FOnline English Quest Writers Needed

Lazlo

Still Mildly Glowing
Right, seeing as the English dialogue is more or less done, it's time move on to actually writing quests. For the start, I'd say we only need some basic fetch/deliver/pass on a message quests, as we're just getting started.

Because the English server is including both FO1 and FO2 locations, that's a lot of quests.

We're trying to avoid recycling FO2's quest content, but obviously some concepts are unavoidable. You'll have to retrieve someone's book, retrieve a machine part or perform a contract killing at some point, I imagine. Some of these quests can easily be repeatable. Tubby isn't going to mind it if you keep going to Reno to pick up his jet shipment every week, for example.

Ideally, you'd be a native English speaker, but if you consider your English good enough to write this kind of thing, definitely still try.

I want both quest ideas and the ability to actually write dialogue for them. You wouldn't be the only one working on it, we already have a few writers. I'd teach you how to use FOnline's dialogue editor, which is basically the same as any other, and I'd happily look over anything you've written if you want a second opinion or a proofreader.

If you're interested in finally giving FO some substantial content, PM me, post in this thread or on FOnline's forum. I'd advise you PM me. This game finally needs to move beyond the domain of aggressive 14 year old Russian powergamers.

Edit: As a side note, I should point out that the basic game mechanics of FOnline are now actually fun. Shooting doesn't mean you have to stand still for 10 minutes, you can run in combat, and there is no 'timeout' for moving between locations. 'Hell' no longer exists, and I'm trying to make it so when you spawn you don't have to punch spore plants for two hours to get the money to buy gear. Via starter quests, obviously.
 
Right, seeing as the English dialogue is more or less done

ROCK'N ROOOOOOOOOOLL! :clap:

You know, I would love to write for you guys, I have some creativity I love putting to use, but sadly, can't do right now. Too busy.

This game finally needs to move beyond the domain of aggressive 14 year old Russian powergamers.

Agreed! I must say I would like to see a more balanced and tactical game. I liked how Barter and Repair became useful skills, Perception allowed you to see things and players from far away... I think you guys just need to balance things so that even high-level characters aren't gods and that guards REACT when a player attacks you.
 
I don't know if I'm a good writer (never tried), my native language isn't English, and I'd love to try writing for you.

Right now, I'm little... Drunk, from yesterday. But later I'll edit my post. By the way, I'm very good at all kinds of ideas.
 
Bad Slaughter! Haven't you got over your writers block yet? This would be a great project to write for, but I am engaged at the moment. I would like to write a Cold Hearts faction for Fonline eventually. If the towns from MR make it into FOnline some day, I will be sure to help with that to.

Is it just me, or has interest in these projects disappeared completely since FO3 was released?
 
Lazlo - I'd definately be interested in doing some helping out here, but I am an intermittent worker.

Would it be possible to simply PM you some quests should I think of anything worthwhile? And regarding starter quests - does everyone spawn in the same place when they die or is there a good deal of variation? Is spawn location connected to tag skills (eg, melee + outdoorsman = tribal)?
 
Dude101 said:
Bad Slaughter! Haven't you got over your writers block yet?

Kinda... I managed to publish the second chapter of my fan-fic, finally, but I when I tried to write the third, I only wrote some stuff and right now I haven't written anything for months.


Is it just me, or has interest in these projects disappeared completely since FO3 was released?

Not for me, it only increased 'em. Can't wait until June.
 
There's an IRC channel the English speaking server developers frequent, but you can choose your own level of involvement. If you just want the satisfaction of seeing your own quests in FO, and don't want to bother with anything more demanding than sending me your quests and associated dialogue, so be it. We have a few writers who already operate in the same way. Just PM me at any point.

If you are going to send me dialogue, however, I would recommend you read through The Vault's guide to dialog. Particularly part 2, which is the more general guide to writing, the rest is more directly relevant to the specific dialogue tool which we are not using. If anyone has a better guide to Fallout's dialogue system, I'd love for you to post it.

Familiarise yourself with the node system, and be sure to note any skill/item checks that are part of the quest with the relevant piece of dialogue. Here's an idea of the format I'd like it to be in.

//Hey! Hey @pname@! I got a favour to ask ya.

1.Sure, what do you need?
2.Sorry, haven't got the time.

//I woke up a little worse for wear this mornin'. Forgot my damn rifle, and I can't leave my post. I need you to head to my place down on the south side of town and get it for me. It'll be in a footlocker. Don't worry, it ain't locked.

1. No problem. Back in a second.
2. What's in it for me?
3. I don't think I can help you with that. Bye.

//Well ain't you all business? Should've expected it by now. Alright you shyster, there's a couple clips of ammo you're welcome to.

1. That's more like it. I'll be right back.
2. Changed my mind. Forget it, get your own damn gun.

Stick with F1 and F2's existing NPCs, for now. I appreciate you may want to add some new characters, but at the moment the stock NPCs are sufficiently diverse for most quests.

Going slightly off topic, I can say without a doubt the game is a lot more balanced and tactical. We finally slaughtered the sacred cow that was Fallout 2's combat system and realised that the system was by no means perfect, particularly for an MMO with a pvp system you can't disable.

Aimed eye shots are no longer the obvious way to go in every situation once you've hit level 3. We've tweaked the accuracy for aimed shots, as well as the AP cost, meaning that the act of actually hitting someone in an area as small as the eyes is not an easy task for most people. Now plugging away at your target is as justifiable and effective a tactic as being a critical hit whore.

That aside, there's a whole mess of tweaks. My current objective is to make the necessary changes to make unarmed, melee and throwing useful tags.
 
I might be interested if there are something planned with the Children of the Cathedral (of course :D ).
For the rest, to be honnest, I would prefer to be a surprise.
That and i have quests for my own mod to do.

I will try to catch up with you this we on IRC.
 
//Hey! Hey @pname@! I got a favour to ask ya.

1.Sure, what do you need?
2.Sorry, haven't got the time.

//I woke up a little worse for wear this mornin'. Forgot my damn rifle, and I can't leave my post. I need you to head to my place down on the south side of town and get it for me. It'll be in a footlocker. Don't worry, it ain't locked.

1. No problem. Back in a second.
2. What's in it for me?
3. I don't think I can help you with that. Bye.

//Well ain't you all business? Should've expected it by now. Alright you shyster, there's a couple clips of ammo you're welcome to.

1. That's more like it. I'll be right back.
2. Changed my mind. Forget it, get your own damn gun.

Baldur's Gate Candlekeep?

Misteryo
 
Heh, yeah. I couldn't resist. Don't worry, the actual starter town isn't going to be a sloppy pastiche of Candlekeep.

I couldn't help but use it as inspiration, though. The 'get useful gear if you poke around, but you can leave immediately' aspect, at least. As well as the inability to go back. Though the inability to return once you left was more a necessity to stop pricks in combat armour mowing down guys in vault PJs.
 
Baldur's Gate quests would be a great place to start, and nothing wrong with that when translated to the Fallout world. "Find me this thing" and "Do this action" is what ALL of these RPG games are mostly made up of.

More complicated tasks are what put the real genius into an RPG. "Find this, then do that, so you get this, then bring to another who does this" and starts another quest, is what fascinates me.

I am one of those sad persons who volunteered/promised to help with writing for Mutants Rising and could never understand how to write dialog using the programs required.

Where can I find more info about this project? The Vault-Tec Labs page is terribly lacking. Googling turns up older NMA threads I read and still can't find any info more than what is here. What is the irc channel?

Please forgive my complete ignorance of Russian language and I will do my best to understand your English. I am sure it is better than my Russian! nyet!
 
Morticia said:
I am one of those sad persons who volunteered/promised to help with writing for Mutants Rising and could never understand how to write dialog using the programs required.

I am happy I can finally say, that we do not require writers any more at this late stage in the project :) :) :) :)

The tools may seem scary at first, but if you ignore all the features like I do (because writers cant get FMF stats etc to work), it is easy to use.

I downloaded the Fonline writer, but I have not had a chance to play with it yet.
 
@ Dude101,

So that means the project is very much forthcoming? That is great news.

I don't remember if it was 'Fonline Writer' I downloaded, or if I played with it or not. I downloaded something and played, and found out I was not at all smart enough for that, scripting dialog shit, WHATEVER it was!

I'm just posting that I ain't afraid of a bit of language difficulties if it means helping out with a project. If Babelfish translates Cyrillic as well as it does Portuguese (which it doesn't!) I'll still be here to help, and always a free proof reader, composition and spelling checker if nothing else.
 
The finish line is clear within sight at MR. You probably tried the FMF tool. Fonline writer hasn't been public for very long.

I am in the Fonline team dev forums. There is a whole English section so it is not scary at all. It can be a pain working out how to make an account though.
 
We could really need a Fallout Modding elite team, consisting of the who-is-who of Fallout (2) modding.

In general, we made great progress this week, but we still don't have the man power to create new content in good tempo. At the moment, we (english speaking devs) are approx 5 to 6 people, if I remember correctly. Two, sometimes three mapper and the others are coding monkeys or typewriters.

The mapping part for the main locations is nearly done as far as I can see. But now we need to write dialogs, quests and other scripts to make the world more better.

So... it would be really cool to get some more dudes together who want to help in the creating process of a new Fallout world. :)
 
Still on the lookout for quest writers. I've got to request anyone who does apply sends me an example in the actual quest format.

For those of you still interested, or perhaps for those of you who tried but were scared off by the 'Óíè÷òîæàåòñÿ ôîðìà' of the dialogue editor, I've uploaded the version I use.

Here's a less terrifyingly Russian version of the dialogue editor.

Make sure you use the 'add tree' button if you're going to create a dialogue from scratch. If you're going to submit a quest to me officially, they need two trees called 'engl' and 'russ', both in lower case. They're automatically mirrored, it's just a formality, only worry about the English tree.

I've added all of Reno into the dialogues folder for your perusal, you should be able to work out how to do stat/skill checks and so on.

If you want to join us in IRC it's #Rotators on irc.forestnet.org. It's a lot easier to get to grips with a tool like the dialogue editor if there's someone around to give you a hand.
 
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