FOnline: 2238 Worth the Time?

Mr Krepe

Water Chip? Been There, Done That
Before I start, tell me if this topic should go into any other forum, because i'm quite confused when it comes to the game.

The question is, is FOnline 2238 worth the time to play? Or even setup a character. First time I saw it I thought it would be a good game (just giving me something to ease my fallout addiction) to play, but the more i've read into it, i've noticed that it is if the game is stuck in mid-development (looked at wiki as source). So is it worth the time, or effort to play?
 
Depends if you like MMO's, I play it every now and then but it's pretty brutal and unforgiving. Really though, aside from getting money and levels for their own sake theirs not much to do on your own; it's bug thing is clan battles which is why you level grind and earn money.
 
Yeah, I do like MMO's, I just thought it would be a another way to spice up my fallout addiction, but it sounds quiet plain to say the least the way you describe it. I thought it'd be cool to play Fallout with other people who like Fallout, and so on.
 
Well give it a go, it's got a good crafting system and you can get some entertainment out of it from just finding huge arrays of molerats and such before destroying them. But as for other people, yeah don't bother; stand still in NCR and you will be pickpocketed clean.

It works best if you trust nobody.
 
Wait, is the beta up? I've been waiting for an email but haven't gotten one yet.
 
I want to try FOnilne, but I don't know how to get the paths for the master and critter .dats. I just can't find a tutorial on that. It's a shame, too.
 
I am a 2238 player. I haven't logged in for some time because of university, but I am usually quite active (although I tend to be online during low population hours because of my timezone).

Playing 2238 is not a simple experience. Do NOT expect it to feel like Fallout, expect to find a lot of assholes. When you find a nice person, however, it feels great. Problem is, people could be playing nice to backstab you or something like that.

I belong to an "APK" faction called Crazy 88, I don't want to make a recruitment propaganda out of this comment, but some really honest and cool people can be found inside C88 or in some of our ally factions.

If you want to join the game, my advice would be to read as many wiki articles (to learn the basics) and forum threads about builds (if you use your favourite Fallout 2 build you will probably regret it later) before creating your (first) character.

Then try to get trustable friends which might be difficult if you are completely new. Feel free to join my gang's IRC channel and stick around, so you can ask us anything you want to know. I bet my mates will try to help you even if you don't want to join us, just tell them I sent you :)
 
Cool :) just send me a PM when you feel like joining the game and I'll reply with all the info you need to join our IRC channel.
 
This is kind of a stupid question, but if I use the dats for fonline, will I still be able to use them for fallout 2?
 
WelcomeToNewReno said:
This is kind of a stupid question, but if I use the dats for fonline, will I still be able to use them for fallout 2?

Yes, as you don't really need to copypaste the .dat files to the FOnline folder. You can simply set the path for FOnline.exe to find them in the Fallout 2 folder.
 
I just started fonline today. I hope that the countdown to closing a text window is just a beta element. I tried to buy leather armor mk2, but I had to try several times before I could make the trade.
 
It's depending on your barter skill. Was added to the original FOnline because of people who would block trader npcs. I personally find it totally useless.
 
This may sound odd, but is there a decent roleplaying community for FOnline? I know it's strange and all for me to look into roleplaying on MMO's but the ability to get together and tell stories with players is one reason why I play online RPG's in the first place. It's the difference between the ten years I've sank into Neverwinter Nights versus the short and boring month I spent with World of Warcraft.
 
It's nigh to impossible to do proper roleplaying there. Such a thing only works on servers with handpicked people and restricted acess. You find a few people being good roleplayers there, but they'll eventually come to the same conclusion I've written above. The community consists mostly of kids or people using the game as some counterstrike in 2d.
 
Surf Solar said:
The community consists mostly of kids or people using the game as some counterstrike in 2d.

Agreed. I haven't played since I was talking to an npc and a player came up. He wanted to barter with the npc I was talking to, but he didn't say "move" or anything. He just shot me in the back.
 
WelcomeToNewReno said:
I was talking to an npc and a player came up. He wanted to barter with the npc I was talking to, but he didn't say "move" or anything. He just shot me in the back.

And that is just a small thing compared to the actions some people carry out in 2238.

One faction once decided it was an awesome idea to create fuck knows how many mercenary leader alts, and used proxies to swarm Redding with mercenaries so an enemy faction which had established a roleplaying project in that town would have a hard time retaking it to continue with their RP activities.

I am personally quite new in 2238, but I can't believe that players that have been playing in the same server for two years, even when they are in enemy gangs, can't just stop fucking around and let the cool stuff be done without any trollish obstacle.

It is still true that there is cool people in there, and I can have a good time with them. And it's always interesting to talk to and offer some help to the new, innocent players who shovel shit and lift caravan boxes. New guys tend to be nicer, althought they usually won't trust others if they're not in a protected place.
 
As I said before, in my undeniably arrogant opinion, if any Fallout MMO wants to be a "real boy", it needs to lock things down and make itself friendly to people who actually expect a Fallout experience with a multiplayer flavor.

Personally I'd go all Putin on it and get rid of PvP entirely. PvP in MMOs always struck me as one of the most retarded ways to battle other people online.

Not only most MMOs use the laggy TCP/IP protocol, which is unsuitable for realtime battles in client-server WAN situation, but there's also the gear which can automatically negate skill, not to mention the level differences, and there's always some retarded exploit floating around.

My version of a Fallout Online would use Fallout 1/2 single-player as template, with mostly people completing quests, spruced up with Blizzard's "world phasing" technology. The quests would have to center around more-or-less permanent threats, but some of them would "phase" an area into a changed instance of it, and push you forward in the narrative.

People would be able to team up and trade. The SPECIAL system and its permanence would be dumped and reengineered from the ground up. This is because MMO and SPECIAL are not compatible, and I care a great deal more about having the game work, be fun, and fuse harmoniously into its new form, rather than sticking a square peg into a round hole.

Every two weeks there would be a new development in the wasteland, a change somewhere in the quests and/or NPC dialogue and/or location mechanics. It would be pushed through after observing general flow of players' actions and preferences in the previous few weeks, with careful and yet unafraid pushing forward of the world storyline.

New threats would be introduced, old threats would be eliminated, notable player feats would be noted and integrated into the existing narrative/history, and so on and so forth. Failures would be as important as successes. If people aren't feeling enough peril, I'll give them a massive invasion or a disaster of some sort, and integrate them into lore. Of course, this would require efficient, automated tools.

And a log would be kept of all of this, so that new players could go back and see the history of change in area of their choice. Find out why a village is now named after a player group that staved off an overwhelming invasion for hours before getting wiped. Etc.
 
Every two weeks there would be a new development in the wasteland, a change somewhere in the quests and/or NPC dialogue and/or location mechanics. It would be pushed through after observing general flow of players' actions and preferences in the previous few weeks, with careful and yet unafraid pushing forward of the world storyline.

That is like impossible to do without a really big development team that wants to spend quite a lot time on it. Same with the new threats and stuff. Someone has to come up with all that all the time and *new* content needs to be created, etc... This will result in a shitload of work and I have very big doubts that anyone will keep up with that for a longer time and as fast as players want it to be.

That being said, writing quests for an MMO is different than writing quests for a singleplayer rpg.

About stripping PvP out of MMO: Where is the MMO then? That's like having Diablo in a big open world, where people team up and fight mobs for items. Especially as there isn't much else to do than combat anyway. You would fight mobs all the time... Yeah you can add stuff like capture the flag and domination, etc. but against mobs it will get repitative very fast.
 
Fonline has always and will attract tards. Thats the reality of UPVP (unrestricted player versus player). Not to mention that many quests are weird and outta place. A lot of quests force the player early on into overwhelming number of critters which require teamplay. Also, many quests require ridiculously long travel distances which almost always results in newbie deaths en-route. The trains run on real life time (which is utterly retarded since its glitchy to time not to mention the different time zones). Lastly, the forum for Fonline suggests noobs "TRUST NOBODY".

Hopefully next wipe we will get town oriented quests with scaling experience rewards. Not to mention quests of varying difficulties and different solutions to solve it. Town control hopefully will be revamped to put more emphasis on questing and skills then twitch skill attrition type warfare.

I say try it but don't expect to have fun.
 
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