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Removal of Tactics Scores and Damage Absorbed
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Development

Joined: Aug 15, 2005
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Yes, we removed Tactics scores and damage absorbed from the combat chat. I understand this is likely a less-than-popular decision, but the team feels it's necessary for several reasons. Before I explain, please keep in mind that this is a test server and, while we feel the change is a needed one, we will listen to feedback. All we ask is that everyone keep an open mind when trying out the changes.

 

In the old combat system, Tactics scores were everything because you either hit or missed each round. If you missed, you took damage and dealt none. Therefore, maximizing your Tactics scores was critical to survival. While high Tactics scores are still important under CR2.0, they aren't nearly as critical anymore, especially given that it's no longer your tactic versus your opponent's tactic.

 

As we all know by now, your Resistances are more critical to survival than Tactics scores are in CR2.0. So why remove the damage absorbed? To eliminate confusion, mostly. The negative absorbed numbers and the discrepancy when landing a final blow make things more complicated than they need to be. What matters, in the end, is the total amount of damage taken.

 

We're removing these items now because our first major NPC balancing pass is being implemented in Update 5. Rather than paying attention to the numbers, we want to hear how combat feels. Do you feel appropriately badass when plowing through Grey, Blue, and Green-con NPCs? Do the various Yellows give you an appropriate fight--not too hard, not too easy? Do Orange, Red, and Purple-con NPCs seem to be at the right difficulty level?

 

You'll still see total damage output, but we hope that removing these numbers reduces unnecessary distractions. Your Bonus panel should give you enough detail on your current status and, if it doesn't, then we need to see what we can do.

 

Again, please keep an open mind when testing these changes. We think they are for the better and are, as always, interested in your feedback.



Perceptive Mind

Joined: Aug 25, 2005
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Open mind is the key. 2.0 already kicks *CENSORED*, and this patch should make it 1 step closer  to being what we want combat to be.



Systemic Anomaly

Joined: Aug 15, 2005
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Makes sense.  At least it will clean up the system area, therefore making things less confusing.  And the new IL recticles should be all we need.  Clarification on who is getting hit each round is what we asked for, and we've got it.  I think it will be a perfect solution, but we shall see... SMILEY





Joined: Aug 16, 2005
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Hmmm i feel we still need to put a good deal of enphasys on the tactic score... at least AS MUCH as the resistences.






Walrus wrote:

 All we ask is that everyone keep an open mind when trying out the changes.



Ehy Walrus look at my signature! YOU ARE STEALING MY IDEA LOL SMILEY SMILEY

Message Edited by Fade2blacK on 02-09-200603:52 PM


Message edited by Fade2blacK on 02/09/2006 15:52:55.


Systemic Anomaly

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thanks for the explanation, walrus!
 
"Don't think your loadout is good. Know your loadout is good" SMILEY





Joined: Aug 16, 2005
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Maybe it´s the right direction to remove it. What i can tell now is, my eyes are fixed on the chat tracking my rolls and on the hotbar tracking to see if my specials work, hit, miss or whatever.... my eyes are the less fixed on the greatest combat animations i´ve ever seen in an MMO.

So, yeah... let´s give it a try.


dave




Message Edited by davemusic on 02-10-200601:02 AM


Message edited by davemusic on 02/09/2006 16:03:00.


Ascendent Logic

Joined: Aug 15, 2005
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I'm not sure I agree with the decision to remove roll data, but I definately agree with removing absorbtion data. It's always been kind of weird. I'll try it out, but I hope the roll removal is temporary. But it won't ruin the game if it stays gone.



Jacked Out

Joined: Aug 16, 2005
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Interesting idea and I will take a look at this with an open mind. But one thing might still be missing, knowing an opponents tactics.

If you can determine the tactics used by your opponent then you can change yours to maximize the possibility of striking your opponent. This is not impossible now, you just need to know the various tactic animations for your opponents style. That means learning six different styles in the soldier tree alone. Perhaps it would be nice to show your opponents tactic under their target information.  Could probably use the same icons that detect vulnerability used but without the numbers. we already look there for state icons so this wouldn't detract much from the flow of combat I would think.

 



Systemic Anomaly

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Personally, I would prefer if there was an option to enable/disable the scores.

Sure it's fun watching your RSI beating the heck out of a low level enemy, but when it comes to important things like pvp, I believe the scores are very much needed.


It's always important to know how much your base stats are effected by things like boosters and buffed clothing.

Otherwise you're just shooting in the dark hoping that hoping your stats are high enough, or that one stat is too high and you didn't know you that can lower it down in exchange for buffing another stat without much sacrifice.



Message Edited by Aquilae on 02-10-200612:56 AM


Message edited by Aquilae on 02/09/2006 21:56:16.




Joined: Aug 16, 2005
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I like this idea, suggested it in private.

CR2.0 isn't *just* about tactic scores now, but players are still stuck in that mindset. Removing the opportunity to focus on it - at least in the short term - should help people (by force, perhaps) to learn not to be so reliant on them.


Systemic Anomaly

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Seems faily reasonable to me. Keep up the good work.



Systemic Anomaly

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we are becoming like other mmo's, many may think this is a good thing while others may feel its a bad thing.

In other mmo's you dont need to see your stats e.t.c the reason is that you can hit anything and everything, providing your accrucey is high enough to hit.

this means a level 1 can hit a level 20 or even and 50 the only thing that should matter is how much damage it does.

so walrus i feel is right in saying the only thing that matters mainly is the damage resistance.

but then we have an interlock system, where we dont always hit we need need a decent tactics score to hit, and then our resistances are taking into account.

i have tried this theory for hours just duelling someone for hours using my 3 alts and the free-fire damage seems to be ok when its one on one, however, if they are in interlock and you got even a level 11 attacking then the interlocked peeps are at a major disadvantage.

because they need to have a high tactics score to beable to roll out of interlock, but if they focused on the resistance then they have no hope for survival. Because their tactics aint quite high enough to get attacks in, and they are getting attacked 2ways.

again im not a dev and they may have something to sort this out, but we need more built in resistance to attacks, so we still take some damage but not enough to end the fight in seconds.

and as its built in you only get the bonus when in interlock so you dont have huge resistance out of interlock too........ maybe something like
http://mxoboards.station.sony.com/matrix/board/message?board.id=epdiscussion&message.id=4764#M4764



Systemic Anomaly

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well after playing for 2hours this morning the damage absorbed are still active within the game. maybe an error in the code or someting but it still exists



Fansite Operator

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2 words...

Combat logs.




Development

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shauntaylor88 wrote:
well after playing for 2hours this morning the damage absorbed are still active within the game. maybe an error in the code or someting but it still exists




Special Attacks still display the damage absorbed at this time due to an oversight on our part. Normal attacks should not.

 
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