FIX IT: Bleeding Sleepwalker Phantams

22 posts · 2008-10-15 17:03:41 to 2008-10-18 05:59:49

#36300510718 10/15/2008 17:03:41 FIX IT: Bleeding Sleepwalker Phantams

The BSP you get from Sati's playground really need a better purity stability then they have today. I only got mine for 3 day's and they broke two times already. I used them for like an ½ hour or less and they break. 1 purity point left now. BSP's stability is like the Meason riffles from 01, they break really fast. I don't know if anyone else had the same experience with the smg's, but i think the lifetime for the SMG's is to small.

Anyone else having the same problems?

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#36300510726 10/15/2008 17:17:53 Re:FIX IT: Bleeding Sleepwalker Phantams
Btw a friend of mine lost his  BSP smg's in like 4-5-days also.
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#36300510728 10/15/2008 17:23:22 Re:FIX IT: Bleeding Sleepwalker Phantams
SMGs have a faster fire rate vs a rifle or hand gun. Plus you have to amount for the constant use from an smg, it's poppin' off like 8 rounds everytime you fire so you should expect more wear and tear. A rifle which break secondly as fast is firing 2 -3 rounds per use, the hand gun only 1. People had a lot of trouble when the clamors came out because they broke faster than a normal smg but you gotta remember you get a 15% chance stun with those. The BSP your downgrading a persons inner strengh so it's only right that you would have to farm more soon.
#36300510734 10/15/2008 17:42:28 Re:FIX IT: Bleeding Sleepwalker Phantams
I wasted 36 Marbles on these when I was still SMG. The rate they broke down, I was quite pissed off to be honest. It takes a ton of work to get them, and when you aren't careful, they are gone in less then a day. They are brilliant guns but I seriously think they should have a ton more stability.
#36300510792 10/16/2008 00:17:01 Re:FIX IT: Bleeding Sleepwalker Phantams
All of the new gear seems to decay quite rapidly. My dana, GI and pants are all sitting at half a dot with the dana being the fastest in like a 1 hour pvp session SMILEY 
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#36300510796 10/16/2008 00:27:16 Re:FIX IT: Bleeding Sleepwalker Phantams
I noticed this too, and it really has me ticked off: I had to go through three boxes to get those guns...
#36300510799 10/16/2008 00:36:22 Re:FIX IT: Bleeding Sleepwalker Phantams

I seem to remember reading a similar thread about a Patchers Headgear decaying fast too once and a Dev (dont remember who) gave an explanation of how decay works.  It has something to do with having to strip down your RSI when going through hardlines / being teleported.  The more active buffs you have on the more the chance of decay i believe as you are stripping more from the RSI.

Also the decay rate is supposed to be selected randomly.  Im not sure if this has been changed or not.

Ill dig out the Dev reply and stick it up for you all.

#36300510803 10/16/2008 00:38:35 Re:Re:FIX IT: Bleeding Sleepwalker Phantams
The_Bruceter wrote:
All of the new gear seems to decay quite rapidly. My dana, GI and pants are all sitting at half a dot with the dana being the fastest in like a 1 hour pvp session SMILEY 
all of mine lost one-half dot so far, but it's stayed like that ever since, so I can't complain there.
#36300510808 10/16/2008 00:39:39 Re:FIX IT: Bleeding Sleepwalker Phantams
9mmfu wrote:

All items, with a few exceptions, have exactly the same decay rate.

There is no special circumstance to make a paticular clothing spot decay more rapidly than any other.

Ah but you ask... "how does decay work?"

When you take damage the system randomly picks one of your equipment slots, not counting the tool slot, and assigns the damage there then based on that select your item, if one is there, is checked for item decay.

If something seems to decay faster than the rest you just got unlucky there with the system picking that spot more than the others OR your check for item decay was unlucky.

So in reality you have two chances per damage taken to avoid having a paticular item decay.

I should note that Weapon/Item decay checks are done when the item is used not when you take damage.
#36300510811 10/16/2008 01:41:41 Re:FIX IT: Bleeding Sleepwalker Phantams
I think if you use hours on getting an item that they at least should work for some time before breaking down. The ideal would be that the wear and tear on SMGs got lessened some. Same goes for Needler on a server where a 30ish char isn't easy to find to help farm with you for them. Nice Halloween sigs everyone btw! SMILEY
#36300510960 10/16/2008 08:45:14 Re:FIX IT: Bleeding Sleepwalker Phantams
How about this (might get shot down for this thought)

Make a collector in the 4 areas. That collectors sole function is to allow players to trade in, for example, the Bleeding Sleepwalker Phantams that lost stability for new ones. Maybe throw in some money in the trade.

That way the people who spent so much time and effort in getting this gear can PvP or run missions with it for as long and much as they like. Starting to break? Visit the collector, trade in the gear and you get a shiny new item.

This can be done for the Sati's gear, SSR gear, Elite Commando Gear, etc. etc. Just one collector offering it all.

Just a thought.
#36300510984 10/16/2008 09:54:14 Re:Re:FIX IT: Bleeding Sleepwalker Phantams
Hellie wrote:
How about this (might get shot down for this thought)

Make a collector in the 4 areas. That collectors sole function is to allow players to trade in, for example, the Bleeding Sleepwalker Phantams that lost stability for new ones. Maybe throw in some money in the trade.

That way the people who spent so much time and effort in getting this gear can PvP or run missions with it for as long and much as they like. Starting to break? Visit the collector, trade in the gear and you get a shiny new item.

This can be done for the Sati's gear, SSR gear, Elite Commando Gear, etc. etc. Just one collector offering it all.

Just a thought.
There are always tradeoffs, obviously if you want to farm the gear to better yourself then thats your prerogative but I don't think it's fair to the people who don't have the time to spend 3-4 hours to farm the greatest gear while those who have can just pay a little bit of money to keep the item for an infinite amount of time. Of course the last item I ever farmed was the Seraphims and back then we could get 2 teams of 6 to annihalate the box in 1 go so I'm going to be quite biased on the matter but I don't think it's fair on the playerbase who don't have the time to aquire these items especially when some of the items allow insane amounts of HP regen and other powerful buffs.

If it is actually the decay rate thats causing the item to brake within a few days then I'd support it getting the rate decreased but if you're getting about a month or more out of it then I'd have to say that it's good as it is.
#36300510987 10/16/2008 10:07:26 Re:FIX IT: Bleeding Sleepwalker Phantams
I don't see why one cannot keep an item for always. If you have the items, means you put effort and time into getting it. A Sleepwalker Stage 3 box is 5 million info a pop and you don't get the item you want from just one box. So in my opinion, when I spend that ammount of money and time on it, I deserve to keep the item when I want. It can break down, but at least I can get it "repaired", even if it will cost me.

In most games you simply go to a vendor and press the repair button. In MxO with purity that has been avoided, for the better of the game I might add. I thi,nk in terms of farming MxO is one of the "user-friendly" games outthere. 3-4 hours and you can have a Sati's gear, or a Pandora's Box item. 3-4 hours in games like Lord Of The Rings Online or World Of Warcraft just don't cut it.

I can understand your points though, it could be unfair but what's the fun in using your guns for 30 minutes and half of their stability is down the drain?

#36300511056 10/16/2008 13:52:45 Re:FIX IT: Bleeding Sleepwalker Phantams
The Sleepwalker submachine guns have a slightly higher than normal decay rate. This is because their combination of buffs is higher than normally allowed for a level 50 enhanced weapon, and I didn't want to give subgunners a balance boost over other gunmen.

I had intended to mention the decay in the details text for them, which I see that I forgot to do, so I'll have to add that. I'm also going to have the collectors mention it in the trade window. Svanhild's shoes and dress from the Valkyrja quest have a similarly increased decay rate, but for those I did remember to mention it in the two messages.

All other items added recently have the standard decay rate.



#36300511090 10/16/2008 15:47 Re:Re:FIX IT: Bleeding Sleepwalker Phantams
Rarebit wrote:
The Sleepwalker submachine guns have a slightly higher than normal decay rate. This is because their combination of buffs is higher than normally allowed for a level 50 enhanced weapon, and I didn't want to give subgunners a balance boost over other gunmen.

I had intended to mention the decay in the details text for them, which I see that I forgot to do, so I'll have to add that. I'm also going to have the collectors mention it in the trade window. Svanhild's shoes and dress from the Valkyrja quest have a similarly increased decay rate, but for those I did remember to mention it in the two messages.

All other items added recently have the standard decay rate.



I believe that Enhanced Level 50 Submachines guns that have a chance to cause Daze have much more power than Submachine guns that cause you to lower someone else's Inner Strength Regen Rate. If you can daze someone and have that Daze last for 10 seconds instead of the normal 5, you give everyone around you a longer chance of being able to cast Dazed State Specials which would kill the person very easily. When you reduce someone's Inner Strength Regen Rate by 10% for 10 Seconds, you cause their Inner Strength Regen Rate to go down by about .5 Inner Strength per second. This means that you are actually only taking away 5 Inner Strength from them, which is not enough Inner Strength to even cast any ability.
#36300511097 10/16/2008 16:20 Re:Re:Re:Re:FIX IT: Bleeding Sleepwalker Phantams
Mindsweep wrote:
Seymour| wrote:
Rarebit wrote:
The Sleepwalker submachine guns have a slightly higher than normal decay rate. This is because their combination of buffs is higher than normally allowed for a level 50 enhanced weapon, and I didn't want to give subgunners a balance boost over other gunmen.

I had intended to mention the decay in the details text for them, which I see that I forgot to do, so I'll have to add that. I'm also going to have the collectors mention it in the trade window. Svanhild's shoes and dress from the Valkyrja quest have a similarly increased decay rate, but for those I did remember to mention it in the two messages.

All other items added recently have the standard decay rate.



I believe that Enhanced Level 50 Submachines guns that have a chance to cause Daze have much more power than Submachine guns that cause you to lower someone else's Inner Strength Regen Rate. If you can daze someone and have that Daze last for 10 seconds instead of the normal 5, you give everyone around you a longer chance of being able to cast Dazed State Specials which would kill the person very easily. When you reduce someone's Inner Strength Regen Rate by 10% for 10 Seconds, you cause their Inner Strength Regen Rate to go down by about .5 Inner Strength per second. This means that you are actually only taking away 5 Inner Strength from them, which is not enough Inner Strength to even cast any ability.

The point in this thread is; that you farm an item and use time and around 5-10 mill to get it. And if you only can use it for around 3 hours max, then i guess a lot ppl. will not farm it anymore. I stick to the normal smg's now and glamours. I just can't see the point in creating a item that only will last for a very short time and has a short living time. That's just my opinion.


I feel that anything you have to farm for should last a lot longer than an item that you can just code whenever you want to in a minute.
#36300511264 10/17/2008 05:19 Re:FIX IT: Bleeding Sleepwalker Phantams
Balance trough buffing, not nerfing.

NO item that costs so much and takes more time to farm than it lasts should exist in my oppinion.
#36300511373 10/17/2008 13:34:42 Re:Re:Re:Re:FIX IT: Bleeding Sleepwalker Phantams
Rarebit wrote:
GoDGiVeR wrote:
Rarebit wrote:
The Sleepwalker submachine guns have a slightly higher than normal decay rate. This is because their combination of buffs is higher than normally allowed for a level 50 enhanced weapon, and I didn't want to give subgunners a balance boost over other gunmen.


*aherm* (see sidenote)
I'm well aware that Clamors are overpowered...but I don't think they're so overpowered that the benefit of nerfing them would outweigh the upset it would cause to those who've become used to them as they are.


I don't think they are heavily overpowered, but if a Dev (such as yourself) acknowledges that they are, maybe some action should be taken. Obviously 15% is an irregularly high bonus for a gun, and maybe one way to help balance things out would be to bring their DPS down to 11. But, this probably won't be necessary unless Gunmen take over the Matrix.
 
#36300511540 10/18/2008 01:36:44 Re:Re:Re:Re:Re:FIX IT: Bleeding Sleepwalker Phantams
monkeymanx8 wrote:
Rarebit wrote:
GoDGiVeR wrote:
Rarebit wrote:
The Sleepwalker submachine guns have a slightly higher than normal decay rate. This is because their combination of buffs is higher than normally allowed for a level 50 enhanced weapon, and I didn't want to give subgunners a balance boost over other gunmen.


*aherm* (see sidenote)
I'm well aware that Clamors are overpowered...but I don't think they're so overpowered that the benefit of nerfing them would outweigh the upset it would cause to those who've become used to them as they are.


I don't think they are heavily overpowered, but if a Dev (such as yourself) acknowledges that they are, maybe some action should be taken. Obviously 15% is an irregularly high bonus for a gun, and maybe one way to help balance things out would be to bring their DPS down to 11. But, this probably won't be necessary unless Gunmen take over the Matrix.
 
The problem isn't the DPS, it's that the high 15% chance to stun is greatly emphasised by the short resue timer (2.5 seconds). A 10% chance is more than enough on the SMGs (still 40% chance of stun in 10 seconds), while a 15% chance on the Bedlams would make things better for that too (would then have a 37.5% chance to blind in 10 seconds or 45% in 3 shots (12 seconds), currently is lower than 30%).
#36300511542 10/18/2008 02:05:31 Re:Re:FIX IT: Bleeding Sleepwalker Phantams
Rarebit wrote:
Svanhild's shoes and dress from the Valkyrja quest have a similarly increased decay rate, but for those I did remember to mention it in the two messages.

All other items added recently have the standard decay rate.

I didn't bother farming for the SMG's but I have to agree that it's quite a farm for something that breaks so easily. What I'm curious about is why the gold dress and shoes have an increased decay rate. Not being buffed means that they would not normally be used in combat and in most cases would only be worn to parties or other such social events.

So why increase their decay when they'd rarely be involved with the decay check system for clothing? I realise that increased or not, it doesn't really make a difference but as I said, I was curious as to the reasoning for that decision.

I can understand the reason for slightly increased decay for the SMGs, but it sounds like the decay rate is either too high, or a lot of people have been really unlucky with the decay check system lately.

#36300511584 10/18/2008 05:59:49 Re:FIX IT: Bleeding Sleepwalker Phantams
I have been using the sleepwalker smg's after it was told to me don't worry about farming them. I have found them to be very powerful and effective during combat. So, if the Sleepwalker smg's were to be fix would some of the buffs be lowered to compensate for a slower decay rate? I lost mine on Thursday, luckily we still have the option of using those sweet sweet Clamors, but even with Clamors i felt that the decay rate on those were a tad to too high as well. SMILEY