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What happened to the Org Abilities?
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Jacked Out

Joined: Sep 29, 2005
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Yeah.. what happened to the Org Specific Abilites that our good 'ol Frog worked on? I know that he was moved to another project and everything.. but from my understanding these just needed some further testing but then.. just disappeared?

Does anyone know why we never heard of them again and/or what happened??


Code Breaker

Joined: Jan 9, 2006
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Indefinately shelved.



Jacked Out

Joined: Dec 27, 2006
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May I ask why? Lack of an animator? Not enough time for development/balancing? Too large a project for the limited Dev team?


Femme Fatale

Joined: Aug 15, 2005
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Croesus wrote:
May I ask why? Lack of an animator? Not enough time for development/balancing? Too large a project for the limited Dev team?
All three!



Jacked Out

Joined: Dec 27, 2006
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Ah, shame....


Jacked Out

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Roukan wrote:
Croesus wrote:
May I ask why? Lack of an animator? Not enough time for development/balancing? Too large a project for the limited Dev team?
All three!


Why lack of animator if the abs were ready for testing.. at least from my understandin that's the stage they were in. But meh. NoRepro (may I still call you like that?) said it all I suppose :/


Systemic Anomaly

Joined: Oct 23, 2005
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In short - they need a test server to balance them.



Systemic Anomaly

Joined: Dec 20, 2005
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From what I remember at FF, it was something like this:

- they eventually decided against differentiated abilities based on org due to balancing issues, especially the Merv ones were iffy
- the new plan was then to offer standard buffs differing based on online org server population. however the mechanism for calculating the online org percentage never worked.
- there was however a mechanism for "control towers" in the city which when an org captured them, they got a bonus... but that bonus was static and what would be the point in adding this content (buff) that everyone could get if its not dynamically updating to reflect population, or if the high numbers org ended up taking all ctrl towers (plus with luggables this would be kind of redundant) - priority of dev time on content that offers more fun/playability took precedence.

I know I probably screwed up the detail(s) somewhere, but I remember there was more to it than just "lack of animator, need test server."




Systemic Anomaly

Joined: Oct 7, 2005
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Wasn't it Lack of a HCFrog



Jacked Out

Joined: Dec 27, 2006
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pack-hunter wrote:
Wasn't it Lack of a HCFrog

Lol, that I knew about, I just didn't know the specifics... Cheers Bay


Mainframe Invader

Joined: Aug 16, 2005
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Hmm..that would've been interesting, but quite difficult to implement.  I was just tossing this around in my head and that'd be interesting if the abilities played off the different org's identities...like Machines ultimately want control, hence abilities geared towards crowd control, buffing, debuffing.  Merovingians look for more power, hence abilities to do damage, and Zion just wants to protect its city, hence abilities that are stronger in defense/avoidance.




Systemic Anomaly

Joined: Aug 15, 2005
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Without a QA Server any updates like this are impossible because they need to be tested or else you would have many imbalances.



Veteran Operative

Joined: Feb 18, 2007
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Then just put it in for a bit and let us test it, i'm sure players wouldn't mind inbalence for a while if it meant new content.



Perceptive Mind

Joined: Sep 29, 2006
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As i remember. He had them all ready and done. Ready to be put into the QA for testing. But SOE took him off Mxo around that time. :S
There is some big post about it somewhere...


Systemic Anomaly

Joined: Oct 23, 2005
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Slaro001 wrote:
Then just put it in for a bit and let us test it, i'm sure players wouldn't mind inbalence for a while if it meant new content.

Agreed!

 
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