FOnline open test

Ok, so what would be the goal of the 'full version', how would it be played?

fonline.ru doesn't work for me, so sorry if it was answered in some kind of FAQ, or somewhere else.

As for the test I've played a little, but since I wasn't able to do anything reasonable (even killing a child :p ) I do not have much to say:)

Maybe I'll test more later but it needs more english speaking players:)
 
I'd be happy to test it, but it seems I can't access the server for some reason. I would guess it's either down or unknown to my DNS servers :(
 
That first picture was taken out of context (where our project leader kills players). And it's directly related to "why they kill everybody". It isn't a good idea to make unkillable NPC's (part of our goal was to show off a realtime battle system) and also isn't a good idea to deny PvP (testing effects of armor, weaponry etc.). There is a little amount of quests in the Den and a few other cities but a lot of newbies out there behaved absolutely retarded - they started to kill NPC's right away. Cvet (our project leader) warned them about killing quest NPC's but they ignored it, so he had to do what you see on the screenshots - some people just can't understand the other way. But even that didn't stop them. So the Den as an only spawning point for newbies became absolute mess. This was predictable but unavoidable - it's just human nature. We hope that sooner or later people will become smarter and won't make such a dumbasses of themselves.

Sorry, the NPC's translation i mentioned in my first post wasn't implemented right away and i don't know when it will be implemented.

We understand that the FOnline world is still empty and there is a big problem with the content - people have nothing to do inside FOnline world. But hey, it's the beta test!

Please keep testing, we need your feedback!

i will try to supply a english-commented .cfg file for the game so you can easily modify your settings (e. g. turn on fullscreen or chanhe resolution)
 
scypior said:
Ok, so what would be the goal of the 'full version', how would it be played?

fonline.ru doesn't work for me, so sorry if it was answered in some kind of FAQ, or somewhere else.

As for the test I've played a little, but since I wasn't able to do anything reasonable (even killing a child :p ) I do not have much to say:)

Maybe I'll test more later but it needs more english speaking players:)

all i know is the online game would have several endings - totally depending on player's actions. I've heard that after an "end" the server database will be erased and it will be restarted to run a new round. But that's just rumours
 
This game looks pretty interesting. Sure some things don't work and when in world map the character moves slow, but has potential none the less.

Here is a little that went on when I began to play. As soon as I stepped out of the den I found one of those alien space ships and took its laser gun. I went back to the den and got myself armour and a weapon by selling the energy cells. Then some person came along and stole it. I finally found another person who stole it off of her, killed them, and got it back. I in turn was killed and it was taken from me...

Which bring me to another point, if you decided to play this game, make sure no PC's get near you. People are stealing stuff all the time and anything in your inventory is not safe. Keep a gun on hand just in case someone tries, then shoot them before they get away.

They deal with Perception in an interesting way. The more Perception you have the less "War fog" you get. It is only the NPC's that can step out of your line of vision, buildings are not effected.

The combat, of course, is in a real timeish turn base combat. Your weapons can break beyond use and I think They have a neat way to fix things. It uses your repair and weapons skill (for weapons) and tells you what you need in order to fix it. A spear, for example, requires some flint and rope in order to fix.

When the character dies, everything is taken from you. Everything. Your guns, armour, money. Most of that stuff gets looted from your body. Which leads me to wonder if you can store your items in a safe place. Just remember, if you decide to play, the moment your character is on screen, some idiot may come along and kill you. Then you have to find your way back (which isn't too hard but a slight nuisance)
 
hatchen said:
This game looks pretty interesting. Sure some things don't work and when in world map the character moves slow, but has potential none the less.

actually, the real speed will be slower!

hatchen said:
The combat, of course, is in a real timeish turn base combat. Your weapons can break beyond use and I think They have a neat way to fix things. It uses your repair and weapons skill (for weapons) and tells you what you need in order to fix it. A spear, for example, requires some flint and rope in order to fix.

actually, that "Fix-boy" is not about repairing things. To repair your weapon you just have to go to your inventory, get to the drop-down menu for your weapon - and you will see that a new "repair" icon has been added. "Fix-boy" is about crafting. You can make weapons out of other stuff. The more "science" and "repair" skills you got - the more things you can craft. Of course, specific weapons need specific skills - you can't craft a pistol if you have too low "small guns" skill no matter how high is your science skills. And - of course crafting is not just about crafting weapons - you can craft ammo, armor, upgrade your weapons and do some other stuff too.

hatchen said:
When the character dies, everything is taken from you. Everything. Your guns, armour, money. Most of that stuff gets looted from your body. Which leads me to wonder if you can store your items in a safe place. Just remember, if you decide to play, the moment your character is on screen, some idiot may come along and kill you. Then you have to find your way back (which isn't too hard but a slight nuisance)
The possibility of "banks" is planned. However, i don't when it comes to pass.
 
hatchen said:
Here is a little that went on when I began to play. As soon as I stepped out of the den I found one of those alien space ships and took its laser gun. I went back to the den and got myself armour and a weapon by selling the energy cells. Then some person came along and stole it. I finally found another person who stole it off of her, killed them, and got it back. I in turn was killed and it was taken from me...

Actually, this is what I'm expecting from Fallout MMO. It's a harsh world, and everybody are fighting for survival. But the game should encourage players not to kill others for loot, but to cooperate, or even force to do something (slavery, raiding).

For example, one group of players can make some kind of caravan to transport some goods, and other group of players (raiders) can try to steal it from them. But instead of killing them (this would mean no fun for the weaker group) they could have some deal with them. Just like in 'real' world - some % from the goods.
So basically - encouraging not to killing and loot, but to dealing and trying to cooperate - to be safer.

Again, this is part of my default 'not-the-same-quests-for-everybody' rant about MMOs and what I imagine them to be:)
 
scypior said:
Actually, this is what I'm expecting from Fallout MMO. It's a harsh world, and everybody are fighting for survival. But the game should encourage players not to kill others for loot, but to cooperate, or even force to do something (slavery, raiding).

For example, one group of players can make some kind of caravan to transport some goods, and other group of players (raiders) can try to steal it from them. But instead of killing them (this would mean no fun for the weaker group) they could have some deal with them. Just like in 'real' world - some % from the goods.
So basically - encouraging not to killing and loot, but to dealing and trying to cooperate - to be safer.

Again, this is part of my default 'not-the-same-quests-for-everybody' rant about MMOs and what I imagine them to be:)

different fractions will be implemented - including raiders. Don't know about dealing with them though...
 
Here's another example.

Let's take the world of, let's say Fallou2. Remove ALL NPCs from them. And let the newly created players to be randomly located in this world.

So, let's say I'm starting a game. I am creating my player, and entering the game. I was randomly taken to New Reno. With little equipment, and with little money(bottlecaps?) so I can't even spare for a hooker (what I was saying about removing all NPCs? well forget that, some may be useful:) ).

This city is actually filled with players, and most of them have much higher level than I. So, probably they had created groups, factions, and are currently working for a living (jet, hookers...). So let's say one of them is approaching me, and offers me a job (they are looking for a loosers for some dirty work - for a beginning). After talking (note - no dialogs, no NPCs - just the players) we agree for some deal. So he is expecting me to steal something from some other player. Of course I agree, and go for a little robery. Let's say I succeed. I can return to the guy, or keep something I just stole for myself - my choice.

So I return it to this guy, he is rewarding me, so now I'm not a 1st lvl looser anymore.

The question is: what would stop the other players (especially this pissed at me cause a) I stole something from him b) maybe I did not return something to that one offering a job, from killing me?
This could be the hard part, but maybe some rules would do it? But don't have idea what rules:)
 
This is what's wrong with MMORPGs : the players.

Unless you set up private servers, invitation only so you can have only trustworthy players playing your game, you will always come across retards ruining your experience, trying to kill NPCs because it's "phun to do, lulz", unwilling to give the slightest effort of roleplay, and only in to have the "bestest playa eva".

Your project is doomed if you allow everybody to play it, sorry :?
 
this is idealized FOnline world, but where can you get so many players hanging around 24/7?)) not to mention dudes that offer you a job instead of just killing you and getting your money and some exp?))) and what would stop players from NOT rewarding you for your work and saying "get out of my eyes or i'll kill you"?)))
 
MrBumble said:
Unless you set up private servers, invitation only so you can have only trustworthy players playing your game, you will always come across retards ruining your experience, trying to kill NPCs because it's "phun to do, lulz", unwilling to give the slightest effort of roleplay, and only in to have the "bestest playa eva".
in fact, this "private" atmosphere was there before the open test - i'm one of the testers and i can tell you that not everyone is allowed to do closed betatesting. In fact, we, testers, weren't killing ourselves. Instead, when i first came in, there was some dude with mega armor and lots of stuff in his pocket and even more stuff in his hummer - and he gave me armor, money, firepower - everything! He wasn't admin or someone "from up there", just an ordinary guy who had stuff and saw a n00b wandering around.

right now there's little to do in this world but it's constatnly evolving.
 
Burillo said:
this is idealized FOnline world, but where can you get so many players hanging around 24/7?)) not to mention dudes that offer you a job instead of just killing you and getting your money and some exp?))) and what would stop players from NOT rewarding you for your work and saying "get out of my eyes or i'll kill you"?)))

So I think this idealized world, and closed servers is what FOnline team should be aiming for. Remember, average fan of MMO is not fan of fallout. And the fans of fallout will find a way to these servers and surely will try to obey the rules.

Rant, again: There is one thing: to make the player feel connected with a world, and the actions it can perform within it, not with his/her character. In that way, if the character dies, the player will find enjoyable to play another.

So there could be lvl limit, or the 20th lvl character shouldn't be 20 times more powerful than 1st lvl character. No 'uber' players...
 
MrBumble hit the bull's eye. Unless you take measures to prevent griefing behavior programmatically, even the most civilized people on the Internet will "aim to misbehave" in your game.

One rotten apple can spoil the whole bunch, and statistically, it will just be very hard to maintain a community by being a good moderator and having faith in humankind.
 
as far as i know no one will take away player's freedom. it's Fallout. like someone on our forums said, "FOnline is not a MMORPG, FOnline is not "all the others" MMORPG, FOnline is not like "all the others" MMORPG".

however, there are solutions planned. instead of taking away player's freedom, users will be penalized for misbehaving - his karma will be lowered and all NPCs behave accordingly - down to security measures (i even heard rumours about jails (!))
 
Burillo said:
however, there are solutions planned. instead of taking away player's freedom, users will be penalized for misbehaving - his karma will be lowered and all NPCs behave accordingly - down to security measures (i even heard rumours about jails (!))

That's how I thought it should work. The game should take care of itself. Being "penalized", as you put it, does limit player freedom no matter which way you spin it, but that is actually a good thing in the long run.

After all, in a functional wasteland, eventually power structures would emerge that "keep peace" in their towns. So, making player less gung-ho is just a matter of aligning the programming of your game with what a real wasteland would work like.
 
And what will you do when a super-powerful-but-bored player decides to wipe an entire town with his laser-minigun ? Because it WILL happen ! Just give him a really negative karma, deprive him from all his weapons and send him to jail ? Cool but what will you do with all the dead NPCs ? Respawn them ? You should really consider putting a limit to player freedom or have a few unkillable NPCs.
 
I think I maybe know why you have to kill everybody on the map...

If you try to steal something from somebody and you fail, the npc, and some of his friends will try to kill you. If you try to flee and that they are still near you on the map, you won't be able to escape.
Same thing with a npc, i must have spoken badly to him (in russian), because the guy followed me and started shooting at me. I riposted, and the brotherhood guard started shooting at me!


About the stealing failure, maybe it would be better if they would be a police force which go at you, and ask you to pay a fine. The third time, they start to shoot at you. And the other players who help them get some money.

About scypior idea, maybe some people could create a gang and gain control over npc, (hooker, casino, bartender). A gang npc quest giver could accept new member, send them to some quest (go collect taxes from hooker, bring me some jet, kill one other gang member...), then he will maybe be accepted in the gang by the others players...

Rats have advanced power fist in their inventory?
 
MrBumble said:
Cool but what will you do with all the dead NPCs ? Respawn them ? You should really consider putting a limit to player freedom or have a few unkillable NPCs.

1) If he kills some players during it - that's difficult to solve

2) If he kills all NPCs - some NPCs (my favourite hooker example) aren't needed, and can be later respawned without breaking a 'realism'. (New girls in town each week;) )

3) But few others have to be unkillable I think...(or maybe as I stated before, resign from such 'story NPCs', and let the players to create the stories ;) )
 
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