Archon wrote: Convert the combat system to a damage-per-second (DPS) model.
Chuui wrote:Addition: To try to further explain my question. Currently each time you put one point in a stat it gives a very tiny bonus for example 0.1 to lock picking or something, but you won't get any return from that bonus until you place 10 points in it.So although each point is adding a tiny amount, it's useless to put, say 34 points in perception unless you can somehow gain enough points to push that to 41 with clothes/items as you'd be wasting three points. (Hope that makes sense, I got a splitting headache right now).So with the new system, the first bonus kicks in at point number 6. So we will start with the first bonus in four of the stats. But to see a return in additional points, how many more do we have to place in it? Will we actually see a return (addition to bonuses) with every subsequent point after the sixth or will we have to build up x points first? Message Edited by Chuui on 12-08-2005 09:02 AM
Message Edited by Chuui on 12-08-2005 09:02 AM
Im a little worried about something. It said that there are 8 new specialties. Among them were Viral, karate, kung fu, aikido, rifles, smg, and pistols. The reason I am worried about this is because hacker still seems like it has the advantage. A Kung Fu grandmaster will still rely on their kung fu stats, and if they branch into aikido their kung fu stuff will not affect the aikido rolls. However, there is only one viral attribute. This means that no matter which branch a hacker is they still have the same advantage. This would leave Operatives crippled if they change trees but hackers could do it without a penalty.
I suggest there be network hacker, selective phage, and patholigist, as well as kung fu, karate, etc. but eliminate Viral. This would eliminate the inequality between hackers and operatives, and turn hacker into a respectable tree. Whatcha all think?
P.S. Walrus, a comment on this would be great! I am a little worried at the moment.
manicvelocity wrote:
Roukan wrote:By the way this whole revamp thing sounds a hell of a lot like the Combat Idea I pitched in Beta. The whole "Same roll = no hit or both hit." thing. I wish I could find it but SOE deleted all those threads.
I saw no mention of how stealth attacks would fit into this equation? Is stealth going to be addressed on this new combat revision?
Thanks
Hmmm... I'm still not convinced about the revamping of interlock, and I don't like the fact that it's essentially being called a "new" game (I'd still rather they just fixed the "old" one), but I do like some of the things mentioned in the journal.
Positives:
- Attributes actually meaning something (could a crafting revamp be far behind?)
- More strategy in combat
- Buffed clothes having less impact (assuming buffed clothes count as "ehanced items")
One extra note that kind of scares me, the one about tuning item bonuses to meet the requirements of the new system. Makes perfect sense, but please tell me this isn't going to mean everything buffed that we currently have will become insta-garbage just like the collector/hideout/archive items after the reflow "retuning".
Message Edited by SephyX on 12-07-2005 09:16 PM