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NPC Balance Thread
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The Matrix Online » Top » Development Discussion » Feedback Forums » Player Versus Environment Feedback Previous Topic  |  Next Topic      Go to Page: Previous  1 , 2 , 3 , 4
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Vindicator

Joined: Aug 15, 2005
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Glad to hear this, It was something that had me worried.



Jacked Out

Joined: Aug 16, 2005
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PBlade wrote:
I think you are misinterpeting it Tytanya, but a common mistake.

Under the new revision we have not been nerfed, the NPCs have been buffed to hell due to the DPS system.

For example, as HCFrog pointed out, a boss with +750 melee under the old system, would have +750 DPS, which is of course, insane.

This is happening throughout the NPCS, which is why we lose so easily. So as you see, we don't lose, they win :smileytongue:



That's also why Proxy Master is so strong now. I've had my level 50 proxy do over 1000 damage in one Melee IL attack when it uses Hyper Strength.


Virulent Mind

Joined: Aug 15, 2005
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HCFrog wrote:
Yeah, the Pandora's Box NPCs haven't been totally balanced, they're definitely not ready for primetime yet. Although they have been balanced more than what you saw - the problem was, to make them challenging enough under the old system, we had to add a ton of damage to their output. I think the main boss has like +750 melee, +500 ranged or something like that. Under the new system, that gets translated into 750 DPS... yikes...

Oh, and I thought many of you might like to hear that we spent today reworking the way resistances work. No more "magic 200" number.

Instead, your level will provide you most of the resistance you need. A level 50 player with 200 resistance from their clothing will now, instead of just having just met their target, will actually be into the bonus zone and be mitigating some amount of damage, around 125ish (for a level 50) will get you taking normal damage, while a player running around buck naked will take about a third more damage than default... not so much more that you can't beat up on some easier enemies without armored clothing.

This should hopefully allow for some cool outfits of clothing, where you can (for example) focus on resisting viral damage while still having a pretty good defense against ballistic damage at the same time. It will hopefully also lose the feeling of you struggling to create a wardrobe with enough resistances, and make it more like you can kick butt on your own but these things will help you elevate the butt kicking to a higher level.

The system should be implemented pretty soon... I'll let you know when it's ready to look at.

Other news, I checked through the database and looked at how many versions of clothing have armored and shielded versions. It turns out that at least 95% of them do. So for any shirt you want to wear, there's a 95% chance that there is also a +5%, +15%, +22%, +20%, +33%, +36% version of it out there (or whatever those breakdowns are SMILEY ) My next step is to check through the loot tables (what fun) to make sure they're all actually dropping.

So anyhow... we're doing what we can to restore fashion to its rightful place in the Matrix while still making it worthwhile to collect good stuff SMILEY

Message Edited by HCFrog on 02-13-200611:25 PM






Very Very Good!

This is what I wanted to hear! That way we can make sweet outfits and not be underpowered because of it and on top of it we will have the extra fun of trying to loot one.



Jacked Out

Joined: Nov 11, 2005
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Tytanya_MxO wrote:

I am concerned however at an approach which, at least in the given example, seems to be nerfing the NPC's rather than buffing the player, this again indicates we are less effective than we have been and an NPC specific balance leaves pvp up in the air...or am i misinterpreting that?


Actually, what happened is that, in the process of making CR2, the team found some long-existing (unknown) bugs with NPCs. These were core to the way that the AI worked, the way their abilities were set up, etc. When we fixed those bugs, all of a sudden the NPCs are doing way more damage, taking way less damage, hitting far more often, etc. Imagine in PvP trying to take on 3 enemies your own level... you'd have no chance unless those players were really clueless. Now imagine all the NPCs operating at a level somewhat above a clueless player, but below a good player, and you've got the pre-balance CR2 NPCs that you've all been enjoying for the last little bit. You could take on one, but two would kick your butt.

So now we really do have to balance them back down to a more acceptable level so you can still carve through gangs standing around outside.

But we also have more control now that everything's working as it should. The difference between a boss and a weakling is going to be more pronounced. It should also be more balanced across all levels, with the beginning levels becoming way easier than they used to be, and end levels being a bit more challenging.

All this control also means something potentially very, very cool... crazy boss encounters. Say, a single level 55 NPC, set so that it's as challenging as an entire wave from Pandora's Box 4. That's something we never could do under the old system.


Systemic Anomaly

Joined: Aug 15, 2005
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HCFrog wrote:

Say, a single level 55 NPC, set so that it's as challenging as an entire wave from Pandora's Box 4. That's something we never could do under the old system.



WOW, sweet.



Ascendent Logic

Joined: Aug 15, 2005
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Sounds like the combat upgrade is taking shape nicely. SMILEY



Jacked Out

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ShadowSK wrote:


HCFrog wrote:

Say, a single level 55 NPC, set so that it's as challenging as an entire wave from Pandora's Box 4. That's something we never could do under the old system.



WOW, sweet.



That's exactly what MxO has needed for a long time. We need some sort of boss(s) that spawn on timers, that will need groups of people to beat just one NPC.

Esky and I have been talking about this for awhile.





Joined: Aug 16, 2005
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soz if this has already been brought up before but has anyone had mission npcs essentially attempt the old "interlock/roll out" tactic? u know where someone interlocks, gets the first speed attack, rolls out and immediately interlocks again? don't know if it's a bug or very clever AI or wot lol.

also, again soz if this has already been brought up but does anyone else see a large delay between when a mission npc rolls out and when interlock actually terminates?




Joined: Aug 16, 2005
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QforQ wrote:


ShadowSK wrote:


HCFrog wrote:

Say, a single level 55 NPC, set so that it's as challenging as an entire wave from Pandora's Box 4. That's something we never could do under the old system.



WOW, sweet.



That's exactly what MxO has needed for a long time. We need some sort of boss(s) that spawn on timers, that will need groups of people to beat just one NPC.

Esky and I have been talking about this for awhile.



yea and with a 50% or 100 % chance of loot! mindless grinding a boss 200 times to get a bandana made me wanna shoot myself in the feet.
 
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