Message Edited by Symmetric on 02-10-200606:21 PM
HCFrog wrote:The direction we're headed in is to keep things approximately the same difficulty as they were before, but I'd say making things easier at low level and a bit harder at high level.Running through an entire mission on "Hard" at level 50, and barely (if ever) being hit, is actually not "Hard", IMO, but we're not setting out to make things take way longer than they used to.And I remember the low level gameplay being way too tough when I was a noob... pretty discouraging. We'd definitely like to change that.Now a question: What kind of resistances do y'all have?At level 50, it is expected that you'd have 200 points of any sort of resistance. I think if you have 6 pieces of top level (33pts) armored clothing, you'll get to 198. So say you have 160 points of ballistic resistance, your resistance is treated as you being a level 40 player. Then if you're being shot by level 50 mobs, it's as if you're actually being free fired by purples. They're going to get a big bonus to their damage until you get your ballistic resistance up to 200.And if you can get your resistance up over 200, you'll start mitigating the damage they do to you.At level 20, the target is 80; anything under and you'll take extra damage. Anything over and you'll start reducing the damage you take.
What i dont understand is that they said clothing would have a smaller role in the Combat system but now we find it defines whether we win against a mob or lose.
Also i feel the amount of damage we do should be increased as it would speed up combat because at the moment we are there forever in IL which is probably why the mobs kill us, even the low lvl mobs.
HCFrog wrote:Good question!I know one of our other designers is still working on fleshing out all of the enhanced items with ones that are better, but I'm not sure how much better.Knowing what I know now that I've learned more, I'd say that clothes are primarily going to be important for giving you resistance, with other buffs adding onto that basic purpose. I think the sheer number of shielded and armored enhanced items should allow for a lot of combinations - there are 273 different top level armored shirts, as well as 273 shielded shirts, and 200 top level pants, 547 top level coats... just for male characters. This should allow for more options than currently, where (at least in PvP where you actually have to have your best stuff) there are a very limited number of clothing items that most people would wear.As for the other buffs that clothing might give, your stats and buffs are going to give you way more influence than any clothes.It's a very good point about how you could previously go grind NPCs naked and still be able to... wait... naked NPC grinding? Did I just say that? But anyhow, it does look like you won't be able to go out fighting with non-enhanced clothing, at least not multiple mobs.
Indeed it seems the need for the best clothing is at least as serious as atm, while I appreciate providing these buffs over a wider variety of styles is a welcome gesture it is some way from what the community has been asking for. (quite a few suggestion have flowed through the general discusion board)
In an earlier reply you mention aiming to make the relative balance of the game similar to what it is in the current combat system, but later state a level 50 will get hit by a level 35 50% of the time...atm a level 35 simply will not hit a level 50! Equally if I understand correctly a level 50's chance of hitting only increases by 15% over a level 35? These issues if correct will fuel the feeling a lot of players have with regard to themselves being nerfed in effectiveness.
I would suggest that the advantage of evading being hit should be increased per level rather than address the issue of damage resistance, after all you get hit by a bullet you are hurt - in the movies Neo & morpheus learn to dodge bullets not shrug off the effects etc?
mitez wrote:What i dont understand is that they said clothing would have a smaller role in the Combat system but now we find it defines whether we win against a mob or lose.
TheTaxidermist wrote:I took my level 50 to creston today with a sniper/rifleman build loaded. And I ran into some trouble with the mobs there. With bufffs and clothing bonuses my BDR came to about 188.Coming out of a fight with two level 48 mobs, one of them 2 chevrons, I was left with around 100-200 health left. This didn't feel quite right, in my view. I'd expect to get run down but not so much by two blue NPC's (2 levels lower).
Message Edited by davemusic on 02-12-200612:33 AM
Tytanya_MxO wrote:In an earlier reply you mention aiming to make the relative balance of the game similar to what it is in the current combat system, but later state a level 50 will get hit by a level 35 50% of the time...atm a level 35 simply will not hit a level 50! Equally if I understand correctly a level 50's chance of hitting only increases by 15% over a level 35? These issues if correct will fuel the feeling a lot of players have with regard to themselves being nerfed in effectiveness.