Nice to see SOE implementing email in game soon after they got the game. We begged Monolith to get the email system from day 1
Just please, please, PLEASE make the email system fit somewhat into the Matrix-verse. I beg you. At least in the UI. What would be really nice is to do what we discussed in beta. Create your email. Perhaps put an item or two in it (Attachments) then hit "Package" button, and then (as we saw in The Animatrix and ETM) you have to find a mailbox to drop your email "package" of and on it's way, using the Matrix itself as a drop off method.
Number one thing a dev has to think about? Cost of labor / code vs. payoff. The mailboxes are already interspersed throughout the world. The coding would be just about what you'd need for an email system anyways, and the payoff would make the game seem that much more immersive to us all. As far as MMO's go - that's a biggie, and that's exactly what naysayers against this game are complaining about.
Message Edited by noVus on 10-13-2005 07:57 PM
Thanks Walrus , Archon, i for one appriciate the work involvedin setting up Pandoras, some ppl lately had been saying its past that stage now, but it was simply because of live events really, and many people are back on track with it, theres still many yet to even start this, let alone the players reaching levvels to do it.....
Im looking forward to the chnages and welcome them, hopefully we all will be impressed with the new features....
Message Edited by Dv01D on 10-14-2005 03:34 PM
The ability to have 2 hotbars open at the same time would be a good solutions (and it happens on a certain rival mmo very successfully)
The more I think the more I am unhappy with ditching multi on 1 IL, why not simply boost VD and DR for everyone in IL ie Vd +50 (ignoring the ceileing in the process) DR +25.....that way outside attacks are still possible but their landing rate is reduced?
Am i the only 1 who thinks multi on 1 combat sux
All i see happen when im in that type of combat is attack ... w8 ages... then they are dead
And all u did was just do 1 attack.
I am on a hostile server so when loads of ppl interlock in 1 go i do 1 attack then usually all the hackers and other ppl kill them be4 i attack again. Gd job removing it well done
Also could we have a temp fix for enraged if you have no plans to release the combat revision 2,0 in the NEAR future
Well I think we can agree the free fire timer vs the interlock timer is a bit unbalanced. Well that and the fact that in multi vs one interlock, the one is always only fighting the first person to attack them. This means that when a second enemy attacks, you don't get to chose your attack/counterattack/block tactics vs them, putting you at a disadvantage.
I'm a bit confused as to what the dev solution is, though. It sounds like they're going to remove interlock and implement a similar, but new system.
Honestly, interlock is great, and removing it would be a horrible thing to do. The best solution would be to implement equivilant timed counters for free-fire and interlock, allow you to choose a generic counterattack tactic for when secondary enemies attack you (just a second interlock bar with the same/similar tactics, or just use the previously selected action in the normal bar as the counterattack option), and add multi vs multi interlock capability.
Might sound slightly complicated, but I'm sure it's easier than a new system and would make people happier than scrapping what we know and love.
But then again I can only speak for myself :smileyvery-happy:
I understand the mathematical mechanics of why someone in IL is disadvantaged vs free-fire opponents. But even if the free-fire opponent gets two attacks per 1 attack for me, I'm still rolling vs the free-fire every time right?
For example, if I'm IL vs 2 and 2 are free-fire on me, every 10 seconds or so, I'm rolling 6 times, right? Once against each IL opponent (attack the first, block the second) and twice against each free-fire (dodged range vs ranged combat tactics). Where it gets to be unfair is if the free-fire opponents are significantly higher level, and are assured of hitting me. But in that case, I'm never going to win anyway - 1 vs 4 when the level disparity almost ensures a hit on me everytime is not a winning solution, regardless of how many attacks they get per round. It simply speeds up the inevitable.
So why this solution? Why not the solution others have talked about, which preserves 1 v many IL, and balances the situation? If the IL animations are stacked (meaning one after the other), why not stack the free-fire animations as well? Simply, the equation would be, if 2 IL, stack the first two free-fire also, so that free-fire 1 attacks in seconds 0-5, and free-fire 2 attacks in seconds 6-10. If there are more free-fire than IL opponents, then double them up such that the third free-fire attacks in seconds 0-5 along with the free-fire #1, etc.
Add to this the ability to attack multiple IL opponents with any of our tactics AND special moves (I don't expect, nor do I want, to be able to attack free-fire opponents that are 10 meters away - that's just ridiculous). The biggest disadvantage that I see is not vs free-fire - it's against the second IL opponent where I can only block, mainly because this is the scenario that comes up most often. If I can beat my IL opponents faster, and quickly move to address my free-fire opponents, that's a) realistic, and b) fair. That should be the ultimate goal, no?
As a side note- to really make it fair, add an element to free-fire whereby damage from friendly fire is realistic - ie it's ridiculous to think that if someone's shooting at me with a shotgun while I'm in IL, that NO damage is done to my opponents standing right next to me. Even worse is a hacker using an area of effect ability against me. That will make free-fire opponents think twice about blindly just firing away at a brawl without any fear of hurting a team mate.
But I digress, it's clear that this level of gameplay is far beyond what you're prepared to roll out at any point on the forseeable future...