Tytanya_MxO wrote:There were many suggestions that flew back and forth as to how the old system could have been and would have been significantly improved. These suggestions were ignored not because they weren't feasible but that an already greater task had been undertaken to rewrite the system and thus they were largely irrelevent. The core of CR2 really resulted in deciding to get rid of area's that weren't working, such as multi IL in favour of free fire, in essence a conscious descision was made to step away from IL (the unique and innovative mechanism of pvp) and take a step toward a more generic and recognisable mmo system (most of which are dismally limp and unconvincing).
The most acute problem today (I say today, I'm sorry to say I haven't actually logged in for several months now since the story has abandoned the player and the environment) is the balance of pvp as a whole which offers fewer competitive enocounters than the old system. While the balance between individual skills is better than ever under CR2, briliant for duelling, the reality of pvp that it is more prone to the numbers involved on any side, this has always been the case and statistically no matter what the relative balance between the orgs it always will be that 90% of pvp is between uneven sides. CR2 is seriously flawed in its faliure to address this, it actually did the exact opposite of what was needed it emphasised the ability of several players to combine. Two players are, as logic might indicate twice as effective than one, but this is not a good thing in an mmo as it increases the number of futile scenarios a small group or single player would face when logging leading to a downward spiral in causual pvp fun. Solo pvp was worse hit, it is still possible for sure but relies very heavily on the innate laziness of the zerg (fortunately they can be incredibly lazy) - so log in and you either find your side overwhelming the other or else they overwhelm you with random chance only really allowing the increasingly rare balanced (and therefore competitive) encounter.
The combat system here is still streets ahead of anything I have witnessed in any other mmo but undoubtably its potential, scope and fun-factor is lesser than would have been seen by a fixed version of the old system.....
In CR1, you didn't have to worry about random rolls. If three inferior players stepped up to the plate against one person who knew what they were doing it wouldn't be a question of skill so much as it would be a question of how long it'd be before the three players' backup arrived.
I distinctly remember a level 50 Merovingian being interlocked by five and freefired by another 8 lowbies at Moriah East back during CR1, directly after the SOE takeover. That level 50 was being hit at times, but they didn't budge his health. I also remember only having to worry about hackers even when I had max VD, although I had to worry about it significantly less. If I had Duelist or MKT loaded with full VD, I could easily draw two or three 50's to the church roof in Mara and take care of business. Times have changed, though. As the current system stands there is nobody that's truly superior through knowledge of the game... I can be killed by someone I've never seen before, recon, and come back to kill them despite having death effect. The most number of 50's I can take out is two, if I am lucky.
This isn't The Matrix Online so much as it's Street Violence With High Jumping Online.