FOnline: 2238 third open beta in progress

UnidentifiedFlyingTard said:
there is something wrong with the intro video for The Life After, its all glitchy and pixelated.

Mine worked perfectly, and it was very impressive. Good job.

I like the game so far (2238). I'm level 4 and have discovered many locations and grouped with many different people, but my complaint is that It's just hard to get many items. We bum rushed sierra army depot and there was nothing inside - the same goes for the mariposa military base.
 
Yellow said:
We bum rushed sierra army depot and there was nothing inside - the same goes for the mariposa military base.
Oh gawd, how come nobody told me about the plans to bum rush Mariposa? I was in for S.A.D. :P
 
Problem with "raiding" these locations is, that probably someone was there already before you. Thats why you couldn't find anything. We are working on something called "container bag" -- this respawns random items every x time in defined container to make the world look more "filled" in places like SAD, Mariposa, etc.
But beside this, SAD and Mariposa are interesting for crafters. Take a look at the manual to see what is where possible, etc.
 
Just don't make the respawns too quick. You don't want all the higher level players camping these places for the items. :?
 
Trust me man, Real-Time in FOnline is so much better than Turn-Based. IMO Turn-Based should be out altogether. It's really, really bugged up.
  • With Turn-Based, the enemies take 5 minutes to work out what move they are going to make. Not automatic like with Fallout 1 and 2.
  • Turn-Based has a timer which does not advantage well when playing FOnline with it's mega-lags.
  • The enemies seem to make 2 turns on their turn, no matter what your sequence is. Making Turn-Based effectively useless.
  • I still have no clue how pvp works when Turn-Based and Real-Time players fight. (I haven't tried but I'm guessing it will be in favour of the Real-Time player).
So. This either needs a massive fix on it, or should be scrapped from FOnline, imho. :|
 
Reconite said:
I still have no clue how pvp works when Turn-Based and Real-Time players fight. (I haven't tried but I'm guessing it will be in favour of the Real-Time player).

It works per-map. So if there is TB assigned for some map, every player that is there when there is combat active acts in turns.
 
I suspect a lot of the problems with death in random encounters will be solved by fixing the lag issues.

However its clear to me something still needs to be done to fix the random encounters. In this beta *everything* attacks you immediately upon spawning into the encounter(only exceptions seem to be traders). Mobs can run and they dont use action points for running. Which means they can run after you, melee you and keep you locked in combat with no chance for you to escape. Geckos, although easy to kill in small groups, are a nightmare now.

Im not sure why all this was changed, the combat system seemed to work pretty well in the last beta. I guess this was made to make the random encounters more challenging. But surely the challenge should come from other players,and not the critters.

Is there any news on a forum yet. Would been nice to seperate out some of the info in these news threads so players can start contributing some of their thoughts on skills and balancing. For the moment I am mostly testing sneak, its rough going getting exp atm, but so far ive found at 117% sneak a player with 6 perception can see you from 18 hexagons away. Im going to keep testing it at various levels vs various levels of perception and jot down my findings, but already its looking a little underpowered?
 
Combat system changed because... combat system changed. All mechanics have been reverse engineered from Fallout 2. It is still possible that there are bugs of course, they will be fixed in future.

Also the encounter system has been totally reworked last week. Complete new script + new encounters everywhere. We didn't changed more on the encounters because it makes no sense to test them with one or two testers. This stuff will be balanced while the open test.

Snaking is very powerfull if you are good at it. Then most people can't see you in x range and this gives you a big advantage.
 
Sneaking is very powerfull if you are good at it. Then most people can't see you in x range and this gives you a big advantage.

maybe at high level. But if you are looking to throw a couple of points into this as a secondary skill you would be better off spending them elsewhere. In fact unless you plan to take sneak to a very high level (to the detriment of all other skills) I would say its not worth tagging at all.

It seems much harder to encounter players now. I usually play with my brother. In the last beta we would walk around in the same square for a bit and encounter each other. But we've not had that happen once in this beta. Its important because at the moment, given how lethal random encounters are, if you are grouped with someone you can't risk waiting at the side of the map for them to leave, so that you can follow. You need to run from nearly every encounter, this always breaks the group. Then you have to walk back to a town inorder to group up again. Its very frustrating.
 
I log in today and found my character in the camp without items. Before I logout I left my character in desert, far from any city and log out. So the conclusion is... someone travelling on desert found my off character and killed me when my char still was in game. This should be really changed, the game is far enough hard and it' ok, but this is just silly. When char logs off from game on desert it should be undetectable.

Btw. it's really a great idea to allow player clean brahmin crap for exp :lol: and allowing to catch one in the wild. Same with enslaving people, it adds lots of atmosphere to the game.
 
I wonder if this would've been better if it kept the turn based combat.

Combat in town would be restricted, but once you travel outside and get an encounter, combat would be the same as in Fallout.
 
I would welcome some option to delete your account. I already got 3 chars and I'm not alone. Now that official manual is out, I have much better info about game and how to create a good character.

It's realistic that you loose everything when you die, that bunch of rats can kill you and other players can kill you anywhere. It's life in the wasteland.
 
Tom9k said:
It's life in the wasteland.

Hell , no.

Fallout 2 was not like that .
And not even Fallout 1 was like that.


for example : when a rat is not killing you the task is accomplished by the lag so the next encounter you find a gecko
that kills you simply staying immobile , blocked and still.

Then a flame hits . But too late.
You never had a chance to dodge that flame. Firegeckos.
 
Well, It's few first days so we should just wait for lags to go away with future patches. I think that the game will be much easier without those lag spikes/latency problems. ATM most of my deaths were founded by laggy gameplay :P
Anyway - game is fine, and I'm looking forward for future additions.
 
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