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Exile Hideouts and CR2
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Systemic Anomaly

Joined: Aug 15, 2005
Messages: 1646
Location: On the Awning at Mara Northwest
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Now that a group of individuals can team up to take down a much higher level person, it should be theoretically possible to make some Exile Hideouts end with like a very high level Boss, like level 75 or something, that requires a group of people working together to take down.
 
This may require some Party system tweaking to allow for larger parties, but it would be a cool alternative to the Bosses now that one can solo.



Jacked Out

Joined: Nov 26, 2005
Messages: 230
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Well, considering at the state right now where it is hard to fight two or more mobs, 2, 3, even 6 levels below you (36 vs. 30) without dying over 80% of the time, soloing through the dungeon itself with its many enemies will be harder than a solo fight with just one end boss.

Maybe a little tweaking with the multi-opponent rules will fix much of this.





Joined: Aug 17, 2005
Messages: 575
Location: A place far far away.
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I think now exile hideouts like creton museum will need a little tweak with the loot you get as at the moment it will be impossible to solo that and you will need a good strong team of atleast 4


Fansite Operator

Joined: Aug 16, 2005
Messages: 1611
Location: Vector Instance Operative Level: 50 Discipline: Karate/Duelist Organisation: Zion Reputation: 119
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I think they should stop the ability for lower lvls to hit much higher lvls. I don't see the point when they are not going to cause much damage and on a hostile server they are protected until lvl 16. If I was a new player I wouldn't care that I couldn't hit a lvl 50, it tells you that you have to build up your character more which encourages them to keep playing however if they do hit a lvl 50 then they might think the game is too easy and start getting over confident then get disappointed when they find the missions hard.

Today my lvl 33 character missed a lvl 7 gang member twice in ranged combat when his first shots hit me and did quite a significant amount of damage which isn't fair. 




Jacked Out

Joined: Nov 26, 2005
Messages: 230
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I am not saying your post has no merit, but there are some good reasons for keeping this ability for lower levels to hit the higher-leveled.

First, we can all agree that the system is not completely well-balanced at this time, and that sometimes the lower-levels hit the higher ranges a bit too frequently even with huge level deltas (not to mention the damage is sometimes insane, especially from guns--- just to mention one, 1800 or so damage from a Rifleman's Deadly Shot?!).

Giving lower-level players the ability to at least hit an opponent, no matter how small the chances against certain opponents, will make low-levels not as "obsolete" as they are now in the major player scheme (as in taking down a higher level player, or fighting a tough NPC boss by the formation of a large team that can team on him) in activities like PvP, where the majority of combatants are level 50s on the field.

While the accuracy and damage calculations are still very unbalanced (I am a Lv. 30 and I can take out (1/2) health of a Lv. 50 before he kills me, which shouldn't happen unless the Lv 30 had superb tactics over the 50; kinda not a huge power difference between them), once they are, I personally think that it could be good for this game, giving power even to lower-levels through numbers and such (combined with tactics).

Message Edited by PyRo_X1 on 01-29-200601:24 PM


Message edited by PyRo_X1 on 01/29/2006 13:24:41.
 
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