Update 52 Discussion

116 posts · 2007-05-31 12:32:47 to 2007-07-10 01:31:11

#36300250516 06/01/2007 05:15:41 Re:Update 52 Discussion
Bring back the Sky made the patch alone worth wild SMILEY (LOVE MY SKY)!

and Lugs, jesus greatest things ever!

Quest thingy, new, yet good idea
#36300250538 06/01/2007 05:31:55 Re:Update 52 Discussion
yuenwoping wrote:
ThePigeonKing wrote:
yuenwoping wrote:
Umm whats wrong with you people(SOE)??Make it harder plz!!!We cant even kill a lvl 70 and now we have to kill a lvl 100!!!!!!Brilliant.......SMILEY

Uhm... Complete Corrupters in the Assassin piece of story were level 255, and, like the current level 100 ones, require you to spray them with insecticide to damage them.
I know i was there!!!But things have changed since then....

Nah, its very possible, however not tried with just the insecticide myself yet, but many people have used only a few people to kill lvl 100 archive sentries (in CR2)
#36300250543 06/01/2007 05:35:00 Update 52 Discussion
Remembering of course level isn't automatically a tell of how poweful an npc is, the devs can set all sorts of crazy background parameters.
#36300250546 06/01/2007 05:36:41 Re:Update 52 Discussion
Aquatium. wrote:

A few issues with the quest mission, but frankly, I'm glad it's nothing something people will not be able to get done in 1 day and say.. "next". However, I will say that the reward in regard to the quest should have a few more buffs to make it even more worth while.


Again agree with what Aquatium has said. I mean the devs could increase the buffs i mean look at the Prison Device 1% all for that was it worth all the hard work no way I SAY
#36300250551 06/01/2007 05:38:32 Re:Update 52 Discussion
vadorakamark wrote:
Aquatium. wrote:

A few issues with the quest mission, but frankly, I'm glad it's nothing something people will not be able to get done in 1 day and say.. "next". However, I will say that the reward in regard to the quest should have a few more buffs to make it even more worth while.


Again agree with what Aquatium has said. I mean the devs could increase the buffs i mean look at the Prison Device 1% all for that was it worth all the hard work no way I SAY

The buff from that increases as you take more damage btw.
#36300250559 06/01/2007 05:47:12 Re:Update 52 Discussion
cloudwolf wrote:
vadorakamark wrote:
Aquatium. wrote:

A few issues with the quest mission, but frankly, I'm glad it's nothing something people will not be able to get done in 1 day and say.. "next". However, I will say that the reward in regard to the quest should have a few more buffs to make it even more worth while.


Again agree with what Aquatium has said. I mean the devs could increase the buffs i mean look at the Prison Device 1% all for that was it worth all the hard work no way I SAY

The buff from that increases as you take more damage btw.
Yeah i know but just to start with its very low considering how hard you had to work for it thats all im saying, But thanks for pointing that out.
#36300250603 06/01/2007 07:47:45 Re:Update 52 Discussion
I think some aspects of the Corrupted quest are also rather ridiculous. Instead of making it a challenge and difficult to collect, they made it frustrating and difficult to collect.

Decaying Code should stack, Wasteland Corruptor's should spawn in a more user friendly fashion, they are level 100 for crying out loud, isn't that hard enough?
#36300250606 06/01/2007 07:54:28 Re:Update 52 Discussion
Nice update. Looking forward to trying it out. I'm interested in seeing if I can really loot all the NPC's stacked by the doorways in missions now.
#36300250648 06/01/2007 09:24:16 Re:Update 52 Discussion
The corruptor quest, like most other things in MxO, doesn't work (not that I'm surprised). I think the devs need to take a few classes in coding... One thing's for sure, it's not the content that keeps me in game because it is always disappointing... Maybe I will switch to WoW (NOT!!! j/k) But seriously, are we ever gonna get a patch that actually improves something? Cinematic was awesome (leave it to the animators to get it right). Woot for Dual Pistol Execution!!!! 16m instead of 4m!!!! Wonderful!!!! Luggables are great!!! At first I didn't like the idea of AoE heals and buffs only applying to team members, but after some thought and trying it out, I realized that it wasn't a problem at all. I hate the lag that comes with the Resist Combat buff when it is cast when there are 100 people in a pacification zone, and AoE heals should only apply to members come to think of it. And also the fact that all heals are cast from the caster with a bigger area radius is really nice!!! Over all, I give this update 2.5 out of 5 stars =P. Now let's work on a hotfix for the corruptor quest.
#36300251157 06/01/2007 23:57:11 Re:Update 52 Discussion
Tenshi wrote:
Canbus wrote:
ManicV wrote:
Since nobody else has bothered to say it, for whatever reason:

Dear MxO Development Team,

Thank you.  Thank you
for making the corruptor spawn times so infrequent.  Thank you for making the corruptor quest operate in such a way that prevents everyone from attaining all the high level gear by the end of the day of the patch.

I look forward to more stuff like this in the future.

Oh, you're fine with having twenty players wasting two hours of their lives waiting for a poor chance to fight a corruptor? Might as well replace all of the firearms with water pistols instead. Glad I never bothered with the most problematic content like this *Gives middle fingers to Manic*

Oh you're fine with getting everything easy, lol, you LOVE grinding lowbies...

 Anyways, the only problem I see is that the codes don't stack which makes it really hard for lvl 50's, especially those who like to use multiple disciplines (clothing) or the collectors...to have enough room to even get ahold of an archive.  Other than that I think it's a nice change to have people gathering in other parts of the city (Bathory pvp FTW SMILEY SMILEY, and to have a decent challenge in order to get the new items.

 As for the luggables, yeah, there's a few problems with them, but I love the dynamic the luggables add to pvp, mixes things up a bit.

 Finally, has anyone noticed problems with abs breaking a lot again?  I had to relog twice because I couldn't even load a new gun from my inventory....either way, I like what the new update brings to the game, but it'll be that much better when the bugs get sorted out SMILEY


I agree with everything you said, Tenshi. SMILEY

Correct me if I'm wrong, but the Corrupted boss does spawn on any player in the neighborhood does he not? In that case, 2 reasons not to make the spawn time shorter on the Corrupted quest:
1) He'll spawn on a mid-20 player just running through on a mission; bad for him/her, plus it'll make the boss harder to find since he may not be anywhere near where everyone else has gathered waiting for the spawn,
2) There are other things to do in Bathory already (getting the access key from that boss, farming for consumable objects to make pills), and it would be a pain to get killed while doing those.

But it would be nice if the spawn time was at least predictable, so we wouldn't have to wait around for the next spawn.
#36300251168 06/02/2007 00:41:50 Re:Update 52 Discussion
Amative wrote:
Tenshi wrote:
Canbus wrote:
ManicV wrote:
Since nobody else has bothered to say it, for whatever reason:

Dear MxO Development Team,

Thank you.  Thank you
for making the corruptor spawn times so infrequent.  Thank you for making the corruptor quest operate in such a way that prevents everyone from attaining all the high level gear by the end of the day of the patch.

I look forward to more stuff like this in the future.

Oh, you're fine with having twenty players wasting two hours of their lives waiting for a poor chance to fight a corruptor? Might as well replace all of the firearms with water pistols instead. Glad I never bothered with the most problematic content like this *Gives middle fingers to Manic*

Oh you're fine with getting everything easy, lol, you LOVE grinding lowbies...

 Anyways, the only problem I see is that the codes don't stack which makes it really hard for lvl 50's, especially those who like to use multiple disciplines (clothing) or the collectors...to have enough room to even get ahold of an archive.  Other than that I think it's a nice change to have people gathering in other parts of the city (Bathory pvp FTW SMILEY SMILEY, and to have a decent challenge in order to get the new items.

 As for the luggables, yeah, there's a few problems with them, but I love the dynamic the luggables add to pvp, mixes things up a bit.

 Finally, has anyone noticed problems with abs breaking a lot again?  I had to relog twice because I couldn't even load a new gun from my inventory....either way, I like what the new update brings to the game, but it'll be that much better when the bugs get sorted out SMILEY


I agree with everything you said, Tenshi. SMILEY

Correct me if I'm wrong, but the Corrupted boss does spawn on any player in the neighborhood does he not? In that case, 2 reasons not to make the spawn time shorter on the Corrupted quest:
1) He'll spawn on a mid-20 player just running through on a mission; bad for him/her, plus it'll make the boss harder to find since he may not be anywhere near where everyone else has gathered waiting for the spawn,
2) There are other things to do in Bathory already (getting the access key from that boss, farming for consumable objects to make pills), and it would be a pain to get killed while doing those.

But it would be nice if the spawn time was at least predictable, so we wouldn't have to wait around for the next spawn.
Good point. I was thinking that maybe the Fumigator Quest should be in the same format as the Smith Anniversary event just for the sake of letting the lowbie players farm frags and access node keys in Bathary Row. This would also cut down on the 10+ hours wasted in trying to farm the code fragments from the corruptors and the like.
#36300251174 06/02/2007 00:57:29 Re:Update 52 Discussion
Amative wrote:
Correct me if I'm wrong, but the Corrupted boss does spawn on any player in the neighborhood does he not? In that case, 2 reasons not to make the spawn time shorter on the Corrupted quest:
1) He'll spawn on a mid-20 player just running through on a mission; bad for him/her, plus it'll make the boss harder to find since he may not be anywhere near where everyone else has gathered waiting for the spawn,
2) There are other things to do in Bathory already (getting the access key from that boss, farming for consumable objects to make pills), and it would be a pain to get killed while doing those.

But it would be nice if the spawn time was at least predictable, so we wouldn't have to wait around for the next spawn.

1) when the timers are supposedly "fixed", its supposed to be something like a 10% chance it'll turn up after 50 minutes, then an additional 10% chance every 45 or so. with that in mind, its highly unlikely some random dude on his own running a mission is suddenly going to be surprise attacked by a great big level 100 cloud of flies monster - even MORE so because of the fact its more likely to appear for a crowd of players as opposed one guy. and how / why on earth would they be taking 45+ minutes to do a standard mission (or even a critical, for that matter)?

2) aside from the access key (which again shouldn't take more than 45 minutes in any case), farming some suff can be done absolutely anywhere else in game across the four districts. considering this is the first major addition of quest related content since who knows when, is it really that big a deal that people wanting to farm but NOT run any risk of being killed by one of those things could just, y'know, go farm somewhere else? seems like common sense to simply avoid that part of town anyway - especially as a mid twenty player running around in that zone stands a much bigger risk of being killed from any of the mid to high level twenty gangs that pack the area out, as opposed some random monster that probably won't spawn and attack them anyway.

finally, if we're going to take this line of thinking - don't put x new content here and have it do y, because these people doing this thing we've done since the game began might be vaguely impeded - then taking it to its logical extreme, we won't be able to put new content anywhere for the same reason.

i don't know about you, but i'd rather have new content that i can actually access through good and sane timing (instead of waiting round for 40 minutes for a no show) over a tiny inconvenience (likely no inconvenience) with regards something people have been doing since year zero.

we're really bothered about minor farming privileges (or taking crazy amounts of time to do missions) over the correct functionality of new content that should be accessible to all? wow.

if they don't drastically reduce the timers, then the next sound you hear will be that of a subscriber bumrush heading for the exit on the basis that they have little to no hope of ever experiencing the first new quest content since, well, whenever they put the last stuff in. because if theres no chance of getting involved in this quest, they certainly won't hang around another bunch of months to be presented with something else they can't play.

#36300251180 06/02/2007 01:36:18 Re:Update 52 Discussion
Paperghost wrote:
Amative wrote:
Correct me if I'm wrong, but the Corrupted boss does spawn on any player in the neighborhood does he not? In that case, 2 reasons not to make the spawn time shorter on the Corrupted quest:
1) He'll spawn on a mid-20 player just running through on a mission; bad for him/her, plus it'll make the boss harder to find since he may not be anywhere near where everyone else has gathered waiting for the spawn,
2) There are other things to do in Bathory already (getting the access key from that boss, farming for consumable objects to make pills), and it would be a pain to get killed while doing those.

But it would be nice if the spawn time was at least predictable, so we wouldn't have to wait around for the next spawn.


1) when the timers are supposedly "fixed", its supposed to be something like a 10% chance it'll turn up after 50 minutes, then an additional 10% chance every 45 or so. with that in mind, its highly unlikely some random dude on his own running a mission is suddenly going to be surprise attacked by a great big level 100 cloud of flies monster - even MORE so because of the fact its more likely to appear for a crowd of players as opposed one guy. and how / why on earth would they be taking 45+ minutes to do a standard mission (or even a critical, for that matter)?

2) aside from the access key (which again shouldn't take more than 45 minutes in any case), farming some suff can be done absolutely anywhere else in game across the four districts. considering this is the first major addition of quest related content since who knows when, is it really that big a deal that people wanting to farm but NOT run any risk of being killed by one of those things could just, y'know, go farm somewhere else? seems like common sense to simply avoid that part of town anyway - especially as a mid twenty player running around in that zone stands a much bigger risk of being killed from any of the mid to high level twenty gangs that pack the area out, as opposed some random monster that probably won't spawn and attack them anyway.

finally, if we're going to take this line of thinking - don't put x new content here and have it do y, because these people doing this thing we've done since the game began might be vaguely impeded - then taking it to its logical extreme, we won't be able to put new content anywhere for the same reason.

i don't know about you, but i'd rather have new content that i can actually access through good and sane timing (instead of waiting round for 40 minutes for a no show) over a tiny inconvenience (likely no inconvenience) with regards something people have been doing since year zero.

we're really bothered about minor farming privileges (or taking crazy amounts of time to do missions) over the correct functionality of new content that should be accessible to all? wow.

if they don't drastically reduce the timers, then the next sound you hear will be that of a subscriber bumrush heading for the exit on the basis that they have little to no hope of ever experiencing the first new quest content since, well, whenever they put the last stuff in. because if theres no chance of getting involved in this quest, they certainly won't hang around another bunch of months to be presented with something else they can't play.

To add to this, Consumables are just not worth coding, as the 1.0-4.0 health and antibiotic pills are just P.O.S. items consuming inventory space, not to mention we could just loot the pills from some nameless NPC whether be it a gang member or missioning.
#36300251223 06/02/2007 03:30:35 Re:Update 52 Discussion
I don't wanna repeat the (overall) good aspects of the patch - I like it!

Luggables: Look awesome, but I noticed a bug where the effect of the luggable stays onto a person when he dropped the luggable in the world. If noone takes that luggable the effect even stays in case of death. Needs fix.

Corrupted quest: Seems quite difficult but not impossible. Tho, has anyone yet managed to kill one of the big guys? It's sad the old filt gun doesn't affect them and their corrupted area which deals 3-4k of damage to a Lv50 plus their uber ballistic defense make me wonder HOW we should do that. Also 400 corrupted code bits is quite a lot to farm... LMAO.

Cheers,
Anuk
#36300251250 06/02/2007 04:38:24 Re:Update 52 Discussion
vadorakamark wrote:
krytical wrote:
I think the difficulty is fine. Someone with a life will probably be able to participate in around 4 spawns per day, averaging 15 frags per spawn. It will take them approximately a week to get the top tier item which sounds about right. What I'm worried about is killing the big guys 5 times in order to get the other codes, it will take a lot of insecticides and coordination. If you're not part of a big faction or aren't the kind of player who can form 2 teams of players purely to kill the lvl 100 NPCs then you're going to have a hard time getting the other 5 parts.


Yeah i totaly Agree Kryticla its a bit unfair to all players who like to solo in this game -1Devs   +1Krytical Very good point.
QFE...I quoted at this post but I haven't read the rest of the thread yet. I suggested in the Corruptor thread in PvE that the items the level 100 drops be made available from the level scaled NPCs at a rare rate like 1 in 30, 1 in 50 or even 1 in 100. Just to give those unable to kill the 100 a chance.
#36300251345 06/02/2007 07:29:31 Re:Update 52 Discussion

I have to be fair and say they fixed the respawn time pretty quick, and I do not have a crash report everytime i start after the updateSMILEY Still need some more inventory room...

#36300251405 06/02/2007 09:54:03 Re:Update 52 Discussion
Mindsweep wrote:

I have to be fair and say they fixed the respawn time pretty quick, and I do not have a crash report everytime i start after the updateSMILEY Still need some more inventory room...

whats the respawn time at now?
#36300251593 06/02/2007 14:36:41 Re:Update 52 Discussion
Content reliant upon wave after wave of npc spawns is about the most uninteresting and uninvolving thing i can imagine - we need content that promotes the ongoing storyline, that exploits the players versatility to enhance the challenge to other players (not repetative mechanical AI), we need area's to contest, bases to build and defend, we need the city to come alive and give us reasons to be somewhere at some time, we need organisational and factional identity to mean something....current content seems to be focussing on making us mark time when it should be giving us something of interest to do or achieve..there are some tweaks in 52 that are worthwhile, or will be in the long run methinks, but the additional content just fails to add anything to the game imo and its disspapointing to think any dev time was spent on it!
#36300251738 06/02/2007 23:19:29 Re:Update 52 Discussion
Canbus wrote:
Consumables are just not worth coding, as the 1.0-4.0 health and antibiotic pills are just P.O.S. items consuming inventory space, not to mention we could just loot the pills from some nameless NPC whether be it a gang member or missioning.

The pills made with that frag might not be worth much to you or I, but to players between 25 and 40 they're *gold*
#36300251756 06/03/2007 00:24:21 Re:Update 52 Discussion
Wit the new spawn times, I love the new quest. If the Lv. 100 gets tweaked fine. If not even better. I would not want every tom don and harry walking around with what i had to work my butt off for.
#36300251772 06/03/2007 01:27:10 Re:Update 52 Discussion
Amative wrote:
Canbus wrote:
Consumables are just not worth coding, as the 1.0-4.0 health and antibiotic pills are just P.O.S. items consuming inventory space, not to mention we could just loot the pills from some nameless NPC whether be it a gang member or missioning.
The pills made with that frag might not be worth much to you or I, but to players between 25 and 40 they're *gold*

I was 25-40 once, I just never used them. I'm just content with "Run to safe area" then "/sit."
#36300251774 06/03/2007 01:35:10 Re:Update 52 Discussion
Canbus wrote:
Amative wrote:
Canbus wrote:
Consumables are just not worth coding, as the 1.0-4.0 health and antibiotic pills are just P.O.S. items consuming inventory space, not to mention we could just loot the pills from some nameless NPC whether be it a gang member or missioning.
The pills made with that frag might not be worth much to you or I, but to players between 25 and 40 they're *gold*

I was 25-40 once, I just never used them. I'm just content with "Run to safe area" then "/sit."

Seems like you've never done Construct or Hideout work, alone. If you want a good dropping chance in hideouts you need to be lowerlvl, which means that the guys can kill you easily. Antibiotics may be worthless because of lack of debuffs that NPCs can cast onto you but Health Pills?
As Amative said, they're gold.
#36300251775 06/03/2007 01:36:59 Re:Update 52 Discussion
GoDGiVeR wrote:
Canbus wrote:
Amative wrote:
Canbus wrote:
Consumables are just not worth coding, as the 1.0-4.0 health and antibiotic pills are just P.O.S. items consuming inventory space, not to mention we could just loot the pills from some nameless NPC whether be it a gang member or missioning.
The pills made with that frag might not be worth much to you or I, but to players between 25 and 40 they're *gold*

I was 25-40 once, I just never used them. I'm just content with "Run to safe area" then "/sit."

Seems like you've never done Construct or Hideout work, alone. If you want a good dropping chance in hideouts you need to be lowerlvl, which means that the guys can kill you easily. Antibiotics may be worthless because of lack of debuffs that NPCs can cast onto you but Health Pills?
As Amative said, they're gold.
I was only concerned about hitting 50 so I could actually make a difference in a Live Event. Never regretted it since the LET was going to get laid off before the game fell in SOE's hands.
#36300251800 06/03/2007 02:48:36 Re:Update 52 Discussion
Canbus wrote:
GoDGiVeR wrote:
Canbus wrote:
Amative wrote:
Canbus wrote:
Consumables are just not worth coding, as the 1.0-4.0 health and antibiotic pills are just P.O.S. items consuming inventory space, not to mention we could just loot the pills from some nameless NPC whether be it a gang member or missioning.
The pills made with that frag might not be worth much to you or I, but to players between 25 and 40 they're *gold*

I was 25-40 once, I just never used them. I'm just content with "Run to safe area" then "/sit."

Seems like you've never done Construct or Hideout work, alone. If you want a good dropping chance in hideouts you need to be lowerlvl, which means that the guys can kill you easily. Antibiotics may be worthless because of lack of debuffs that NPCs can cast onto you but Health Pills?
As Amative said, they're gold.
I was only concerned about hitting 50 so I could actually make a difference in a Live Event. Never regretted it since the LET was going to get laid off before the game fell in SOE's hands.
Slightly offtopic, but you missed a LOT of the game's content. As I said in another thread, there was so much to explore that it took me about 70 days of /play time to get to 50...

Back on topic: I'll jack in now and see how the corrupted killing goes ^^.

Cheers,
Anuk
#36300251801 06/03/2007 02:49:29 Re:Update 52 Discussion
Some Syntax players and I just spent a few hours fighting a pitched rooftop battle against no less than three Wasteland Corruptors.  Awesome.  We didn't kill the big guys but it can definitely be done - I've seen some Systematic Chaos showing off their white bandanas.  Seriously, this is an excellent patch. 
#36300251809 06/03/2007 02:58:40 Re:Update 52 Discussion
Kohlo wrote:
Canbus wrote:
GoDGiVeR wrote:
Canbus wrote:
Amative wrote:
Canbus wrote:
Consumables are just not worth coding, as the 1.0-4.0 health and antibiotic pills are just P.O.S. items consuming inventory space, not to mention we could just loot the pills from some nameless NPC whether be it a gang member or missioning.
The pills made with that frag might not be worth much to you or I, but to players between 25 and 40 they're *gold*

I was 25-40 once, I just never used them. I'm just content with "Run to safe area" then "/sit."

Seems like you've never done Construct or Hideout work, alone. If you want a good dropping chance in hideouts you need to be lowerlvl, which means that the guys can kill you easily. Antibiotics may be worthless because of lack of debuffs that NPCs can cast onto you but Health Pills?
As Amative said, they're gold.
I was only concerned about hitting 50 so I could actually make a difference in a Live Event. Never regretted it since the LET was going to get laid off before the game fell in SOE's hands.
Slightly offtopic, but you missed a LOT of the game's content. As I said in another thread, there was so much to explore that it took me about 70 days of /play time to get to 50...

Back on topic: I'll jack in now and see how the corrupted killing goes ^^.

Cheers,
Anuk
Uh, I tried doing the first few floors of an Exile hide-out when I was a lowbie with a few factionmates. I didn't see any point at all other than just novel time-wasters. The thing with the hideouts is that you could do it whenever you want, Live Events on the other hand were not. I wouldn't trade my Live Event participations for anything just so I could "get crappy loot from some obscure dungeon."
#36300251828 06/03/2007 03:10:43 Re:Update 52 Discussion
Good point, you're a lucky guy if you had that many LE participations...

Nevertheless, I wouldn't call drops like Ravenfeather, Stinger or Troll's Hide crappy...

Cheers,
Anuk
#36300252002 06/03/2007 09:26:15 Re:Update 52 Discussion
Canbus wrote:
Kohlo wrote:
Canbus wrote:
GoDGiVeR wrote:
Canbus wrote:
Amative wrote:
Canbus wrote:
Consumables are just not worth coding, as the 1.0-4.0 health and antibiotic pills are just P.O.S. items consuming inventory space, not to mention we could just loot the pills from some nameless NPC whether be it a gang member or missioning.

The pills made with that frag might not be worth much to you or I, but to players between 25 and 40 they're *gold*



I was 25-40 once, I just never used them. I'm just content with "Run to safe area" then "/sit."



Seems like you've never done Construct or Hideout work, alone. If you want a good dropping chance in hideouts you need to be lowerlvl, which means that the guys can kill you easily. Antibiotics may be worthless because of lack of debuffs that NPCs can cast onto you but Health Pills?
As Amative said, they're gold.
I was only concerned about hitting 50 so I could actually make a difference in a Live Event. Never regretted it since the LET was going to get laid off before the game fell in SOE's hands.
Slightly offtopic, but you missed a LOT of the game's content. As I said in another thread, there was so much to explore that it took me about 70 days of /play time to get to 50...

Back on topic: I'll jack in now and see how the corrupted killing goes ^^.

Cheers,
Anuk
Uh, I tried doing the first few floors of an Exile hide-out when I was a lowbie with a few factionmates. I didn't see any point at all other than just novel time-wasters. The thing with the hideouts is that you could do it whenever you want, Live Events on the other hand were not. I wouldn't trade my Live Event participations for anything just so I could "get crappy loot from some obscure dungeon."

Cheers, a lvl 50 noob.
#36300252007 06/03/2007 09:32:31 Re:Update 52 Discussion
I think this update and included combat SNAFU is the worst the game has ever seen, and it's seriously made me consider quitting.
#36300252013 06/03/2007 09:41:23 Re:Update 52 Discussion
Bayamo wrote:
I think this update and included combat SNAFU is the worst the game has ever seen, and it's seriously made me consider quitting.

what did they change in combat? i've tried and failed to find out what they fiddled with.
#36300252014 06/03/2007 09:46:02 Re:Update 52 Discussion
Paperghost wrote:
Bayamo wrote:
I think this update and included combat SNAFU is the worst the game has ever seen, and it's seriously made me consider quitting.
what did they change in combat? i've tried and failed to find out what they fiddled with.

Some people are claiming very odd accuracy drops and other such things as a result of the "Miss-Miss" 'fix'...this thread might give more insight.  Also, here's the addendum to the update notes added by Raijinn, listing the 'official' changes.
#36300252021 06/03/2007 10:06:16 Re:Update 52 Discussion
lol, just have two Aikido GMs duel, and have one sit on grab or block. It'll go miss miss miss miss miss miss miss miss miss miss miss now, and take forever. It's a lot like CR1 now, because accuracy bonuses matter a lot more. The balance has been changed since CR2 was balanced with the "bug" in existance, and now it's gone, for example lack of thrown defense makes MKT much more powerful in IL now in addition to its high accuracy, whereas before MAs could tear up MKTs. IL is also nerfed, and the zerg strengthened, because it takes more time to kill in IL now, so free fire builds become stronger and combat even more about numbers.

Just a few of the effects...
#36300252057 06/03/2007 11:45:41 Re:Update 52 Discussion
Bayamo wrote:
lol, just have two Aikido GMs duel, and have one sit on grab or block. It'll go miss miss miss miss miss miss miss miss miss miss miss now, and take forever. It's a lot like CR1 now, because accuracy bonuses matter a lot more. The balance has been changed since CR2 was balanced with the "bug" in existance, and now it's gone, for example lack of thrown defense makes MKT much more powerful in IL now in addition to its high accuracy, whereas before MAs could tear up MKTs. IL is also nerfed, and the zerg strengthened, because it takes more time to kill in IL now, so free fire builds become stronger and combat even more about numbers.

Just a few of the effects...
Wow, and jesus.  I haven't had a chance to test MA yet, it's really that drastic a change?
#36300252282 06/03/2007 16:43:38 Re:Update 52 Discussion
exsuscito wrote:
Bayamo wrote:
lol, just have two Aikido GMs duel, and have one sit on grab or block. It'll go miss miss miss miss miss miss miss miss miss miss miss now, and take forever. It's a lot like CR1 now, because accuracy bonuses matter a lot more. The balance has been changed since CR2 was balanced with the "bug" in existance, and now it's gone, for example lack of thrown defense makes MKT much more powerful in IL now in addition to its high accuracy, whereas before MAs could tear up MKTs. IL is also nerfed, and the zerg strengthened, because it takes more time to kill in IL now, so free fire builds become stronger and combat even more about numbers.

Just a few of the effects...
Wow, and jesus.  I haven't had a chance to test MA yet, it's really that drastic a change?
Yes! Spies got it really bad.
#36300252362 06/03/2007 18:10:39 Re:Update 52 Discussion
Paperghost wrote:
Mindsweep wrote:

I have to be fair and say they fixed the respawn time pretty quick, and I do not have a crash report everytime i start after the updateSMILEY Still need some more inventory room...

whats the respawn time at now?

eeh..i think 45 min. But i seem them respawn faster within 30 mins.
#36300252474 06/03/2007 23:07:51 Re:Update 52 Discussion
Jax wrote:
exsuscito wrote:
Bayamo wrote:
lol, just have two Aikido GMs duel, and have one sit on grab or block. It'll go miss miss miss miss miss miss miss miss miss miss miss now, and take forever. It's a lot like CR1 now, because accuracy bonuses matter a lot more. The balance has been changed since CR2 was balanced with the "bug" in existance, and now it's gone, for example lack of thrown defense makes MKT much more powerful in IL now in addition to its high accuracy, whereas before MAs could tear up MKTs. IL is also nerfed, and the zerg strengthened, because it takes more time to kill in IL now, so free fire builds become stronger and combat even more about numbers.

Just a few of the effects...
Wow, and jesus.  I haven't had a chance to test MA yet, it's really that drastic a change?
Yes! Spies got it really bad.
I don't see what you're having problems with. I think interlock is funner. I was against a few MKTs today and every fight was fun, even. Not hair pulling frustrating.
#36300252646 06/04/2007 08:14:12 Re:Update 52 Discussion
-Problems reported with dual pistol execution.

-Issues with Concealment not working alot and just leaving you standing there, visible.

-Rifle timers acting strange (says 3 seconds until reuse but takes 12 for example)

-Interlock moves (sometimes being able to do one move per second, 5 moves in 5 seconds)

-Interlock moves (sometimes winning every move even if the ability in hotbar says you missed)
edit: these may be a valid moves but the hotbar says it failed.

New Quest:

-Problems with spawns dissapearing half way through combat alot,
this also breaks your hotbar.

-Corrupteds need to spawn when people are there, consistently. A few fun times
with both roofs full and both alleys full of corrupteds. People are not going to stand around
for a long time waiting for spawns, if the spawns are there people will come.

-The big guy shouldn't be able to spawn *on* the hardline, preventing people from arriving.

Luggables:

-Issues with visual effect not dissapearing after the luggable is dropped.

-Issues with buf enhancements not dissapearing when luggable is dropped.

-Issues with pvp mode not dissapearing even 20 mins after luggable is dropped.

-Issues with person still being able to be tracked after luggable is dropped.

-Issues with point-on-ground being tracked, for unknown reasons (maybe jackout?)

-Issues with luggable dissapearing in inventory with the System message related to duping.
A luggable has been automatically deleted from your inventory because your playercharater object has not sent a luggable update message to the luggable manager for 3 minutes. If you have done something you think may have caused this, please /bug it so we can fix it.

Suggestions:

-Having Hacker luggable "bomb pet" is too noisy. After hours with this thing is irritating in contrast to other sound levels. Maybe drop the audio for bomb pet after 5mins by 30%.

-Luggables should drop in the world when someone dies, or....
Rezzing should cause the rezzer to flag.


Edit: nice patch by the way, devs giving things a try to make us new content. Once we get a few of these things sorted out luggables and the spawns should make for a good addition.

#36300252648 06/04/2007 08:27:58 Re:Update 52 Discussion
What the hell is a Ravenfeather?
#36300252662 06/04/2007 08:49:37 Re:Update 52 Discussion
nicolletteRS6000 wrote:

Rezzing should cause the rezzer to flag.




We've been asking for that since what, day one?

Dont get ya hopes up, even if it is severely needed.

My feedback on luggables remains the same, should drop on death, effects/buffs should be lost on drop, shouldnt be hardlineable (but still subwayable) within the same strict, shouldnt allow hj while held, should be ones to fight over in constructs.

While fun they're certainly still a wasted opportunity providing no sort of new gameplay, its just a pretty effect and some buffs to the same old stuff. Have them really contested, with consequence and meaning.

#36300252673 06/04/2007 09:13:47 Re:Update 52 Discussion
Fatmop wrote:
What the hell is a Ravenfeather?

Viral outerwear, hideout drop.


#36300252910 06/04/2007 14:34:35 Re:Update 52 Discussion
A tailcoat for the ladies and a motorycle jacket for the men, if I recall correctly.
#36300253103 06/04/2007 19:46:08 Re:Update 52 Discussion
nicolletteRS6000 wrote:
Fatmop wrote:
What the hell is a Ravenfeather?

Viral outerwear, hideout drop.


Would be nice if the Dev's fixed the hideout clothing to be of actual use in PVP/PVE.  What am I going to do with a Ravensfeather with only 10pts BDR?  Ooohh I know.. get my booty pwned!
#36300253162 06/04/2007 22:42:41 Re:Update 52 Discussion
Well it's useful in pvp and pve for lower lvls, obviously lower lvl clothing is going to be less effective as your lvl increases...
#36300253227 06/05/2007 03:18:49 Re:Update 52 Discussion
Freequency wrote:
nicolletteRS6000 wrote:
Fatmop wrote:
What the hell is a Ravenfeather?

Viral outerwear, hideout drop.


Would be nice if the Dev's fixed the hideout clothing to be of actual use in PVP/PVE.  What am I going to do with a Ravensfeather with only 10pts BDR?  Ooohh I know.. get my booty pwned!

Still use my Watchers Shades, Still use my DragonSkin, Still use my Trolls Hide.

Of course not all of them can be expected to be used for lvl 50 PvP, that's simply ridiculous, but some of it's very nice.
#36300253262 06/05/2007 04:43:02 Re:Update 52 Discussion
Stay on topic, this is Update 52 Discussion.


#36300253263 06/05/2007 04:43:08 Re:Update 52 Discussion
Freequency wrote:
nicolletteRS6000 wrote:
Fatmop wrote:
What the hell is a Ravenfeather?

Viral outerwear, hideout drop.


Would be nice if the Dev's fixed the hideout clothing to be of actual use in PVP/PVE.  What am I going to do with a Ravensfeather with only 10pts BDR?  Ooohh I know.. get my booty pwned!
As a hacker you should be used to getting your but1 kicked SMILEY. You want more damage on the enemy? You gotta give up some resistance... Priorities you know? 4% of Viral Accuracy is really good!

Cheers,
Anuk


Edit: Yes, nicolette is right SMILEY
#36300253358 06/05/2007 06:54:26 Re:Update 52 Discussion
nicolletteRS6000 wrote:
Stay on topic, this is Update 52 Discussion.



It is on topic
#36300254053 06/06/2007 05:03:38 Re:Update 52 Discussion
So what is the actual respawn rate now after the hotfix?
#36300254528 06/06/2007 16:58:45 Re:Update 52 Discussion
The_Big_V wrote:
So what is the actual respawn rate now after the hotfix?

On the same note, where are the notes for the the recent hotfix?  I haven't seen any yet and was curious as to what exactly was changed (especially in light of similar recent events).
#36300255194 06/07/2007 17:16:49 Re:Update 52 Discussion
it wouldnt be as horrible (yes horrible) if they increased the amounts of corrupt code a spawn can drop.  cause ive gone through an hour session without 1 corrupt code being dropped.  (no lie)

And I think they should make the Wastlander D-baggy thinger majiger drop as many corrupt codes as are in a party.  Cause after you get a party together, do all that killing (200+ kills seems appropriate) trade, and die multiple times gassing that yeti... Only one person gets the corrupt code?  If you ask me from a game/art/designer professional opinion... that a straight up jip.  no wonder so many people are saying... eh... im not gonna waste my time.

And just an FYI... Ive seen a ton of people using the same account at the same time with a lower level, because this grind is so straight up rediculous.  and that will drive more people to figure out how to do it; if they havent already done so.

So now you have my .02.  not worth much, but hey, thats what i would change if i was in charge.  (which i think is a good idea.  Pay me for my ideas pleesshh)