We need überloot that makes every bystander go temporary blind from its awesomeness.
We need uberloot from group content.
We need überloot from single player content.
We need überloot from pvp content.

Heck my only reason for svcking up to BoS or Enclave in every fallout game I played was so that I could wear the überloot they provided me.

Now überloot can come in many different shapes and sizes. My preference would most defenetly be in the form of crafting ingredients or named weapons / armor that had unique characteristics that made them flashier than crafter loot, or made them different, not neccecary better.
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darnell waddington
 
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Post » Wed Jul 15, 2009 2:27 pm



It was uber? i thought it just looked epic, now its effects are epic too! :mrgreen: Image
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tiffany Royal
 
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Post » Wed Jul 15, 2009 10:25 pm

Things that should be done to keep true with the original FOs:

1. Any weapon and armor usable at any level.
2. Your ability to use weapons effectively is determined by your SPECIAL and your skills.
3. Critical hits that are worth while. Those who played FO1+2 know what i'm talking about.
4. Critical misses. Again, those that played FO1+2 know what i'm talking about.
5. The best weapons and armor are nearly impossible to obtain. This is done by putting them in places that a level 1 character is going to have a very hard time getting to, either because of radiation, enemies, needing a specific skill high enough, or a specific SPECIAL high enough.

Things that should be added/changed to make FOOL feel more post-apocy

1. Degradation of weapons and armor that is easily repairable, but with permanent damage that will eventually, after a LOT of use wear out and cause problems unless a machinist/technician/whatever replaces worn out parts.
2. Ability to clean and maintain weapons and armor to remove temporary damage.
3. Ability to have a PC technician/machinist/whatever repair the appropriate weapon and armor for thier skills (a machinist could repair most small guns, big guns, and metal armors, while a technician is needed to repair most energy weapons and advanced armor such as power armor and combat armor, and a survival expert is needed to repair simple armor and weapons; most melee weapons, reusable thrown weapons, and leather armors for example).
5. No one player should be able to produce the most advanced gear. For example, with power armor, someone with the outdoorsman skill would have to provide various raw materials, while someone with the science skill would have to provide the blueprints, someone with medical would have to provide blueprints for the rebreathing/air purification system, someone with repair would have to assemble the armor, and someone with first aid would have to test the armor (just an idea of how it could work, but it could also be perk and/or SPECIAL related as opposed to skill related). This would encourage players to work together for more than just raiding a base. Trading of the various components should be limited to within a faction.
4. Inability to trade high end gear to other players, with a few exceptions. For example, power armor produced within a player faction should be bound to that faction, it can be traded/given to a member of that faction, but if that player leaves the faction he/she losses the power armor.
5. A "leveled" friends list and no instant player factions. When you add someone to your friends list, they would start at level 0 or 1, as you interact with, either through trade, conversation, or adventuring, they would gain "friend experience" over time they could go from Aquantance, to friend, to best friend, and once you gain enough friends and best friends you could then form a faction. It could also help determine what type of faction you can create, for example a small group of best friends could form the equivalent to the BoS, while a small group of aquantances could form a band of raiders. It would probably be difficult to impliment, and i'm sure some players would be against it, but i feel it would make a unique gaming experience that would help create strong ties between players.

Bleh, that's all i can think of for now, sorry for the long post, but i guess it's a force of habit.
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Kevin Jay
 
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