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Messages - druto

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1
Closed Suggestions / Re: TC locker sugestion
« on: June 17, 2018, 11:44:33 AM »
Something like this will be done.

2
Closed Suggestions / Re: Speech Books
« on: June 17, 2018, 11:42:12 AM »
Bumping topic for note: books for all skills will be added to the game.

3
Suggestions / Re: About some unused armors and gear
« on: June 17, 2018, 11:34:25 AM »
Robe is totaly useles in game, maybe robe give bonus 50 skill points to sneak?
Robe is not that useless, you can craft them easily and use it as sneak armor. They dont have to compete with higher tier armors.

Combat Leather jacket give bonus to steal 50, sneak 50, lockpick 50, cha+1?To be bad ass thief?
Something else, probably. I think bonus to movement speed would fit better for these light armors.

Sunglases can put like item(you are not only cool +1 cha...also you prevent criticals into eyes and they go to head(like goggles...I think is maybe even better to change only icon of goggles to sunglases and add bonus +1 cha)
Yeah, i wanted to do that.

Also every armor have AC by Wiki...but in game all have AC 5 and AC incrise only in movement, maybe to put AC bonus from armors to have regular AC all time...so you can have perks who stuck with AC have purpose to chose them.
There were some changes to AC a year ago, check out old changelogs. I'm not sure how they work now, though.

4
Closed Suggestions / Re: faction icons
« on: June 12, 2018, 09:23:37 PM »
Already on TODO.

5
Suggestions / Re: Sugestion by Veki
« on: May 27, 2018, 01:51:19 PM »
New sugestion: remove reset karma system, if you bad you be bad, or be good...also i try NCR armor to take and put it is writen broken?
Depending on the future plants with the karma system, this feature will be either removed or made much more expensive.

Lootable armors/guns that are broken and cannot be worn will be part of the crafting system (i think).

6
Wastes / Test post
« on: May 25, 2018, 12:14:24 PM »
tests

7
Final client release will be downloadable from other sites.

8
Suggestions / Re: Suggestions about traits and perks
« on: May 25, 2018, 08:19:11 AM »
Fast Metabolism
Current system works kind of like this. Healing Rate is currently a percentage, should be changed to actual HP value healed.

Small Frame- +1 Agl, - 20% carry weight, bigger chance to get hands crippled (just hands! +10%) and weapon drops (+15%) ..... cuz u are not strong but more agile (iron grip can be rescue from it)
Reasonable, something like that was on TODO.

One handler-  -20% to hit chance and +20% to weapon drop when wealding 2hand weapon, +20% to hit chance and +10% resistance to weapon drop when wealding 1hand weapon + 5 flat dmg to every shot not bullet (this trait is ussles lets make him do something)
Sounds good, but this might be changed to a new trait that could be more useful. Maybe.

Kamikaze- +10% to dmg, -10% dmg resistance (nothing more nothing less)
Already done.

Chem Reliant- Drugs now are on you for 2houers but stimpak and super stimpak heals u 50% less (to test, 50% can be too much)
Noone would use it because the penalty is too harsh. I can't think of anything better though.

Chem Resistance- You got only 5% to get drug addiction and You are immune to teir penaltys (not addictions) but drugs on you works only 5min (its gonna be crazy trait if you get addicted but you can always use Drug Antidote)
Addictions are disabled and i'm not sure if they should be brought back, so this trait will probably get removed/replaced with something new.

Bloody Mess- +5 flat dmg, players always die on 0 hp and their armor is totaly destroyed. You always see the worst way a person can die.
The current idea for this perk is that both the attacker and the target would die instantly if their HP drops below 0, plus the death animation would ruin their armors by itself. I'm not sure about the +5 flat dmg, because 2 other traits have this feature as well.

Fast Shoot- -1ap cost of shot not burst, unable to make aims attacks but have a chance to make aim shot (but not on every shot ~15% torso 10% leg, 10% groin, 10 arm%, 5% head)
On TODO.

remove perks healer

Medic- +30-60hp when using First aid and halves fa cd (but not with Living anathomy to 20sec that was to much, minimum 25 sec) req 175% FA and 100% Doc

Living anathomy- +5 to damage when attacking living organisms, dubles luck when using First Aid and reduce FA cd req 125% fa, 50% doc
Something like this is already done, Healer perks are merged with Medic and Living anatomy.


Resuscitation- chance to resurect dead player, 30% chance (200%doc cap) get bigger when wealding in hand Doc bag +25% (5% more chance) or +50% (10% more chance)
On TODO, but it will work differently, less random.


this should make an option to make healer class...
And now very important thing for medics: add option to see players First aid cooldown (when you get mouse over him) that is enable by geting Living anathomy perk (when medic heals/use fa, the player get cd from him but Medic dont get cd from that player, he get cd only when he heal himself)
and to make unable to do sneak Medics (that can be nasty) first aid should start to desneak the sneaker
Sounds good, we will see.

About ussles perks that nobody use:

Iron grip, weapon handling, quick recovery, Tree Trunk Thighs and gain "SPECIAL"

they should be merged- Iron grip with weapon handling, quick recovery + Tree Trunk Thighs and Gain SPECIAL should give +2 not 1 (its totaly ussles)
Iron Grip and TTT are merged into Iron Limbs.
Weapon Handling might get +1 ST bonus later.
Quick Recovery is fine at it is i think.

The perk changes on the server are temporarily reverted for now, thats why you won't see their effects now.




9
News and Announcements / Re: Public tests are in progress!
« on: May 09, 2018, 01:28:49 PM »
And keep in mind that there are many unfinished features right now. Some dungeons are empty or theiy wait for content to be added. Many of these will be only adjusted shortly before the start of the new session.

For now just hunt me bugs and have fun :)

10
Suggestions / Re: Achievements
« on: May 09, 2018, 01:24:39 PM »
These can be botted easily in a game like this, and in return they would provide too big advantage.

11
Suggestions / Re: Sugestion by Veki
« on: May 09, 2018, 01:22:08 PM »
hello

1. traders will be adjusted to make obtaining good stuff less easy. good idea with the upgrading system, we'll see
2. xp from revolvers is already nerfed (i think). not sure about deagles
3. finesse is already working better with EW because ammo types were adjusted to it. i agree with bonus crit power, but 10 only (maybe).
4. current implants work like they used to, except:
- Nemean: +15 HP
- Dermal: +3% DR (+1 dt on second lvl)
- Phoenix: +3% DR to laser etc (+1 dt on second lvl)
we will see if they are too unbalanced. also, right now people have +1% dr in general (toughness x 2 = 8 + 8)
- land mines will be more accessible, probably as dungeon loot
- caving will be more interesting later. give me more details if you have ideas for this
- leather combat jacket: nope, but we will try to make it more useful, probably for sneakers.
- poison is already buffed, it is not deadly if you heal yourself in time. right now its 5-7% damage and more frequent
- i dont know if that thing in pipboy is possible to do, but actually we might have a better solution. anyways, there won't be many quests and jobs in the first session, unless we find good writers/ideas. it is planned, but not in first priority for now.
- we have molotov for flames. i find smoke grenades a bit unnecessary but not impossible. and i plan to add EMP and Electro rocket type as a rare ammo for RL. either that or a new emp-based gun (t4)


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