Rant of Renco

Post » Sun Aug 16, 2009 1:30 pm

ok first off if you just want to run you mouth about some thing im not talking about dont bother posting, if you have a idea to inprove a thought i posted its welcome, that includs showing what might be a flaw in my idea and i will point out what i think is right and my point to the matter,

other then that if your realy ignorent dont talk to me,

first off is perks, / traits and how i think they should be achived and used

having no level cap as most mmo's have is some thing FOOL needs for shure, but that leaves the qustion what to do about the perks people will get to many of them, i know this thats whay perks should be used like attacks, like in WoW were you use a trigers move by a pre set key, same as should be with the perks on FOOL.

lets say i reach level 3 and get my first perk so i pick TOUGHNESS gives a 5% boost to dam'rest for 60 seconds when atvated and has a cool down time of 100 second, TOUGHNESS level 2 once you use it anoff in combat to inprove it it would add about 3% more to dam'rest and a avtive time of 80 seconds and a cool down time of 80 seconds, level 3 would be 2 minutes and 60 seconds of cool down befor you can use it again, with the perks maxing out at level 3 or 5 by chose by gamesas and on what perk, some may have more and some may have less.

if any one would like to add to this and ask why or inprove my speach they may, but dont grip to me about my spelling, this is one of many ideas i have about fallout online just for starters.

and so the people with the super mutant sized brains will know this took 30 minutes only to come up with so dont give me any braiman S*** about why it wont ever work and just point out what needs to be inproved. Image
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Maeva
 
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Post » Sun Aug 16, 2009 5:43 pm

Wait, toggled perk abilities? As you would see on an ability bar? An ability bar such as ?

:o NOOOOOOOOOOOOOO! I put the 'Skill' in 'Kill.'
Wait, what?
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OnlyDumazzapplyhere
 
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Post » Sun Aug 16, 2009 6:30 pm

Sounds like you need to PM those individuals or just ignore them.

Secondly, you are familar with how most forums work, yes?
There will always be someone who picks on someone else for what ever reason. Some just do it to everyone (IMO they are way to bored to play a real game, instead they want word flame wars.)

As for your spelling, heck, I need spell check sometimes daily my self. Don't let that bother you.
Especially if American English is not your first languge. (It's mine and I still need spell check some times.)

Finally, if you got personal things not related to the section, please post them in the The gamesas Bar
section.

:D

Dave Chase
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Hannah Barnard
 
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Post » Sun Aug 16, 2009 7:31 pm

I feeel like I just watched Evangelion......
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Zualett
 
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Post » Sun Aug 16, 2009 4:04 pm

I am pretty sure using perks as abilities is a very feasable and easy thing for any MMO developer to do.

I am also positive that I don't like this idea. No personal offense meant by this. I'd just not like to play an MMO that situates it's combat around clicking on the right abilities with the right timing in order to win. I mostly don't like this because it reminds me of every other MMO.

If you could elaborate on how this could be done originally I might be a little more friendly to the notion. But, as of the moment I don't like the notion of Perks as abilities. Another drunk conquistador conquering the governor's ball...
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Josh Sabatini
 
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Post » Sun Aug 16, 2009 11:49 am



Agreed 100% (EDIT: with quote above, not OP).

I don't like the idea of a level cap, either, in theory. However, if memory serves the original Fallout games (1 & 2) had them. I could be mistaken (it's been many years since I've played them), though. Even so, they serve a practical function, and after a certain point characters need to plateau - otherwise new players can never catch up to older players.
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JESSE
 
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Post » Sun Aug 16, 2009 6:43 pm

no, because then it will just dissolve into mindless generic mmo crap.

I think the principle of levels is important because then you have something to progress towards, reasons to do things, and something that separates you from newer players. Even if that progression is just an arbitrary number it shows progression, and that you've put in more time. Endgame is the time for things like armour and weapon progression, not while you're in the levelling process, I do agree not having levels would be a great idea, but from a progression point of view, I cant see how it would work - with no levels theres no real distinction in armour and weapons, meaning you could pick up the game straight away, be set up with the best craftable armour and weapons go out and kill super mutants, It doesn't really scale well, whereas starting out at level 1 killing level 1's and 2's and progressing up to bigger things does show progression because you have benchmarks of what you can and can't kill, and ultimately increases that RP and exploration feel.

I think when you quest you should receive perks for finishing quest lines, so say you do a lot of quests that involve animals, either killing or taming in the quest, you choose a reward respective of that, if you tame the animals, they will be neutral towards you and you get a pet of your own, you kill them, they become hostile, but your damage vs them is increased.

I think how you interact with the world and the story should dictate what quests, rewards and content you see, not just hitting mindless moves in the right order - perks should be passive, not active.
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k a t e
 
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Post » Sun Aug 16, 2009 11:47 pm

first off :lol: still some people post with nothing to say, but any way its not personal with any reason just want to build ideas and make them better




yea i know its most other mmo's but for people who have played other mmo's they will feel at home as pick up on it. and it dosent have to be all the perks just combat ones like sniper, slayer, shot gun legiond. if its not a perk it would look like a permant trait to me.





its all about putting others ideas into it to make it better. thats how games get better. i posted a little up above this quote. as a little of a idea to inporve it.




Agreed 100% (EDIT: with quote above, not OP).

I don't like the idea of a level cap, either, in theory. However, if memory serves the original Fallout games (1 & 2) had them. I could be mistaken (it's been many years since I've played them), though. Even so, they serve a practical function, and after a certain point characters need to plateau - otherwise new players can never catch up to older players.

in fallout one the level cap was 26, in fallout two the level cap was 99 after you get the book from the presit in reno after you beat the game as it maxxed out all your stats, or if you kept playing and beat it that way. same ben about 10 years since i played fallout 2 and dont know why i still rember that





and you still level up to get stronger, its the point to not have a limit to when you max out your level so you can always get stronger and bounty hunter npc's and bounty board to prevent strong players from just slatering noobies all the time.

and in a mmo were is the end game, saving the world bringing peace to the land, its fallout there is no end game war never changes.

and for getting perks for beating quests i think being able to pick if you want a shiney new gun or perks or traits that you can pick from a lot of difrent things and items so people will have a hard time picking what they want


thats my thoughts, and if any one wants to add on how a mmo can have a ablitiy bar and inprove its funshion that would be great, Image
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Tanya
 
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Post » Sun Aug 16, 2009 10:17 pm

and the dev's can always have two difrent servers one with how you want and on with wich will atract more genral players and fallout fans, so wich do you think the dev's will do, do what you want or whats good for the company.

there can always be tweacks made so the game handles better but untill it comes out we'll have no idea Image
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u gone see
 
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Post » Sun Aug 16, 2009 5:53 pm

i think they should keep it the same say they had it in the other games,no skills to click you just shoot or attack with melee weapons and perks and traits are passive. you can upgrade skills like small guns and speech. it should be as close to the original fallout games as possible instead of being accused of copying every single mmo that ever existed.(or at least WOW since apparently it's the oldest mmo known to man since people compare every mmo to it while it copied every mmo that came before it) Image
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Jhenna lee Lizama
 
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Post » Sun Aug 16, 2009 10:35 pm




true but that still leaves the probelm of how will the stats level up. becuase in the fallout 3 game i got every thing to 100 and i dont use most of the skills i got there. and if it stays completey the same what will most likely happen is i never thoch a enrgey wepon but im a master at it since i can put skill points were ever i want Image
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Travis
 
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Post » Sun Aug 16, 2009 11:20 pm

I think everyone who is looking at this game should look at SPECIAL from a PEN and PAPER perspective.

I've run a few table top games using it, and a setting somewhere between fallout and madmax. When you actually do the math(everything is done with percentage dice) you realize how easy it is.

In SPECIAL perks have always existed as a passive "perk". Most of them giving you a bonus to a percentage roll and some allowing to roll percentages for actions previously unavailable to you. This system has worked very very very very well in all Fallouts and is a big corner stone of how FALLOUT works.

If you make perks something other then passive bonuses and the like, they become something other than a perk. I'd really like to see SPECIAL in it's true unmolested glory make a big impact on this game, because it is an excellent and expansive system that works amazingly well.

I say if it isn't broke don't fix it...

And just so you know... (whispered very softly) Fallout 3 has nothing to do with Fallout Online... So problems in a Besthesda games shouldn't be an issue in a game produced by gamesas!!!!!!!!!!!!!! :mrgreen: Another drunk conquistador conquering the governor's ball...
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Averielle Garcia
 
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Post » Sun Aug 16, 2009 3:28 pm

Also SPECIAL is kinda a "Classless" system.

I know "Classless" systems can scare typical MMOers and MMO developers, but when you think of the variety of play that infinite possibility development wise that a classless system brings to the table I can't see why anyone wouldn't jump for joy at the idea! :mrgreen: Another drunk conquistador conquering the governor's ball...
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Sarah Bishop
 
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Post » Sun Aug 16, 2009 7:17 pm

well if it has nothing to do with bathesda, then the skills should be able to get to 300 like it did in fallout, fallout 2 and fallout tactics.

and people who are better at barter and repair i think would be called merchents.

and the devs lisen but dont use what we post.

any other ideas that could be inproved Image
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Laura Richards
 
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Post » Sun Aug 16, 2009 1:26 pm

Just an idea: the "class" could be just a cosmetic name chosen depending on which initial skills you tag. Gaaaaaaary!

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Ray
 
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Post » Sun Aug 16, 2009 6:13 pm



No. No initial class names. For instance, what if you start a character as a medic, then decide you want to become a sniper instead? Now you're a sniper with the title "Doctor" (which, admittedly, would be good for infiltration). But what if you're, say, a thief (tagged skills: lockpick and sneak)? Suddenly, every town guard is watching you, making sure you can't burglarize things. So much for that "class!"

Honestly, if they can't tell from the first look at what you are (Sniper rifle and recon armor? Hmm...), there's absolutely nothing difficult about simply telling them that you're a doctor. ;) I put the 'Skill' in 'Kill.'
Wait, what?
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Alisha Clarke
 
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Post » Sun Aug 16, 2009 12:18 pm



No. No initial class names. For instance, what if you start a character as a medic, then decide you want to become a sniper instead? Now you're a sniper with the title "Doctor" (which, admittedly, would be good for infiltration). But what if you're, say, a thief (tagged skills: lockpick and sneak)? Suddenly, every town guard is watching you, making sure you can't burglarize things. So much for that "class!"

Honestly, if they can't tell from the first look at what you are (Sniper rifle and recon armor? Hmm...), there's absolutely nothing difficult about simply telling them that you're a doctor. ;)

i think if you had sneack and lock pick with good karma you would be a privet investogater, bad karma you would be called a theaf, and it could change on what skill you get the highest, unless you play like me and get evey thing maxxed out after a few mouths of playing Image
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jessica breen
 
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Post » Sun Aug 16, 2009 3:59 pm



Well, basically, all that we write on the forum is speculation. What you say might be valid if you only had the possibility of creating one character, then you would have to have more choices how to develop the character and to rebuild it after a while. Nonetheless, what I proposed is, I believe, the simplest way of determining a class, given that tag skills are set in stone once you choose them. Then again, it's all speculation. :D Gaaaaaaary!

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YO MAma
 
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Post » Mon Aug 17, 2009 12:35 am



Well, basically, all that we write on the forum is speculation. What you say might be valid if you only had the possibility of creating one character, then you would have to have more choices how to develop the character and to rebuild it after a while. Nonetheless, what I proposed is, I believe, the simplest way of determining a class, given that tag skills are set in stone once you choose them. Then again, it's all speculation. :D


that can work, but people would have to think long and hard about what basic skills they want to pick to start with, i normaly go with repair,barter and random things deping on what the game calls for Image
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Andrea Pratt
 
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Post » Mon Aug 17, 2009 1:05 am

even if i dont know what will be done with the game i can try and hit a bulls eye, and i know i will sooner or later so im keep trying,

its like throwing a garnade into the sea and tying to get a fish, well im keep making waves untill i cach some thing Image
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Robert Garcia
 
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