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The Zerg and IL
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Systemic Anomaly

Joined: Sep 7, 2005
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you have a point..but you missed your own point completly. your right about your team strategy. and sure. if you have that team and come across 8 to 10 zions dueling as ma at mara your prob gona clean them out. but a team of 6 prob wont beat a zerg thats lookin for pvp. for every patcher you have they will have 2 or 3. for every hacker they will have more and so on and so fourth. when your ma go to interlock they will get shot, stabbed, hacked and punched while a patcher is healing the zion.

the zerg is real. you cannont beat it. you can only fight it. win small battles here and there. but to deny that cr2 dosent strengthen the zerg to the point that its not worth fighting is stoopid.






Joined: Aug 17, 2005
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What is with the zerg business, doesn't people see its nearing the end.  Im now learning to start in Mara NW because machines always own Mara c.  The zerg is no more its finished. 

Well thats what i find but then again im only on during GMT times. 

Anyway Darkhaze that avater rules lol



Systemic Anomaly

Joined: Aug 16, 2005
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The zerg isn't Zion its just an overwhelming force.....

This thread was opened prior to the release of cr2 because I foresaw the new combat system adding to the effectiveness of 'having numbers on your side'. Sadly nothing was done and numbers have indeed become even more effective.....

Specifically the problem of IL means that to enter IL while you are on a team of players of lesser number than your foe, places you at an even greater disadvantage than ever before, a buff to defense against external attacks for those people engaged in IL (while they are in IL only) would have made ma and gunmen a lot more confortable in large scale battles and would have avoided many of the complaints that caused the nerfs the ranged classes have had to endure since then. (targetting 'the situation' where a class becomes weaker relative to another rather than a broad sweep nerf impacting negatively over an entire class would provide a much better balance to all)





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Ok a zerg is an overwhelming force.  Thats your words.  What does the word overwhelming mean though:
"Overpowering in effect or strength"  From dictionary.com
So why should someone or a few people take out a load of people it doesnt make sense.  So the more numbers the less chance of you living. 
However in Cr2.0 i find you can still beat the oppenent if the numbers are against you by using buffs or using a varierty of trees ecspeically the hacker/despoiler. 
However you are right in the aspect that it would be nice to see the original idea of org specific abilities where if the numbers are uneven u get a boost. 


Systemic Anomaly

Joined: Sep 7, 2005
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first you have to understand what a zerg is. a zerg is the direct impact of a system not able to balance the numbers of opposing players in a generally stable way. meaning that one or 2 of the orgs will always be outnumbered. example. say there are 100 players of each org. monday theres 15 zion on and 40 meros on. the meros wipe out the zion. thats not a zerg. thats just the luck of having more of your members online at a paticular time.

but thats not the matrix. more realistically it would be like 100 zion players, 50 mero players, and 25 machine players. this creates the zerg. because although once in a while only 10 zion might be logged on while 15 meros are most of the time it will not be this way. the meros and machines just dont have the playerbase to defend against zion numbers on vector.




Systemic Anomaly

Joined: Aug 16, 2005
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Cr2 widened the definition or what constitues an overwhelming force..... for impromtu pvp of the type we see every day on vector there is no pre arrangement, no balance and there never will be....therefore the system has to remain flexible to give a smaller force a degree of chance..I considered that chance just about acceptable under cr1 and attempted to address the problem of cr2 be4 it went live....I still feel that by changing the effect of defenses in the instance of IL we can acheive a balnce which allows full and varied lo's (stops the death sentence of getting caught in IL) and encourages impromptu pvp instead of discourages it..... that was the sole purpose of this thread.




Joined: Aug 17, 2005
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Ok that i will agree with, a defence raise would be nice in IL but the only way it would work is if it took in mind who has the greater number, if you both get the boost then it will stay about the same.

But it wont happen because it would require two different defences one which is in IL and another out of IL.  The system atm is not complex enough to encorparate 2 defences and i question whether they will mess with it in the near future. 



Systemic Anomaly

Joined: Aug 16, 2005
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Maybe someone should post this idea in the Champagne Room or whatever it is called now.



Jacked Out

Joined: Aug 18, 2005
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Tefnut wrote:
Maybe someone should post this idea in the Champagne Room or whatever it is called now.

I agree.


Systemic Anomaly

Joined: Oct 7, 2005
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multifighting has no use atm, it should be redesigned to give a chance of say 48 res everytime you get hit which I think is what the res buffers give in the awakened tree, it would help if you get interlocked.

A zerg is not a zerg unless it has a patcher, 10 zions v 5 mechs, if the mechs had a healer then the mechs could have a good chance of winning because they have somebody who can give them some heals, so they can stay in the middle of mara c for longer.

 




Mainframe Invader

Joined: Aug 15, 2005
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I don't agree with this thread. Interlock is not really a trap unless you're outnumbered, and if you're outnumbered you should know better than to interlock someone in the middle of a zerg. I don't know about the rest of you, but in PvP battle with even odds I don't really attack those already interlocked. First, the longer two opponent stay in interlock the lowest their HP gets and the easier for you take them down afterwards. Second, why worry about two players interlocked? they're harmless to you, I'd be more worried about those snipers, MKTs or hackers that aren't interlocked. Luckily enough, we had a servers wars recently (Enumerator vs. Heuristic) on Vector and I can think of a good example that describes this situation. In the first fight, Heuristic interlocked and ganged up on one interlocked player at the start, leaving the other 50s do do whatever they wanted, BAD IDEA. Needless to say, they lost. If you're the kind of player that attacks the red already interlocked in a 2vs2 the chances of the 2nd red not interlocked being a sniper or MKT are high and the chances of him sniping and killing you and then killing your friend are even higher. When someone attacks you while you're already interlocked just sit back and laugh at how *CENSORED* their PvP tactics are.

Btw, MAs aren't tanks, there's no such thing in MxO because all classes can have the same HP and the same resistances. MAs are definitely not the kind of class that is able to kill a red in the middle of 5 and gets out alive either. If you're outnumbered, don't fight or at least fight and don't complain about interlock.



Systemic Anomaly

Joined: Aug 16, 2005
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krytical wrote:
I don't agree with this thread. Interlock is not really a trap unless you're outnumbered, and if you're outnumbered you should know better than to interlock someone in the middle of a zerg. I don't know about the rest of you, but in PvP battle with even odds I don't really attack those already interlocked. First, the longer two opponent stay in interlock the lowest their HP gets and the easier for you take them down afterwards. Second, why worry about two players interlocked? they're harmless to you, I'd be more worried about those snipers, MKTs or hackers that aren't interlocked. Luckily enough, we had a servers wars recently (Enumerator vs. Heuristic) on Vector and I can think of a good example that describes this situation. In the first fight, Heuristic interlocked and ganged up on one interlocked player at the start, leaving the other 50s do do whatever they wanted, BAD IDEA. Needless to say, they lost. If you're the kind of player that attacks the red already interlocked in a 2vs2 the chances of the 2nd red not interlocked being a sniper or MKT are high and the chances of him sniping and killing you and then killing your friend are even higher. When someone attacks you while you're already interlocked just sit back and laugh at how *CENSORED* their PvP tactics are.

Btw, MAs aren't tanks, there's no such thing in MxO because all classes can have the same HP and the same resistances. MAs are definitely not the kind of class that is able to kill a red in the middle of 5 and gets out alive either. If you're outnumbered, don't fight or at least fight and don't complain about interlock.

This thread is all about unbalanced combat, which I believe forms a significant majority of situations. Again the aim was to encourage and promote the widest variety of loadouts to each situation, here you are really mking it plain that if you are outnumbered you would be crazy to engage in IL.....which is exactly the point..... Question is should that be the case? Seems to me in doing so smaller orgs are restricted in the variety of LO they can effectively travel with? Equally the cries and shouts for nerfs primarily come from IL class players leading to a blanket strike on whole tree's - making a distinction or bias between defenses to damage taken from in IL to out of IL while you are IL could offer a significant tool to balancing all classes?

I dont know.... it was relevent before cr2 went live, I still think it was a valid but at this stage other factors and nerfs have perhaps left it behind



Systemic Anomaly

Joined: Sep 7, 2005
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the sad thing is..both krytical and tytanya are completly correct. kryt is right by saying that if your outnumbered you shouldnt fight or at least shouldnt complain. the problem is that someone is always outnumbered. this isnt wow with millions and millions of players. if your outnumbered in mara you cant just go to another hardline and look for a more even fight. and if you do find one all the players from mara will hear about it and come zerg you.

and other than pvp theres not much else to do, lol. the other problem is that if they do somethin to give the people with less numbers a chance it would basically be admitting that org balance will never be fixed. and org balance is the real issue here. if there was more balance then the situations where your outnumbered would be more far and few between and there wouldnt even be this much arguing. in an even fight were the numbers are pretty matched i have no problem with ma. i fight till i die and thats that. but thats very rarely the case. either im out numbered and die faster than i can say $hit, or we outnumber them ( very seldom lately ) and theres nobody to interlock.

my suggustion is this. every class has different methods to fight except ma. gunz can go from duelist to sniper, hackers can go from interlock classes to freefire, proxys can interlock and let sims hack or let sims interlock while they hack. assassins can toss knives or go in for punts. the only class thats crippled out of interlock is ma. give ma's somethin they can fall back on when outnumbered. like maybe being able to do specials in freefire. who knows. it just seems that its not fair when every class can load sniper or sniper of somesorts to still have fun when there outnumbered but ma's just have to go shadow or to the la and chat.




Jacked Out

Joined: Aug 21, 2005
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I agree with Kryptical. Excellent point.


Jacked Out

Joined: Sep 1, 2005
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I agree with Aquatium.
 
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