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Systemic Anomaly

Joined: Aug 15, 2005
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exsuscito wrote:
Brommerz77 wrote:
exsuscito wrote:
yuenwoping wrote:
You really have to mess everything up......Forget this!!!

TonyJaa


It's just another adjustment.  Everyone will adapt, as we always do.

You want to PvP so you /who, access the situation and plan accordingly.  In that regard, nothing's changed.  The comfort of permanent Deflect has gone so your previous tactics must change slightly.  That's it. 

It's really, really not. Maybe so on Recursion or Syntax. But not Vector.


The zergs will zerg whether all Hypers are granted concurrently, or removed from the game altogether.  Unfortunately, it does give more power to the aforementioned herd, but that just puts the onus on the individual not to get caught up in one. 

This may well be the justification chronic hyperjumpers were looking for, especially when the novelty is fresh and Mara C is awash with DOT's.

The zergs will always zerg, but what you're saying is it's down to us to not get zerged? Yeah..let me go sit in the loading area while the zerg is at mara, because thats fun.



Systemic Anomaly

Joined: Jan 26, 2006
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Ex when u do decide to come onto vector (normally JUST for events now) u'r a sniper. What about MA's and gunners. We're out in the open, no sneak to hide us. Its just makin the game even more like sneak online.


Clairvoyant

Joined: Apr 6, 2006
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if they wanna IMPROVE the game....

 give the new area

leave hypers alone

fix hackers

new tree atleast like for shotguns

 

or fix the entire thing for a change




Femme Fatale

Joined: Aug 15, 2005
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exsuscito wrote:
yuenwoping wrote:
You really have to mess everything up......Forget this!!!

TonyJaa


It's just another adjustment.  Everyone will adapt, as we always do.

You want to PvP so you /who, access the situation and plan accordingly.  In that regard, nothing's changed.  The comfort of permanent Deflect has gone so your previous tactics must change slightly.  That's it. 

I got hit by hackers enough, not to mention Hyper Deflect was a great extra buff incase Machine Gun Fist hit us.

Worst change I've seen in this game by far.



Systemic Anomaly

Joined: Nov 18, 2005
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The_Bruceter wrote:
Ex when u do decide to come onto vector (normally JUST for events now) u'r a sniper. What about MA's and gunners. We're out in the open, no sneak to hide us. Its just makin the game even more like sneak online.


Just to clarify, I was MA for a lot longer than I've been Sniper, and I have MA alts on two servers.  My perspective includes all builds.  As for the attack at the beginning, well that was altogether pointless. 

MA's and IL-based gunman will suffer the most out of anyone, especially on Vector.  The theory of 'sneak online' is one I had also considered, and it's a worry that could very well be warranted if Vector goes Hacker-crazy.  That being said, I'm trying not to condemn the change before anyone's had a chance to test it.  I'm hoping that if we can survive a massive combat restructure, we can adapt to and cope with this.  If it does turn out to be an error in judgement, then (again) hopefully it will be identified as such and dealt with accordingly.

I'm speaking up in its favour because so many are ready to riot, and riots are full of loud noises, tridents and hand-grenades.      




Jacked Out

Joined: Aug 17, 2005
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I really like the patch notes.

Not so much the additional notes. 

 

I'm trying not to jump to conclusions but I'm not liking the sound of this.

It's bad enough you can only defend against hackers and one other tree at a time.  It's bad enough you can only get three resistences up to a decent enough level so you don't die in seconds.

IL is bad enough when you're outnumbered.  This goes for PvP and PvE.

I know this is old news, dead-horse and all that, but with CR2, doing anything with a lot of people/NPCs attacking you became a lot tougher.  CR2 is so much more about team team team.  And that's fine.  I mean, it is considered an MMO and everything.

But not everyone is constantly on a team, just recently, and in this thread (I think) you mentioned something like, "maybe we wanted to give those people without a team the slightest chance."  I know that was in regards to the FFA zone, but with taking away hyper-deflect with the other hypers and adding on more defenses to the team AoE buffs.. you just made it worse.  A LOT worse.

PvP is about numbers.  We all know this.  I guess thanks for making it even more so. Thanks for making everyone waste even more IS on changing hypers while fighting different people.  IS regen needs some love, without sacrificing so much.

(And it's a shame viral debuffs won't stack anymore for certain situations ((destroyer and insidious were probably the only thing over-powered with hacker in cr2 to be honest, but at least destroyer has a long re-use timer)) - but thank god they don't anymore without being able to defend against hackers and someone else at the same time.)



Vindicator

Joined: Nov 30, 2005
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I think I'd be in fair company if I asked what the reason was behind this Hyper change? 

I'm not asking this with a negative intent, but am simply curious as what angle this was looked at and deemed a prudent change.  Assuming the reason and such can be discussed, I'm sure I wouldn't be the only on that would appreciate seeing this from the Development's eyes, to see your reasoning as it were. 

Hope that isn't taken the wrong way, it's just a genuine bit of curiosity.  Thanks!  =D



Femme Fatale

Joined: Aug 15, 2005
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LoTekGhost wrote:
I think I'd be in fair company if I asked what the reason was behind this Hyper change? 

I'm not asking this with a negative intent, but am simply curious as what angle this was looked at and deemed a prudent change.  Assuming the reason and such can be discussed, I'm sure I wouldn't be the only on that would appreciate seeing this from the Development's eyes, to see your reasoning as it were. 

Hope that isn't taken the wrong way, it's just a genuine bit of curiosity.  Thanks!  =D
Because people complained that only Hyper Defense stacked, and asked that everything should equally stack. Now nothing does.

The complaint was in regards to MKTs.

Message edited by Roukan on 02/22/2008 19:14:05.



Jacked Out

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Oh, and my guess to the blue rez questions earlier in this thread..

 

They changed it now so people can rez people in the FFA zones.



Systemic Anomaly

Joined: Jan 26, 2006
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Delicho wrote:

Oh, and my guess to the blue rez questions earlier in this thread..

 

They changed it now so people can rez people in the FFA zones.

Last night on vector they made 01 FFA. U couldn't rez any1 SMILEY and only area heals (team heals) worked.


Femme Fatale

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Rarebit wrote:
Brommerz77 wrote:
Rarebit wrote:
Hm... Maybe we could just combine them all into one ability called "Hyper-Win"?

Or make it so you can actually have group pvp. Not not continue to make trees like Duelist or MA useless. Because all that happens now, and from the next patch, will get worse is; Interlock....get zerged by knifes and guns and not have any defense to it. And now hacker added on top. Like ex said, interlock now becomes a deathtrap and you push pvp and combat to use spy and hacker to win. Taking it further away from the matrixy feel.
Oh I dunno if it's quite that simple. Like a lot of stuff Dracomet does, it's all based on math and scary stuff like that... Anyway, let's not forget about this and this and this and this and this and this:

-- Deflect Bullets 1.0 has an additional 0.48 points of throw defense per level and adds +10 concentration.
-- Deflect Virus 1.0 has an additional 0.48 points of melee defense per level and adds a 4% negative condition sweep pulse per aura pulse.
-- Personal Firewall 1.0 adds an additional +10 resistance to non-viral damage types and heals about 75 health when terminated.
-- Personal Firewall 2.0 adds an additional +20 resistance to non-viral damage types and heals about 250 health when terminated.
-- Network Firewall 1.0 adds +5 defense to non-viral defense types and restores about 10 IS when terminated.
-- Viral Shielding adds 0.24 defense per level to non-viral defense types and restores about 25 IS when terminated.


Numbers and math aside dear friend, you must understand the ramifications of this change on not only level 50s, but every level character, especially solo. Most people when they first join the game want to try Martial Arts or Guns, fact. Hacker is kind of a backstep, and if they join a faction they'll know it's killer on IS at the beginning if played inadequately.

-Executing instant abilities while in the wrong style will now change styles and invoke the ability. This also fixes the problem with NPCs where sometimes their instant and delayed abilities wouldn't go off, which is especially noticeable in Nuker-types.-

If you were to add just the Hyper Deflect change, then only high level PvP would be affected on a large scale, but these two changes together make the game even deadlier for a lowbie missioning on hard. I don't know if you've ever missioned as a pistol/karate low level, but it's bad as is without being equipped by higher levels or getting insanely lucky with resistance drops beforehand.
Obviously the most who will complain are the ones who like to run inside a zerg and take out one person before getting destroyed, which would include people like myself.

Message edited by Roukan on 02/22/2008 19:34:14.



Veteran Hacker

Joined: Aug 26, 2005
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The construct looks like it will be fun..

The email will certainly help with storing/sending items, but it would still be nice to see inventory capacity expanded as well.

As for the hypers,well, not sure if I care for that change or not.. Both sides of that debate have valid points

It would be kind of fun to see what would happen if *all* the hypers were stackable. I am not saying that is what *should* happen; just would be interesting...

Message edited by Trinite on 02/22/2008 19:36:26.


Development

Joined: Dec 2, 2005
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LoTekGhost wrote:
I think I'd be in fair company if I asked what the reason was behind this Hyper change? 

I'm not asking this with a negative intent, but am simply curious as what angle this was looked at and deemed a prudent change.  Assuming the reason and such can be discussed, I'm sure I wouldn't be the only on that would appreciate seeing this from the Development's eyes, to see your reasoning as it were. 

Hope that isn't taken the wrong way, it's just a genuine bit of curiosity.  Thanks!  =D
I think (and you'd have to ask Dracomet to get the non-speculative answer) that the reason was that we actually have this class, called Hacker, that was being discriminated against when it came to defensive abilities everyone can use. So that was straightened out to give the Hacker class a fair shake. And then, to compensate for the due attention that will have to be paid to hackers now, additional defense against the other attack types was added to defensive upgrade abilities; that also has the effect of making the Upgrade Master tree a little more useful than it has been. So, basically the idea as far as I understand it was class balance. It isn't surprising to me that people who primarily play the other classes, and who do a lot of PVP, are going to be concerned about this, but if we want to have the classes balanced--and that has always been the intent, even if it doesn't always work out--then it's necessary to work these things out.




Jacked Out

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The_Bruceter wrote:
Delicho wrote:

Oh, and my guess to the blue rez questions earlier in this thread..

 

They changed it now so people can rez people in the FFA zones.

Last night on vector they made 01 FFA. U couldn't rez any1 SMILEY<img src=" width="15" height="15" /> and only area heals (team heals) worked.


Yeah man, I mean when the patch comes out.  People were asking why they are just now changing blue rezzes on flagged players when people have been talking about it for a long time.

I'm guessing that's why they just now changed it.  To rez people in FFA zones. (which is handy if they have frags and whatnot from datamining and got killed why people pvping >_> )



Systemic Anomaly

Joined: Aug 15, 2005
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Rarebit wrote:
LoTekGhost wrote:
I think I'd be in fair company if I asked what the reason was behind this Hyper change? 

I'm not asking this with a negative intent, but am simply curious as what angle this was looked at and deemed a prudent change.  Assuming the reason and such can be discussed, I'm sure I wouldn't be the only on that would appreciate seeing this from the Development's eyes, to see your reasoning as it were. 

Hope that isn't taken the wrong way, it's just a genuine bit of curiosity.  Thanks!  =D
I think (and you'd have to ask Dracomet to get the non-speculative answer) that the reason was that we actually have this class, called Hacker, that was being discriminated against when it came to defensive abilities everyone can use. So that was straightened out to give the Hacker class a fair shake. And then, to compensate for the due attention that will have to be paid to hackers now, additional defense against the other attack types was added to defensive upgrade abilities; that also has the effect of making the Upgrade Master tree a little more useful than it has been. So, basically the idea as far as I understand it was class balance. It isn't surprising to me that people who primarily play the other classes, and who do a lot of PVP, are going to be concerned about this, but if we want to have the classes balanced--and that has always been the intent, even if it doesn't always work out--then it's necessary to work these things out.

I'm all up for Class balancing. So roll on monday, i'll be positive, the new area looks awesome, and you have done an awesome job in working on it, so ty. As for the hypers, we'll see how they work now.

 
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