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Fansite Operator

Joined: Aug 16, 2005
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Seems the general concenous is that they're a tad too easy but still a great leap forward in terms of balance, gratz devs!



Systemic Anomaly

Joined: Aug 15, 2005
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cloudwol wrote:
Seems the general concenous is that they're a tad too easy but still a great leap forward in terms of balance, gratz devs!



Personally, I think it's fine the way it is. We just need more endgame challenges. We haven't even had the opportunity to try out Pandora's Box. Plus, I just tried a run through the Creston Heights Museum and it was very challenging. Definitely requires a team effort now.

Message Edited by Symmetric on 02-19-200605:34 PM


Message edited by Symmetric on 02/19/2006 14:34:15.





Joined: Sep 11, 2005
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No its NOT too easy! Its perfect! I had my lvl 45 in Industry square and was killing lvl 41's. In live they are NO threat at all. Anything that cons blue and under never hits me in free fire. Now they almost ALWAYS hit me! They do very little damage but with 5 of them shooting thier SMGs constantly I took out two with my Rifleman loadout and then had to flee the others to regen. GREAT WORK!
 
Please leave it like it is! I tried to solo Gargoyale in Widows Moor. I can do it in Live. Its not easy but I can. In QA I cant. Thats how it should be right?




Joined: Sep 27, 2005
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    I think the close combat is a little tooo easy.  but the free fire attack is wasy to easy.  I fighted some NPC's that were two levels below me and they only did 1 point damage every time they hit me, untill we went into close combat then it was like normal.  They should be a little harder. 

    I also think that the bug in which there is no visable weapons shooting, in the NPC's or my hands but we are doing a good simulation of it.  like we have invisable guns.  But it only happens sometimes, or mostly with the 88eightballs gang and not in the others.

    In dannah Hieghts I went to fight Some NPC's and the ones that moved out of there spawning range to join into the fight wouldn't let me engage close combat with themm right off the back.  I had to run away further and get them to follow me, then it would engage.    Yes I did /bug everything!!!! 

    One more thing  that I noticed was when I was missioning, my reputation never changed it stayed the same.  But I think that is just a bug from /copy char on to the test server for that bug.  but I figured that i would let you know any ways.

FINALTOM





Joined: Aug 16, 2005
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At first i thought the new settings are too easy. I did some farming in Creston, Industry Square and the Campus and it was a difference like night and day to the setting before. But then i did a critical mission and i had a lvl 51 devcon 3 agent as final mob and i was glad there was no other mob freefireing me around.

Keep this setting for a while. Maybe some finetuning somewhen. But generally i like it.


dave







Joined: Oct 3, 2005
Messages: 199
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T-Rev wrote:
No its NOT too easy! Its perfect! I had my lvl 45 in Industry square and was killing lvl 41's. In live they are NO threat at all. Anything that cons blue and under never hits me in free fire. Now they almost ALWAYS hit me! They do very little damage but with 5 of them shooting thier SMGs constantly I took out two with my Rifleman loadout and then had to flee the others to regen. GREAT WORK!
 
Please leave it like it is! I tried to solo Gargoyale in Widows Moor. I can do it in Live. Its not easy but I can. In QA I cant. Thats how it should be right?



It's no longer about if they hit you or not, it's how much damage you do and how much damage they do. Even if they are 10 levels below you they are going to hit. What we are trying to balance now is how much damage they give and how much they take (all about resistance)

As far as Creston Museum...it really wasn't to difficult as an MA and as a gunman piece of cake. I'm glad some people agree with me that we need a challenging neighborhood for us 50's that dont like to just blow through NPCs with no concern in the world. Give us a challenge! That's going to be my next sig... SMILEY


Jacked Out

Joined: Aug 16, 2005
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Sure, throw me a box 4 if you've got any more floating around. And if you can get my seraphim shoes and prison mastery device working again ... even better SMILEY

**bleep**, thinking about it, Tigers Gi and Prison Mastery device and going to be VERY important in the new game. They both buff damage resistance ...


Systemic Anomaly

Joined: Aug 16, 2005
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TBH i feel the damage resistence when you are hit is actually a bit too high now, however I still feel the frequency at which lower levels are hitting is too high. The movies showed redpills dodging bullets not taking hits and shrugging them off. ATM I would say the relative effectiveness of npc's is about right but the method that is achieved is inconsistent and less beleiveble than using dodge to give the same result....



Virulent Mind

Joined: Aug 15, 2005
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the new settings are too easy for the higher level mobs. I ran assassin through creston, while some abilities seemed bugged, the most damage I took was 15 out of combat per npc shot, and 73 in combat.
Hyperdodge seems to do nothing again, just like in live now. Same ratio of hits, whether used or not, and damage wasnt lowered, stayed 15.
The problem still is, high level content, besides pb, all that is needed on those are more/all ma's, what else ya got to test this on?


Ascendent Logic

Joined: Aug 15, 2005
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I just soloed a PBox 1 wearing an inhumanely pimp outfit, and had a blast doing it! SMILEY

http://img118.imageshack.us/img118/905/screenshot4599ic.jpg

Message Edited by Megaritz on 02-20-200610:44 PM


Message edited by Megarittz on 02/20/2006 22:44:40.



Jacked Out

Joined: Nov 22, 2005
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RockyB wrote:
Sure, throw me a box 4 if you've got any more floating around. And if you can get my seraphim shoes and prison mastery device working again ... even better SMILEY

**bleep**, thinking about it, Tigers Gi and Prison Mastery device and going to be VERY important in the new game. They both buff damage resistance ...



I have a Box 4 about 10 of us should try to take this thing down in the next few days.



Systemic Anomaly

Joined: Aug 15, 2005
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Freak3r wrote:
the new settings are too easy for the higher level mobs. I ran assassin through creston, while some abilities seemed bugged, the most damage I took was 15 out of combat per npc shot, and 73 in combat.
Hyperdodge seems to do nothing again, just like in live now. Same ratio of hits, whether used or not, and damage wasnt lowered, stayed 15.
The problem still is, high level content, besides pb, all that is needed on those are more/all ma's, what else ya got to test this on?


Not sure why you dont think hyperdoge works in live but it does exactly what it says it does.  Hyperdodge works on ep also its just our rolls are so random its hard to notice its effect.  Hyperdodge on ep was never meant to stop you from getting hit...it just lowers the chance.  With CR 2 you will get shot by free fire no matter how hard you try to stop it.

Everyone wants content but making npcs harder isnt exactly what I call "content".  Its still the same old missions we have all done thousands of times.  As far as mobs go do you guys really want to fight difficult mobs all day with little to no reward and call this content?  I think we deserve a little better than that.



Virulent Mind

Joined: Aug 15, 2005
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Renesis13B wrote:



Freak3r wrote:
the new settings are too easy for the higher level mobs. I ran assassin through creston, while some abilities seemed bugged, the most damage I took was 15 out of combat per npc shot, and 73 in combat.
Hyperdodge seems to do nothing again, just like in live now. Same ratio of hits, whether used or not, and damage wasnt lowered, stayed 15.
The problem still is, high level content, besides pb, all that is needed on those are more/all ma's, what else ya got to test this on?


Not sure why you dont think hyperdoge works in live but it does exactly what it says it does.  Hyperdodge works on ep also its just our rolls are so random its hard to notice its effect.  Hyperdodge on ep was never meant to stop you from getting hit...it just lowers the chance.  With CR 2 you will get shot by free fire no matter how hard you try to stop it.

Everyone wants content but making npcs harder isnt exactly what I call "content".  Its still the same old missions we have all done thousands of times.  As far as mobs go do you guys really want to fight difficult mobs all day with little to no reward and call this content?  I think we deserve a little better than that.


by hyperdodge, I mean dodge ranged, it has been broken in live so long, it's pretty much a joke now.
As for hyperdodge in cr2, the chances should change with it activated, whether lowered total hit, ie, damage of 14 instead of 15 , or a chance to miss, but it did nothing.

Content, this is mxo, I dont expect any to be honest. It seems like four people are actually working on the game. If  all are involved in cr2, they dont have the time to do much else. If there are more than the usual four always mentioned, the others need to find something different to do, SOE is a big company, and hire people to actually focus on content.
Since this is and will be a mission based system, 40-60 new neighborhood contacts would be a good start. Npc's level based on the player also in low level areas. Since beta the best part of the game are these contacts, as they are full arc storylines, most make sense and have decent plot twists and endings.
Back to the mobs, if the mobs are harder at max level, it's something. The new and improved creston mobs should range from 50-55 for standard npc street mobs, the dungeon mobs should be from 55-60, with a well thought out drop from the boss. Even a redesigned dungeon would be nice.
 Something is always better than the usual nothing.


Systemic Anomaly

Joined: Aug 15, 2005
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I dont think you understand how hyperdodge and dodge ranged works on live.  It works as designed and almost everyone on vector wears dr clothing.  Without it you wont last long.

This discussion wasnt about increasing the level of the existing npcs but how hard they are to fight now.  If they want to make the npcs in an area level 55+ thats fine with me.  My objection is making the current npcs more difficult because people want content or more of a challenge.





Joined: Oct 3, 2005
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Freak3r wrote:
.
Back to the mobs, if the mobs are harder at max level, it's something. The new and improved creston mobs should range from 50-55 for standard npc street mobs, the dungeon mobs should be from 55-60, with a well thought out drop from the boss. Even a redesigned dungeon would be nice.
 Something is always better than the usual nothing.


Amen dude!

If you don't want hard NPCs then simply stay out of that neighborhood...why do I go fight PB's? Cuz they are actually challenging to hit. We aren't talking about making EVERYTHIGN in the game harder...just a neighborhood where 50's can go and still feel like they need to be on their toes. As it is now I can go to Creston park and go put some coffee on and come back with still half of my health.

What Freak3r is talking about is what you see in almost every other MMO (not that I think just cuz others do it..MxO should...) but that is something designed to take a team of players to work together. That type of exercise is also commonly referred to as "Team Building" and is great for factions to grow stronger which in turn makes more players play which means higher population which means more revenue which means more funding.
 
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