A couple things id like to see included...

Post » Tue May 12, 2009 12:40 pm

Just a couple things id like to see included you can add your thoughts on the subject if youd like

1. Player housing...including with player housing is the ability for other people to visit your house and a crafting profession(s) that add ability to make items use to decorate said house. (ala eq2 style)

2. appearance item slots for all visible item slots.

3. Must have a crafting profession related to scaveging and junk collecting and possibly one such as engineering or something along that lines. Perhaps the make bots or item repair devices?

Thats all i got for now..
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Your Mum
 
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Post » Tue May 12, 2009 8:34 am

I'm pretty sure gamesas is going to have all of those (maybe with the exception of the housing, but I think that would be a major error from them).
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Lauren Dale
 
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Post » Tue May 12, 2009 11:50 am

Scavenging levels? That doesn't sound right. Hobos scavenge. Survivors find junk and use that junk to make useful things.

I was thinking along the lines of a mod skill to add things to armor and weapons, a repair skill to repair weapons, and some sort of crafting skill that allows the breaking down of things and building of other things, a cooking skill to cook good foods for health, and a science skill to break into computers and make medicines kind of like alchemy.
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Tina Tupou
 
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Post » Tue May 12, 2009 3:44 pm


http://www.google.dk/search?q=define%3A+scavenge
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Kerri Lee
 
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Post » Tue May 12, 2009 5:09 am

I really hope that gamesas takes the more open-world standpoint for this. That being said, I really truly hope they include housing. When I say housing I don't mean instanced housing either. One of the things I thought was awesome about Vanguard was the ability you had to build your house out in the existing world and there were tons of plots all over. Then if you and your guild all decided to settle together, you would all build your houses in the world and then build your guild hall in the center. This was so cool to have you houses in the persistent world, everyone could see them in all their glory. Please take a more sandbox open world approach to the game gamesas, add persistent housing.
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Jenna Fields
 
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Post » Tue May 12, 2009 6:38 am



Great ideas!! Housing would be troublesome because it could saturate some spaces with soo much houses that the wasteland would lost it's look... but it could be managed...
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Mrs shelly Sugarplum
 
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Post » Tue May 12, 2009 5:06 am



I think this is a great point against unrestricted non-instanced player housing; that is, non-instanced housing without some zoning. the visual identity of the fallout world is very unique, and i can see housing spoiling it -- particularly around parts of the world hand-drawn to look a certain way, where player housing would be an eyesore.

if there was zoning, so that player housing was restricted to areas around existing settlements, or even empty spots zoned so that players could raise a settlement in a predefined spot, it'd work better.

that said, i'm going to venture the guess that pv13 will not have non-instanced player housing. it's technically difficult to do right, and takes a lot of development hours and resources. doesn't feel like a feature ready at launch. maybe in an expansion pack?
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celebrity
 
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Post » Tue May 12, 2009 10:26 am

Well, here are some basic thoughts...

Other so called MMORPGs are seriously lacking of the spirit and inside the what should be criteria to call those rpgs, expect few ultima online servers... In almost every MMORPGs your character is always the "hero"

-When making the character player should be able to pick multiple traits for the character(Advantages/ Disadvantages

-People can become (almost) what ever player wants(they should be offered wide variety of choices. These can be made professions or just perks/traits and the title of it you can add to your name(It is like profession/reputation what you want others to know about.
*Perk examples: Card shark(3000 hands played or gambling 70); Mechanic(repaired 50 items/automobiles/objects+ repairing 50); Arms dealer(sold 50 weapons); Ugly: Charisma is 3-.
So people can achieve perks not just leveling up and spending points on skills but through deeds also.

Profession examples: Tailor- Can design and make variety apparels etc;
Leather worker- as the name says can make things with leather, apparel, armors, bags etc; Scholar(Well, everyone can be a writer just need to get some paper and pens)- player should be able to write your own books no matter how long, make copys of them and sell those to other players. Also scholar knows how to make paper. Atleast there should be pens and paper/books for players where to write to..

Well, there can be hundreds of professions but how to make them fit to in game, that is the problem.

-Others might disagree with me, but loose the XP system or change it radically. Well, killing other people/mutated monsters shouldn't be the only way to get xp. Well, there should be some xp milestones in different set of skills (like all firearms are one set- After shooting enough people no matter what gun player gets level up and gets some skill points what you can use to raise your small guns, medium guns, big guns, energy weapons, bow weapons etc.) Throwing knifes/grenades is one set- Can improve the skill lenght+accuracy by simply throwing stones, basketball etc.

- NO AUCTION HOUSES- I think that will just ruing the game in long run. Players who like to be merchants should be offered to be those, Examples: people can buy/rent market places where they can themself or put their vendor to sell their products.( I think good idea would be to make market places to different towns where people can rent tables and put their junk/items/drugs/products/etc on sale.

- I would like to see that everyone are about average people, they die as easily than the others. Well, when you get well aimed bullet in your head it is great chance you will die. The weapon skill should not raise the damage(what we can see in F3) but the ACCURACY! Well, if your character has small guns skill 0 and shoots with pistol, the bullet should go very randomly. With sg 0 cross hair should be very very wide and the opposite when the skill is 100+.

-Some sort of "minigames" what you can play with other players, like poker(other card games), dices, chess, pool, football etc.( Things you can carry in your inventory and play with others anywhere you want or play them in pubs, casinos etc. While playing the games player should be aware the outside world, they can see whats happening around them if the want- not blinded by the minigame) It would be great to sit hours in casino and playing holdem with others.
*Tournaments: Weekly fighting -, poker -, shooting tournaments, etc.

There you go

I hope that this will be different...
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Schel[Anne]FTL
 
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Post » Tue May 12, 2009 7:32 am

Hey Schollar and Profesor are Good Ones :D , you can teach to other science and engineer for a few caps and improve their skills and yours too. Selling books and things like that seems cool too.

If we also made some kind of modding-crafting system in were you can create your own devices , you could sell at very great price the designs and instructions to others.

Maybe is too complex for MMO on this days but it would be great to see something like that.
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LijLuva
 
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Post » Tue May 12, 2009 6:17 am


I sort of agree with what youre saying. but in a much different way. :lol: Instead of having zoning and so on, why not make it so you need (or rather are inclined) to build in an area where there are resources (old plane fuselages, metal sheeting, wood or straw to add with clay rich mud to make adobe) to build and sustain (water, farmable land) a household or community?
Far beyond aesthetics, the wasteland was left largely unpopulated for a reason. It would be hard for a household or community to take root in a harsh landscape with pockets of radiation and scarce materials to build with. And even after strucures are built, they would need fortification and enough resources to sustain a local economy. It would make sense to find a location that caters to these needs.

That being said, I think it would be great to have the freedom to build wherever you want, but at your own risk. If I want to be a hermit on a hill in game I don't want to have to be zoned for it as that kinda defeats the purpose, you know? My hope for this kind of scenario would be that it would be a harder objective to complete froma game mechanics standpoint, therefore not everyone will attempt it and pollute the entire wasteland with housing. Like your heart when you realize you're dying... but you're trying.
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Amy Gibson
 
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Post » Tue May 12, 2009 8:15 am


I sort of agree with what youre saying. but in a much different way. :lol: Instead of having zoning and so on, why not make it so you need (or rather are inclined) to build in an area where there are resources (old plane fuselages, metal sheeting, wood or straw to add with clay rich mud to make adobe) to build and sustain (water, farmable land) a household or community?
Far beyond aesthetics, the wasteland was left largely unpopulated for a reason. It would be hard for a household or community to take root in a harsh landscape with pockets of radiation and scarce materials to build with. And even after strucures are built, they would need fortification and enough resources to sustain a local economy. It would make sense to find a location that caters to these needs.

That being said, I think it would be great to have the freedom to build wherever you want, but at your own risk. If I want to be a hermit on a hill in game I don't want to have to be zoned for it as that kinda defeats the purpose, you know? My hope for this kind of scenario would be that it would be a harder objective to complete froma game mechanics standpoint, therefore not everyone will attempt it and pollute the entire wasteland with housing.
Man you mixed very badly the quote , i didn't said that...
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Ross Thomas
 
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Post » Tue May 12, 2009 6:41 am

oops, sorry bouth the tag mishap.

My point remains though. Like your heart when you realize you're dying... but you're trying.
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Emmie Cate
 
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Post » Tue May 12, 2009 7:48 pm

How about having a certain area in your "hometown" that is sort of "locked off", where all the player apartments/houses are. And when you come to the gate to this area you can click it, and get atleast 2 options. 1: "Go to your house/apartment", and 2: "cancel". If you click to go to your apartment you just load into your home.

This is how Final Fantasy XI does it atleast, and I thought it worked very well when I was playing it.

Granted, it does mean that in a relativly small area you could have 1000 people having their house/apartment, where you probably only should be able to fit in like 20 apartments... but I still think it's a better idea then people being able to build their own house anywhere they liked.
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Darlene DIllow
 
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Post » Tue May 12, 2009 7:29 am

Well in eq2 there is an area that looks like housing its permanent. It has doors, and you click on the door and it gives you an option to zone into your house or go into other people via a drop down list. Depending on level of permissions the owner has set you can do anything from just running around and looking at peoples house, dropping off items into their house all the way up to arranging stuff in their house. Thats sorta the thing id like to see done with player housing. Obviously with the fallout lore and taste in mind tho.
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brandon frier
 
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Post » Tue May 12, 2009 4:38 am

Zoning for housing is how most games solve player housing, and it's a good idea too *shudder* i throw up a little in my mouth when i remeber my plethora of houses in SWG... NEVER AGAIN.. that made certain planets almost impossible to navigate on
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Matt Terry
 
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