Still waiting for that 15+mil :smileyvery-happy:
Still waiting for that 15+mil :smileyvery-happy:
115 posts · 2006-01-05 17:03:38 to 2006-03-16 12:05:00
Locking Stats into the leveling process ensures that no
one can ever raise all of their Stat scores to 30, so Stats are a “sacred
cow” in CR2.0. Therefore, removing Stats from equipment is important to the
new combat system balance.

Message Edited by {SoG}Esky on 01-05-2006 11:39 PM
ol
Locking Stats into the leveling process ensures that no
one can ever raise all of their Stat scores to 30, so Stats are a “sacred
cow” in CR2.0. Therefore, removing Stats from equipment is important to the
new combat system balance.

Message Edited by PN11v2 on 01-06-200602:56 AM
The changement to a DPS based system is very good news, it can only be better, a real combat system at last, thanks! :smileyvery-happy:
But there’s something I’m not sure how to understand:
* One opponent versus another opponent only.
* Highest melee damage.
* Opponents locked in a localized area unless one Withdraws.
* Synchronized combat moves (Wire-fu combat).
* Ability usage accuracy-based.
* Ability usage initiative-based.
* Interlock-only Abilities available.
* Tactics choice affects results.
For the Abilities codes a clear statement of the refund (infos? red frags? etc) would be nice. But whatever it will be in the end, for the sake of the testing put vendors who sell all abilities for a symbolic price on the QA server. So people can actually test the CR2.0 with no need for farming frags and/or infos.
Porphy wrote:
Erm... you taking away all our Abilities and giving us the money back? Well... just some thoughts:
- What about those of us that bought Abilities on Vendors? You know.. they cost much more there cvompared with when you code them yourself.
- Do we get the Red Frags back????
- Do we get the Code Bits back????
- If not.. the first week of QA will be pure Red-Frags and Codebits farming... and.. besides this.. it just sucks. Sorry.
- Do we get more Code Archive Space, cause if 2nd and 3th happen most of us gonna need a LOT of space (my code archive is nearly filled every time i try to load something up!)
- Are you going to make coding faster? If not.. IMHO the first days of QA people will spend coding Abilities.
Rest sounds cool to me :smileyhappy:
Message Edited by seiphroth on 01-06-200601:42 PM


Message Edited by RockyB on 01-06-200606:27 AM
2 Qs?
What happens when rings overlap? And, are people outside of the rings locked out from combat?
Message Edited by {SoG}Esky on 01-06-200610:54 AM

[tI]Plague wrote:
ok, so one of the big questions people are bringing up is the ability stuff. Are they refunding just the money, the frags, what?
Maybe I'm reading it wrong, but I don't think they are going to be stripping the abilities from us. They can change the abilities without us having to recode them. I think the info refund is based on the fact that, since many of the abilities have changed, we might not find a use for them anymore with our style of play or load out.
With that, lets say you leveled ability A to 50 so you can use Tertiary B, and now you think it sucks, the devs don't want you feeling pissed that you wasted all that info now on a useless ability.
I think that is their intentions, and they are not planing on stripping the abilities. Removing all of our abilities wouldn't make sense because it would not be needed to make adjustments to them, and in the end it would **bleep** off some many players, especially the casual players, that many would turn from the game, which is definatly not what they are after with CR2.0.
It's a lot easier to just "give away" alot of info to everyone than to risk pissing the majority of the players off. Everyone is happy with the bonus info, and those that do not have all their abilities coded or leveled can now use that to expand their game play. The rest of us can blow the cash however we want and think of it as a bonus gift for sticking with the devs as they work to improve the game.
My responses after some consideration and reading of this topic:
1.) More Bullettime & More Places For Bullettime To Happen = excellent (and hopefully the timing issues will be fixed)
2.) Combat Rings = good stuff, but not really much different than what we have already. Still not sold on limiting interlock to 1on1, but I can see the reason why and, who knows, maybe once the DPS model is implemented they'll work on expanding interlock using that model.
3.) Item Rebalancing = YES!!! This is exactly the way I wanted it! Buffed clothes should have an effect, but the effects should be secondary to skill, chosen loadout, etc. And it's SO nice to hear that they won't be scrapping all of our clothes, or "grandfathering" them.
4.) Info For Abilites Refund = ACK!!! It is NOT a simple thing to just reacquire all of our old abilites... I'm a lv. 50 who only has a few trees levelled to max, and I'm dreading this possibility. I can't even imagine how it would be for those 50's who have more levelled than I do. Or how about for lower levels who had to have others make their skills? Not good. I would have no problem having all of my abilities dropped back to level 1 with all of my spent info refunded, as long as I get to keep all of my abilities.
If the devs are trying to make people feel better for spending info on skills they find useless now, then just consider the cost relation. To buy a high level skill (IF you can buy it) might cost you 500,000. To level that skill to 50 might cost you 25,000,000 (or more?) I think everyone would be happy to take that 500,000 loss and be refunded the 25,000,000, assuming they don't want to keep the skill in the end.
Please devs, we need clarification on this! If we really will be stripped of all of our skills, we might as well all just start farming frags now.
ShinryuMxO wrote:Please devs, we need clarification on this! If we really will be stripped of all of our skills, we might as well all just start farming frags now.
I'm not worried about farming frags and crafting skills. I do that anyway. I want to know if I'm going to lose the skills that I can't replace. They can't be crafted... they can't be bought. *shrugs*
I mean ... the kill code was stripped of it's usefulness recently for no appearant reason with out so much as a how do you do and now I'm facing the possibility of losing the Beta Hyperjump a good friend of mine gave me back in the day when she left the game to remember her by.
I'd like to see some clarification on this issue. I think I have been extremely patient during the transition. I haven't jumped ship. I've tried to keep a Neo oriented fleet strong and involved in the community in case Morpheus comes back ... I've tried to make this game better where I can.
But it seems like everytime I turn around something there is something else to cause me stress ... bad launch... empty servers ... Morpheus disappears ... bought by SOE ... the transition ... loss of the LET ... no live events for extended periods of time ... choices we made in the past pretty much ignored and swept under the rug so far ...
And Cats!!! Why can't people spay or neuter thier cats! Dogs too! And what is with those people that have thier turning signal on for ten miles!?! Should these people even be driving if they don't even know thier turn signal is on?
**This rant has been brought to you by the Typist of DOOOM! :smileywink: **
snardly wrote:
Regarding the "Three Rings":
-the one thing that bother me is the new system seems a little more restrictive. In our current system it's fairly easy to switch from a powerful hacker to a powerful MA. The new system seems to limit this because of how our stats are distributed.
Serket wrote:
I'm a bit confused, and I'm hoping someone can answer this for me since I couldn't find the answer in the thread. One thing that has always, always, ALWAYS bothered me is the whole clothing thing. You know, everyone having to wear the same exact outfits to be competitive...
Did I read this article right in understanding that with the new changes clothes will not be a factor anymore and everyone can just dress in what looks cool rather than what will help you kill your enemies? Please say yes, I'd love the devs forever and ever.

Will all of the stats have the same effects as they did before? For Example...
Vitality
Ability Increase Per Point Spent
Health Sitting Regen Rate 0.5
Health Regen Rate 0.25
Maximum Health 10
And losing all the abilities everyone is talking about would really turn this game off for me...... with my current schedule I dont believe I would have the time to collect and remake everything again. Please clarify all that is to happen. Try not to make it like 100 pages long, I have to read enough for college.
Yeah the devs have weird priorities at times. Even back in beta right before release they were tweaking the insides of clubs so for example you could see smoke rise off the cigarettes on the tables of Club Succubus. Nice, but bugs were overlooked in the process. Then they reflowed Richland and the Slums which was okay I guess, but I might have limited it it to Richland. The rapid decay rate without telling us was handled poorly. Now we have combat upgrades, and though I've never played any other MMO's people told me that SWG was ruined after some kind of similar revamp (correct me if I'm wrong). So I worry about the Law of Unintended Consequences.....looks nice but....
Anyways two things make this game enjoyable, storyline and choice within the Matrix. As far as storyline, I know the Live Events team took a dive, so there's not much to do there but wait for new crits (oh and the Pandora's Box idea was great....I'm finally doing them and they are really challenging and enjoyable!).
As far as choice what I like about MxO is you're not locked into one "class" forevermore like other MMO's, by being able to switch loadouts. I'm concerned that by placing super emphasis on your stats that will eventually limit your choices. If you want to be a good MA, you put as much as you can into Perception, but if you switch loadouts you're screwed / you'll get pwned. So you're stuck as a MA, thereby limitimg choice in MxO. Not a good thing.
I like alot of what I read and of course am unclear on some things that will become very clear when QA goes live so I'll wait until then for more judgemental statements.
I like that attributes will be given more emphasis and the cap makes it so characters will be forced to develope multiple attributes instead of maxing one out. So the value of using different loads will be more emphasized as well.
One question no one has asked is whether we're going to get another attribute hack. Seems like we have to since attributes will have a cap and lotsa peeps will be over that cap when CR2.0 it is implemented.
A list of the new attribute bonuses is essential. I assume they are changing since the gist is to give them more influence. So please give us the new specs so we can make the best decisions.
I like that attribute buffs on apparel will be converted to reflect their impact. So it sounds like (for the sake of a nice round number) +10 focus might turn into + 2 Viral Deflection +1 Ranged Cpmbat Tactics +2 Disguise Duration +4 Force Combat +2 Invisibiility Duration +5 Noise Level Buff Target and + 5 Stealthe. Might make the buff text on the apparel busier but sounds like a good way to handle the transition to emphasizing attributes more. Again I'll have to see how that really works when QA is up.
I am concerned about the 'penalty' for changing styles in combat as my Duelist/Aikido loads and SMG Specialist/Duelist are two of my favorites. Seems severe if I lose a round of DPS switching from a Dual HG special to a SMG or Aikido special. If this is so, then it will effectively nerf hybrid loads which have been the greatest strength in MxO. I know we'll still have the choice of using any loadout we want but if hybrid loads aren't worth using because of this effect, then there will be a lot less choice and variety which will make me sad.
So three questions:
1) Do we get another attribute hack?
2) Can we have a list of the new attribute bonuses?
3) When is QA server going up so we can check out all this stuff and see what it's really about?
No offense, but have you been living under a rock? Combat has been FUBAR since the start. I agree live events are important too, but live events are 'special' occurrences. Combat and the Matrix go hand in hand and is a much bigger part of the game than live events ever will be.
parknback wrote:i'm sorry but why was this done in the 1st place there was not a thing wrong with combat been on a yr as of jan 6-05. not ever heard a word from anyone about it not being good to go,or it was messup.
digitize wrote:No offense, but have you been living under a rock? Combat has been FUBAR since the start. I agree live events are important too, but live events are 'special' occurrences. Combat and the Matrix go hand in hand and is a much bigger part of the game than live events ever will be.
parknback wrote:i'm sorry but why was this done in the 1st place there was not a thing wrong with combat been on a yr as of jan 6-05. not ever heard a word from anyone about it not being good to go,or it was messup.
Digitize is completely right.
Parknback where have you been buddy? Combat in MxO right now blows chunks its almost has bad as combat in SWG.
If MxO didn't have hackers then this game probably wouldn't even need this upgrade but it does and they are here to stay. And right now VT trumps all other forms of combat tactics and as long as that is combat in MxO will be uninteresting and one sided towards hackers.
Because even an Anti Hacker is still a hacker.
And has far as Live Events go...
This game doesn't need live events. What it needs are server wide mission events that induce pvp. And randomly generated pvp missions for high lvl characters. Not someone behind a computer pretending to be Niobe but a automated system widely available to everyone on the server to give people something to do other than get all the hardlines.