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.
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 10And 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.
Designer Journal 3, Part 2 - Feedback Thread
115 posts · 2006-01-05 17:03:38 to 2006-03-16 12:05:00
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 $$$
1. i dont think theres enough inv space to fit all the code
2. thats like around 50 levelable skills times 8 mill to get it to 50 thats around 400 million $i !!!!!!!11!!!!! (not including the cost for all the other abilities
3. WOW thats alot of $$$$$

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
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.
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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.
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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.
Well they still can use free-melee attacks...
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.
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.