I agree.
Thanks to the new system, not only do you have to worry about Knife Throwers, Gunmen and Hackers while you're interlock, but now you have to worry about Martial Artists as well. Before I could interlock someone and maybe a friend or two would jump in to help them out, now they just stand around Melee free-firing me while I'm trying to fight one person.
So in essence, the zerg mentality has been given even more confidence. At least before all of this, the most a Martial Artist did was Swirling Ki Summon or try to shoot me. Now they can just bludgeon me to death.
If multi-interlock was the cause of the problems, why not just restrict interlock to just one on one? The rest of the system was perfectly fine to me.
But instead we're treated to an entirely new type of combat to fix ONE bug?
I know this is still testing, but at the moment, its a horrible mess, IMO.
I'm not entirely sure what your complaint is here. If you're complaining that people shooting/hacking/striking at you from outside of interlock are doing more damage than they should, well, damage hasn't been balanced yet, so just give it some time. If you're complaining that you're getting hit from outside interlock too much while you're in, well, I have to disagree with you there. In my opinion, shooting at a target that is interlocked should grant you a bonus to accuracy, as you are free to concentrate on shooting, and your target is too busy concentrating on the interlock fight to effectively dodge your attacks as well as he/she could when not interlocked (I say provide the shooters with the bonus instead of applying a downgrade to the interlock combatants because we currently have no distinction in attributes between ranged defense against someone who is shooting at you in interlock and someone who is shooting at you using free-fire, and providing a blanket downgrade would obviously have unfair consequences). Ultimately, though, it seems you are asking them to 'fix' a fundamental law of reality - in a war where both sides have access to the same technology (in our case, abilities, weapons, and apparel), the side who has more people is going to win. It's not a game mechanic, it's a fact of life.
In the live game, there's practically no skill whatsoever involved in PvP, it's all about which abilities you have loaded, what you're wearing, which weapons you're using, then finally, down to pure luck and finally skill, but only in the form of knowing when to use which attack. If you ask me, rather than asking them to nerf people shooting at someone who's interlocked, you should ask them to rework the system so that player skill matters at least to some non-negligible degree (and if you ask me, they have taken a step in that direction with CR 2.0 already - which attack tactic you choose compared to your opponent's is much more involved than in live). If they do that, however, they'd have to lower the random effect in combat, which would sort of negate the whole 'lowbies have a chance to hit a level 50' deal, so it's really about what you're willing to compromise.
Message Edited by >revolt_ on 02-02-200606:18 PM
>revolt_ wrote:But I would expect if I get shot in real-life while being involved with someone in a close fist fight, that my melee opponent would be in danger of getting shot too.Atleast I'd expect that the shooter will have a harder time hitting me, without hitting his friend. My Suggestion: Free-attacking, Shooting or launching a virus or throwing a knife into an INTERLOCK fight should be penalized with a hefty penalty. This way interlock will mean something again and it'll finally become an effective tactic to aggro and tank your opponent.
>revolt_ wrote:But I would expect if I get shot in real-life while being involved with someone in a close fist fight, that my melee opponent would be in danger of getting shot too.Atleast I'd expect that the shooter will have a harder time hitting me, without hitting his friend. My Suggestion: Free-attacking, Shooting or launching a virus or throwing a knife into an INTERLOCK fight should be penalized with a hefty penalty. This way interlock will mean something again and it'll finally become an effective tactic to aggro and tank your opponent.>revolt_Message Edited by >revolt_ on 02-02-200606:18 PM
Possible solution for "the Zerg". Since the zerg factor is greatly increased in IL by free fire attacks, and by the lack of Damage resistance atm. So to counter act the zerg, and to increase desire to IL is to tactle these two issues.
My solution is: Increased Free Fire Defense tactics, increased Free Fire Damage Resistance while in IL when a member of the same Organization is in IL. I'm not talking anything major. Just an addtion 20 pts or 10% Free Fire Defense tactics, and an addition 100 pts or 10% Free Fire Damage Resistance.
Example: 2v1 combat.(PVP) You and your friend have picked a target, and your friend IL. You don't want to hit your friend in IL, so it becomes harder for you to make a decisive shot, without hitting your friend.
Second Example: 1v1v1 combat.(PVP) A Merovingian, a Zionist, and a Machinist walk into a bar...(bad pun)...and since a one Organization doesn't care about the other two Orgs, there will be no reason to be careful when free firing.
Way to Impliment this AS A DEV: I took a little bit of Java and flunked, but I do know about If() statements. Imo, all you need to do is:
***When ORG represents what organization your IL with.
IF( IL ORG)
ORG damage recieved=(damage recieve - 10%),
ORG accuracy =(accuracy - 10%);
Would this be hard to impliment? Or is it a bad Idea?