Club Vendors

4 posts · 2006-03-23 01:21:35 to 2006-03-23 21:18:22

#35600000747 03/23/2006 01:21:35 Club Vendors
Although it's a relief to see that the vendors are no longer selling crappy weapons, could anyone explain what the half a million info pills do?

Message Edited by vex5 on 03-23-200601:30 AM

#35600000748 03/23/2006 06:45:49 Re: Club Vendors


vex5 wrote:
Although it's a relief to see that the vendors are no longer selling crappy weapons, could anyone explain what the half a million info pills do?

Message Edited by vex5 on 03-23-200601:30 AM




  From the first dev journal ...

  "We know that certain areas of the Hacker tree do not play nicely with the rest of the Disciplines. After much deliberation, we decided that Hackers will remain unchanged in the short term. Since we’re overhauling the current combat system, it doesn’t make sense to spend a lot of resources balancing the Hacker tree at the moment—we would only have to rebalance them after the combat changes are implemented.

  However, we also know that something needs to be done in the meantime. So we’re adding a temporary measure to help players deal with Hackers: A new consumable which can be used while in a pacified, stunned, or rooted state. This pill will clear the negative effect and return movement control to the player and will have a medium to long reuse timer. It won’t level the playing field completely, but should make the current situation more tolerable while we work on implementing the proper solutions."

#35600000750 03/23/2006 15:14:00 Re: Club Vendors
This is a reusable pill? It's a little expensive, isn't it?
#35600000751 03/23/2006 21:18:22 Re: Club Vendors
They're expensive because they weren't designed to be implemented long-term. They cannot be decompiled, either. Rather, they are were a temporary solution to the negative status effects from Hackers.