FOnline open test

Well the piece of crap wont let me connect, there's something dodgy with the routing going on as I cant even hit the server. Sounds like its time I gave my ISP the finger and and went elsewhere.

I've been trying all day and havent once got in.
 
For approx 30 minutes it was up. I guess, the server is on, but you can not connect now. The people who are online can play, but no new can connect. I come to this because like I said, for approx 30 minutes I could play it. Then I disconnected and tryed to reconnect... and it didn't work.

But I can connect to the second server with my account there.

@Wild_qwerty: Open the fonline.cfg and look if you have your account data - UserName and UserPass. If the fields are empty or so, type in your account data and try again. Or delet it and try to create a new account.

Example:

UserName=ThisisMe
UserPass=ThisisMePW

IP from second server is 80.92.105.241.
 
Mah... I want a flamethrower and ammo... or a minigun and ammo. :/ Or for the moment: ammo for my assault rifle... I only have 8 bullets left in the clip. : o


I have some screens too, will post them later.
 
Well, in my opinion it also promotes PKing.

Player A has a big weapon, Player B too, but Player B has not enough ammo, so he kills Player A and loot him.

Or: Player A, the big one in PA, kills all who are running around in leather or other smaller armor. And so on...


For me, the biggest problem that Fallout Online has at the moment (in this beta), is the missing roleplay/ the missing people who wants to roleplay. Everytime I played it now the last couple of days, I thought about Ultima Online. IF you have good people, who can make a good roleplay with you, it is really great. But if you only meet people, who wants to kill others and only wants to loot stuff and level up, etc. it is not fun for me, it becomes boring very fast. I mean, this is no WoW or so... the main target for me is to have cool roleplay with cool people in the Fallout world and not only running around, killing stuff and level up as high as possible.
There is a need of gamemasters who can lead other players to nice selfmade quests or so - just like in Ultima Online.

As a good example: For a few days, the thing with the special mission of the unity. This was great.


Bad example: yesterday we were running from south of the worldmap to the north, running around in reno, killing some npcs, back to den, some ugly gopnik (I learned the word yesterday) killed me, looted all my stuff because he wanted to have my armor - by the way, he was carrying a PA and I have had only a combat armor - and so on...
This all wasn't so good because of a lack of good conversation and -> roleplay.


- my opinion.
 
Lexx said:
(...)
There is a need of gamemasters who can lead other players to nice selfmade quests or so - just like in Ultima Online.

I didn't play UO how was the GM thing solved there?

Does GMs was able to possess an NPC and control him to create more believable NPCs (without needing to creating "hard-coded" quests/dialogs), spawn some items, spawn NPCs and so on?
 
There are GMs and QGMs. The GMs are just for the technic part. If you stuck or so.. the QGMs are the quest gamemasters and are leading the players to "the adventures". The (quest) gamemasters could place new npcs (via script as example. You build your scripts _before_ you start the quest and place the npc later and so on) you can place items, etc. etc. The gamemasters can also bann or kick people from the actual quest and so on.. they have had the control about nearly everything.

A great example for a quest could be find in Fallout 1. Richard Grey, Harold, etc. are on the way to mariposa military base. This could become a good quest, I think. Because: the location could be locked for other players, so only the guys, who are with on the quest, can enter it, etc. this prevents for lamers or other guys who just wants to make trouble and so on.

Other quests that are leaded by gamemasters could be the explore of an old big lost vault or bunker or the players have to rescure some people from raiders, protecting a town, etc. etc. there are many possibilities.


I know that the Fallout Online devs want to have 100% freedome, but in my opinion this can not work good without some rules or gamemasters.
 
i have a suggestion for this game. you guys should try to make some colour combinations just like in fallout tactics. everytime i play it it's like 100 clones running after me. also try to make an arrow above your character or something. in an overcrowded city i cant even tell who i am!

just a couple of suggestions. hope they will be implemented.!! :D

good luck with the mod, also! i freaking love it! :)
 
dopefish said:
also try to make an arrow above your character or something. in an overcrowded city i cant even tell who i am!

Press "F6" and you see all names.
 
Lexx said:
@Wild_qwerty: Open the fonline.cfg and look if you have your account data - UserName and UserPass. If the fields are empty or so, type in your account data and try again. Or delet it and try to create a new account.

I havent been able to even create an account yet.
 
sadly noone took a picture when i had enough from lexer (he has been following us for some time, begging for stuff, talking shit) and shot him... though i didnt kill him, because my pistol ran out of ammo and i didnt want to waste my gauss on him...

/edit
or when the lady with the minigun shred my APA into pieces^^

but the line really was beautiful...
 
Brother None said:
mvBarracuda said:
I guess as soon as money is involved (even just for server hosting), Interplay would have a strawman argument to shut the project down.

Straw man? I do not think that term means what you think it means. "This is our intellectual property, you have no right to generate any sort of revenue voluntary or otherwise based primarily around our IP or to otherwise damage the value of our IP" is not a straw man argument, it is law.

That said:
a) Interplay has neither the time nor money to sue people.
b) Interplay does not hold the Fallout IP and could only interfere in this kind of project if they can show a damage in one of their own assets. That's unlikely, which means the ball is in Bethesda's court.

I agree with Bethesda but Interplay can also sue them - they have still the right to make a Fallout MMO, right? If yes, than they can argue that it damages their potential product.

Crossfire I would say.
 
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