Izeo
08-12-08, 03:09
Hi,
NC1 used to be my favorite game back in the day. I started playing again during the offered free time, and I don't know if I'll continue to stay but I haven't unsubscribed yet.. Either way, I really like this game, and I wanted to share some ideas that I thought would make it better.
Eesh... "Wall of text" I know, lol. Read only when you have some time to spare :)
Specialty Ammo/Mods:
Make a separate shop NPC (perhaps standing against the wall if all the counters are occupied) to sell specialty ammo and mods in Archer & Wesson etc shops. It's confusing to see this stuff sold in the normal shop NPCs, especially to new players. I'm talking about things like:
"Enh. 7.62mm Sniper Rounds"
"Ionic Shotgun Rounds"
"Enhanced Genotoxic 7.62mm Converter"
"5.56mm Converter: Fast Assault Bullets"
Let's say I'm a new player. I construct an Archer Companion Rifle for myself with 2 slots. Cool, so I can put two mods in it? What ammo does this gun use - oh, I can right-click it, look at its info, and see that it uses 5.56mm. I'll buy a "5.56mm Converter: S.W.A.T. Bullets", sounds cool. Hmm, why won't it work..?
There's nothing at all to tell players that those special mods only work in WOC guns. It's even more confusing that they are listed FIRST in the shops, before all the normal stuff. So maybe put them in a separate NPC off to the side somewhere named like:
"Archer & Wesson"
"Specialty Pistol, Rifle, Mods and Ammo" or "Specialty Weapons and Equipment"
I've talked with people about this in the Helpchat and saw a couple others asking the same thing. Someone also mentioned that they shouldn't sell those specialty ammo/mods in newbie Mc5, which is a good point, since new players would never be able to use them there anyway.
GeneRepping at death
When you die in the wasteland (or wherever), if you want to get back to the place you were as fast as possible, say because you dropped a belt, or because you friends are still there (and alive), the obvious choice is to determine which GeneRep location is closest to where you died, GeneRep there, and walk back, right? Well, it never seems to work out that way, because clans can lock the GeneRep's usage from other players, even if you are allied to the faction that owns it. Well, that's all fine, but it is not fair to punish the player for something they could not possibly know. If you choose to teleport to a GeneRep while dead, and it's "blocked", you do not get a message saying, "That location is blocked, choose another" -- you are sent back to your starter apartment, and charged for it too.
This is a real easy fix, and a practical suggestion I think. When you see the list of teleport destinations, it should list whether a location is possible to choose in the first place. Destinations which are "locked" to you should be grayed out and not selectable whatsoever. It's locked to me, so why should I be able to select it?
Replace missions: "Urgent Population Control"/"Regulators Wanted"
Originally I simply had a new idea for a citycom mission, but I recently tried the aforementioned missions and I think they could be removed and the following idea could be added as a replacement.
I recently attempted several of these "Urgent Population Control" or "Regulators Wanted" missions (there are more titles than those two but they are the same), and this is what happens:
- First, you get the mission and read the briefing from the CityCom, but all it tells you is to visit an NPC first of the faction of which you are doing the mission for.
- Secondly, you visit the NPC, who tells you that you must kill X amount of a certain mob that are "in the area" of the same faction. For very easy it seems to be 10 enemies, for very hard it is 30 enemies.
- Third, you find and kill those enemies.
- Lastly, you need to go back to the first NPC to get the mission complete reward.
Mission reward for a "Very easy" one of these: 50 xp for all skills, 400 NC
Now, you all already know this, but this is the process of the "QUICKJOB" missions:
- First, you get the mission from the CityCom which tells you which enemy you need to kill 5 of.
- Lastly, you kill them and automatically get the reward. You never even have to visit the HQ of the faction you are working for.
Mission reward for a "Very easy" one of these: 50 xp for all skills, 400 NC
See the problem? The first ones ("Population Control" etc) are MUCH more of a hassle. You don't know what the enemy will be at first, you have to go to the HQ and talk to someone first, then there's actually FINDING the obscure enemies they want you to kill, then you have to go back to that HQ again -- and the reward is the exact same as the Quickjob missions. So, why even bother with those longer ones!?
I'm in N.E.X.T and for kicks I tried the "Very hard" "Population Control" mission. I've tried it about 10 times. Every single time, it asks me to kill "30 SMALL LIZARDS". Thirty. Thirty!! I've never even seen "Small Lizard" except maybe in the newbie MC5 cave, and in the newbie Twilight Guardian levelling caves. There are some lizards in an abandoned cellar hatch in PP-1, but nope, those are "Iguanas" and "Big Iguanas", and those don't count for the mission, obviously. Compare the hassle of finding and killing 30 of those rare enemies with killing only five Launcher Cyclops and getting the exact same reward!
Another funny one of those missions (maybe the "normal" or "easy" difficulty level, I forget) asks you to kill "20 RABID DOGS". Geez! Well, I know where ONE of those dogs are.. I think.. in the Outzone but near the subway? Or was that a "Fierce Hound"? See? Why do those offer you only obscure really hard to find enemies!?
...
So, here's my idea for a replacement for "Urgent Population Control" "Regulators Wanted" etc missions. Call it "Quickjob: Kill group A". "A" is a random group of 'similar' enemies. Examples:
"Quickjob: Kill group Mutant"
"Quickjob: Kill group Dog"
"Quickjob: Kill group Plant"
"Quickjob: Kill group Robot"
etc..
The mission could call for getting a certain number of 'kill points' on enemies of that group's type, depending on mission difficulty (very easy, easy, normal, hard, very hard). Very easy may need 6 enemy points, easy - 9 enemy points, normal - 14 enemy points, hard - 21 enemy points, very hard - 30 enemy points. When you kill an enemy, you get a certain number of points depending on the mob's actual rank.
1/1 to 10/10 = 1 point
11/11 to 20/20 = 2 points
21/21 to 30/30 = 3 points
31/31 to 40/40 = 4 points
41/41 to 50/50 = 5 points
51/51 to 60/60 = 6 points .. etc ...
So, let's say someone tries a "Quickjob: Kill group Mutant" on "very easy". They need 6 killpoints. They could either kill three 15/15 small mutants, getting 2 points each, totalling 6 points. Or they could kill one 52/52 Launcher Cyclops, giving 6 points alone. Point numbers might need tweaking a little bit, and the mission XP/reward would have to be balanced so that people would still have a reason for doing the normal Quickjob missions, like "Quickjob: Kill Launcher Cyclops". It should be a situational thing - sometimes a player may want to do a specific Quickjob for killing one enemy, and sometimes they might want to do the group one. I don't want these new missions to make the "QUICKJOB" missions obsolete, however, I feel these new missions could replace those "Urgent Population Control" missions mentioned earlier (because: too hard to find, takes way longer, have to talk to NPC before and after mission, mission reward the same as quickjobs, etc).
Item Quantity Counter Bug
This is really a bug I think but it's quite annoying. It involves item counters, like when you can input a number to sell a large amount of items at once to Yo's, like to sell 19 Mutated Limbs at once, and when moving quantities of items to or from your GoGuardian, or into a trade window, etc.
Here is the bug:
Let's say I have 19 Mutated Limbs and 19 Tufts of Hair to sell to Yo's. I click on the Mutated Limbs, and click on the comically tiny number counter window, and type "19", then click Sell. Good, sold them all. Now, my 19 Tufts of Hair are highlighted in the shop window, and "19" is still inputted in the quantity field. Convenient! I click Sell again... but instead of selling all 19, it only sells 1. Why? It "forgets" that you have "19" inputted in, and defaults back to "1", but it doesn't actually show you that on your client. So you have to keep inputting new numbers in that input box to sell all your item stacks... or click on it again, delete the old number, and input "19" again, which is just.. redundant.
Now, the bug also happens when moving quantities of stuff from anywhere to anywhere. Let's say I have 100 Weaponpart 1's and 150 Weaponpart 2's. I want to give my friend 50 of each. So, we open trade, and I try to use the slider bar to get the number on "50" Weaponpart 1's, but it won't let me get it exactly to 50 because there's too many (it might skip from like 49, to 52, or something). So, I click on the again, comically tiny number input field, and type in "50". Then click "OK". Good, 50 of them are placed in the trade window. Now, when I drag and drop the stack of 150 Weaponpart 2's over, the quantity slider comes up again, and it's already on "50", since it's the last number I inputted. Convenient, again! So I click OK. But instead of placing 50 Weaponpart 2's in the trade, it will place 75. Why? Because it for some reason remembers the ratio of the first quantity movement - it doesn't remember that I moved 50, but it DOES remember that I moved exactly 50% of my initial stack. So, since I "haven't changed anything", it will move 50% of the second stack as well. But this is obviously incorrect since it should be going by the actual number that's input in the field, not the ratio it remembers.
Item Descriptions
There's a lot of items that have no item descriptions, so it can be quite confusing, especially to new players. For example, I noticed there were some new loot items in the game. I'd never seen "Malformed Brain" or "Mutated Entrails" drop from mutants before, ever, even back in NC1. But then, I killed two Swamp Glider things. One of them dropped something like "Swamp glider carcass". I thought it looked just like monster junk that you'd sell to YO's, but I did at first think there was something special about it. So, to check if it was special, to be safe, I right-clicked it -> Show Info. "There is no description available for this item." OK, so it must just be new monster junk like Mutated Entrails I thought, and sold it to YO's. Later I learned it was worth a lot because it was a TROPHY item. Why's there no description even explaining that it's a rare find? What about, "This is a rare animal carcass which you obtained by slaying a creature. With the right materials, it can be recycled into a valuable trophy."
Another thing that comes to mind is item descriptions for weaponmods. I don't think any of the melee weaponmods have descriptions. I had forgotten that the first two melee mods in the shop are for non-hightech, and the last 3 melee mods are for hightech. It took me a really long time to figure that out again because there's nothing that tells me that information. For the first two mods.. Diferro-Tetraoxid-Liquid and Titan-Carbondiclorid, could say, "This is a weaponmod for enhancing blunt or edged melee weapons." The last three, Energy Core Enhancement, Prism Enhancer, etc, should say, "This is a weaponmod for enhancing high-tech melee weapons."
BD Outzone Guards / NPC Placement
The BD guards right near the Outzone subway zone have really poor placement. Why are they even there? It looks like they're guarding something but I can't even see what it is. If they are guarding a doorway to some zone, let them give warnings so new players have enough time to get away. Or put them inside the door they're guarding (if it's a door), like in the next zone, and have them give warnings. The placement is so bad for having them shoot on sight, because it's so easy for a player to run by them from the other direction, and lure them into the subway zone hallway.. the zone line. Then other players die right when they zone into the Outzone on that zone line. Go ahead and keep the ones in that club in the pit in Outzone-1, with that Mr. Hardwood guy.. those guys are fine down there because they're down in that pit, and we don't have to run past them to get anywhere. But take out the ones right by the zone line.. In fact, why are there even BD guards that shoot on sight in the Outzone anyways? But there's no CityAdmin guards that shoot anti-city on sight, except in HQs? The COPBOTs don't care about TGs running around in the city so why should BD guards be shooting pro-city guys in the OZ? especially when it's mainly a newbie leveling area? That's hardly fair.
Anti-city Vs. Pro-city NPCs
To kind of add to the last thing, I have noticed another thing that doesn't quite make sense in the world of Neocron regarding anti-city vs. pro-city NPCs. Alright so... as it is now, anti-city are free to roam Neocron. The COPBOTs do not care that the anti-city are there, and there are only CityAdmin guards inside the actual HQs. So, anti-city are free to roam Neocron as long as they don't go in an enemy HQ. I just recently GRed to Twilight Guardian (in fact, I'm not even sure how I got that GR location since I'm pro-city and not capped either), so I could meet someone near Gaia Mine. The guards seemed to ignore me, either that or they had an anger time of greater than 5 secs and do NOT give text warnings, (ex: "Get out of here or we will open fire!!!"), but as I tried to LEAVE Twilight Guardian, I was one-shotted in the back by one of the door guards. Why? It's lame because I was only trying to leave, it's not like they were "defending me from getting inside"... I was already inside. Obviously, NPCs can't be smart enough to know that, I know. But... Why are anti-city killing pro-city in their city? But anti-city are allowed to freely roam in >>THE<< pro-city City.. Neocron City. This means TG players have access to all the smugglers, vendors, missions, EVERYTHING, in their own TG canyon (I saw PLENTY of Smugglers there and I know there are several items that can only be bought in TG), AND everything else in pro-city areas too. But pro-city players only have access to pro-city areas. How is this balanced?
NC1 used to be my favorite game back in the day. I started playing again during the offered free time, and I don't know if I'll continue to stay but I haven't unsubscribed yet.. Either way, I really like this game, and I wanted to share some ideas that I thought would make it better.
Eesh... "Wall of text" I know, lol. Read only when you have some time to spare :)
Specialty Ammo/Mods:
Make a separate shop NPC (perhaps standing against the wall if all the counters are occupied) to sell specialty ammo and mods in Archer & Wesson etc shops. It's confusing to see this stuff sold in the normal shop NPCs, especially to new players. I'm talking about things like:
"Enh. 7.62mm Sniper Rounds"
"Ionic Shotgun Rounds"
"Enhanced Genotoxic 7.62mm Converter"
"5.56mm Converter: Fast Assault Bullets"
Let's say I'm a new player. I construct an Archer Companion Rifle for myself with 2 slots. Cool, so I can put two mods in it? What ammo does this gun use - oh, I can right-click it, look at its info, and see that it uses 5.56mm. I'll buy a "5.56mm Converter: S.W.A.T. Bullets", sounds cool. Hmm, why won't it work..?
There's nothing at all to tell players that those special mods only work in WOC guns. It's even more confusing that they are listed FIRST in the shops, before all the normal stuff. So maybe put them in a separate NPC off to the side somewhere named like:
"Archer & Wesson"
"Specialty Pistol, Rifle, Mods and Ammo" or "Specialty Weapons and Equipment"
I've talked with people about this in the Helpchat and saw a couple others asking the same thing. Someone also mentioned that they shouldn't sell those specialty ammo/mods in newbie Mc5, which is a good point, since new players would never be able to use them there anyway.
GeneRepping at death
When you die in the wasteland (or wherever), if you want to get back to the place you were as fast as possible, say because you dropped a belt, or because you friends are still there (and alive), the obvious choice is to determine which GeneRep location is closest to where you died, GeneRep there, and walk back, right? Well, it never seems to work out that way, because clans can lock the GeneRep's usage from other players, even if you are allied to the faction that owns it. Well, that's all fine, but it is not fair to punish the player for something they could not possibly know. If you choose to teleport to a GeneRep while dead, and it's "blocked", you do not get a message saying, "That location is blocked, choose another" -- you are sent back to your starter apartment, and charged for it too.
This is a real easy fix, and a practical suggestion I think. When you see the list of teleport destinations, it should list whether a location is possible to choose in the first place. Destinations which are "locked" to you should be grayed out and not selectable whatsoever. It's locked to me, so why should I be able to select it?
Replace missions: "Urgent Population Control"/"Regulators Wanted"
Originally I simply had a new idea for a citycom mission, but I recently tried the aforementioned missions and I think they could be removed and the following idea could be added as a replacement.
I recently attempted several of these "Urgent Population Control" or "Regulators Wanted" missions (there are more titles than those two but they are the same), and this is what happens:
- First, you get the mission and read the briefing from the CityCom, but all it tells you is to visit an NPC first of the faction of which you are doing the mission for.
- Secondly, you visit the NPC, who tells you that you must kill X amount of a certain mob that are "in the area" of the same faction. For very easy it seems to be 10 enemies, for very hard it is 30 enemies.
- Third, you find and kill those enemies.
- Lastly, you need to go back to the first NPC to get the mission complete reward.
Mission reward for a "Very easy" one of these: 50 xp for all skills, 400 NC
Now, you all already know this, but this is the process of the "QUICKJOB" missions:
- First, you get the mission from the CityCom which tells you which enemy you need to kill 5 of.
- Lastly, you kill them and automatically get the reward. You never even have to visit the HQ of the faction you are working for.
Mission reward for a "Very easy" one of these: 50 xp for all skills, 400 NC
See the problem? The first ones ("Population Control" etc) are MUCH more of a hassle. You don't know what the enemy will be at first, you have to go to the HQ and talk to someone first, then there's actually FINDING the obscure enemies they want you to kill, then you have to go back to that HQ again -- and the reward is the exact same as the Quickjob missions. So, why even bother with those longer ones!?
I'm in N.E.X.T and for kicks I tried the "Very hard" "Population Control" mission. I've tried it about 10 times. Every single time, it asks me to kill "30 SMALL LIZARDS". Thirty. Thirty!! I've never even seen "Small Lizard" except maybe in the newbie MC5 cave, and in the newbie Twilight Guardian levelling caves. There are some lizards in an abandoned cellar hatch in PP-1, but nope, those are "Iguanas" and "Big Iguanas", and those don't count for the mission, obviously. Compare the hassle of finding and killing 30 of those rare enemies with killing only five Launcher Cyclops and getting the exact same reward!
Another funny one of those missions (maybe the "normal" or "easy" difficulty level, I forget) asks you to kill "20 RABID DOGS". Geez! Well, I know where ONE of those dogs are.. I think.. in the Outzone but near the subway? Or was that a "Fierce Hound"? See? Why do those offer you only obscure really hard to find enemies!?
...
So, here's my idea for a replacement for "Urgent Population Control" "Regulators Wanted" etc missions. Call it "Quickjob: Kill group A". "A" is a random group of 'similar' enemies. Examples:
"Quickjob: Kill group Mutant"
"Quickjob: Kill group Dog"
"Quickjob: Kill group Plant"
"Quickjob: Kill group Robot"
etc..
The mission could call for getting a certain number of 'kill points' on enemies of that group's type, depending on mission difficulty (very easy, easy, normal, hard, very hard). Very easy may need 6 enemy points, easy - 9 enemy points, normal - 14 enemy points, hard - 21 enemy points, very hard - 30 enemy points. When you kill an enemy, you get a certain number of points depending on the mob's actual rank.
1/1 to 10/10 = 1 point
11/11 to 20/20 = 2 points
21/21 to 30/30 = 3 points
31/31 to 40/40 = 4 points
41/41 to 50/50 = 5 points
51/51 to 60/60 = 6 points .. etc ...
So, let's say someone tries a "Quickjob: Kill group Mutant" on "very easy". They need 6 killpoints. They could either kill three 15/15 small mutants, getting 2 points each, totalling 6 points. Or they could kill one 52/52 Launcher Cyclops, giving 6 points alone. Point numbers might need tweaking a little bit, and the mission XP/reward would have to be balanced so that people would still have a reason for doing the normal Quickjob missions, like "Quickjob: Kill Launcher Cyclops". It should be a situational thing - sometimes a player may want to do a specific Quickjob for killing one enemy, and sometimes they might want to do the group one. I don't want these new missions to make the "QUICKJOB" missions obsolete, however, I feel these new missions could replace those "Urgent Population Control" missions mentioned earlier (because: too hard to find, takes way longer, have to talk to NPC before and after mission, mission reward the same as quickjobs, etc).
Item Quantity Counter Bug
This is really a bug I think but it's quite annoying. It involves item counters, like when you can input a number to sell a large amount of items at once to Yo's, like to sell 19 Mutated Limbs at once, and when moving quantities of items to or from your GoGuardian, or into a trade window, etc.
Here is the bug:
Let's say I have 19 Mutated Limbs and 19 Tufts of Hair to sell to Yo's. I click on the Mutated Limbs, and click on the comically tiny number counter window, and type "19", then click Sell. Good, sold them all. Now, my 19 Tufts of Hair are highlighted in the shop window, and "19" is still inputted in the quantity field. Convenient! I click Sell again... but instead of selling all 19, it only sells 1. Why? It "forgets" that you have "19" inputted in, and defaults back to "1", but it doesn't actually show you that on your client. So you have to keep inputting new numbers in that input box to sell all your item stacks... or click on it again, delete the old number, and input "19" again, which is just.. redundant.
Now, the bug also happens when moving quantities of stuff from anywhere to anywhere. Let's say I have 100 Weaponpart 1's and 150 Weaponpart 2's. I want to give my friend 50 of each. So, we open trade, and I try to use the slider bar to get the number on "50" Weaponpart 1's, but it won't let me get it exactly to 50 because there's too many (it might skip from like 49, to 52, or something). So, I click on the again, comically tiny number input field, and type in "50". Then click "OK". Good, 50 of them are placed in the trade window. Now, when I drag and drop the stack of 150 Weaponpart 2's over, the quantity slider comes up again, and it's already on "50", since it's the last number I inputted. Convenient, again! So I click OK. But instead of placing 50 Weaponpart 2's in the trade, it will place 75. Why? Because it for some reason remembers the ratio of the first quantity movement - it doesn't remember that I moved 50, but it DOES remember that I moved exactly 50% of my initial stack. So, since I "haven't changed anything", it will move 50% of the second stack as well. But this is obviously incorrect since it should be going by the actual number that's input in the field, not the ratio it remembers.
Item Descriptions
There's a lot of items that have no item descriptions, so it can be quite confusing, especially to new players. For example, I noticed there were some new loot items in the game. I'd never seen "Malformed Brain" or "Mutated Entrails" drop from mutants before, ever, even back in NC1. But then, I killed two Swamp Glider things. One of them dropped something like "Swamp glider carcass". I thought it looked just like monster junk that you'd sell to YO's, but I did at first think there was something special about it. So, to check if it was special, to be safe, I right-clicked it -> Show Info. "There is no description available for this item." OK, so it must just be new monster junk like Mutated Entrails I thought, and sold it to YO's. Later I learned it was worth a lot because it was a TROPHY item. Why's there no description even explaining that it's a rare find? What about, "This is a rare animal carcass which you obtained by slaying a creature. With the right materials, it can be recycled into a valuable trophy."
Another thing that comes to mind is item descriptions for weaponmods. I don't think any of the melee weaponmods have descriptions. I had forgotten that the first two melee mods in the shop are for non-hightech, and the last 3 melee mods are for hightech. It took me a really long time to figure that out again because there's nothing that tells me that information. For the first two mods.. Diferro-Tetraoxid-Liquid and Titan-Carbondiclorid, could say, "This is a weaponmod for enhancing blunt or edged melee weapons." The last three, Energy Core Enhancement, Prism Enhancer, etc, should say, "This is a weaponmod for enhancing high-tech melee weapons."
BD Outzone Guards / NPC Placement
The BD guards right near the Outzone subway zone have really poor placement. Why are they even there? It looks like they're guarding something but I can't even see what it is. If they are guarding a doorway to some zone, let them give warnings so new players have enough time to get away. Or put them inside the door they're guarding (if it's a door), like in the next zone, and have them give warnings. The placement is so bad for having them shoot on sight, because it's so easy for a player to run by them from the other direction, and lure them into the subway zone hallway.. the zone line. Then other players die right when they zone into the Outzone on that zone line. Go ahead and keep the ones in that club in the pit in Outzone-1, with that Mr. Hardwood guy.. those guys are fine down there because they're down in that pit, and we don't have to run past them to get anywhere. But take out the ones right by the zone line.. In fact, why are there even BD guards that shoot on sight in the Outzone anyways? But there's no CityAdmin guards that shoot anti-city on sight, except in HQs? The COPBOTs don't care about TGs running around in the city so why should BD guards be shooting pro-city guys in the OZ? especially when it's mainly a newbie leveling area? That's hardly fair.
Anti-city Vs. Pro-city NPCs
To kind of add to the last thing, I have noticed another thing that doesn't quite make sense in the world of Neocron regarding anti-city vs. pro-city NPCs. Alright so... as it is now, anti-city are free to roam Neocron. The COPBOTs do not care that the anti-city are there, and there are only CityAdmin guards inside the actual HQs. So, anti-city are free to roam Neocron as long as they don't go in an enemy HQ. I just recently GRed to Twilight Guardian (in fact, I'm not even sure how I got that GR location since I'm pro-city and not capped either), so I could meet someone near Gaia Mine. The guards seemed to ignore me, either that or they had an anger time of greater than 5 secs and do NOT give text warnings, (ex: "Get out of here or we will open fire!!!"), but as I tried to LEAVE Twilight Guardian, I was one-shotted in the back by one of the door guards. Why? It's lame because I was only trying to leave, it's not like they were "defending me from getting inside"... I was already inside. Obviously, NPCs can't be smart enough to know that, I know. But... Why are anti-city killing pro-city in their city? But anti-city are allowed to freely roam in >>THE<< pro-city City.. Neocron City. This means TG players have access to all the smugglers, vendors, missions, EVERYTHING, in their own TG canyon (I saw PLENTY of Smugglers there and I know there are several items that can only be bought in TG), AND everything else in pro-city areas too. But pro-city players only have access to pro-city areas. How is this balanced?