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Get rid of having to manually activate buffs!!
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The Matrix Online » Top » Development Discussion » Feedback Forums » Ability Feedback Previous Topic  |  Next Topic      Go to Page: Previous  1 , 2 , 3 , 4 , 5 , 6
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Jacked Out

Joined: Feb 13, 2006
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k so the above person says yes to manual buffs. so that makes.. 4 of you? heh.
 
as for your list of positives, cr2 provides that in general. but its ok to question the manner in which its provided. this business with juggling abs all the time just isnt blowing anyones skirt up.




Joined: Aug 15, 2005
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What about making Kung Fu Grandmaster ability like a style, that way, when you use a kung fu ability, it would load the highest style type of that particular style. For example...

Lets say I have the Kung Fu GM and Karate GM trees loaded.  I am in Kung Fu style. I use an ability like Wrist Throw, which is Karate.  The system would then change styles as it already does, but it picks the highest Tier of that style available. In this case Karate GM style.

This would eliminate any manual buffs and also not allow stacking of abilities like in the current Live system.  The Karate GM style would be everything in the current Buff/Upgrade, plus the upgrades from the current Karate style, eliminating having two styles at the same time.
Cal




Joined: Aug 16, 2005
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~ti85man~ wrote:
What about making Kung Fu Grandmaster ability like a style, that way, when you use a kung fu ability, it would load the highest style type of that particular style. For example...

Lets say I have the Kung Fu GM and Karate GM trees loaded. I am in Kung Fu style. I use an ability like Wrist Throw, which is Karate. The system would then change styles as it already does, but it picks the highest Tier of that style available. In this case Karate GM style.

This would eliminate any manual buffs and also not allow stacking of abilities like in the current Live system. The Karate GM style would be everything in the current Buff/Upgrade, plus the upgrades from the current Karate style, eliminating having two styles at the same time.




That creates a problem for Hackers though:

If I'm staying in Hacker style (the whole time I'm not shooting a gun), how would I switch between class buffs?

As a Force Multiplier/Trauma Surgeon I don't want to have only my Force Mulitplier moves to be IS effecient, and only my Trauma Surgeon moves to have a large radius and +Healing, sometimes I want all my moves to do 1 thing or another (having to manage even more different buff sizes would be hell). What about my Patcher abilities like Harmful Code 1.0 or even a Guardian Patcher ability like Fast Healing 1.0? (Although you could just defualt to the current buff if there is a conflict between end-tree buffs).

The situations with Howitzer/Destroyer and Ballista, do you want just certain abilities to do damage, or do you not care at all about damage and just want to hit everyone with a debuff?

Maybe just letting you set a preference for one of them?




Joined: Sep 8, 2005
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Ok... my 2cents (btw I don't play on the test svr, not enough drive space for another load)

 

After reading this and other threads.... reduce the clicks.  If that means passive or getting rid of them so be it.  This is a game. Games are for enjoyment. Clicking over and over or spending lots of time writing macros is not enjoyment. 

But I sould be able to work and tweak my stats, clothes etc. to create the best possible uberRSI possible.



Systemic Anomaly

Joined: Aug 16, 2005
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Reducing the clicks is the main issue, though the concept of an rsi is imo changed to a negative affect by the presence of active buff's. Personally I still favour passive and stacking abilities but acknowledge the difficulties and consequences that may bring.

As a compromise how including the facility to auto activate the highest available buff associated with the style you fight with via a check box....ie it either works automatically with style or it leaves you to manually deal with style buffs....this way the buffs become less urgent to monitor since you can work within a mode that ensure you will get the one tailored to your style unless you choose not to?

Message Edited by Tytanya_MxO on 03-24-200606:49 AM


Message edited by Tytanya_MxO on 03/24/2006 06:49:13.



Jacked Out

Joined: Feb 13, 2006
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careful, tytanya.. dont look now but youre proposing what sounds to be a work around. its not like the devs putting abs back the way they were would be moving heaven and earth.
 
the userbase of this game is smaller than almost any.. if more than a handful of ppl ask for the same thing id think that would be deemed as very important, by the devs..
 
props on the other stuff, thx for the latest round of fixes to some hacker interlock animations =D


Systemic Anomaly

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It was a last minute effort, I really don't see any hope for this issue being addressed after the system has gone live, like the UI review (which I consider this forms a part) which has been requested since day 1 I feel this is a significant dissapointment.



Jacked Out

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agreed.. the hacker issue makes me sick, inasmuch as its only an issue because 5 ppl on forum ran their mouth about it long enuf and now hacker has been nerfed to the Nth degree. i dont mind change itself, nothing wrong with that. but when a million ppl all make noise about something at the same time youd think the devs would correct things or otherwise reverse their actions in short order. since they didnt, it makes me wonder.. whats up with hacker? does the son of SOE's vice prez play this game or something and awww, he got owned by hackers one too many times?
 
opinion should not dictate ingame policy, only logic... -sigh-


Jacked Out

Joined: Aug 15, 2005
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You know what's funny, cryshal? The new Upgraded Attacks was the original design found in the design spreadsheets by the game developers, but the implementation got screwed up and it got a wrong re-use timer. I questioned it, posted it on the boards, Frog found that the re-use timer was wrong (as initially designed) and fixed it. Read it in the thread. No brainless swinging of the nuuurf bat involved.

>revolt_


Jacked Out

Joined: Aug 23, 2005
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So after a couple days of live CR2, and having gotten a taste for what everythings like, I decided to look around the forums and try to find out what others were thinking.  I realize this thread probably started before it went live, but the original topic of this thread sotra sums up my main complaints with the new system.  Well, not all of them, but the main ones.   BUT, overall CR2 is a great step towards a more exciting experience overall, and only has some minor tweaks to go I think, other than it seems like all the abilities which used to have passive modifiers (Grandmaster abilities for example) now have to be activated.  I don't really feel like macroing switching mechanisms for during combat for all the potential loadouts I might choose to play with,  as this sounds like it would not be fun.

The flexability of what loadouts are possible is one of the main selling points of the gameplay to me, assuming I can.  And hybrid loadouts are fun, but now they kind of a headache, because you need more like 3-5 hotbars full of abilities at your disposal--what with all the new awakened abilities I'm spending a fortune to lvl, the 5 Interlock icons, your main profession ability, your hybrid profession ability, any lower lvl abilities like iron guard, disarming shot, if you want health pills or Tactic boosters at the ready, evade combat....

It just seems like the whole idea of having 100 memory slots, and one full tree plus all of awakened not taking up all 100 spots---that having hybrid professions is more or less the point of this game.  But with CR2.0, you for example can't launch "anytime" heals while interlocked and not in hacker style.  You cannot activate combat aura with gun in your interlock slot instead of hacker style, but you can switch it to hacker style, activate it, switch it to gun and it'll still be active.  All that switching to actvate something that you used to do automatically, and while I'm doing that switching manually, I am not paying attention the the guy on my left throwing knives, and don't know to activate my proper awakened abilities to defend it.  The addition of all the awakened abitlities in adition to having to switch on Force Multiplier and dedication and hypersprint and on and on.   Too many buttons to button.   Need to scroll to 15, oh wait, the ability i needs on 12, oh my friend needs a heal, those abilities are on 10.  Got interlocked, back to 14.  All those new awakened abilities themselves take up one row.   Phew....  I don't really want to code that macro, and couldn't probably. 

Also, can you activate a Karate special attack in interlock if you are set to Kung Fu Grandmaster?  Yes, I blieve so, then it switches you to Farate Master or Grandmaster style.  Then you can activate a bottom teir Kung Fu special attack and go back to Kung Fu Grandmaster without a hitch?  If so, then I believe that its an oversite or a bug that Patcher doesn't work the same way (ie when I try to activate a FM/Physician  ability, and I'm set to self defense or a gun in interlock---I cannot---it doesn't autoswitch from one type of interlock to the other---from the gun or self defense to hacker style, so it grants me the ability to launch physician heal for example).  Is it supposed to be the way it is right now?


I will say its exciting because it favors players who pay attention and don't just hit 1, 2, 1, 2, 1...But, there are still those people out there.  The combat system now, seems to have improved things greatly for the MA and Gunner players, and possibly utility and proxy coders, but the Patcher tree is kind of a mess to play.  And the airs sorta deflated from the Viral Hackers because at least sometimes you used to see Downgraders/Debuffers, but now it seems the only one of interest (well, 2, are howlitzer and ballista).  Destroyer and Ravager and Network attacker used to be fun, but at least so far, they have changed to the point where I don't see people using them.  Maybe that'll change.  The launch times on some of those are pretty long for the effects that happen imo.  I'm sorry if it seems like I'm griping,I'm really just trying to point out the main things I wish were different  in CR2.0. 

I think passive upgrades would solve a few of the problems I see in the current system, but overall, I do like CR2 more than I did 1 in a lot of ways.  So, heres to hoping more updates are on the way (CR2.1?)


edit:  why not put the 5 interlock icons (green, blue, red, yellow, leave combat) on a floating 1/2 size toolbar, and it would be nice to have these patched back to the arrow keys. 

Message Edited by nobodynoone on 03-31-200603:32 AM

Message Edited by nobodynoone on 03-31-200603:57 AM


Message edited by nobodynoone on 03/31/2006 01:57:22.


Jacked Out

Joined: Feb 13, 2006
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see? girls are smarter than these silly dumbass guys here. heh.
 
devs, lets see if we can condense some of this eh? the stuff about all these abs, that is.
 
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