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Update 52 Discussion
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Jacked Out

Joined: Aug 16, 2005
Messages: 735
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Kohlo wrote:
Canbus wrote:
GoDGiVeR wrote:
Canbus wrote:
Amative wrote:
Canbus wrote:
Consumables are just not worth coding, as the 1.0-4.0 health and antibiotic pills are just P.O.S. items consuming inventory space, not to mention we could just loot the pills from some nameless NPC whether be it a gang member or missioning.
The pills made with that frag might not be worth much to you or I, but to players between 25 and 40 they're *gold*

I was 25-40 once, I just never used them. I'm just content with "Run to safe area" then "/sit."

Seems like you've never done Construct or Hideout work, alone. If you want a good dropping chance in hideouts you need to be lowerlvl, which means that the guys can kill you easily. Antibiotics may be worthless because of lack of debuffs that NPCs can cast onto you but Health Pills?
As Amative said, they're gold.
I was only concerned about hitting 50 so I could actually make a difference in a Live Event. Never regretted it since the LET was going to get laid off before the game fell in SOE's hands.
Slightly offtopic, but you missed a LOT of the game's content. As I said in another thread, there was so much to explore that it took me about 70 days of /play time to get to 50...

Back on topic: I'll jack in now and see how the corrupted killing goes ^^.

Cheers,
Anuk
Uh, I tried doing the first few floors of an Exile hide-out when I was a lowbie with a few factionmates. I didn't see any point at all other than just novel time-wasters. The thing with the hideouts is that you could do it whenever you want, Live Events on the other hand were not. I wouldn't trade my Live Event participations for anything just so I could "get crappy loot from some obscure dungeon."


Perceptive Mind

Joined: Mar 14, 2006
Messages: 486
Location: Germany
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Good point, you're a lucky guy if you had that many LE participations...

Nevertheless, I wouldn't call drops like Ravenfeather, Stinger or Troll's Hide crappy...

Cheers,
Anuk



Ascendent Logic

Joined: Mar 16, 2006
Messages: 4809
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Canbus wrote:
Kohlo wrote:
Canbus wrote:
GoDGiVeR wrote:
Canbus wrote:
Amative wrote:
Canbus wrote:
Consumables are just not worth coding, as the 1.0-4.0 health and antibiotic pills are just P.O.S. items consuming inventory space, not to mention we could just loot the pills from some nameless NPC whether be it a gang member or missioning.
The pills made with that frag might not be worth much to you or I, but to players between 25 and 40 they're *gold*

I was 25-40 once, I just never used them. I'm just content with "Run to safe area" then "/sit."

Seems like you've never done Construct or Hideout work, alone. If you want a good dropping chance in hideouts you need to be lowerlvl, which means that the guys can kill you easily. Antibiotics may be worthless because of lack of debuffs that NPCs can cast onto you but Health Pills?
As Amative said, they're gold.
I was only concerned about hitting 50 so I could actually make a difference in a Live Event. Never regretted it since the LET was going to get laid off before the game fell in SOE's hands.
Slightly offtopic, but you missed a LOT of the game's content. As I said in another thread, there was so much to explore that it took me about 70 days of /play time to get to 50...

Back on topic: I'll jack in now and see how the corrupted killing goes ^^.

Cheers,
Anuk
Uh, I tried doing the first few floors of an Exile hide-out when I was a lowbie with a few factionmates. I didn't see any point at all other than just novel time-wasters. The thing with the hideouts is that you could do it whenever you want, Live Events on the other hand were not. I wouldn't trade my Live Event participations for anything just so I could "get crappy loot from some obscure dungeon."

Cheers, a lvl 50 noob.



Systemic Anomaly

Joined: Dec 20, 2005
Messages: 6417
Location: SC|Sentience -973069242
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I think this update and included combat SNAFU is the worst the game has ever seen, and it's seriously made me consider quitting.



Jacked Out

Joined: Dec 18, 2006
Messages: 926
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Bayamo wrote:
I think this update and included combat SNAFU is the worst the game has ever seen, and it's seriously made me consider quitting.
what did they change in combat? i've tried and failed to find out what they fiddled with.


Vindicator

Joined: Nov 30, 2005
Messages: 929
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Paperghost wrote:
Bayamo wrote:
I think this update and included combat SNAFU is the worst the game has ever seen, and it's seriously made me consider quitting.
what did they change in combat? i've tried and failed to find out what they fiddled with.

Some people are claiming very odd accuracy drops and other such things as a result of the "Miss-Miss" 'fix'...this thread might give more insight.  Also, here's the addendum to the update notes added by Raijinn, listing the 'official' changes.



Systemic Anomaly

Joined: Dec 20, 2005
Messages: 6417
Location: SC|Sentience -973069242
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lol, just have two Aikido GMs duel, and have one sit on grab or block. It'll go miss miss miss miss miss miss miss miss miss miss miss now, and take forever. It's a lot like CR1 now, because accuracy bonuses matter a lot more. The balance has been changed since CR2 was balanced with the "bug" in existance, and now it's gone, for example lack of thrown defense makes MKT much more powerful in IL now in addition to its high accuracy, whereas before MAs could tear up MKTs. IL is also nerfed, and the zerg strengthened, because it takes more time to kill in IL now, so free fire builds become stronger and combat even more about numbers.

Just a few of the effects...



Systemic Anomaly

Joined: Nov 18, 2005
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Bayamo wrote:
lol, just have two Aikido GMs duel, and have one sit on grab or block. It'll go miss miss miss miss miss miss miss miss miss miss miss now, and take forever. It's a lot like CR1 now, because accuracy bonuses matter a lot more. The balance has been changed since CR2 was balanced with the "bug" in existance, and now it's gone, for example lack of thrown defense makes MKT much more powerful in IL now in addition to its high accuracy, whereas before MAs could tear up MKTs. IL is also nerfed, and the zerg strengthened, because it takes more time to kill in IL now, so free fire builds become stronger and combat even more about numbers.

Just a few of the effects...
Wow, and jesus.  I haven't had a chance to test MA yet, it's really that drastic a change?

Jax


Jacked Out

Joined: Apr 25, 2007
Messages: 491
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exsuscito wrote:
Bayamo wrote:
lol, just have two Aikido GMs duel, and have one sit on grab or block. It'll go miss miss miss miss miss miss miss miss miss miss miss now, and take forever. It's a lot like CR1 now, because accuracy bonuses matter a lot more. The balance has been changed since CR2 was balanced with the "bug" in existance, and now it's gone, for example lack of thrown defense makes MKT much more powerful in IL now in addition to its high accuracy, whereas before MAs could tear up MKTs. IL is also nerfed, and the zerg strengthened, because it takes more time to kill in IL now, so free fire builds become stronger and combat even more about numbers.

Just a few of the effects...
Wow, and jesus.  I haven't had a chance to test MA yet, it's really that drastic a change?
Yes! Spies got it really bad.


Systemic Anomaly

Joined: Oct 10, 2005
Messages: 2459
Location: SyntaxXx
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Paperghost wrote:
Mindsweep wrote:

I have to be fair and say they fixed the respawn time pretty quick, and I do not have a crash report everytime i start after the updateSMILEY Still need some more inventory room...

whats the respawn time at now?

eeh..i think 45 min. But i seem them respawn faster within 30 mins.



Femme Fatale

Joined: Aug 15, 2005
Messages: 11028
Location: Las Vegas, NV
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Jax wrote:
exsuscito wrote:
Bayamo wrote:
lol, just have two Aikido GMs duel, and have one sit on grab or block. It'll go miss miss miss miss miss miss miss miss miss miss miss now, and take forever. It's a lot like CR1 now, because accuracy bonuses matter a lot more. The balance has been changed since CR2 was balanced with the "bug" in existance, and now it's gone, for example lack of thrown defense makes MKT much more powerful in IL now in addition to its high accuracy, whereas before MAs could tear up MKTs. IL is also nerfed, and the zerg strengthened, because it takes more time to kill in IL now, so free fire builds become stronger and combat even more about numbers.

Just a few of the effects...
Wow, and jesus.  I haven't had a chance to test MA yet, it's really that drastic a change?
Yes! Spies got it really bad.
I don't see what you're having problems with. I think interlock is funner. I was against a few MKTs today and every fight was fun, even. Not hair pulling frustrating.



Mainframe Invader

Joined: Jan 5, 2006
Messages: 417
Location: The Watchmen
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-Problems reported with dual pistol execution.

-Issues with Concealment not working alot and just leaving you standing there, visible.

-Rifle timers acting strange (says 3 seconds until reuse but takes 12 for example)

-Interlock moves (sometimes being able to do one move per second, 5 moves in 5 seconds)

-Interlock moves (sometimes winning every move even if the ability in hotbar says you missed)
edit: these may be a valid moves but the hotbar says it failed.

New Quest:

-Problems with spawns dissapearing half way through combat alot,
this also breaks your hotbar.

-Corrupteds need to spawn when people are there, consistently. A few fun times
with both roofs full and both alleys full of corrupteds. People are not going to stand around
for a long time waiting for spawns, if the spawns are there people will come.

-The big guy shouldn't be able to spawn *on* the hardline, preventing people from arriving.

Luggables:

-Issues with visual effect not dissapearing after the luggable is dropped.

-Issues with buf enhancements not dissapearing when luggable is dropped.

-Issues with pvp mode not dissapearing even 20 mins after luggable is dropped.

-Issues with person still being able to be tracked after luggable is dropped.

-Issues with point-on-ground being tracked, for unknown reasons (maybe jackout?)

-Issues with luggable dissapearing in inventory with the System message related to duping.
A luggable has been automatically deleted from your inventory because your playercharater object has not sent a luggable update message to the luggable manager for 3 minutes. If you have done something you think may have caused this, please /bug it so we can fix it.

Suggestions:

-Having Hacker luggable "bomb pet" is too noisy. After hours with this thing is irritating in contrast to other sound levels. Maybe drop the audio for bomb pet after 5mins by 30%.

-Luggables should drop in the world when someone dies, or....
Rezzing should cause the rezzer to flag.


Edit: nice patch by the way, devs giving things a try to make us new content. Once we get a few of these things sorted out luggables and the spawns should make for a good addition.


Message edited by Natasha768 on 06/04/2007 20:09:20.



Jacked Out

Joined: Feb 14, 2006
Messages: 2407
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What the hell is a Ravenfeather?


Fansite Operator

Joined: Aug 16, 2005
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Location: UK -------- Instance: Syntax --- Organisation: Zion - Faction: Omega Syndicate
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nicolletteRS6000 wrote:

Rezzing should cause the rezzer to flag.



We've been asking for that since what, day one?

Dont get ya hopes up, even if it is severely needed.

My feedback on luggables remains the same, should drop on death, effects/buffs should be lost on drop, shouldnt be hardlineable (but still subwayable) within the same strict, shouldnt allow hj while held, should be ones to fight over in constructs.

While fun they're certainly still a wasted opportunity providing no sort of new gameplay, its just a pretty effect and some buffs to the same old stuff. Have them really contested, with consequence and meaning.


Message edited by cloudwolf on 06/04/2007 08:53:10.



Mainframe Invader

Joined: Jan 5, 2006
Messages: 417
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Fatmop wrote:
What the hell is a Ravenfeather?

Viral outerwear, hideout drop.


 
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