18 posts · 2007-10-26 04:45:59 to 2007-10-28 11:15:25
#3630034319810/26/2007 04:45:59What happened to the Org Abilities?
Yeah.. what happened to the Org Specific Abilites that our good 'ol Frog worked on? I know that he was moved to another project and everything.. but from my understanding these just needed some further testing but then.. just disappeared?
Does anyone know why we never heard of them again and/or what happened??
#3630034328310/26/2007 08:37:26Re:What happened to the Org Abilities?
Indefinately shelved.
#3630034330510/26/2007 09:06:08Re:What happened to the Org Abilities?
May I ask why? Lack of an animator? Not enough time for development/balancing? Too large a project for the limited Dev team?
#3630034330810/26/2007 09:09:10Re:What happened to the Org Abilities?
Croesus wrote:
May I ask why? Lack of an animator? Not enough time for development/balancing? Too large a project for the limited Dev team?
All three!
#3630034331010/26/2007 09:11:52Re:What happened to the Org Abilities?
Ah, shame....
#3630034332610/26/2007 09:33:27Re:What happened to the Org Abilities?
Roukan wrote:
Croesus wrote:
May I ask why? Lack of an animator? Not enough time for development/balancing? Too large a project for the limited Dev team?
All three!
Why lack of animator if the abs were ready for testing.. at least from my understandin that's the stage they were in. But meh. NoRepro (may I still call you like that?) said it all I suppose :/
#3630034333510/26/2007 09:41:28Re:What happened to the Org Abilities?
In short - they need a test server to balance them.
#3630034346410/26/2007 14:41:16Re:What happened to the Org Abilities?
From what I remember at FF, it was something like this:
- they eventually decided against differentiated abilities based on org due to balancing issues, especially the Merv ones were iffy - the new plan was then to offer standard buffs differing based on online org server population. however the mechanism for calculating the online org percentage never worked. - there was however a mechanism for "control towers" in the city which when an org captured them, they got a bonus... but that bonus was static and what would be the point in adding this content (buff) that everyone could get if its not dynamically updating to reflect population, or if the high numbers org ended up taking all ctrl towers (plus with luggables this would be kind of redundant) - priority of dev time on content that offers more fun/playability took precedence.
I know I probably screwed up the detail(s) somewhere, but I remember there was more to it than just "lack of animator, need test server."
#3630034349510/26/2007 15:47:26Re:What happened to the Org Abilities?
Wasn't it Lack of a HCFrog
#3630034349610/26/2007 15:52:35Re:What happened to the Org Abilities?
pack-hunter wrote:
Wasn't it Lack of a HCFrog
Lol, that I knew about, I just didn't know the specifics... Cheers Bay
#3630034361210/26/2007 20:18:50Re:What happened to the Org Abilities?
Hmm..that would've been interesting, but quite difficult to implement. I was just tossing this around in my head and that'd be interesting if the abilities played off the different org's identities...like Machines ultimately want control, hence abilities geared towards crowd control, buffing, debuffing. Merovingians look for more power, hence abilities to do damage, and Zion just wants to protect its city, hence abilities that are stronger in defense/avoidance.
#3630034363710/26/2007 22:22:50Re:What happened to the Org Abilities?
Without a QA Server any updates like this are impossible because they need to be tested or else you would have many imbalances.
#3630034369410/27/2007 03:29:01Re:What happened to the Org Abilities?
Then just put it in for a bit and let us test it, i'm sure players wouldn't mind inbalence for a while if it meant new content.
#3630034377210/27/2007 10:26:25Re:What happened to the Org Abilities?
As i remember. He had them all ready and done. Ready to be put into the QA for testing. But SOE took him off Mxo around that time. :S There is some big post about it somewhere...
#3630034377310/27/2007 10:26:53Re:What happened to the Org Abilities?
Slaro001 wrote:
Then just put it in for a bit and let us test it, i'm sure players wouldn't mind inbalence for a while if it meant new content.
Agreed!
#3630034382710/27/2007 12:48:18Re:What happened to the Org Abilities?
Slaro001 wrote:
Then just put it in for a bit and let us test it, i'm sure players wouldn't mind inbalence for a while if it meant new content.
Sure, let's just put completely imbalanced abilities into a Live game and just hope for the best. I know we are striving for content, but let's not treat the game as a testing ground now.
#3630034413010/28/2007 04:39:18Re:What happened to the Org Abilities?
Well I'm tempted to jump on the bandwagon and ask to bring them into the live game as well. I think the whole balance thing wouldn't be too much of an issue, seeing that especially the hacker abilities were significantly changed since CR2 went live (Radius, DOTs, etc). It's not that it wouldn't be the first time there would be inbalanced abilities in game anyway (9mmfu using Zen Master anyone? :p).
#3630034422910/28/2007 11:15:25Re:What happened to the Org Abilities?
kou_urake wrote:
Slaro001 wrote:
Then just put it in for a bit and let us test it, i'm sure players wouldn't mind inbalence for a while if it meant new content.
Agreed!
dido! These Org Abs were something alot of us had been looking forward to.