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Activity Normalization: ( reward = difficulty * time )
Most basic activity and especially repeatable activity should yield in the same amount value/time ratio. Same difficulty quests that took about same time, should give similar rewards in value, more advanced quest/jobs/farming spots should yield more but averagely the same.
Introducing new repeatable quest or any repeatable activity should keep this in mind, to not create broken quests, that everyone feels like they should repeat on 10 alts for maximum value (like: Gun Runner Mutant Quest), instead of play with one main character.
This is not to counter players having multiple characters, or any abuse of those, rather a means to not push them towards when they are trying to min-max.
Scarcity:
I feel that the evolution of FOnline, as in fresher and newer servers with different teams has shifted towards piling up on character benefits too much. The Scarcity concept would reintroduce more of the old struggles to have the game a more Fallout feel in general but not to the point unplayable tediousness. This makes it possible to reuse 'old' resources as viable content.
Cheap and weak armor/weapons should be available for the masses or new characters, easily craftable or purchasable from merchants, but mostly only useful for farming for mediocre stuff or completing not too difficult quests, players should not feel much remorse loosing these when dying on missing or exploration.
Medium quality stuff should be 3-5 times more expensive to craft, buy or maintain, and player should feel some weight of their loss.
High quality stuff should be 7-15 times more expensive than basic, only farmable on difficult spots or require many or rare materials to craft.
Desert Eagle (12-20 dmg) ~ 510 caps // .44 Magnum JHP ammo ~ 9 caps
14mm Pistol (20-30 dmg) ~ 1570 caps // 14mm AP ammo ~ 30 caps
Localization:
Fortunately there is already a good chunk of localization in FOnline, as only money can be transferred via LFC banks, everything else needs to be transported.
Further localization can be introduced in the way as only certain areas of the map would contain specific resources. If one wants to be fully self sufficient they would need to acquire resources all around the world map.
Diversity:
FOnline in certain areas has kept too much of the original Fallout single player design where it should have evolved toward Online MMO's. This should be corrected, one example is Armor Types in the game, described as below:
Armor types at the moment can be categorized from worst to best, instead of diversification of use, giving both benefits and hindrance depending on situation or character needs. Instead of Leather Armor > Metal Armor > Combat Armor, consider the the idea:
Leather Armor = low protection, but give Agility, Action Points and/or Stealth Bonuses or even perks.
Combat Armor = medium protection, armor looks like it would give bonus perk that protects hands (Iron Limbs?)
Metal Armor = high protection, armor gives Stonewall perk, but reduces Action Points, Agility and/or Capability to sneak.
Power/Enclave Armor = as used to be, just flex so you don't loose it ;)
Some of these issue have been fixed or are in progress of being fixed, like Quality of Life improvements on interface, party/faction chat, timestamps, quest tracker/pip-boy, crafting/fix-boy, right-click move, etc.
NPC faction conflicts based on reputation, player being in a zone of an NPC faction, all action is considered based on their friendliness towards that faction and other players. May not attack other NPC faction friendly player without consequence, as described in 100 year plan on fodev.net.
Revamp of combat, all weapons should have a optimal range where they perform best, not just plain decrease chance with distance. Thus adding the complexity of changing weapons as opponent come close to sidearms, or close ranged weapons etc.
Risk and Reward:
This is the obvious, full loot PvP and PvE. Emphasis on PVE Risk and Reward, where player may take quests with added difficulty for better rewards, but with penalties when failing. Repeatable quests should be able to fail, and put quest on a longer cooldown, than when completed.
Example:
Simple clear Centaur infestation quest at Adytum, one can enlist the help of the NPC's but less reward, or failure if NPC's and/or die. If player dies before NPC's, the NPC's may salvage players items, so they don't loose loot. (Noob/low level friendly)
Can go full solo, for full reward. If player dies, his inventory is dropped and has limited time to complete, but can go back after respawn.
Can ask to go into most infested area's alone for extra reward. If player dies the encounter get's recycled with players lost items, and increased timer on quest repeat.
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CONCEPTS OF BNW:
Activity Normalization: ( reward = difficulty * time )
Scarcity:
Localization:
Diversity:
Risk and Reward:
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