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So, how exactly is this going to work?

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So, how exactly is this going to work? Empty So, how exactly is this going to work?

Post  Harald Thu May 19, 2011 6:57 pm

Izual wrote:Actually, you could consider the Gravediggers' underground headquarters as the lobby. From there, players will decide to join the first area, the second area, etc. ; at the beginning though all areas will be using the same town map. If you want to play only with some friends, you can join an empty area and, hell, start the mission! But if you want to join a more populated mission, you could decide to join another area (mission) that started recently and is already filled with players.

So, somewhere else I read you won't have any rooms, lockers or something like that where you can store your stuff. In another place, I read you will get items every day according to how well you performed in missions and you will be able to scavenge something from the missions or something like that. However, at this point I got confused. I give you an example #1 to clarify what exactly I'm going to talk about.

Example #1[i]
While killing zombies and searching for stuff, you found a Metal Armor MKII (let's say it's a quite rare thing). You want to save it for much harder missions, we don't want our new MA break quickly. After completing the mission, I get back to the Gravediggers' underground HQ. At this point, I have my weight limit to the max, I would like to store my MA somewhere and get my daily reward, however, I can't save the MA anywhere. Dropping it on the ground wouldn't be smart either. How exactly is this going to work?

Another thing that quite bugged me, is regular Fallout skills (barter, speech, gambling, STEALING etc.), how are these going to work exactly? Will the stealing skill will be disabled? Are barter speech and other non-combat skills going to help the players anyway?

Thanks, best wishes!
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Post  Izual Thu May 19, 2011 7:32 pm

Hey Harald :cool:

Actually this is quite simple.

The first thing you mentioned is - I want to save my armor for a harder day. The question is, will you want or need to save items for later use?
First of all, I don't think items will deteriorate and break. Most probably, they will but at a very very slow speed. This way, you won't really care about using them when they're not used at 100% (for example, the best armor of the game versus the weakest zombie. In other games you might want to take off your armor and use another one, but here you won't really care about deteriorating it).
Also, I'm not sure saving items will actually be possible. Your items might be lost between the mission area (Ashtown, f.e.) and the HQ. If you die during the mission, it's quite sure you won't keep all your items - you might keep some. If you win (this will be, sorry, quite rare :mrgreen:) you will keep more items than if you had died, but maybe not all of them. For example, I don't want players to keep all their bullets, or after a bunch of missions they might have 5000 rounds for their sniper rifle. Nothing wrong with keeping little ammo when you win to help you start the next mission in a comfortable way :smile:
The amount of items you can keep might depend on one of your skills. For example, if you want to keep more items between the missions, you should raise Outdoorsman or another skill. Maybe it will also depend on your level.
I think the slow-deteriorating-speed quite solves the problem of saving items for later use anyway, doesn't it?

Another thing that quite bugged me, is regular Fallout skills (barter, speech, gambling, STEALING etc.), how are these going to work exactly? Will the stealing skill will be disabled? Are barter speech and other non-combat skills going to help the players anyway?
We want non-combat skills to be important. Of course, they won't ever be as important as combat skills, as these ones are, like, 70% of the game. However, we will scrap some non-combat skills if there's no use for them. For example, stealing will be deleted, as it is only a griefing tool (and would you steal zombies while they try to eat you? Hey, they have no items anyway!). Gambling will probably be scrapped until we find a good use for it. Lockpick will be useful as some doors leading to some containers will be locked when the mission starts. Barter will probably modify the amount of items you get daily, and so on for the other skills.
Hopefully, only stealing and gambling will be scrapped.

I'm back to dialogs writing o/


Last edited by Izual on Thu May 19, 2011 8:27 pm; edited 1 time in total
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Post  Harald Thu May 19, 2011 8:17 pm

That actually sounds better than I thought! Do want this! :grin:
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Post  Amarok Thu May 19, 2011 8:43 pm

Just to complete about the SD spirit... In each area you will get, you will have only one "life".
So, you would have to take care about your own blood over everything else at first place.
Items may be save you in some occasion, but only your blood really count.
It is one of our major goal to drive players on this way.

-------------------------------------------------
Welcome & thanks for your interest, Harald. :wink:
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Post  Ganado Thu May 19, 2011 11:03 pm

Right now, it would seem the best character would be a combat skill, a medical skill, and then Lockpick.

I'm glad Stealing is disabled ^^

Will Outdoorsman have any use, since there is no world map? And will it be possible to sneak past zombies? I know sneak can be very hard to balance.

And, will First Aid / Doctor skills have the same effect as in TLA or 2238, or will having things like First Aid Kits and Doctor Bags be very useful?
For example, I think it would be interesting if First Aid / Doc didn't heal that much, but if you found a rare First Aid Kit, you could heal yourself much easier.
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Post  Amarok Fri May 20, 2011 8:46 am

Well as most non-combat skill use will be define during balance stage it is hard to answer on details. Some feature like injuries management still on reflexion yet.
But you can be sure we take a specific attention about the healing system, as surviving is the point in our project.
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Post  Overdose Wed Jun 01, 2011 12:23 pm

Amarok wrote:Well as most non-combat skill use will be define during balance stage it is hard to answer on details. Some feature like injuries management still on reflexion yet.
But you can be sure we take a specific attention about the healing system, as surviving is the point in our project.

What would outdoorsman be used for? :grin:
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Post  Izual Wed Jun 01, 2011 12:28 pm

Overdose wrote:
Amarok wrote:Well as most non-combat skill use will be define during balance stage it is hard to answer on details. Some feature like injuries management still on reflexion yet.
But you can be sure we take a specific attention about the healing system, as surviving is the point in our project.

What would outdoorsman be used for? :grin:

Possibly keeping few items during Mission -> HQ teleportation.
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