Station.com
Sign In Join Free Why Join?
Sony Online Entertainment
Community Store My Account Help
  Search   |   Recent Topics   |   Member Listing   |   Back to home page
Changing Hyperjump
Search inside this topic:
The Matrix Online » Top » Development Discussion » Development Roundtable Previous Topic  |  Next Topic      Go to Page: Previous  1 , 2
Author Message


Systemic Anomaly

Joined: Aug 22, 2005
Messages: 3269
Location: Lost in La Mancha
Offline

Garu wrote:

As primarily an MKT, I have a few options at my disposal for those so inclined to spread their wings.

  • Neuro-dart
  • Sever Artery
  • Crippling Throw
  • Deadly Throw
  • Paralyzing Throw

However, I can certainly empathize with Martial Artists since all they really have is Hindering Shot.

Don't forget bottleneck, stun, etc.    There are ways to stop the serial jumpers in PvP.




Femme Fatale

Joined: Oct 27, 2007
Messages: 1223
Offline

I for one am quite happy with how it currently works but I do have an idea for a good way to change it if it were to be changed.  All you'd have to do is disable hyperjump (or even just ctrl+space) for players while they're affected by the 5sec no-interlock timer they get when rolling out. 




Femme Fatale

Joined: Nov 29, 2006
Messages: 232
Offline

I have to vote in on the negatory side... most of the above presented by others covers it.

Personally, most of PvP seems to be about annoyance anyway. Would you also do away with all the s**t-talking, taunting bravado? If you are going to pvp at all you might as well not get annoyed by ANTHING, including HJr's.

Secondly, while I agree that for an MA this is annoying, I am under the distinct impression that PvP is, in fact, intended as a group exercise. When I last checked, there are 5 combat trees. Isn't the idea supposed to be that you team with people using other trees to broaden your attack capability? All of the other combat trees have ways of keeping people on the ground or in IL, and I've always presumed this was for a reason. If MA's could root you before IL, and by extension afterwards, what could you do against em? They could root you, break shield, IL, root you again when you roll, break, IL,etc.

To me, it makes sense that an MA should rely on allies in other tree to assist in this regard.

 




Systemic Anomaly

Joined: Aug 22, 2005
Messages: 3269
Location: Lost in La Mancha
Offline

psilody wrote:

I have to vote in on the negatory side... most of the above presented by others covers it.

Personally, most of PvP seems to be about annoyance anyway. Would you also do away with all the s**t-talking, taunting bravado? If you are going to pvp at all you might as well not get annoyed by ANTHING, including HJr's.

Secondly, while I agree that for an MA this is annoying, I am under the distinct impression that PvP is, in fact, intended as a group exercise. When I last checked, there are 5 combat trees. Isn't the idea supposed to be that you team with people using other trees to broaden your attack capability? All of the other combat trees have ways of keeping people on the ground or in IL, and I've always presumed this was for a reason. If MA's could root you before IL, and by extension afterwards, what could you do against em? They could root you, break shield, IL, root you again when you roll, break, IL,etc.

To me, it makes sense that an MA should rely on allies in other tree to assist in this regard.

 

Exactly.  And, nerfing hyperjump would really put the nail in the coffin in the sense that we've drifted away from the "Matrixness" of MxO over the past year or so IMHO, especially recently...I mean really, if you can't hyperjump in Mega City, what's the point of even jacking in?

Bottom line if you need a hj nerf, you're doing it wrong.




Systemic Anomaly

Joined: Dec 20, 2005
Messages: 6417
Location: SC|Sentience -973069242
Online

Face/follow should be re-enabled.

Hyperjump was never that much of an issue when chasing and fleeing were balanced in terms of difficulty.

Now, as long as the jumper is not horribly, horribly incompetent, he/she can get away guaranteed. Reds have NO chance to catch the jumper if the jumper has even a small idea what they're doing. It didn't use to be this way.




Ascendent Logic

Joined: Aug 16, 2005
Messages: 921
Offline

ya while either running/jumping and trying to guess that persons distance without losing there target is much more difficult than jump here and turn random direction jump really close then really far and hide is some elevator if really needed.




Jacked Out

Joined: Sep 18, 2005
Messages: 1204
Location: Belfast, Northern Ireland
Offline

Bayamos wrote:

Face/follow should be re-enabled.

Hyperjump was never that much of an issue when chasing and fleeing were balanced in terms of difficulty.

Now, as long as the jumper is not horribly, horribly incompetent, he/she can get away guaranteed. Reds have NO chance to catch the jumper if the jumper has even a small idea what they're doing. It didn't use to be this way.

I'd have to disagree there bay its not *that* difficult to look for the white lines in the sky and follow them and if your really good you can hyperjump too with them instead of running. That said it is more effort to actually catch them but meh.. if you want it that bad.. lol



Operative

Joined: Jan 29, 2009
Messages: 33
Offline

I just recently came from another very popular game that tried to nerf travel powers in PvP. The end result was disastrous. Most of the PvP population quit the game, leaving the games PvP virtually dead. Part of PvP is moving freely, just as you would in real life. The locked mêlée aspect of PvP in this game is tolerable, but to nerf anyones means of movement in PvP would end up with alot of people quite upset.

 

No offense when I say this....Bad idea.



Jacked Out

Joined: Dec 27, 2006
Messages: 6256
Location: The Real World This is how MxO ends: Not with a bang but a whimper
Offline

WTB OoIL ankle-stomp ability. Half metre range 20% chance to slow enemy by 25% for 4 secs (5 DPS)



Veteran Operator

Joined: Dec 31, 2007
Messages: 201
Location: Mara Central-Vector Hostile
Offline

Yea...nerfing Hyperjump would result in death to Mxo. Though, One change I wish they would make is in the animations. Not that this is even possible, but the best hyper jump animation in the game, you never get to see. If you've ever jumped off of a super tall building, and done the back roll land, then you know of what I speak. I wish that the height was lowered so I could see that animation more often. And as most likely the only, or one of the few that only loads Beta jump, I say that pretty confendantly, especially considering I've turned evade breaking into an artform. If your from Vector and I've broken your evade without a scratch on me, then you know I speak the truth on this subject.




Systemic Anomaly

Joined: Aug 22, 2005
Messages: 3269
Location: Lost in La Mancha
Offline

NeoVII wrote:

Yea...nerfing Hyperjump would result in death to Mxo. Though, One change I wish they would make is in the animations. Not that this is even possible, but the best hyper jump animation in the game, you never get to see. If you've ever jumped off of a super tall building, and done the back roll land, then you know of what I speak. I wish that the height was lowered so I could see that animation more often. And as most likely the only, or one of the few that only loads Beta jump, I say that pretty confendantly, especially considering I've turned evade breaking into an artform. If your from Vector and I've broken your evade without a scratch on me, then you know I speak the truth on this subject.


I actually miss the old beta /early release landing animation in MxO.  Check out Cinematic 1.2 (IIRC) for an example of this.  It meant to emulate Final Flight of the Osiris when whatsername lands in the alley.  It was really cool and extremely Matrixy.  For some incoherent ungodly reason they nerfed that.  Although they did add the in flight animations (ie barrel roll).




Systemic Anomaly

Joined: Aug 15, 2005
Messages: 1914
Location: The Titanic Faction: Fallen Horizon Organisation: Zion Server: Recursion Operative Level: 50
Offline

I think it adds to the PvP. I play as a support class (MKT/Assassin) and I can not just solo anyone I want, to stand and die by a MAer is not smart. If you want to stop someone from using Hyper jump, hit them with Stun or Powerless. Some good pvpers have learned what root can do for you, and have used it effectivly.

PvP is more designed for Teams, a mixed variaty of builds to compliment each other. A couple of interlock builds, a healer, an AOE, and a debuffer/upgrade artist. If you find yourself getting rolled out of interlock, try looking for abililties in your tree that does Stun or powerless, or get with a friend who can load up a support tree like hacker or MKT. You can even use bridges to stop them from jumping, try to lure them down below a bridge and they are forced to find another way out other than jumping.




Systemic Anomaly

Joined: Oct 10, 2005
Messages: 2459
Location: SyntaxXx
Offline

I can't see removing HJ would improve how the PvP is going to change. Then Master Shadow and other abilites should then might aswell be frozen in IL. They should instead focus on CR 3.0




Systemic Anomaly

Joined: Nov 28, 2005
Messages: 1059
Location: Maribeau É Recursion: Craint
Offline

Easiest fixes would be to have it use more IS but then lower lvls wouldn't be able to use it.

So how about a timer then.




Systemic Anomaly

Joined: Nov 28, 2005
Messages: 1059
Location: Maribeau É Recursion: Craint
Offline

Mindsweep wrote:

I can't see removing HJ would improve how the PvP is going to change. Then Master Shadow and other abilites should then might aswell be frozen in IL. They should instead focus on CR 3.0


As for Master Shadow I think that disable evasion tool should be able to remove it from someone.


 
The Matrix Online » Top » Development Discussion » Development Roundtable Go to Page: Previous  1 , 2
Go to:   

Version 2.2.7.43