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Removal of Tactics Scores and Damage Absorbed
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Joined: Aug 16, 2005
Messages: 336
Location: Cologne, Germany
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Walrus wrote:
Special Attacks still display the damage absorbed at this time due to an oversight on our part. Normal attacks should not.


Jupp... exactly what i noticed..... and i didn´t miss the rolls. But damage is less transparent without detailed chat-documentation. The good thing is: It didn´t take much time to get kinda used with the colored markers. And the green star on successfull specials look stylish. Right direction for CR 2.0


dav

Message Edited by davemusic on 02-10-200608:44 PM


Message edited by davemusic on 02/10/2006 11:44:41.


Systemic Anomaly

Joined: Aug 17, 2005
Messages: 5036
Location: JoKeRz
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 My problem with this is based on my ability to improve.  In the old system I know when I am fighting a level 50 what his Mct, and Rct are.  I can judge his skills, what I need to do to Pwn his ****.   Seriously the ability to say his Mct is 235, I can get mine to 257 with a booster lets fight is important.  And when dissecting my losses I look through system chat to judge where MY weakness was, what I needed to improve to fight him again and hopefully win.  Do you see what I mean?  How can I improve unless I can see why I lost? Unless I can see which of my stats was just too low.



Jacked Out

Joined: Aug 15, 2005
Messages: 243
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Ok, I would like a clarification on this. From what you have said Walrus, it sounds like the removal of tactic scores (I could really care less about absorbed dmg, but it would be nice too, the more info the better) is only temporary, is my assumption correct? Will they be put back in once the balance is worked out, and everything 'feels' right, or are they gone permenently?


Systemic Anomaly

Joined: Aug 15, 2005
Messages: 8893
Location: The Indutiae Faction: Fallen Horizon Organisation: Zion Server: Recursion Operative Level: 50
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having now spent a good few ours testing this, i think it doesnt make that much difference, the fights are a lot more balance, and you "know" what your stats are like.. this way it provides a hidden element to the individuals loadout/rolls which then means you need to think more carefully about openents....



Systemic Anomaly

Joined: Aug 17, 2005
Messages: 5036
Location: JoKeRz
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Aquatium wrote:
having now spent a good few ours testing this, i think it doesnt make that much difference, the fights are a lot more balance, and you "know" what your stats are like.. this way it provides a hidden element to the individuals loadout/rolls which then means you need to think more carefully about openents....


 But to me a great element was fighting, judging their base rolls and how to combat them, then creating a  loadout that could win. to the extent that on occaision as an MA i loaded logic barrage 1 to check their VD for weakness.

 

 Lesson 1 : Know your enemy.




Mainframe Invader

Joined: Aug 15, 2005
Messages: 3716
Location: 127.0.0.1
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Is anyone else seeing random tactic rolls lately?



Mainframe Invader

Joined: Sep 30, 2005
Messages: 338
Location: all servers
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 I think that removal of tatic scores will not effect the fun , yes I agree that these's more information then we need reguarding "tatics and damage absorbed", and  the yellow NPC's should be orange like in the cresten hideout SMILEY with a  purpleNPC along the way with a grand prize lev 65 , yellow NPC's are fun though I must say :smileywink:, and yes  combat is fun I think.  test event went very well in my opinion I was glad I was able to find time to be there at the right time. lol  , lag was low for me yet my lag meter was in the red.... thats a good sign..  ty  dev team good work,  im a Captain on recursion server and would like to see events more often in the future please. that would help alot, also captains should get better information on event clues that way I can pass the discussion onto my crew /faction..( like if there was a announcement)


dracomet ...  ouch! 


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Ascendent Logic

Joined: Sep 12, 2005
Messages: 653
Location: HvCFT Veritas Faction: Furious Angels Organization: Zion Instance: Vector-Hostile Rank: CDR
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For the purposes of testing it can be hard to tell if abilities, attributes, clothing, are even doing what they're supposed to be doing.

Right now there is a lot of blind faith that goes into setting up one's build. For example, having full vitality is supposed to increase your initiative bonus, hence your initiative, but does that mean you win more rolls, NOPE. What about when you're at 1/4 health and you activate desperation, yes it adds alot to the bonus there (more so than you normally get without max vitality), does this mean you win every roll now? NOPE   So then what is the benefit of vitality at max? NOTHING so far as I can determine.

Now do I report this as a bug or is this how the developer intended it to be? Do they intend for the Proxy Master buff to be passive or active? Don't know!?!  How are we supposed to see the differences our bonuses make if we can't view rolls or absorption? It seems to me that while we can get a FEEL for it, we have no hard evidence to base our claims on short of recording how much net damage is taken per round and how many times in a given exchange of 10 rounds we win lose or tie.

 
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