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CR2.0 must not increase the effectiveness of the Zerg!
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Jacked Out

Joined: Aug 15, 2005
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I don't think it's a bad idea!

Btw, does anyone of you play D&D 3.5? They do have something like that too involving ranged attacks getting a penalty when firing into melee combat. SMILEY

>revolt_


Jacked Out

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Sounds good to me cantido




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Tytanya_MxO wrote:
 
Rather what we are emulating is the source material, the movie world, where as we see a single opponent can take on unbelieveble odds (even in the situation where a single opponent is a serious threat ie 1 Smith offered as much of a challenge to Neo as 101 etc). This is the environment that brought most of us here, and what we looked forward to enjoying.


I totally disagree with you here. The only times people in the movies were able to beat an unbeleivable number of opponents it was when they were fighting things much less powerful than themselves.

For instance Neo beats the many Smiths because he is much more powerful than Smith. (Neo beat Smith with one hand in the end of the first movie) It wasn't until Smith took over the Oracle that he could fight Neo one on one, that's why one Smith foufght Neo just as well 101 Smith's did in Reloaded.

Other than that the only time anyone beats large groups it is redpills fighting bluepill cops. I can't think of anywhere in the movies where equally matched opponents were able to beat huge odds.



Systemic Anomaly

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ScareCrow wrote:
I totally disagree with you here. The only times people in the movies were able to beat an unbeleivable number of opponents it was when they were fighting things much less powerful than themselves.

For instance Neo beats the many Smiths because he is much more powerful than Smith. (Neo beat Smith with one hand in the end of the first movie) It wasn't until Smith took over the Oracle that he could fight Neo one on one, that's why one Smith foufght Neo just as well 101 Smith's did in Reloaded.

Other than that the only time anyone beats large groups it is redpills fighting bluepill cops. I can't think of anywhere in the movies where equally matched opponents were able to beat huge odds.


Imo the stand out fight scene's of the trilogy have a small group taking on a much lager group (and in no way should Smith be seen as anything other than powerful), the chateau fight being my personal favorite but even early before Neo's powers are fully developed he and trinty and Morpheus are seen fighting the odds without laboring just how much more powerful they are (indeed bullets throughout are treated as equally lethal to all no matter who fires them).

Moreover the films that inspired the Walkowski's were a diet of wire fu antics again where the odds were against the central character, its is almost a prerequisite of action film entertainment, your responce surprises me but without question a vast majority of the players expect that kind of action to be available and indeed in the current system its exactly what you get.....multi IL with multifighting loaded allows upto 4 players to be taken on with each round played as 1 on 1 ie no penalty, that design was for a reason the implementation may be flawed and/or technically difficult BUT the reason remains!

I am not suggesting increased number should not improve the odds, what I am suggesting is that in the current set up multi IL is gone, IL is greatly increased in speed, stuns debuffs and the like are all dramtically reduced - the tools and abilities to attempt to even the odds have been significantly nerfed and without anything else in their place the availability and flexibilty of a group of people to do damage to a smaller group is significantly higher...it could even be so high that anything other than organised and balanced pvp is completely out of the question...in my experience 'organised and balanced' pvp is the least frequent pvp any of us experience. I consider the current influence of numerical advantage already more than enough....CR2.0 makes a beautiful 1 on 1 system BUT it is the everyday pvp I am concerned about here and it does not automatically follow it will improve matter....indeed without work beyond balance I beleive it will not!

Message Edited by Tytanya_MxO on 02-22-200605:34 AM

Message Edited by Tytanya_MxO on 02-22-200605:34 AM


Message edited by Tytanya_MxO on 02/22/2006 05:34:38.





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Tytanya_MxO wrote:


ScareCrow wrote:
I totally disagree with you here. The only times people in the movies were able to beat an unbeleivable number of opponents it was when they were fighting things much less powerful than themselves.

For instance Neo beats the many Smiths because he is much more powerful than Smith. (Neo beat Smith with one hand in the end of the first movie) It wasn't until Smith took over the Oracle that he could fight Neo one on one, that's why one Smith foufght Neo just as well 101 Smith's did in Reloaded.

Other than that the only time anyone beats large groups it is redpills fighting bluepill cops. I can't think of anywhere in the movies where equally matched opponents were able to beat huge odds.


Imo the stand out fight scene's of the trilogy have a small group taking on a much lager group (and in no way should Smith be seen as anything other than powerful), the chateau fight being my personal favorite but even early before Neo's powers are fully developed he and trinty and Morpheus are seen fighting the odds without laboring just how much more powerful they are (indeed bullets throughout are treated as equally lethal to all no matter who fires them).

Yes a lot of the standout fight scenes were with a small group beating a much larger group. But again all of those situations featured a small group of more powerful characters, beating a larger group of less powerful characters. (or to put in MxO terms a lvl 50 beating 10 lvl 30's)

For instance the chateau fight is Neo fighting several exiles who are much less powerful than he is. Same with the first "burly brawl" Neo is much more powerful than any one of the Smiths. (until he takes over the Oracle, & no I'm not saying Smith isn't powerful just that before he takes over the Oracle he isn't close to as powerful as Neo)

Moreover the films that inspired the Walkowski's were a diet of wire fu antics again where the odds were against the central character, its is almost a prerequisite of action film entertainment, your responce surprises me but without question a vast majority of the players expect that kind of action to be available and indeed in the current system its exactly what you get.....multi IL with multifighting loaded allows upto 4 players to be taken on with each round played as 1 on 1 ie no penalty, that design was for a reason the implementation may be flawed and/or technically difficult BUT the reason remains!

Multifighting isn't supposed to make you able to fight 4 people by yourself. All it does is makes it so that you have the same chance of hitting your opponent whether you're fighting 1 person, or 4. However you can still only attack each opponent once, they attack you four times, so you're still going to lose unless you are much more powerful than the group you are fighting.

I am not suggesting increased number should not improve the odds, what I am suggesting is that in the current set up multi IL is gone, IL is greatly increased in speed, stuns debuffs and the like are all dramtically reduced - the tools and abilities to attempt to even the odds have been significantly nerfed and without anything else in their place the availability and flexibilty of a group of people to do damage to a smaller group is significantly higher...it could even be so high that anything other than organised and balanced pvp is completely out of the question...in my experience 'organised and balanced' pvp is the least frequent pvp any of us experience. I consider the current influence of numerical advantage already more than enough....CR2.0 makes a beautiful 1 on 1 system BUT it is the everyday pvp I am concerned about here and it does not automatically follow it will improve matter....indeed without work beyond balance I beleive it will not!

Maybe I misunderstand what you're saying here, but it seems to me that you're saying that the new system will give an advantage to a team that has bigger numbers & is more organized. But to me that is exactly how it should be. If one side has bigger numbers & has a better organized strategy they should win. However if the smaller team is more well organized & has a better strategy then they may also win. To me thats how it should be.




Jacked Out

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sweet another good reson why i left the game SOE sucks and like i said they dont see it by the gamers view YOU SUCK SOE GO HOME


Systemic Anomaly

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The current pvp system already offers a significant advantage when numbers of combatants are factored against a smaller unit. I am asking that the degree to which that effectiveness 'stacks' for each active player in excess to your team should not be made greater than the current system because other factors to do with speed and flexibility of combat ALREADY and INEVITABLY will increase the potency of zerg forces in CR2.
 
As I forsee it at present IL in a group pvp scenario with the current potency of melee freefire will be akin to suicide, I belive in the interests of good pvp we want to encourage people to use IL and not create a situation where it is avoided like the plague and to do that the suggestion of buffing the resistance of those in IL seems the best approach
 
BTW in no way do we have any clue as to how inferior those opponents of Neo et al were, they were treated as a threat and were intent on being one and again the potency of one single bullet was always considered very very significant.





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Tytanya_MxO wrote:
The current pvp system already offers a significant advantage when numbers of combatants are factored against a smaller unit. I am asking that the degree to which that effectiveness 'stacks' for each active player in excess to your team should not be made greater than the current system because other factors to do with speed and flexibility of combat ALREADY and INEVITABLY will increase the potency of zerg forces in CR2.
 
OK, I agree the numbers shouldn't play more of a role than they do now, however I do think it's a good idea to allow lower levels to be effective in large numbers (within 10 levels as has been suggested by the devs)
 
As I forsee it at present IL in a group pvp scenario with the current potency of melee freefire will be akin to suicide, I belive in the interests of good pvp we want to encourage people to use IL and not create a situation where it is avoided like the plague and to do that the suggestion of buffing the resistance of those in IL seems the best approach
 
Also agree that mele free fire shouldn't be more potant than interlock, ideally there should be no advantage either way (to IL or to use mele freee fire) Also agree that giving some kind of a penalty for free firing at someone in mele combat makes sense as you would have to be very careful not to hit your allies while firing at your enemies.
 
BTW in no way do we have any clue as to how inferior those opponents of Neo et al were, they were treated as a threat and were intent on being one and again the potency of one single bullet was always considered very very significant.
 

We'll just have to disagree on this one. My beleif is that Neo was way more powerful than anyone or anything else in the Matrix until Smith takes over the Oracle.

And yes the bullets were equally effective no matter who fired them, assuming they hit. However the skill of the shooter & the skill of the person being shot at was also considered. For instance Neo was able to shoot bluepills accurately while doing a cartwheel, but was unable to hit an agent standing still with two guns. Because the agent has more skill in dodging bullets than a bluepill.





Jacked Out

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gunslinga wrote:
sweet another good reson why i left the game SOE sucks and like i said they dont see it by the gamers view YOU SUCK SOE GO HOME



Seriously. Suck comments don't hurt anyone. Only your own maturity.

>revolt_


Jacked Out

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Ive a horrible feeling this thread is going to be ignored.


Jacked Out

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I doubt it will be ignored but from having read the thread I can only say this, how many MMPs have you all played and PvPed in?
 
See comments here
 
I certainly understand the concerns as I have played some MMPs that had really crappy PvP systems. But what I see here is a problem with population not a problem with the system in of itself.


Jacked Out

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Can I ask what tactics made you successful against the zerg in the old combat system?

I played as a Merv on Live, on a non-hostile server, but I was in a decent amount of PvP. When we were outnumbered, it would be suicide to just run into a situation where twice your number were directly attacking you, unless you knew they were all idiots. And typically, there were some good players there; enough that we couldn't just run at them and expect to win.

So instead, we would lure enemies out away from the crowd until the numbers were more even. The best was pulling one person away, destroying them, and getting out before reinforcements could arrive. Or using the dead body as bait for their friends... ah, good times.

I also would go in as an MA with max VD, basically as a tank, and hold people in IL so friendly hackers, knife throwers and snipers could nail them, but that was a fairly suicidal tactic and was more fun than successful.

I'd be interested to hear what kind of tactics people used against greater numbers before. In my experience PvP had a lot to do with numbers already and it was by changing the odds that you beat the bigger force, but I know there are players with way more experience at it than me.




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HCFrog wrote:
Can I ask what tactics made you successful against the zerg in the old combat system?

I played as a Merv on Live, on a non-hostile server, but I was in a decent amount of PvP. When we were outnumbered, it would be suicide to just run into a situation where twice your number were directly attacking you, unless you knew they were all idiots. And typically, there were some good players there; enough that we couldn't just run at them and expect to win.

So instead, we would lure enemies out away from the crowd until the numbers were more even. The best was pulling one person away, destroying them, and getting out before reinforcements could arrive. Or using the dead body as bait for their friends... ah, good times.

I also would go in as an MA with max VD, basically as a tank, and hold people in IL so friendly hackers, knife throwers and snipers could nail them, but that was a fairly suicidal tactic and was more fun than successful.

I'd be interested to hear what kind of tactics people used against greater numbers before. In my experience PvP had a lot to do with numbers already and it was by changing the odds that you beat the bigger force, but I know there are players with way more experience at it than me.






They are referring to the full viral deflecting, abnormous dodging, unbeatable ct, normal damaging, hyper speed running, uber regenerating, self sweeping hyper-hybrid-patcher loadouts currently on live, Sir!


Jacked Out

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HCFrog wrote:
Can I ask what tactics made you successful against the zerg in the old combat system?

Waiting for its bedtime/work shift  :smileywink:

I've never come across any anti zerg strategies, there are strategies you can employ that will make being zerged less depressing.

My personal favourite: Naked Assasin punt-madness

Load up assassin, then sneak around til you find some poor fool with no evade shield, punt him!, then die in 3 seconds from viral and free fire. It's more fun than it is effective, especially during christmas when I used to fire my party hat every successful hit :smileytongue:


Message Edited by TheTaxidermist on 03-01-200611:23 AM


Message edited by TheTaxidermist on 03/01/2006 11:23:57.


Systemic Anomaly

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HCFrog wrote:
Can I ask what tactics made you successful against the zerg in the old combat system?

I played as a Merv on Live, on a non-hostile server, but I was in a decent amount of PvP. When we were outnumbered, it would be suicide to just run into a situation where twice your number were directly attacking you, unless you knew they were all idiots. And typically, there were some good players there; enough that we couldn't just run at them and expect to win.

So instead, we would lure enemies out away from the crowd until the numbers were more even. The best was pulling one person away, destroying them, and getting out before reinforcements could arrive. Or using the dead body as bait for their friends... ah, good times.

I also would go in as an MA with max VD, basically as a tank, and hold people in IL so friendly hackers, knife throwers and snipers could nail them, but that was a fairly suicidal tactic and was more fun than successful.

I'd be interested to hear what kind of tactics people used against greater numbers before. In my experience PvP had a lot to do with numbers already and it was by changing the odds that you beat the bigger force, but I know there are players with way more experience at it than me.


 
I'm not proposing to reduce the current zerg potency but see a serious buff being offered by Cr2 as it stands possibly to the extent where numbers will be all powerful to the exclusion of much of the impromtu pvp that takes place.
 
There are three major factors which are set to enhance the Zerg beyond what we have on live.
  • The loss of multi IL: In the current system a zerg force will IL opponents - almost as statistical chance a single member of the smaller force will be IL by at least 2 zerging opponents, effectively this plays out at a slower rate than the pvp around and the number of active bodies on the side of the zerg is effectvely reduced for a period of time - in a 7 on 5 scenario (no one can take 2 o 1 odds seriously) instantly this reduces to 5 on 4...suddenly an upset is possible and indeed if 3 ppl enetred that IL the fight around is even. By the time the IL has played out the odds can be very different indeed....... Currently multi IL actually works to the advantage of the smaller team and that Zerg beating possibility will be lost.
  • The introducion of dps and free fire increases the speed of resolution of battles, the effectiveness of free fire on an IL opponent is devastating for the same level (as 90% of pvp is) meaning IL is akin to suicide where the numbers allow for outside attcks on the IL member of the smaller side (as other IL is only 1 on 1 there is no mechanism to avoid this occurence.) quicker destruction of the handicapped party in IL frees the zerg and allows it to be more versatile and damaging.
  • Addtionally since I opened this thread I have tested the new 'sneak' power which on live is so effective to lie in wait and/or target an unprepared player and strike.... However sneak is broken almost instantly when you move through multiple enemies and it is all but impossible to stay in one place as over time the likelyhood of a sneak being broken increases...against a zerg it will be useless. The tactic you describe that was used to pick off stragglers in a zerg will not function anything like as well under CR2

This is nothing whatsoever to do with overpowered tree's or the interminable stuns - Freeing the members of a zerg force more quickly will greatly increase its effectiveness, potentially to a degree that anything other than straight organised pvp has to be abandoned into total retreat. tbh I dont see any way to counter all these effects but would suggest that the latter two points could be addressed - make sneak robust and buff the defenses of ppl in IL so that form of combat (the most fun part) is encouraged not discouraged.

Hmm I hope that makes some semblance of sense lol.

Message Edited by Tytanya_MxO on 03-01-200601:55 PM


Message edited by Tytanya_MxO on 03/01/2006 13:55:07.

 
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