Jump to content

Reaps989

Members
  • Content Count

    7784
  • Joined

  • Last visited

Posts posted by Reaps989


  1. On 3/8/2020 at 8:25 PM, Aroa Croft said:

    I already warned about this, I already said that a reset with two or three maps would give life to the game and help the company until the new version was relaunched, giving developers that added interest (with money) so that the game was the best possible.

    I believe in mattscot and its words, but the closing of the game has caused the disarray of fans and people related to the game.

    The new game is still in a very primitive part and there is not and there will be no news in a long time.

    The community or what was left of it has been lost (the steamcharts said it all), as well as the levels, objects and others that you wanted to keep what you didn't want to reset.

     

    Thats my honest opinion.

     

    It needs a wipe to remove duped items, period, it would be a healthy start as well for people coming into the game. Tho they should definitely make it easier to reach 45ish before any real grind should happen... and a XP lock feature for those that want to stay in certain sectors for whatever reason.

    The level of difficulty for a new player wanting to "do it all" and craft is a long and tedious road, that's definitely the first thing to look into for a new player starting up. Vendors having materials of course helps, if you have chips, but doesn't help that new player when the economy is inflated with duped items jacking up prices.

    Most of the issue in that regard was due to node nerfs, a planned map to allocate where nodes would spawn to help progression would be huge, as would adjusting progression of armor/weapons post-45 as now we have THREE PVP lvl55 "end game" armors. Tho you could also count DT tier 1 and Stage 2 suits. As well as DT tier 1/2 weapons, volatile weapons, GORE weapons, and AP weapons. Which the weaker variations should be scaled down on cost to properly sttep-up, even tho I'd never in my right mind craft stage 2 unless every other option wasn't available.

    • Like 1

  2. 4 hours ago, Candyrose said:

    Thank you for your update. It is a shame that Fallen Earth has taken such a low priority since I have never liked the game APB. I am looking forward to seeing something in the years to come.


    True, tho it definitely had better micro transactions... FE would've had a lot more funding with properly prices items as well as just a broad selection, afterall they had two individuals on the art team. Tho I enjoy the work they did on "The Unknown" given that I don't think they could add a new model.


  3. Gonna try to keep this short...

     

    General

    • Remove save checks from skills/mutations - It's an RNG system that hasn't been tuned in 7+ years, it should simply be abolished from a PVP standpoint. Which isn't many abilities thankfully.

     

    Weapons

    • Remove passive 5m bonus range in system, this is across the board.
    • Increase melee listed range to 3m in stats.

     

    Skills

    • Kneecap (Dirty Tricks) needs dispel values checked to make sure preservation/suck it up cannot dispel it.
    • Stanch Wounds cast time and cooldown increased by 1s. (Still think it should be self-only... but we'd have to add another heal)
    • Remove passive 7% critical chance given to characters for free, instead split it between Weapon Skill and Precision.
      • This would bring the total at "cap" investment for player level to 29% vs 22%.
        • Weapon Skill would be 2.9%
        • Precision would be 26.1%
      • This increases the gap between pure power builds, power/precision, and most certainly pure precision builds.
        • This does not mean critical chance caps at 29%, obviously like all passives it scales base on total boosted stat. (7.5095 vs 9.8989 per 1%)
    • Diplomatic Immunity should remove all armor debuffs off of a friendly target (Not for self)
      • This aura is one of the weaker lines and could use a boost.
    • Fix Power's tooltip (6.3% at max for your level) and Weapon skill tooltips (.7% at max for your level)
      • These are clientside actually, serverside should be 90/10 (%) of total investment checks (Was confirmed back before GORE by previous staff)

     

    Mutations

     

    • Increase cooldown of high damage nukes (direct damage) by 50% (ThermalTK/Sonic would be 30s rather than 20s.
      • It's a "free" hit, given it's potential to kill a target with enough players it should be planned rather than spammed.
    • Increase cooldown of Benevolence by 1s
      • A slight nerf to healing.
    • Add "mutation/grenade/heavy weapon" protection of 5/5/10/10/15/15/20/20 (%) to Resilience under Enhancement
    • Vital Omosis change HoT (or a mix of direct/hoT), most will probably agree this heal got a bit too strong. I'd prefer the old 20s cooldown zone, required positioning.
    • Mutations requiring one to "stand still" should root the user while casting, but also increasing cast times of Benevolence/Endless Reserves/Vital Osmosis by .5s (If V.O. remains in it's current state)
      • To allow punishment of healers in PVP, won't effect much in PVE as mobs do not currently switch agro from healing.
    • Meditation 5 under Illumination fixed to require 123 illumnation NOT 121.
    • ADD A BLOODY METHOD TO USE AN EQUIPPED MUTATION WITHOUT IT TAKING OVER SECONDARY FIRE (Assign it a key of it's own)
      • Huge QoL change, would open up TK/Nano to Dual Wield users that were punished by not being able to time attacks fully.


         

    Would add more but not going crazy here.

    • Like 2

  4. Did either of you play this game?... Melee has always been the META unless in PVE.

    Pistol was DPS king with obviously highest difficulty (minus AR/BR/Sniper as they never reached DPS to kill people effectively)

    Melee was your second best option as you were just behind pistol dealing the most consistent DPS, period, and due to no issues of reload meant pressure was always on when winning any fight.
    Shotgun like melee had consistency due to it's aiming method, yet it's DPS was pitiful. Thus it's only real aspect was in group play and positioning which gave it an edge in group fights.

    As for "sprint" : Smoke Sphere, Charge, and Dash. This is before considering options of snaring your enemy (Sonic, DT, Rifle, HW, and hell even suppression if you drained out their stamina)

    You "could" turtle in this game, but it only shines in PVE. In a PVP aspect at no given point will you have enough HPS to beat DPS unless going heavy HP6 build with SW7. And melee obviously would still kill you as it doesn't have reload downtime. Enhancement, EA, Green Paste. You could already reach a consistent 60% reduction to primary damage, if you needed more in PVP I recommend looking into dodge. Hell you can effectively make a 150-160 HPr build with SW 7 and roughly 1.3k+ HP with very little effort which is pretty much unkillable in PVP (teamfights) and impossible to die in PVE.


     

    • Thanks 1

  5. On 5/22/2019 at 9:00 AM, MoistMeterBtw said:

    GT suits are necessary these days to survive meta power/triple debuff builds though, infact they seem far too weak lmao. Needs more traits.


    Well actually in 3.2 you can be debuffed by DT, GT, TK, HW, and grenades... so normally quad-cut unless pierce/slash for the little bit HW also cuts.

    Social's Diplomatic Immunity when used properly on allies actually handles it quite well, armors don't really need a buff.


  6. 5 hours ago, Aroa Croft said:

    if the game is re-launched, why does not the height aspect remain the same for everyone? although in fallout 76 as in other morpgs only the thin / athletic / fat weight is modified.

     

    I want to add a couple of other suggestions:

    1- Add bots in "blood Sports" in all its levels, although in 2011 it was always active in all its levels, now nobody plays. This would add more gameplay to the game, being the bots not very difficult to kill could train the new players.

     

    2- Faction leader: This is an idea that I have said several times, although this person could be like a moderator of the chat " Faction "and could regulate the asset in each faction (being able to throw from the faction to possible cheaters or very toxic people), making the game more correct, protected and addictive, given the belonging to each faction, making this the most important value and a social role

     

     


    Bloodsports : Remove Assault, Remove Deathmatch, Remove Survival. Add team deathmatch, then simply lower requirements to start a match to 4 players rather than 5. This will stop team-stacking.

    As for promoting training for players... simply add raids for factions which have two difficulties. One easy as fuck, the other with stronger NPCs where players might need to focus specific NPCs or crossheal properly to survive.

    This way you add a repeatable method to earn faction, besides simply killing NPCs, still earn faction/xp but can add a proper payout as well. Then of course it also adds at least something to group play besides Citadel.

    • Like 1

  7. On 1/16/2019 at 2:35 PM, Kishoot said:

    Or simply make an injector or another way to change gender.

     

    Well ya there's that option as well, but you'd still need it to change your character's "scale" of height. Even then, it should be possible for male/female characters to simply be cosmetic rather than anything involving game mechanics.

    • Thanks 1

  8. On 1/14/2019 at 11:29 AM, Grimley said:

    My major concern wasn't how far out it is its as more so the wipes..

    The Q&A with Matt Scott and myself explained it...

    They will most likely have a secondary "legacy" server with older data and a newer server, the older server would simply be there for those who want to keep said characters/items, but most likely not be as focused as the new one in terms of performance... after all it's littered with duped items.


  9. On 1/6/2019 at 5:21 PM, Drake Dragoon said:

    Please help me compile a full list!

    Most of these suggestions have been said already, but I am going to make a list like Santa - but you can check it twice.

     

    2. Hit Boxes - The only good toon in this game is the smallest female toon you can create. But since that isn't explained to new users, they spend weeks leveling a huge male toon, only to discover they wasted their time and must start all over with a new tiny female toon. This is a big problem. I suggest the hit boxes be 1 size fits all OR give more defense to bigger hit boxes.

     

    Or just allow males to scale down in size to equal that of a female character, then add "one time" quest item (kinda like the faction reset in flagstaff) and cash shop item which will change a character's current "scaling" to that very same minimum.

    Any boosts can be quickly abused, even if you consider the idea "Well my male is 50% bigger", does that mean 50% more health or defenses in general would fair? Even if it was 25%, people would roll male simply because at no point will being a small female give you "that" much of an advantage.

    Then consider client/server-side issues causing heavier warp between players, it's simply not a solid idea to add boosts as if everything is consistent.


  10. On 11/10/2018 at 5:46 PM, cobraz said:

    can we have old AP system back? no ap limit but also no ap injectors, no ap races, no world events ap, no random ap

    can we have complete rework on combat system? not just adjusting

    can you rework GORE bosses drop and event reward to something valuable

    can you rework harvester system bcs the nerf they had on drop rate plus fuel and prospectors just killed all fun for both harvesters and robbers

    can you remove some items from merchants? like gunpowder, fasteners, gears, bandages, let players craft it, be social, use AH, go to hunt mobs for drop, to explore

     

     

     

    No AP limit would mean everyone would have a build with everything, especially characters currently in-game which would simply apply injectors before their removal. Max skills/mutations and stats?... Just wouldn't work unless you were talking post-wipe. Even then limitations are a good thing.

     

    "Rework of the combat system" doesn't explain how, if it's similar to previous combat system, or what will change. If they're intended to introduce a new client I doubt a combat revamp would be out of the question.

     

    GORE Bosses would be useful, if they toned down GT armor resists and improved GORE weapons while reducing material requirements to craft. (Well that and upgrade chance)

     

    Harvesters still work fine, but I admit if they were more consistent (pre-nerf) people would probably fight over them more, if there was population, but that also means intense levels of hording.

     

    Items are on NPCs to craft which will still require crafters, all and all it's more efficient to harvest the very same materials... NPCs are simply there for a chip sink (which is kinda busted since they also are the only means of chips otherwise)

    On 11/11/2018 at 12:16 PM, Rattlehead said:

    I want to address this one because it pertains to me the most.  Prior to G1 randomizing the harvesting nodes, people knew you could go to a certain area to harvest specific item(s).  There was no need for vendors to sell these crafting items because you had a steady supply.  I had dozens of waypoints for harvesting spots.  In one patch, all that went away.   With the randomized nodes, you no longer had the supply chain.  Crafters couldn't find enough items to craft, gatherers couldn't find enough items to make their cash that way.  It was simply a quick and necessary fix for something that they messed up in the first place.

     

    If we could go back to the old non-randomized harvesting, I'd say you have a legitimate point.  As it stands right now though, it's a necessary evil.

    +1, if it can be reverted... but at the very least improved would be a huge improvement.

    • Like 1
×
×
  • Create New...