Revisiting Org Abilities (Balancing, level 10)

17 posts · 2009-01-30 16:49:23 to 2009-02-02 05:52:37

#36300539478 01/30/2009 16:49:23 Revisiting Org Abilities (Balancing, level 10)

Please don't roll your eyes at me...I know you are...I see you doing it!

Anywho, some of us remember them and I recall several reasons why they would not be implemented in the future.  Other than bugs, I remember two as "grinding for reputation" and "balancing" .  The first one with new approach is semi disputable at this point, but I thought other than going "OMG BRING THEM BACK" etc etc, those of us with knowledge of builds and abilities could take the time to examine a set of organization abilities at a time like any other ability if we had it, and see what kind ideas we could come up with to balance them (the hard and delicate part).

First set to be discussed (hopefully reasonably) are the level 10.  These abilities have the same buffs for all organizations.  It is also a passive buff.

My first and real only issue with these, are that they are Bonus types.  Bonus type of buffs especially like this are semi-exploitable.  I figure making them a set point value would be the way to go on this particular set.

Please...share your wisdom.

#36300539480 01/30/2009 17:09:36 Re:Revisiting Org Abilities (Balancing, level 10)

I am going to look this up in the game ability trees, but what are the acc bonuses and buffs to a lvl 10?

Let's consider the stat points for each acc. 2% per point. How many stat points can a lvl 10 have considering the personalities and the stat points earned leveling 9 times?

#36300539484 01/30/2009 17:38:35 Re:Revisiting Org Abilities (Balancing, level 10)

If I remember right the org abilities cost no memory so there is nothing to gain from "Stacking" them. You can have them all loaded all the time for no cost so it doesn't matter.

Sure they might favour certain builds over others, but I think if Rarebit simply included a small icon under the players name informing you that they were using org abilities then we can simply ban them at tournaments and then the balancing issue won't matter too much except for casual PvP, which I hope people won't take too seriously.

EDIT: And by favouring certain builds I'm talking about the higher level abilities such as the Merv's Bite attack.

#36300539487 01/30/2009 18:02:14 Re:Re:Revisiting Org Abilities (Balancing, level 10)

Pylat wrote:

If I remember right the org abilities cost no memory so there is nothing to gain from "Stacking" them. You can have them all loaded all the time for no cost so it doesn't matter.

Sure they might favour certain builds over others, but I think if Rarebit simply included a small icon under the players name informing you that they were using org abilities then we can simply ban them at tournaments and then the balancing issue won't matter too much except for casual PvP, which I hope people won't take too seriously.

EDIT: And by favouring certain builds I'm talking about the higher level abilities such as the Merv's Bite attack.


I think a major overhaul of the rep system is most definately needed.  I've been stuck at 125 for three years now.  Back in early launch you got a rep point 100% of the time, then they nerfed them to complete oblivion especially at the higher levels.  So vets who never org hopped and blasted to 50 early on have an unfair advantage. 

Maybe even change the max rep point levels.  Anything is better than what we have now.

Not to mention the tired, irrellevant graduation missions.  I'd like to see at least 4-5x more graduation missions.  This would definately remove the mind numbing torture-hell of the standard missions and give lowbies a sense of purpose before they can even come near a critical / quest mission.

#36300539493 01/30/2009 18:24:36 Re:Revisiting Org Abilities (Balancing, level 10)

A couple things:

- Buffs can still be "stacked" even if they're in point rather than percent form

- I don't think the reputation reward rate was changed post-launch. Pretty sure I remember seeing the scheme fairly early in development. Your chance of gaining a point of rep for a mission starts at 100%, but drops dramatically as you get closer to max points. I posted the chances on the forum somewhere once, I think.

#36300539494 01/30/2009 18:25:11 Re:Revisiting Org Abilities (Balancing, level 10)

I haven't checked to be sure but the most Accuracy a level 10 is likely to have should be 28. 

#36300539496 01/30/2009 18:58:01 Re:Re:Revisiting Org Abilities (Balancing, level 10)

Cadsuane wrote:

I haven't checked to be sure but the most Accuracy a level 10 is likely to have should be 28. 


I don't have a lvl 10 char, but i think the next easiest thing is to take all the lvl 10 abilities and e-mail them to myself. Then recode the abilities and level them to 10. It'll be inexpensive to do, but will a lvl 50 awakened ability affect a lvl 10 kung fu? I don't think it does, but if so we sould need to be aware of it. i might not have the time to do this until tomorrow night.

#36300539500 01/30/2009 19:17:17 Re:Re:Revisiting Org Abilities (Balancing, level 10)

Rarebit wrote:

A couple things:

- Buffs can still be "stacked" even if they're in point rather than percent form

- I don't think the reputation reward rate was changed post-launch. Pretty sure I remember seeing the scheme fairly early in development. Your chance of gaining a point of rep for a mission starts at 100%, but drops dramatically as you get closer to max points. I posted the chances on the forum somewhere once, I think.

Thank you for the clarification.

To everyone else, if they were to stay as bonuses, is 5% too high for a level 10? Or should it be levelable where it starts at 1% and goes up from there.

#36300539515 01/30/2009 20:42:16 Re:Re:Revisiting Org Abilities (Balancing, level 10)

Rarebit wrote:

A couple things:

- Buffs can still be "stacked" even if they're in point rather than percent form

- I don't think the reputation reward rate was changed post-launch. Pretty sure I remember seeing the scheme fairly early in development. Your chance of gaining a point of rep for a mission starts at 100%, but drops dramatically as you get closer to max points. I posted the chances on the forum somewhere once, I think.

I'm not kidding   It was super early after launch...got my 127 max rep easily within a month on a 1:1 basis.   I figured it was always that way, so later maybe six months after launch I got bored and ran the Mech intro missions, figuring I could just run a handful of Mero missions and get back to 127 in a snap. 

Thats when I discoved to my chagrin that they changed it.  Doh!  Havent gotten past 125 in three years since.  Mind you, doing literally every crit since launch, and numerous standards helping factionmates, etc. 

This is like the Mr Po early re-insertion missions and the 16 item per page inventory.  That little wee spot after launch.  I'm not hallucinating  :O

#36300539516 01/30/2009 20:54:50 Re:Revisiting Org Abilities (Balancing, level 10)

Hm, well then either I'm probably remembering it wrong, or it was just a bug for a while.

#36300539520 01/30/2009 21:12:00 Re:Re:Revisiting Org Abilities (Balancing, level 10)

Rarebit wrote:

Hm, well then either I'm probably remembering it wrong, or it was just a bug for a while.


SMILEY

Ooh...Bring back the original Po mishes as a special archive or something!  Those were quite memorable SMILEY

#36300539762 02/01/2009 16:35:55 Re:Revisiting Org Abilities (Balancing, level 10)

Anyways I don't mean to derail the thread, yeah there might have been a tiny lag time between what was slated to be changed from beta upon release and actaul implementation.

But I think it would be a good idea to re-examine these abs per Tsusai, and also the possibility of overhauling the rep system or even adding special mission tickets that generate a really hard mission that say quintuples your chance of getting a rep point.

#36300539778 02/01/2009 17:35:46 Re:Re:Re:Revisiting Org Abilities (Balancing, level 10)

LtCmdr_Tsusai wrote:

To everyone else, if they were to stay as bonuses, is 5% too high for a level 10? Or should it be levelable where it starts at 1% and goes up from there.

The ability scales with level, for a level 10 it gave a 1% bonus to all accs.

#36300539780 02/01/2009 17:48:01 Re:Re:Re:Re:Revisiting Org Abilities (Balancing, level 10)

Pylat wrote:

LtCmdr_Tsusai wrote:

To everyone else, if they were to stay as bonuses, is 5% too high for a level 10? Or should it be levelable where it starts at 1% and goes up from there.

The ability scales with level, for a level 10 it gave a 1% bonus to all accs.

I did not know that.  If its 1% per 10 levels, it sounds very fair all around to me.

#36300539802 02/01/2009 20:37:40 Re:Revisiting Org Abilities (Balancing, level 10)

And 1% does nothing to a level 10. It'd be worthless, like pretty much all lowbie % bonuses.

#36300539839 02/02/2009 01:44:23 Re:Revisiting Org Abilities (Balancing, level 10)

Do them SMILEY whatever it takes let's get them back they were new emotes and abils all in one SMILEY And Rare how do they stack? I need a little extra kick on Vector SMILEY Just kidding SMILEY for the lulz. SMILEY

#36300539866 02/02/2009 05:52:37 Re:Re:Revisiting Org Abilities (Balancing, level 10)

Synapse777 wrote:

for the lulz.

Everything anybody does is for the lulz, because honestly it's not like anyone is ever gonna invent the cure for cancer.

Laters