Designer Journal 3, Part 2 - Feedback Thread

115 posts · 2006-01-05 17:03:38 to 2006-03-16 12:05:00

#10300002089 01/08/2006 03:46:43 Re: Designer Journal 3, Part 2 - Feedback Thread


BRONIK wrote:

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.


From what I've read stats will be more important now to a player's overall effectiveness in combat then enhanced items, so I assume they will be changing stats around to much better settings so it actually makes a huge difference in combat.
#10300002090 01/08/2006 13:42:39 Re: Designer Journal 3, Part 2 - Feedback Thread

so this may have been said already but im gonna say it again.

what about us that have every tree in the game???

refunding all those bits and frags and $$$

1. i dont think theres enough inv space to fit all the code

2. thats like around 50 levelable skills times 8 mill to get it to 50 thats around 400 million $i   !!!!!!!11!!!!!   (not including the cost for all the other abilities

3. WOW thats alot of $$$$$

#10300002091 01/08/2006 15:19:06 Re: Designer Journal 3, Part 2 - Feedback Thread
I wouldn't worry about the Abilites until we get a better explanation.  I heard that we would have some options.
#10300002092 01/08/2006 15:34:07 Re: Designer Journal 3, Part 2 - Feedback Thread
This will be ok I guess, somthing new. Just rember one thing I pwn you all with this MA and it will continue to happen with the new MA. SMILEY
HOLLA!!
#10300002094 01/09/2006 10:10:49 Re: Designer Journal 3, Part 2 - Feedback Thread
Mike get off your high horse. You think you are great but I see no one backing you. What is the deal with u always try to rave on how good you are. If you were that good everyone would know. By the way last time I dueled u ...... well u know what happened. :smileyvery-happy:
Devs, I would like to keep the beta hyper jump because well lets just say I bough the game for 3 times the cost now, when it was released for beta. I paid like $ 69...... and tested the hell out of beta. I would like also the see what all the states do so I can set em accordingly.
#10300002095 01/09/2006 14:28:45 Re: Designer Journal 3, Part 2 - Feedback Thread
I'd like to reiterate what Void said about the penalty of switching between melee and ranged styles in combat. This is, at the moment, my biggest concern regarding this update and I only hope that it can be cleared up in QA.

Mixing loadouts increases the spontaneity and enjoyment of this game, not to mention the Matrix immersion. I don't want to see that jeopardized because of a silly penality.

Message Edited by Venatrix. on 01-09-200602:29 PM

#10300002096 01/09/2006 23:53:18 Re: Designer Journal 3, Part 2 - Feedback Thread
Im scared of change... not for me but for otheres im afraid that people will quit playing thins game en'mass (which they are already). Besides the positive feedback and the fact that our community is great we are not the biggest. So either this plan makes the game more interesting or it backfires into SOE's Face. Thats what i am afraid of... BTW wouldnt it have been an idea just to start out completely with a new slate ... lvl1 and everything just that you get to start with all jo money and such... just and idea.
#10300002097 01/10/2006 07:50:19 Re: Designer Journal 3, Part 2 - Feedback Thread


Rollguy wrote:
They stated:
 Styles largely define what your combat Attributes are and what your character is capable of doing in combat. Switching Styles causes Attributes defined by the Style to switch as well, so in certain situations it’s wise to alter the order you’re executing Abilities so that your enemies cannot exploit your weaknesses.
would this not mean you attributes change so we will have several attribute combinations? Are they automatic or do we set them?

If I'm getting this correctly, you should expect to have:

- Your base attributes, which will be unchangable once set;

- Certain bonuses to attributes which vary by Style;

- Any attribute bonuses due to clothing.

Take a look at EQ2.  A Barbarian starts with a Strength of 25; a High Elf with 10.  Likewise, we will have certain base stats, determined by our initial personality pick and increases chosen at each level.

In EQ2, if you elect to become a Fighter, you immediately get a bonus of 5 Str, 3 Sta, 2 Agi.  If you elect Rogue, 5 Agi, 3 Str, 2 Sta.   So, our Barbarian Fighter will have 30 Str; a Barbarian Rogue 28 Str; a High Elven Fighter 15 Str; a High Elven Rogue 13 Str.

In MxO we have the ability to shift Styles, but this gets the idea across; if you're in Spy mode maybe more Focus and less Perception; if doing Karate more Perception and less Focus, but either way layered on top of your base stats.

-----

Secondly, on the $i refund:  Maybe I misread, but I didn't read that as "your Ability codes will disappear, go hunt more red frags" but instead "the $i you spent increasing Sneak from 1 to 50 will be refunded, but you'll keep the Ability."

That way, armed with the experience from the QA test, you might decide that the $i you spent on Hacker abilities is now better spent on the Duelist tree and you'll be able to do so.  Think of it as a skill leveling respec, or at least that's how I'm reading it.

-----

Thirdly, on SWG comparisons.  Look, Interlock and class balancing in general, has been troubled since before launch.  It *needs* fixing.

Arguably, SWG did too, if the people who complained here about SWG gameplay under the 'CU' are any indication.  Whether the 'NGE' is a fix is something for some other thread, better for the SWG forums; it's off-topic here. 

There is a very big difference, though, between the NGE and MxO's changes.  The NGE was announced very suddenly and from all indications without warning SWG's players.

We have been told for months about this; the preparatory steps were taken well before SOE got involved.  At each step the MxO team has announced their thinking; and most importantly from a customer standpoint at each step our input is solicited in these very threads.

With each announcement I'm seeing some of the best ideas from the player community incorporated, including many from the old Monolith forum threads.

#10300002098 01/10/2006 09:58:00 Re: Designer Journal 3, Part 2 - Feedback Thread
Probably I misundestood it but, in the "Range free-attack" doesn't include a line saying "Targets in Interlock combat may be attacke", like the "Melee free-attack".  So do this mean that you will be no longer hacked or shooted when you are Interlocked? That will make it possible to survive zergs!

Well they still can use free-melee attacks...
#10300002099 01/13/2006 16:58:04 Re: Designer Journal 3, Part 2 - Feedback Thread
From what I have done in the test server is very disappointing....... I like the free-melee attacks and a few other things. I hope the release is a far improvement from what it is now. If it is implicated, I just see it as another SWG situation...... you know mass quiting of the MXO. Time will tell......
#10300002101 01/14/2006 18:30:35 Re: Designer Journal 3, Part 2 - Feedback Thread
I like the hotbar but are we going to be able to test Zen Master .... +) or any other new abilities ...
#10300002102 01/15/2006 17:21:46 Re: Designer Journal 3, Part 2 - Feedback Thread

NumberXVII wrote:

I like the hotbar but are we going to be able to test Zen Master .... +) or any other new abilities ...


 They stop the Zen Master.
#10300002232 02/09/2006 11:51:20 Re: (Data Mining Aspect Glazed Over Again?)

I like all the new plans but what are you going to do about data mining. I have been scouring the forums looking for your stand on data mining and see nothing. I can, however, sum up everyone's various demands based upon how many articles I have read about data mining to this: Most users (Some not all) suggest that you up the xp/info of taps or allow for red code drops from data tapping at a reasonable randomized rate. I believe the latter suggestion to be the most appeasing because it will allow for people who do not want to go into combat the choice to do something else. Choice is everything and it leads to users being content. True boredom (imo) is not caused by the patience to data tap or the drabness of the feat, but by the inability to choose to do something other than fighting all the time to level up. My point is that if data tapping were more profitable/levelable then there would be a choice...

All modern wars are fought on the battlefield but not one has ended on it... That decision lies in the hands of those who do no fighting whatsoever... i$ is power...

Personally I will be extremely pissed if nothing is done about this around CR2.0 release.

#10300002643 03/03/2006 16:08:23 Re: Designer Journal 3, Part 2 - Feedback Thread
For the sake of the few players that have stuck with MxO, reconsider and abort this misguided plan to fix what ain't broken.
#10300002807 03/16/2006 12:05:00 Re: Designer Journal 3, Part 2 - Feedback Thread
i reckon the game will always get better and cr2.0 will prove that. im looking forward to it and i hope everyone else is. i know that there is some anti cr2.0 talk about,but, people are scared of change, and once its implemented people will change there minds. the recent combat system and everything else has been around since beta so maybe it is time for a change.
got my vote! :smileyvery-happy: