Sleepwalker Gear

36 posts · 2008-08-07 06:47:39 to 2008-08-13 09:47:00

#36300486268 08/07/2008 06:47:39 Sleepwalker Gear
Fairly impressed with some of this stuff, gj Rarebit. Now to see how those boxes are...

Only posting the lvl 50 stuff.














#36300486270 08/07/2008 06:53:35 Re:Sleepwalker Gear
First impressions:
  • Sick of their being no resistance to accompany thrown defense.  That's the one area in which both are sorely requred.  The Troll's Hide already suffers from that issue, now these?
  • 45% health regen is way too much.
#36300486271 08/07/2008 07:01:40 Re:Sleepwalker Gear

Whoa.. 45%?

That would almost certainly make it essential for PvP depending on other attributes (Can't see images while at work)

What are the requirements for the items? Is it pretty much the same as the Ninja items, but with different drops?

#36300486272 08/07/2008 07:08:42 Re:Re:Sleepwalker Gear
Vinia wrote:

Whoa.. 45%?

That would almost certainly make it essential for PvP depending on other attributes (Can't see images while at work)

What are the requirements for the items? Is it pretty much the same as the Ninja items, but with different drops?


Yes.  Thirty-six blue marbles, and a single something or other - like the Grandmaster Token.
#36300486273 08/07/2008 07:08:53 Re:Sleepwalker Gear
Yeah. You need 36 Stage 3 Blue Marble and 1 Stage 3 Token.
There are 10 waves when you activate the box and it spawns 1-8 Npcs per wave.

*EDIT* exsuscito wrote it first. SMILEY
TSR Eryk N.: The game is done. The service and support stopped.
#36300486276 08/07/2008 07:11:51 Re:Sleepwalker Gear
Aquatium. wrote:
Fairly impressed with some of this stuff, gj Rarebit. Now to see how those boxes are...

Only posting the lvl 50 stuff.




Make those pants 15% (maybe 20%) HP regen and we have a winner on all items. Good to see that the Bonus buffs have been spread out.. instead of them all just having one Bonus (i.e Accuracy).
#36300486278 08/07/2008 07:21:21 Sleepwalker Gear
Michael1 wrote:
There are 10 waves when you activate the box and it spawns 1-8 Npcs per wave.
Ah so the waves are slightly different, multiple NPC's per wave? It may be a bit early to ask, but do they increase in level every wave and what is the highest level? 
#36300486280 08/07/2008 07:31:07 Re:Sleepwalker Gear
Whoa... I am totally getting those guns! I need some new SMGs anyway...
#36300486283 08/07/2008 07:39:09 Re:Sleepwalker Gear
Soo excited SMILEY Sleepwalkers are back!! SMILEY

#36300486285 08/07/2008 07:42:32 Re:Sleepwalker Gear
This is cool.  I just wish there were some more good level 50 hats that aren't bandanas.  Pants are super strong.  Bandana will be worn with Trolls and Quicksilver.  The more defense they give out the slower fights are going to be.
#36300486288 08/07/2008 08:03:26 Re:Sleepwalker Gear
I'm shocked we got something besides clothes.
#36300486289 08/07/2008 08:12:32 Re:Sleepwalker Gear

45% health regen is fine and nice job rare!

point 1 : have someone cast fast healing 1 on you and tell me if you notice it really helping you in pvp that much.

point 2: the is regen negative buff was clever,you'll give up a bit in duels,though i still see this pants being top choice in ma duels.

 Anyone see if the npcs have the same weaknesses to melee etc yet?

The only prob i see rarebit,an item or two still have either all four accuracy or all four dmg  % buffs...almost no builds in this game would take advantage of that.but other wise some of the most creative and progressive buffs i've see in a while!

Good update!

#36300486290 08/07/2008 08:19:03 Re:Re:Sleepwalker Gear
xxamelxx wrote:

The only prob i see rarebit,an item or two still have either all four accuracy or all four dmg  % buffs...almost no builds in this game would take advantage of that.


I don't believe that the clothes with attributes for all four types of combat are designed with a single or specific build in mind, rather that the item of clothing can be useful for anyone who wants to wear it (level requirement applying of course)
#36300486291 08/07/2008 08:21:01 Re:Sleepwalker Gear
NPC's are gunners, and seem to follow standard NPC rules.

As for waves, not really tried it much, but tier3 starts with a level 50 single NPC, spawn 2 is 2 x 51's, 3 was 3 x 52's and 4 was 4x53's. not gone past that myself yet, and not tried it enough to see if it's random on spawn numbers or a specific pattern from what I have seen. If it is a pattern and increasing in numbers, can you imagine 9x 58's.
#36300486292 08/07/2008 08:24:28 Re:Re:Sleepwalker Gear
xxamelxx wrote:

45% health regen is fine and nice job rare!

point 1 : have someone cast fast healing 1 on you and tell me if you notice it really helping you in pvp that much.

point 2: the is regen negative buff was clever,you'll give up a bit in duels,though i still see this pants being top choice in ma duels.

 Anyone see if the npcs have the same weaknesses to melee etc yet?

The only prob i see rarebit,an item or two still have either all four accuracy or all four dmg  % buffs...almost no builds in this game would take advantage of that.but other wise some of the most creative and progressive buffs i've see in a while!

Good update!

exactly i think the buffs for the banda are just as good as the headgear and it seems like it may be a heck of alot easier to farm
#36300486370 08/07/2008 13:31:23 Re:Re:Sleepwalker Gear
Pylat wrote:
These boxes I find are better than the Kunoichi ones, you need more people to do them, but you can get through each one in about 20 mins (Compared to 90 minutes for Kunoichi Boxes), so overall the team gets through them faster.
The box can be done with 2-3 people just takes a while
#36300486371 08/07/2008 13:33:00 Re:Sleepwalker Gear
That is some pretty hot looking gear...both buffs and style.

I might have to farm a couple sets...thanks for adding another timesink to my free-time.  =P
#36300486374 08/07/2008 14:03:06 Re:Re:Re:Re:Sleepwalker Gear
odj wrote:
GodTier wrote:
"It's an MMO with hardly any players, which makes getting a team together annoying."

lrn2faction.

There are at least 5 different main timezones used in MxO.
Say you in TC who has more than 60 members.
1/2 are actualy active.
Thats 6 for each time zone.
Plus put in the fact that some people will not be online due to RL commitments you can half that ammount. (omg life outside mxo? no wais!)
That leaves you with a team of 3.
Then put in the fact that people sometimes don't want to do Boxes/quests at the time you want too etc...

Yea... you are left with very little.

Just putting that out there. = \

fixed*

=D

#36300486382 08/07/2008 14:05:59 Re:Re:Re:Re:Re:Sleepwalker Gear
ObliGoblin wrote:
odj wrote:
GodTier wrote:
"It's an MMO with hardly any players, which makes getting a team together annoying."

lrn2faction.

There are at least 5 different main timezones used in MxO.
Say you in TC who has more than 60 members.
1/2 are actualy active.
Thats 6 for each time zone.
Plus put in the fact that some people will not be online due to RL commitments you can half that ammount. (omg life outside mxo? no wais!)
That leaves you with a team of 3.
Then put in the fact that people sometimes don't want to do Boxes/quests at the time you want too etc...

Yea... you are left with very little.

Just putting that out there. = \

fixed*

=D

That's funny, I just see about 6 TC frequently. Pretty much like every other faction.
*edited by admin*
#36300486405 08/07/2008 14:38:09 Re:Re:Re:Re:Re:Re:Sleepwalker Gear
Ballak wrote:
ObliGoblin wrote:
odj wrote:
GodTier wrote:
"It's an MMO with hardly any players, which makes getting a team together annoying."

lrn2faction.

There are at least 5 different main timezones used in MxO.
Say you in TC who has more than 60 members.
1/2 are actualy active.
Thats 6 for each time zone.
Plus put in the fact that some people will not be online due to RL commitments you can half that ammount. (omg life outside mxo? no wais!)
That leaves you with a team of 3.
Then put in the fact that people sometimes don't want to do Boxes/quests at the time you want too etc...

Yea... you are left with very little.

Just putting that out there. = \

fixed*

=D

That's funny, I just see about 6 TC frequently. Pretty much like every other faction.
My point rests.

4 8 15 16 23 42
#36300486441 08/07/2008 15:57:16 Re:Re:Sleepwalker Gear
ZaneZavin wrote:
Personally, I would love for there to be more datanode spawns added.

Here's my fun ranking list for quite a few major things when they were first released.

Pandoras > Datanode Spawns > Sleepwalkers > Datamine > Commando Hallways > Ninjas > Corrupted.

Sleepwalkers will probably fall down that list a bit when the freshness wears off.




Seconded.

 The datanode spawns are great as they are so random as you never know when a spawn will occur and what it will be.  Sometimes you get lulled into a false state of security after tapping loads of nodes without a spawn and BAM! you get one.

 Whilst content is always welcome, content where you "expect the unexpected" would be more than welcome.  Maybe add/change something to Megacity ( a new collector or something) but no Image Retrivals and no patch notes.  That way when you stumble across it will be a suprise.

 On a negative, but constructive note the recent updates have all focused on Constructs and follow the same routine:- Find team - Purchase key/book - Enter Construct - Kill waves on NPC's - Get clothing reward (although there is Dual SMG's with the recent update, which is nice).  it just seems to much emphasis are being put into new contstructs.  We had Datamine which went through a few stages of development and now Sati's Playground.  How about something now for the actual city?.  There is quite a big area in International (forget where exactly) where there is nothing, no Hardlines or Collectors or Points of Interest, in fact there are areas throughout the whole of Megacity that are under-used.

When Luggables were first announced the idea of dropping objects into the game world seemed really cool and whilst we do have a few luggables I'm sure it could be really expanded on, so maybe that's something for the future.

Thoughts/Comments/Suggestions/Complaints?

#36300486466 08/07/2008 17:05:30 Re:Sleepwalker Gear
<3 my sleepwalker gear.. only need the shoes to complete it!
#36300486507 08/07/2008 19:49:33 Re:Sleepwalker Gear
Why can't the Marbles be used in interlock?
#36300486511 08/07/2008 20:03:26 Re:Sleepwalker Gear

Rarebit I do have to say, after some time that making sati's hostile on vector was a mistake....We're having a very hard time with the contect bc of the off and on server population. Even when were try working together anything that is an aoe damages the other org etc.

My rational is if every construct up to satis is hostile on recursion and syntax yet satis is not.....then why does it have to be hostile on vector..

Thank You..

#36300486512 08/07/2008 20:05:32 Re:Re:Sleepwalker Gear
xxamelxx wrote:

Rarebit I do have to say, after some time that making sati's hostile on vector was a mistake....We're having a very hard time with the contect bc of the off and on server population. Even when were try working together anything that is an aoe damages the other org etc.

My rational is if every construct up to satis is hostile on recursion and syntax yet satis is not.....then why does it have to be hostile on vector..

Thank You..

I have to agree. The only people all day able to farm were PM us to a small extent Woken and some Mero's most of us opted to work together. Just thinking long term a non hostile is a good idea.
#36300486514 08/07/2008 20:14:46 Re:Re:Sleepwalker Gear
XXT wrote:
Why can't the Marbles be used in interlock?
Hard to swallow an electrified marble when you're being kicked in the face?
#36300486515 08/07/2008 20:18:32 Re:Re:Re:Sleepwalker Gear
eval wrote:
XXT wrote:
Why can't the Marbles be used in interlock?
Hard to swallow an electrified marble when you're being kicked in the face?

Well, what good is it if you can't?
#36300486516 08/07/2008 20:20:52 Re:Re:Sleepwalker Gear
XXT wrote:
Why can't the Marbles be used in interlock?
'Cause I set 'em that way. =D

#36300486517 08/07/2008 20:21:19 Re:Re:Sleepwalker Gear
xxamelxx wrote:

Rarebit I do have to say, after some time that making sati's hostile on vector was a mistake....We're having a very hard time with the contect bc of the off and on server population. Even when were try working together anything that is an aoe damages the other org etc.

My rational is if every construct up to satis is hostile on recursion and syntax yet satis is not.....then why does it have to be hostile on vector..

Thank You..

It isn't.

Ohh wait you must have got over level 16 or whatever it is. =p

EDIT: Gratz! =D

#36300486519 08/07/2008 20:22:09 Re:Re:Re:Re:Sleepwalker Gear
XXT wrote:
eval wrote:
XXT wrote:
Why can't the Marbles be used in interlock?
Hard to swallow an electrified marble when you're being kicked in the face?

Well, what good is it if you can't?

Well if you can read minds/anticipate things, if you're say about to charge through a group of NPCs, or about to get sniped, you can pop it and get a bit of extra defense.

Or trade them in for gear. That works too.
#36300486605 08/08/2008 02:52 Re:Sleepwalker Gear
Everyone shut up and post your pictures already!
#36300487544 08/11/2008 01:24 Re:Sleepwalker Gear

after getting a closer look at those buffs I'm actually thinking about getting more than just the bandana I've sought for so long

looks like I'm liable to be around a bit more for the next little while

#36300487709 08/11/2008 13:10 Re:Sleepwalker Gear
my Lv. 50 gear has taken alot of beating from the spawns. Still at full purity. >_>
#36300488281 08/13/2008 09:47 Re:Re:Sleepwalker Gear
Nicksie wrote:

I am loving my new glasses!!! Thank you! (I don't have the middle ones yet) SMILEY



Well Hello Sexy.... SMILEY