Sunday, November 22, 2009

Back on old server

We are back on the old server:

IP: 94.103.87.42
Port: 2238

Saturday, November 21, 2009

How to get the client working after wipe

Hello!

It's been a quite hectic wipe and we were forced to relocate to our backup host (213.170.70.111:2238). Many people have trouble getting the client to work.

If you follow these instructions it should work:

1. Run updater to grab factionXXX.dat files (with ip 94.103.86.46, port 4040)
2. Delete all cache files except default.cache
3. Download http://www.mediafire.com/?fefoztn1wrj which contains the new exe
4. Insert correct IP:Port into config tool (213.170.70.111:2238 right now)
5. Run the game.
6. Login (with default login and password, does not matter) and wait, then go to register

Last step is important, login first, then register. This is because the 2238 content is downloaded then.

Good luck!

The Wipe is upon us.

The wipe will be happening shortly after this post. A full changelog has been posted over on our NMA subforum.

We thank you for your patience, hopefully you will see just how much work has gone into this series of updates and that will act as some form of explanation for the delay.

Hope you enjoy the changes.

-Solar

Thursday, November 12, 2009

Features being added. #2: Its the Economy, Stupid.

One of the areas of greatest change will be the economic system that operates in 2238. Hopefully the days of near infinite wealth flowing in from exploiting Caravan encounters will be over. Here are some of the aspects that will be changing on the update.


The first difference will be in the Caps. The game world will contain only a finite number of Caps and these will cycle around between Players, NPCs and the Banks. This allows us to control things such as Brahmin and Slave trading, Bank Interest and other Caps based methods of making money to ensure there is no run-away wealth generation from these.


The next difference comes in the Traders. They will no long restock with items, they will begin with inventories partially made up of items and partially made of Caps and from then on no further items will be created by them. Overtime these traders will fill up with player created items and we will have an economy truly driven by the players.

In addition to this Traders will have preferences for items that they specialize in, both in terms of how much they are willing to pay for an item and in deciding what kind of things they will keep in their inventory. It is better to sell your high tech items to Traders specializing in these, rather than your local Bartender, for example. This should help ensure that there is a valid market for each type of item and that Traders have appropriate inventories. (no more Doctors full of Mausers and Radios)



The final area that I will talk about today is how Encounters will change. Essentially, there will be no noticable change to the Encounters except weapons gained from there will be in a bad condition, which has been the case before. In addition to this all Encounters will be "paid" for out of an "Encounter Pot" which has a finite value that is refilled periodically. Therefore if it has been particularly busy and some Caravan Encounters have given up lots of resources, if the "Encounter Pot" is so small that it can not afford to fund any more expensive Encounters, only the cheaper type of Encounter will be available, until these can not be paid for in turn, after which only Encounters which have no equipment to be paid for will be avaialble (Encounters vs Animals, generally).

While Crafting/Trading for Crafted items will be the primary way of arming oneself, Encounters will still be a viable way of making money. Although they should never become the get rich quick features of the past months.


Hopefully this has enlightened you all a little on the direction the economy will be heading in post wipe 2238 :)

-Solar

Wednesday, November 11, 2009

Features being added. #1: New crafting items

Well, despite the apparent lack of updates in recent weeks, we have been working away behind the scenes getting several quite large updates to the game ready. I'm sure some of you may even have heard there's a wipe on the way (!) :P.

In the lead up to this great event we will be talking a little bit about some of the new features at different intervals and I thought I would get the ball rolling by posting up a few details about the new crafting system.


One difference comes in the way that raw materials are gathered, or more specifically the timeouts for this. Instead of each facility having a timeout, there will now be a personal timeout that can be seen in your PIPboy. These are generally longer than the old facility ones and are designed, both to give wealth at an acceptable rate and to allow lots of crafting-free time for players to go out into the world and interact with each other.

The other main difference is the amount of items that are craftable. As will be discussed in a later entry, Crafting will be the primary way for items to enter the game world and so Crafting has expanded to reflect this.

Some of the items will have alternative raw materials added at a later date (drugs, advanced armour etc), but for now we will stick with what we have already

Item List

Hopefully the next subject will focus a little more on the large changes to the game's systems, but allow this post to whet the appetite.

- Solar

Tuesday, November 10, 2009

The Wiki-Boy 2000

Time for a new and very short blog entry. This time we want to point your eyes to the Wiki-Boy 2000, a wiki about FOnline: 2238. It's still pretty empty right now, but thats the reason why we made this blog post. We would be very happy, if our players would contribute to it, because we (the dev-team) doesn't have very much time free for spending it on the wiki (but this doesn't mean that we don't watch it).

On another note, we want to post some more details about the upcoming game changes soon. Be prepared.