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New Clothing Item :GoGo-Female/Red Alert-Male Jump Boots
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Ascendent Logic

Joined: Mar 24, 2006
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Ive been observing and watching players who claim thousands of CQ from kills aquired jumping into and out of an area where players PvP. Seems to me it needs some looking into.

I propose this..............

Make a 20 meter zone between any opponent flagged for pvp. This would be a "no jump zone". They would have to root and get away without damage in order to jump away from this "zone".

Now the boots would have a "50% chance of cowardice", and if lucky, the person wearing them could "jump" as soon as they roll out of interlock.

but that other 50% cushion would be beneficial to players trying to keep said operative in the "zone".

you could add some resists perhaps, but the whole point would be to keep players from aquiring CQ by using the "shoot, shoot..........jump. or knife thrower equilelant". Which has ruined flat footed pvpers from gaining the same "cq count" as those that use these tactics during which would be an otherwise awesome pvp session for those that keep thier "feet on the ground". Dont get me wrong, I love hyperjump as much as the next guy, heck, its always been my favorite thing to do...................whilst exploring. Not during combat. Combat, and its tactics, no matter the LO require the mind, and I think Hyperjump should use alot more of the minds focus than the game requires at this point. Especially in combat, there should be restrictions, perhaps at the least........an IS requirement that is more than 75 pts. That way those that jump may think twice. But I am a firm believer in my Boots. i think they will appease the ones who this may affect.

The boots have cool names too huh?

 

 

Just being a pain in your ear.

 

Pill.

 

 

 

 


Message edited by MxO_Neopill on 09/02/2008 20:33:46.



Encrypted Mind

Joined: Jul 10, 2008
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That's not too bad of an idea. Something else to think about: If an opponent rolls out, their hyperjump has some form of reuse timer (Anywhere between 5-15 seconds). As it stands, if an opponent rolls out from another opponent in single combat, the one who rolled out can jump away before the other can attempt to use any move to try to slow them down.

I posted something like this a while ago, but a decent amount of people turned it down. I would like to see after someone hyperjumps for there to be a reuse timer of whatever the max amount of time you can remain airborne while hyperjumping + 5 seconds. So, if you could stay airborne with a jump for a maximum 10 seconds, then make the reuse timer on hyperjump 15 seconds. I would even like to see if you're in the combat state that you have a debuff to your hyperjump so you can't jump as far. It would seem to me that jumping such great distances and heights would require a greater deal of concentration on the part of the redpill than normal abilities.

Sorry to hijack your thread momentarily with something not really related to a new clothing item, but I would like to bring up this idea whenever I can.


Ascendent Logic

Joined: Mar 24, 2006
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Heh, not at all Eval. I like the resuse timer idea. But, the timer would have to start as soon as interlock is broken. and the "pvp zone" I was talking about would require the operative to actually "evade the area of pvp" which I said would be 20 meters, but perhaps 10 would do. The Boots would give them a 50% chance roll at being able to jump straight out of interlock. That way they cant jump into and out of a pvp zone and kill someone scott free. They would have to deal with the zone in order to jump out. Its a very small improvement in that sense, but in interlock, and what happens after, this could have great effect iin evening out what I think is an easy way to get CQ.

And what I mean by "pvp zone" is being near anyone flagged for pvp combat, like within 10 or 20 meters. Now, even if your character isnt flagged, you wouldnt be able to jump , lets say, after and AOE or free fire attack. Once you're red, the rules apply. This could be easily added I think.

 

Lets lvl the playing field shall we?

 


Message edited by MxO_Neopill on 09/02/2008 18:39:44.



Jacked Out

Joined: Aug 21, 2005
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Uhhh, no.
Sorry, but sounds like you had a bad day in PvP which happens to the best of us from time to time.


Ascendent Logic

Joined: Mar 24, 2006
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Crowlos wrote:
Uhhh, no.
Sorry, but sounds like you had a bad day in PvP which happens to the best of us from time to time.

No need to start pointing fingers at situations that you thnk provoked this thread. Im just thinking it is a good idea.

gg


Message edited by MxO_Neopill on 09/02/2008 18:45:49.



Systemic Anomaly

Joined: Aug 15, 2005
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Crowlos wrote:
Uhhh, no.
Sorry, but sounds like you had a bad day in PvP which happens to the best of us from time to time.


QFT.

 

 

This sound great if it were an MA and Guns game only but, it's not. Not every tree or build is an interlock tree.  Just because you have a build that may dominate in interlock doesn't mean the opposing play does. Yet again all I see is a thread whining about hyper jumping. It's part of the system. Not everyone likes to fight 5 to 1 for example. Just because you have numbers does not mean that you automatically get to kill anyone in two seconds that flags up or attacks you. It's a tactic used just like ppl who decide to take a marathon run to escape death.  This thread is right up there with having no buffed clothes thread. If you don't jump that's your decision. If you decide not to flag up with out a zerg that's your decision. If someone decides that they don't like the fact that 3 ppl are coming after them and they have no back up and want to jump that's they're decision. If a player has below half health and the other half above half health, and they decide to run away that's they're decision.

 This is not a tank game, no one is going to stand there and just die. If your attacking someone head on and it's not working, your going to find a different tactic. Why use the same move over and over if it's not going to work.

 Also, it's pvp, that's like complaing that you almost killed someone but there teamate interfered and you died when they had only 23 health left.

You want ppl not to jump during combat then duel, plain and simple. You know why you can't jump during a duel? Because it's 1 VS 1, you don't have to worry about getting shot in the back. Forget about the little footwear or w/e stupid little other things and duel. If you can't handle a pvp environment then duel.

All this is, is you telling other ppl how to play the game. That's with ppl that call for nerfs too. Since it's unfair to you or doesn't give you and advantage then it must be fixed huh? Just use clothing stacks like half the players do and I'm sure you'll do fine, maybe you'll run faster or something I dunno.

A reuse timer on HJ? Was that serious or did you hit your head before you wrote that? How would that benfit anyone who doesn't pvp? Because you didn't state it as a pvp only time you just put it out as a generality of a reuse timer on HJ. Does that really make any sense?

 

Not everyone is a gunner or MA, so like Crowlos said

Uhhh, no.
Sorry, but sounds like you had a bad day in PvP which happens to the best of us from time to time.

 




Vindicator

Joined: Aug 15, 2005
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The only idea in this thread I might support is to raise the Inner Strength cost.



MC Photographer

Joined: May 26, 2006
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ZaneZavin wrote:
The only idea in this thread I might support is to raise the Inner Strength cost.
Only if you're in combat, imo.



Ascendent Logic

Joined: Mar 24, 2006
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Grace of Darkness wrote:
Crowlos wrote:
Uhhh, no.
Sorry, but sounds like you had a bad day in PvP which happens to the best of us from time to time.


QFT.

 

 

This sound great if it were an MA and Guns game only but, it's not. Not every tree or build is an interlock tree.  Just because you have a build that may dominate in interlock doesn't mean the opposing play does. Yet again all I see is a thread whining about hyper jumping. It's part of the system. Not everyone likes to fight 5 to 1 for example. Just because you have numbers does not mean that you automatically get to kill anyone in two seconds that flags up or attacks you. It's a tactic used just like ppl who decide to take a marathon run to escape death.  This thread is right up there with having no buffed clothes thread. If you don't jump that's your decision. If you decide not to flag up with out a zerg that's your decision. If someone decides that they don't like the fact that 3 ppl are coming after them and they have no back up and want to jump that's they're decision. If a player has below half health and the other half above half health, and they decide to run away that's they're decision.

 This is not a tank game, no one is going to stand there and just die. If your attacking someone head on and it's not working, your going to find a different tactic. Why use the same move over and over if it's not going to work.

 Also, it's pvp, that's like complaing that you almost killed someone but there teamate interfered and you died when they had only 23 health left.

You want ppl not to jump during combat then duel, plain and simple. You know why you can't jump during a duel? Because it's 1 VS 1, you don't have to worry about getting shot in the back. Forget about the little footwear or w/e stupid little other things and duel. If you can't handle a pvp environment then duel.

All this is, is you telling other ppl how to play the game. That's with ppl that call for nerfs too. Since it's unfair to you or doesn't give you and advantage then it must be fixed huh? Just use clothing stacks like half the players do and I'm sure you'll do fine, maybe you'll run faster or something I dunno.

A reuse timer on HJ? Was that serious or did you hit your head before you wrote that? How would that benfit anyone who doesn't pvp? Because you didn't state it as a pvp only time you just put it out as a generality of a reuse timer on HJ. Does that really make any sense?

 

Not everyone is a gunner or MA, so like Crowlos said

Uhhh, no.
Sorry, but sounds like you had a bad day in PvP which happens to the best of us from time to time.

 

Who said ANYTHING about being a gunner or MA? The rule would apply to ANY LO.

 

I know that CERTAIN people would have a problem with this

 

 


Message edited by MxO_Neopill on 09/02/2008 20:45:28.



Femme Fatale

Joined: Aug 15, 2005
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While we are pitching ideas I have an idea for a pair of boots. What it does is when the one player wears them when someone tries to break that persons shield there is a 50% chance it doesn't break the opponents shield but the one who attempted to break it. Also when the attacker tries to break a shield they get a mark on them for 1 minute and when they try to bring up their shield after with this mark they have a 50% chance to succeed and the IS costs is tripled even if they fail.

This would help classes that don't want to go into interlock cause i'm tired of having my shield broke then pulled into interlock. It's just not fair. SMILEY



Femme Fatale

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I could live with an IS cost increase (or range decrease) for HJ if in combat state but that's not what this thread is really about.  The problem is that some people will only attack in a situation where they can essentially guarantee a kill and will flee from any situation where there's a chance they could be killed.  No matter what you do to the game mechanics, there are always going to be people who play like this.  It's frustrating, infuriating and often despicable but there really isn't anything we can fairly do about it.  My recommendation is that people be sure to have a Meson Rifle handy. 
Message edited by Cadsuane on 09/03/2008 16:08:36.



Ascendent Logic

Joined: Mar 1, 2006
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I don't think it would work on a hostile server. Also how could we jump onto mara c bridge if we was in this no jump zone :/



Jacked Out

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eval wrote:
If an opponent rolls out, their hyperjump has some form of reuse timer ....

I would even like to see if you're in the combat state that you have a debuff to your hyperjump so you can't jump as far. It would seem to me that jumping such great distances and heights would require a greater deal of concentration on the part of the redpill than normal abilities.
I think these are great ideas, and the reasoning is sound. It doesn't prevent those who want to HJ from doing so and provides the additional need for tactics rather than the cheap rollout-jump poof factor.

Message edited by Croesis on 09/03/2008 05:12:46.


Systemic Anomaly

Joined: Feb 12, 2006
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I think disabling HJ while someone is enraged or powerless is a good start. Ctrl + Space/Mario jumps work even while powerless.



Systemic Anomaly

Joined: Aug 15, 2005
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Pylat wrote:
I think disabling HJ while someone is enraged or powerless is a good start. Ctrl + Space/Mario jumps work even while powerless.

You can't HJ while powerless, it's been in the game for some time now

 
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