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Unique items conversion
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The Matrix Online » Top » Development Discussion » Feedback Forums » Items and Clothing Feedback Previous Topic  |  Next Topic      Go to Page: Previous  1  ... 2 , 3 , 4 , 5 , 6 , 7 , 8 , ...  9  Next
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Jacked Out

Joined: Nov 11, 2005
Messages: 423
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Oh, almost forgot:

Sakura Ninja Bandana:

IS Regen +15%
Melee Damage Resistance +25 pts
Ranged Damage Resistance +25 pts
Viral Defense Bonus +4%

Message Edited by HCFrog on 02-22-200604:51 PM


Message edited by HCFrog on 02/22/2006 16:51:24.


Systemic Anomaly

Joined: Aug 15, 2005
Messages: 1478
Location: The Black Knight
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I dont like those buffs, make them higher. only seems right.



Systemic Anomaly

Joined: Aug 22, 2005
Messages: 3286
Location: Lost in La Mancha
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Nerfs = bad.
 
I really hope I didn't amass these special items in vain.



Virulent Mind

Joined: Aug 15, 2005
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Location: HvCFT Libertas
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I'll say it over and over. Be prepared to see a clone army of MxO players run into Mara C looking all identical with their special drop clothing.

It is very obvious that these clothes are much more powerful than any clothing dropped by regular NPCs. Thus once again negating personal style over who camped the hideout longer. Like I said before not all change is quality change.

Every piece of clothing should have couterparts that are buffed and these buffs should be consistant over all clothing.

For example

Shirt 1 -> Shirt 1 (+1 viral) -> Shirt 1 (+2 viral) -> Shirt 1 (+3 viral)
Shirt 1 -> Shirt 1 (+1 melee) -> Shirt 1 (+2 melee) -> Shirt 1 (+3 melee)
Shirt 2 -> Shirt 2 (+1 viral) -> Shirt 2 (+2 viral) -> Shirt 2 (+3 viral)
Shirt 2 -> Shirt 2 (+1 melee) -> Shirt 2 (+2 melee) -> Shirt 2 (+3 melee)

All clothing needs to be equal to be fair and to bring back personal style.

Message Edited by lithium on 02-22-200604:25 PM


Message edited by lithium on 02/22/2006 13:25:52.



Systemic Anomaly

Joined: Aug 16, 2005
Messages: 1922
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shouldnt the sakura end up with balistic acuracy if there staying similar to there current functions?



Jacked Out

Joined: Aug 16, 2005
Messages: 1028
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I'm also concerned about what this will do to clothing variation, however the buffs from those items don't seem to be all that influential. so with any hope, they wont become a requirement to combat proficiency. Something I dislike the most about the existing combat system.


Jacked Out

Joined: Nov 11, 2005
Messages: 423
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Tseng. wrote:
shouldnt the sakura end up with balistic acuracy if there staying similar to there current functions?


That was one of the tougher ones... it had focus +15 before, right? Which would amount to about +1 or +2 RCT, or about +0.5 Ballistic Accuracy under the new system. Plus all the other things that focus did.

So I decided to put IS regen on it instead, which is something that everyone can use, can make a big difference in a fight, and is harder to come by under the new system.


Jacked Out

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TheTaxidermist wrote:
I'm also concerned about what this will do to clothing variation, however the buffs from those items don't seem to be all that influential. so with any hope, they wont become a requirement to combat proficiency. Something I dislike the most about the existing combat system.


The result we're aiming for is kind of a middle ground. Clothes that are worth getting, but aren't uber over everything else.

Hopefully, damage resistance will be enough of a factor in the new system that everyone won't be wearing the unique items all the time. When you wear one of these, you're going to be giving up some resistances, which are really important now. It should be more of a choice and consequences sytem, rather than "Why wouldn't I wear my Troll's Hide as an MA, I mean come on." If you wore all unique items, with little or no resistance, you're going to feel it in combat.

Add to that the fact that there are versions of every single item of clothing, in all levels of armored and shielded (up to 36% I believe), and hopefully we'll see more variety.

I'm sure it's going to involve some tweaking though. SMILEY


Vindicator

Joined: Aug 15, 2005
Messages: 3484
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How about Squad Leaders Shirt?



Jacked Out

Joined: Nov 11, 2005
Messages: 423
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Squad Leader's Shirt:

Ballistic Accuracy Bonus +4%
Ballistic Damage Bonus +3%
Ballistic Defense Bonus +4%
Evade Interlock +15%
Ballistic Resistance +25 pts
Detect +25
+ a negative condition sweep every so often when you're damaged.

Message Edited by HCFrog on 02-22-200604:51 PM


Message edited by HCFrog on 02/22/2006 16:51:57.


Systemic Anomaly

Joined: Aug 15, 2005
Messages: 2357
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What about the Taskmaster Baseball Cap? SMILEY

Oh come on, you know that's what you changed it to.



Ascendent Logic

Joined: Aug 15, 2005
Messages: 797
Location: The Shadow of The Code Stream
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What about the Seraphim Shoes, and the Prison Mastery Device?  Are those still similar to their old stats?



Jacked Out

Joined: Aug 15, 2005
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HCFrog wrote:
And remember, when you see something like Thrown Defense +3, that's not +3 to your roll, it's +3 to the Thrown Defense influence.


I thought bonuses to influences would be stated in %? So if it is a bonus to the influence shouldn't it be something like +3%?

But when it's a bonus to the base statistic (to which the % influence will be applied to) shouldn't you refrain from calling it an influence bonus? I thought influences were the % statistics that will be applied to the numerical base statistics?

Say I have a melee defense bonus of 110 and my melee defense "influences" are 15%, wouldn't the result of this be a total score of 126,5? (110x1.15)

>revolt_


Systemic Anomaly

Joined: Aug 15, 2005
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How about the Widow moor glasses, Fighters gloves, or Watcher glasses?



Jacked Out

Joined: Nov 11, 2005
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>revolt_ wrote:


HCFrog wrote:
And remember, when you see something like Thrown Defense +3, that's not +3 to your roll, it's +3 to the Thrown Defense influence.


I thought bonuses to influences would be stated in %? So if it is a bonus to the influence shouldn't it be something like +3%?

But when it's a bonus to the base statistic (to which the % influence will be applied to) shouldn't you refrain from calling it an influence bonus? I thought influences were the % statistics that will be applied to the numerical base statistics?

Say I have a melee defense bonus of 110 and my melee defense "influences" are 15%, wouldn't the result of this be a total score of 126,5? (110x1.15)

>revolt_


uhhhh.... yes.

I hope I can still edit those posts... hehe :smileysurprised:
 
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