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Jacked Out

Joined: Dec 4, 2005
Messages: 691
Location: Recursion
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Greetings, fellow coders.

Update 48 brought many good things, but in my opinion the best addition was that of simulacrum improvments.

The handgun simulacrum seems to be the best for special moves (with shiny new pistol textures). Although I will have to spend significant time experimenting with their abilities to see this for sure.

What are your views on the sims?

Also, do you think their should be a larger selection of 'skins' to choose from? For instance, last night I saw a level 1 redpill with a level 1 Submachine gun simulacrum that had the RSI of a bluepill doctor. I personally would love to see other skins such as the security guards from missions, and perhaps some merovingian operative skins (Lupine, Chateau guard etc)

P.S

Decoy should be brought back.


Message edited by Mobu on 11/18/2006 03:13:27.


Transcendent

Joined: Jan 10, 2006
Messages: 192
Location: Tempe, AZ
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Mobu wrote:

 

Decoy should be brought back.

 

QFT



Virulent Mind

Joined: Nov 19, 2005
Messages: 120
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heyas,

I dont wanna sound negative to the changes to the proxys but theres one thing that does seem out of place in my opinion,, there above Mobu writes he sees a lvl 1 coder with a lvl 1 submachinegun sim, I myself dont have much in the coder tree other than crafting abilities but i did have a little mess around creating lots of lovely diferent lvl 4 sims...

to my point..

as an operative you have none of the above mentioned skills until you reach level 10,, anything underneath is governed to you by the basic combat ability or basic hacker ability,, so why are sims diferent? shouldnt they also be respective of this in the sense that they should be of basic combat/hacker abilities until that player is able to create sims equal to or greater than level 10?

The other question that I`m hoping a proxy coder can answer is are these sims using moves specific to there skill be it karate, handguns etc which are greater than there level? to put that in otherwords, can a level 1 akido sim use tomonage on an opponent? if they can then thats a gross miss-imbalance....

I think you should be getting the general concern of my point by now :p

comments plz.

edit* ok just went and checked with the lvl 4 sims and they appear to be using the basic combat which is a good thing, can we have a proxy coder check a lvl 10 isnt using moves above and beyond there level ability SMILEY

 


Message edited by Tzah on 11/18/2006 11:07:58.



Jacked Out

Joined: Jan 17, 2006
Messages: 878
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actually... they should work like NPCS.. they might show that they are doing higher end abilities. but they dont do the same damage or effects. It would be like a lvl 20 using extreme falling kick and a lvl 50 using extreme falling kick. The 20 wont do 600dmg like the lvl 50 would. I also believe that their are different types of sims eg rifle hacker aikido etc etc. So this is very balanced. As it is anyways coder is a very very underpowered tree.


Systemic Anomaly

Joined: Aug 16, 2005
Messages: 3212
Location: Norway
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Mobu wrote:

 Also, do you think their should be a larger selection of 'skins' to choose from? For instance, last night I saw a level 1 redpill with a level 1 Submachine gun simulacrum that had the RSI of a bluepill doctor. I personally would love to see other skins such as the security guards from missions, and perhaps some merovingian operative skins (Lupine, Chateau guard etc)

I think you should be able to choose amongst a variety of skins. I bet someone likes the bluepill doctor skin...But i mean...A DOCTOR?! Not everyone thinks that's as awesome. There should be like a command where you choose your favorite skins or something. Like...Exile, bluepill, soldier skins...



Systemic Anomaly

Joined: Aug 27, 2005
Messages: 8674
Location: Lost in Translation.
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Yeah that'd be pretty sweet.

Although i don't use sims at all, i still recognise it as a great addition.

I'd have to agree that it is quite possibly the best addition in the latest patch.




Jacked Out

Joined: Jun 11, 2006
Messages: 445
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Pets in the Matrix annoy me... Really, really, really annoy me but that's jus' my point of view, everyone has thier favourite flavour. Anyway, I'm glad ability trees are still being looked at and tweaked, good stuff.


Systemic Anomaly

Joined: Oct 7, 2005
Messages: 4674
Location: HvCFT Everto
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I would have always liked to be able to change yer sims LO, it's like you have a Kung Fu GM sim, but thats all it's got and a sim vs Redpill fight, that sim is always gonna get outrolled since if a 50 can beat a 51 3 chevron sim, hows a 50 gonna be able to beat a 50 2 chevron sim, sims need to be put up a bit more, even if you're attacking them with those abilities



Jacked Out

Joined: Sep 3, 2006
Messages: 21
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Update 48 brought many good things, but in my opinion the best addition was that of simulacrum improvments.

I agree wholeheartedly.  These improvements to the proxy tree are great!  I'm glad to see us coders have not been forgotten.  Extra skins would be nice, sure, but those are aesthetic issues that should always take a back seat to more important gameplay issues.  What about the utility side of things?  I, myself, use the Utility Master tree almost exclusively.  Patch Daemons recently got a small update:  They can now hand out upgrades as well as heals and, while I'm not saying that this should not have been added, it was an incomplete addition.  It only made the Patch Daemon more useless due to our complete lack of control over our simulacra.  We can't select who they buff or when they buff, friend or foe, near or far.  Setting them to "passive" mode only prevents them from shooting someone, but will not stop them from dishing out buffs.  The end result is that they buff people you do not want them to buff.  For example, while you are preparing for a duel or pvp, you are on the sidelines coding up your daemon, then buffing your daemon, then sitting down to restore your IS because we all know how much that drains.  While you are sitting down, what is your daemon doing? She's buffing your enemies! The person you're about to duel, or the people who are about to flag up and fight you.  It was not as big a problem before because the Daemons only healed.  But not that they give out upgrades, which last up to 600 seconds, it makes the Patch Daemon near useless in any situation outside of fighting NPCs!

Please do not forget about us Utility Masters.  With the amount of control we have over our simulacra, I hardly feel like I am its master.  I am more a slave to its poor AI than anything else.  Poor AI you say?  When you stand your patch daemon next to a level 10 and a level 50, why does she insist on buffing the level 10 continually, even after his buffer is full?  Shouldn't the daemon move on  to the next person?  We really need a button to control who patch daemons choose to buff that works exactly the way the attack button works, and we really need the passive button to tell patch daemons to stop buffing completely.  Two things that seem like such basic abilities to a simulacrum "master".

Message edited by Frostbit on 11/19/2006 14:35:36.


Jacked Out

Joined: Sep 2, 2005
Messages: 46
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the sim update was great but 2 things stick out

the randomness of a certain sim being created is quite annoying spent 30 mins just to try and get a rifel sim maybe we can have some kind of order to them being created ?

secondly i hope there going to do the same to the hacker sims arbalest/vector/howitzer perhaps just as an example and maybe even the patcher even though they just got an update of what they use perhaps physician/trauma/force multiplier and maybe just for a luagh they can rez and the FM sim can teleport you lol


Jacked Out

Joined: Mar 6, 2006
Messages: 138
Location: Unix Server No. 243
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So lets remove some misunderstandings about Simes here SMILEY

A Sime does not have abilities that go beyond its level (and therefore the player's level) - neither before the update nor now. Even before the update a Sime that was labeled as "Aikido Simulacrum" did not do Aikido before level 10 (in fact Remote Proxy 4.0 was first Sime to do real Aikido - not earlier than LVL 18 )

A level 2 "Handgun Simulacrum" is equipped with a single noob handgun and does not do any special moves at all since there aren't any for handguns at that LVL. Same for Rifle or SMG: Remote proxy 4.0 is first one to use dual Handguns/SMGs (LVL 18 again vs. LVL 17 for players).

Furthermore a Sime won't do Abilities that a player could not do at that LVL. Even an Aikido Proxy 5.0 won't do Tomo Nage before LVL 46. Compare: Mission-NPCs DO Abilities that are beyond their LVL - not Simes

Now who's sploiting here? SMILEY


Message edited by Manua on 11/20/2006 07:38:21.


Jacked Out

Joined: Mar 6, 2006
Messages: 138
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BTW  - Force Multiplier Sime wld be great yes SMILEY

I'd love a darn proxy beaming me without asking SMILEY


Systemic Anomaly

Joined: Feb 12, 2006
Messages: 2406
Location: Western Australia
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Whilst the random element of what Sim you summon is somewhat annoying (where's rifle sim when I need him?) the new changes are a much appreciated element. Why no Love for Coder? (yes you can throw rocks at me for the WoW expression). Having a variety of Sim's marks a significant (positive) change in their effectiveness. Perhaps for the next update Viral and Patcher sims could have a little variety too?



Jacked Out

Joined: Sep 7, 2005
Messages: 425
Location: The Antares | The Glitch Society - Machines | Syntax Instance
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Manua wrote:
So lets remove some misunderstandings about Simes here SMILEY

A Sime does not have abilities that go beyond its level (and therefore the player's level) - neither before the update nor now. Even before the update a Sime that was labeled as "Aikido Simulacrum" did not do Aikido before level 10 (in fact Remote Proxy 4.0 was first Sime to do real Aikido - not earlier than LVL 18 )

A level 2 "Handgun Simulacrum" is equipped with a single noob handgun and does not do any special moves at all since there aren't any for handguns at that LVL. Same for Rifle or SMG: Remote proxy 4.0 is first one to use dual Handguns/SMGs (LVL 18 again vs. LVL 17 for players).

Furthermore a Sime won't do Abilities that a player could not do at that LVL. Even an Aikido Proxy 5.0 won't do Tomo Nage before LVL 46. Compare: Mission-NPCs DO Abilities that are beyond their LVL - not Simes

Now who's sploiting here? SMILEY


My lvl10 nuker sim uses Area disruption, which is a lvl12 ability (if i am not mistaken) :/


Systemic Anomaly

Joined: Sep 2, 2005
Messages: 3511
Location: HvCft Lion
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Since update 48, SIMS are actually waaaay more powerfull then what they used to be.. they interlock more, and seem to generally have a better AI, then before (if you remember, that was crazy lol) now we can generate all different sim types, PLUS mix these tree's with other.. (for example, pharoah on syntax had a heavy proxy build mixed with some hacker, where he stunned you in interlock, which gave the sim a HUGE advantage over you, namely because you couldnt just kill the sim by spamming abils!) My favourite HAS to be SMG atm.. daze.. and they will use full auto redux. =))
But Da6go net's idea's really should be looked over, there worth looking at;

Quote: Da6onet wrote:

-Block Tactics and 1 damage.
Many sims will do a code nuke or tomo nage in interlock, only to do 1 damage because they were on block tactics, any way to remedy this would be awesome. (Yes I'm aware that might mean Tengu might no longer do 1 damage Tomo's ^_^)

-Interlock vs Free fire.
Especially now with the variety of Proxies, having the ability to tell your sim "interlock this person" or "stay in free fire" is a crucial tactical decision we currently don't have. Right now the best way, it seems, to get a sim out of interlock is to put him on passive and try to get him to follow you. In the reverse situation, if I want my sim to interlock, I will literally either drag an npc/player near it, or the sim near the opponent and then click on aggressive and attack that person targeted. Neither situation guarantees the desired result.

-Puppet Abilities
The next evolution in controlling your sims. Imagine if you will, having a sim and his abilities showing up on your ability list, and thus, put them on your hotbar. Now you have ultimate control of your sims tactics. It's a lot of multi-tasking yes, but man how sweet would it be as a utility master to tell your sim to give out a specific upgrade or a proxy master who could have his rifleman root their prey. An ability to turn off "auto-AI" and give the master true manual control over his simulacra.

-Absorb Sim, Drain Sim, and Detonate Proxy Rework
Rather than having to target your sim and cast these moves, simply make it passive cast ability, similar to activating daemon boosts or proxy technician.

-Make Your Own Sim
Rather than trial and error, allow coders the ability to choose precisely which class of sim they want it to be.

-/Codestructs
In addition to listing the titles of what you can code, list the gender, buffs and descriptions, difficulty and perhaps even the cost and/or bits/frags required.
To help narrow down what you'll save in your chatlog (or perhaps have it generate it's own .txt file) add a syntax to the command to narrow down the list.
Examples
/Codestruct Tools ProgramLaunchers which would list program launchers, their descriptions/buffs, difficulty
/Codestruct Consumables 40 which only lists Consumables level 40 and higher difficulty to make, their buffs and difficulty
/Codestruct Apparel Pants 53 M which only lists male pants 53+ difficulty


 
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