Get rid of having to manually activate buffs!!
86 posts · 2006-02-03 17:13:43 to 2006-03-31 07:37:08
First let me set up the background of why the title buffs are there:
#1: In the old system, with all the title buff upgrades stacking on each other, it created some balance issues with hybrid trees becoming too powerful, creating an imbalance.
#2: Part of the design of CR2 is that your influences do not apply to passive buffs. They only apply to buffs you activate. So in order to get some good stuff out of, say, your Concentration influence, you have to activate a buff like the Ballista Upgrade.
Now some challenges with having them auto-activatable:
#1: Implementation. We don't have a good way to auto-activate buffs every time you change your tree.
#2: Design challenge: say you're level 49 and you have Vector and Script Kiddie. Which of the two top-level upgrade buffs should get activated?
So all this puts us in an interesting situation. There are those who say the buffs provide some interesting gameplay and make it so that two people with the same loadout won't necessarily have the same stuff going. There are others who think we should strip the buffs out entirely and make the passive buffs from the title abilities a little nicer, even if it puts us back in the same boat as Live where Hybrids (supposedly) gain too much power.
I think we might just have a cage match to decide it. But it has been raised, repeatedly, how much players loathe the current implementation. And... I really can't promise what is going to happen at this point.
One question, would people be pissed if they were just removed? Perhaps the other buffs improved slightly? Are the title upgrades so much of an annoyance that you'd rather just not have them at all? Because given the design and implementation challenges, auto-activating the upgrades really is not going to happen.
a dev said 'pissed'
oh and the other stuff yea, I thought everyone knew that already?
To me, there are more important things that should be addressed (like the regular tactics on the hotbar thing). Other than that, I can just throw all the title buffs on a seperate hotbar, activate them once, and be done with it.
Maybe you could simply remove the buffs from the title abilities so we could keep the "Grandmaster" or "Master [name]", and make it passive.
Message Edited by ShadowSK on 03-15-200601:12 PM
Message Edited by ShadowSK on 03-15-200601:13 PM

But only if you increase the passive buffs of the title abilities, of course to compensate for the loss of the active buffs.
>revolt_
Message Edited by >revolt_ on 03-15-200602:23 PM
Redesign the Abiltiy-UI with and give us a nice, cool thing where we can save and load the Abilities, the Upgrades .... oh and clothes in and out of a RSI-Configuration.
Newstyle Abiltiy-User-Interface:

I know. The pic isn´t nice. But why put work into something never will be used.
dave
Message Edited by davemusic on 03-15-200611:43 PM
Persoanally, I see no reason why things can't work they way they do on the live servers.
I also don't really see it being a question of balance. Look at it this way, at level 50 you have 100 memory points. You load one whole tree (if you want) and then load part of second one. EVERY level 50 does this. I'm pretty sure there are no level 50's out there who say "I'm gonna be a Karate Grandmaster, and I'm not gonna load anything but my Karate tree." Some combinations of trees may be overly powerful, yes, but then tweaks can be made to individual trees such as lowering the buffs of cetain level titles or making certain skills less powerful. If several certain class/tree combinations are really that extremely powerful (which probably won't be the case anyway with the new focus on attributes in CR2) then those individual combinations are out of balance, not the entire buffing system.
The manual buff system also hurts the addition of an extra visible hotbar because of having to have instant access to all of those different title buffs. We already lose most of the extra space with the combat hud icons *grumble, grumble* and the rest of it is taken up by title buffs.
Of course, as has been mentioned before numerous times, the idea of having to manually activate stuff makes no sense within the context of the Matrix universe either. Neo didn't sit behind pillars in the lobby scene switching between SMG Specialist, Duelist and Rifle Master buffs, he just switched guns and kept going. And then when he kicked that SWAT at the end, he didn't have to worry about activating his Karate Master buff so the kick would be powerful enough to kill the guy, he just kicked him.
All of that said, if someone still decides that the current live system won't work, why not just make it a primary/secondary system? When loading your abilities you select a primary title and a secondary title out of the ones you have loaded. For me, I generally run with SMG Specialist and Karate Master loaded. I would designate SMG Specialist as my primary title, and Karate Master as my secondary. Then make it a %age of the buff that goes down with each tier. I would receive, say, 100% of the SMG Specialist buffs because it's been designated as my primary, 75% of the Karate Master buffs because it's been designated as my secondary, and 50% of buffs from any other title I may happen to have loaded. No need for players to constantly activate anything all the time and it's a way to balance things, since that seems to be the stumbling block. Combo trees still too powerful? Then mess around with the % numbers.
If this issue is such a heated thing in the office, then stop arguing about it internally and listen to the players. It seems pretty clear what the verdict is out here on this side of the fence.
Message Edited by ShinryuMxO on 03-15-200604:47 PM
Message Edited by ShinryuMxO on 03-15-200604:48 PM
Anyway, I don't like having to activate the "title buffs", but that's mostly because I'm not used to it. Right now, I have Aikido Grandmaster in the first slot on my Aikido hotbar. Once I get used to the fact I have to activate it, it'll be just like activating my other regulars (hyper-speed, evade combat, etc.). If I have to choose between the ease of the old system and the flexibility of the new system, I'd have to go with the new system. Flexibility and choice are good, and I like the fact that the new system helps differentiate players. I don't want to take anything away from that.
Regarding your design challenge, maybe you can create a way for the player to prioritize which buffs are auto-activated. I'm sure this would still be challenging, but it could be done post-CR2.0, and it sounds a lot easier than rebalancing everything to go back to passive abilities.
If I need to get a lot of healing/sweeps out to the most amount of people, then I activate Trauma Surgeon (+Healing/Heal and Buff Radius), but if I'm in a small-group situation or care about being IS efficient then I switch out to Force Multiplier (+IS Cost Reduction).
Having both activated at the same time would be overpowering in my eyes (huge-efficiency boost AND huge heal/buff radius). It really adds some near-on-the-fly tactical choice to group healing situations (which as they stand now quickly devolve into being a Sweep and occasional Panicked Heal or Force Enhancer Bot).
New or old system i dont really mind anymore, just dont get rid of em entirely, that'd suck big time.
I think the main beef i and others have with CR2.0 is the bloody tactics! Have em wsad/arrow bindable god darn it!!!
(or in a seperate UI)Message Edited by cloudwol on 03-16-200609:33 AM
Thanks for the input Frog. I always like to hear what's going on back there in Dev-land.
I have a work around for those that are interested just in case the idea of passive buffs doesn't make it to the final CR 2.
I fully support the idea of passive buffs similar to the live system as it is now, however consider this..
/macro KFGM /loadlo KungFuGM; /pause 12; /invoke buff1; pause 22; /invoke buff2; /pause 22; ..... etc..
Basically for those of you that just said "huh? what?"
Create a macro that loads up your Kung Fu Grandmaster loadout and then activates your associated buffs that you want to run with that loadout.
Now.. if we can just get the DEVS to make those pesky named abilities to last like Ty suggested (HLs and all that ..) we would have an effective workaround for the new system.
Discuss.

ShinryuMxO wrote:A workaround is all fine and good... but it's still a workaround. It's like saying "Well, the system is broken, but you'll get used to it." Sure, I'll get used to it, but I'd rather have it not broken in the first place.
With all due respect, no, it isn't like saying it's broke. It's not broke at all, just because it's not suitable for 100% doesn't mean it's broke. While there are areas of the current style buff activation that are annoying, the suggestion that is offered is simply just another way to get to the same place. A short-cut if you will.
My main problem is the fact that style buffs don't stay current once a player uses a HL. But that issue is obvioulsy being worked on. Another issue I have but might be tied to a bug is; Upon reconstructing a player must choose a attack style before invoking any Style buffs or a player will be locked in block tactic or roll out tactic, keeping the player from activating anything at all. I do not want the Style buffs to go back to being passive.
I only have two suggestions regarding style buffs.
1) Allow Style buffs to collapse; meaning that if I invoke a Top tier style buff then the subsequent style is automatically activated along with it. i.e. Scattershot/SMG specialist and the SMG attack style, Karate Master/Kara GrandMaster and the Karate attack style or Proxy coder/Proxy master and Coder attack style.
2) Allow all top tier Style buffs/upgrades to be activated in IL,if applicable.
And to those that continuely try to compare our UI(User interface) to what Neo did in the movies, give up. Who's to say what a redpill is thinking when entering a fight. To me the style buffs are just a way of focusing that awakened mind to a specific fighting technique they have uploaded. When activated you'll notice your character animates by displaying actions related to those techniques. That's the intuitive nature of this combat system and I for one love it!
Passive buffs = Passive gameplay. With the current PASSIVE system you choose LO combination. Line up specials. Interlock. Press 1, 2, 3. Rinse and repeat.
cryshal wrote:if the purpose of a game is to have fun.. how is this new keyboard-fu required by cr2 supposed to be fun? =D
bottom line nothing is ready. passive passive passive.
CR2.0 brings variety, logical tactical decision making, adaptability and ACTIVE gameplay. Manual buffing / hybrid tree switching buffing system is at the heart of this. This is what will make CR2.0 'fun'.
A big YES to manual activation of buffs.
The HL thing needs sorting though.
Lets say I have the Kung Fu GM and Karate GM trees loaded. I am in Kung Fu style. I use an ability like Wrist Throw, which is Karate. The system would then change styles as it already does, but it picks the highest Tier of that style available. In this case Karate GM style.
This would eliminate any manual buffs and also not allow stacking of abilities like in the current Live system. The Karate GM style would be everything in the current Buff/Upgrade, plus the upgrades from the current Karate style, eliminating having two styles at the same time.
~ti85man~ wrote:
What about making Kung Fu Grandmaster ability like a style, that way, when you use a kung fu ability, it would load the highest style type of that particular style. For example...
Lets say I have the Kung Fu GM and Karate GM trees loaded. I am in Kung Fu style. I use an ability like Wrist Throw, which is Karate. The system would then change styles as it already does, but it picks the highest Tier of that style available. In this case Karate GM style.
This would eliminate any manual buffs and also not allow stacking of abilities like in the current Live system. The Karate GM style would be everything in the current Buff/Upgrade, plus the upgrades from the current Karate style, eliminating having two styles at the same time.
That creates a problem for Hackers though:
If I'm staying in Hacker style (the whole time I'm not shooting a gun), how would I switch between class buffs?
As a Force Multiplier/Trauma Surgeon I don't want to have only my Force Mulitplier moves to be IS effecient, and only my Trauma Surgeon moves to have a large radius and +Healing, sometimes I want all my moves to do 1 thing or another (having to manage even more different buff sizes would be hell). What about my Patcher abilities like Harmful Code 1.0 or even a Guardian Patcher ability like Fast Healing 1.0? (Although you could just defualt to the current buff if there is a conflict between end-tree buffs).
The situations with Howitzer/Destroyer and Ballista, do you want just certain abilities to do damage, or do you not care at all about damage and just want to hit everyone with a debuff?
Maybe just letting you set a preference for one of them?
Ok... my 2cents (btw I don't play on the test svr, not enough drive space for another load)
After reading this and other threads.... reduce the clicks. If that means passive or getting rid of them so be it. This is a game. Games are for enjoyment. Clicking over and over or spending lots of time writing macros is not enjoyment.
But I sould be able to work and tweak my stats, clothes etc. to create the best possible uberRSI possible.
Reducing the clicks is the main issue, though the concept of an rsi is imo changed to a negative affect by the presence of active buff's. Personally I still favour passive and stacking abilities but acknowledge the difficulties and consequences that may bring.
As a compromise how including the facility to auto activate the highest available buff associated with the style you fight with via a check box....ie it either works automatically with style or it leaves you to manually deal with style buffs....this way the buffs become less urgent to monitor since you can work within a mode that ensure you will get the one tailored to your style unless you choose not to?
Message Edited by Tytanya_MxO on 03-24-200606:49 AM
>revolt_
The flexability of what loadouts are possible is one of the main selling points of the gameplay to me, assuming I can. And hybrid loadouts are fun, but now they kind of a headache, because you need more like 3-5 hotbars full of abilities at your disposal--what with all the new awakened abilities I'm spending a fortune to lvl, the 5 Interlock icons, your main profession ability, your hybrid profession ability, any lower lvl abilities like iron guard, disarming shot, if you want health pills or Tactic boosters at the ready, evade combat....
It just seems like the whole idea of having 100 memory slots, and one full tree plus all of awakened not taking up all 100 spots---that having hybrid professions is more or less the point of this game. But with CR2.0, you for example can't launch "anytime" heals while interlocked and not in hacker style. You cannot activate combat aura with gun in your interlock slot instead of hacker style, but you can switch it to hacker style, activate it, switch it to gun and it'll still be active. All that switching to actvate something that you used to do automatically, and while I'm doing that switching manually, I am not paying attention the the guy on my left throwing knives, and don't know to activate my proper awakened abilities to defend it. The addition of all the awakened abitlities in adition to having to switch on Force Multiplier and dedication and hypersprint and on and on. Too many buttons to button. Need to scroll to 15, oh wait, the ability i needs on 12, oh my friend needs a heal, those abilities are on 10. Got interlocked, back to 14. All those new awakened abilities themselves take up one row. Phew.... I don't really want to code that macro, and couldn't probably.
Also, can you activate a Karate special attack in interlock if you are set to Kung Fu Grandmaster? Yes, I blieve so, then it switches you to Farate Master or Grandmaster style. Then you can activate a bottom teir Kung Fu special attack and go back to Kung Fu Grandmaster without a hitch? If so, then I believe that its an oversite or a bug that Patcher doesn't work the same way (ie when I try to activate a FM/Physician ability, and I'm set to self defense or a gun in interlock---I cannot---it doesn't autoswitch from one type of interlock to the other---from the gun or self defense to hacker style, so it grants me the ability to launch physician heal for example). Is it supposed to be the way it is right now?
I will say its exciting because it favors players who pay attention and don't just hit 1, 2, 1, 2, 1...But, there are still those people out there. The combat system now, seems to have improved things greatly for the MA and Gunner players, and possibly utility and proxy coders, but the Patcher tree is kind of a mess to play. And the airs sorta deflated from the Viral Hackers because at least sometimes you used to see Downgraders/Debuffers, but now it seems the only one of interest (well, 2, are howlitzer and ballista). Destroyer and Ravager and Network attacker used to be fun, but at least so far, they have changed to the point where I don't see people using them. Maybe that'll change. The launch times on some of those are pretty long for the effects that happen imo. I'm sorry if it seems like I'm griping,I'm really just trying to point out the main things I wish were different in CR2.0.
I think passive upgrades would solve a few of the problems I see in the current system, but overall, I do like CR2 more than I did 1 in a lot of ways. So, heres to hoping more updates are on the way (CR2.1?)
edit: why not put the 5 interlock icons (green, blue, red, yellow, leave combat) on a floating 1/2 size toolbar, and it would be nice to have these patched back to the arrow keys.
Message Edited by nobodynoone on 03-31-200603:32 AM
Message Edited by nobodynoone on 03-31-200603:57 AM


