Persoanally, I see no reason why things can't work they way they do on the live servers.
I also don't really see it being a question of balance. Look at it this way, at level 50 you have 100 memory points. You load one whole tree (if you want) and then load part of second one. EVERY level 50 does this. I'm pretty sure there are no level 50's out there who say "I'm gonna be a Karate Grandmaster, and I'm not gonna load anything but my Karate tree." Some combinations of trees may be overly powerful, yes, but then tweaks can be made to individual trees such as lowering the buffs of cetain level titles or making certain skills less powerful. If several certain class/tree combinations are really that extremely powerful (which probably won't be the case anyway with the new focus on attributes in CR2) then those individual combinations are out of balance, not the entire buffing system.
The manual buff system also hurts the addition of an extra visible hotbar because of having to have instant access to all of those different title buffs. We already lose most of the extra space with the combat hud icons *grumble, grumble* and the rest of it is taken up by title buffs.
Of course, as has been mentioned before numerous times, the idea of having to manually activate stuff makes no sense within the context of the Matrix universe either. Neo didn't sit behind pillars in the lobby scene switching between SMG Specialist, Duelist and Rifle Master buffs, he just switched guns and kept going. And then when he kicked that SWAT at the end, he didn't have to worry about activating his Karate Master buff so the kick would be powerful enough to kill the guy, he just kicked him.
All of that said, if someone still decides that the current live system won't work, why not just make it a primary/secondary system? When loading your abilities you select a primary title and a secondary title out of the ones you have loaded. For me, I generally run with SMG Specialist and Karate Master loaded. I would designate SMG Specialist as my primary title, and Karate Master as my secondary. Then make it a %age of the buff that goes down with each tier. I would receive, say, 100% of the SMG Specialist buffs because it's been designated as my primary, 75% of the Karate Master buffs because it's been designated as my secondary, and 50% of buffs from any other title I may happen to have loaded. No need for players to constantly activate anything all the time and it's a way to balance things, since that seems to be the stumbling block. Combo trees still too powerful? Then mess around with the % numbers.
If this issue is such a heated thing in the office, then stop arguing about it internally and listen to the players. It seems pretty clear what the verdict is out here on this side of the fence.
Message Edited by ShinryuMxO on 03-15-200604:47 PM
Message Edited by ShinryuMxO on 03-15-200604:48 PM
New or old system i dont really mind anymore, just dont get rid of em entirely, that'd suck big time.
I think the main beef i and others have with CR2.0 is the bloody tactics! Have em wsad/arrow bindable god darn it!!!
Message Edited by cloudwol on 03-16-200609:33 AM
Thanks for the input Frog. I always like to hear what's going on back there in Dev-land.
I have a work around for those that are interested just in case the idea of passive buffs doesn't make it to the final CR 2.
I fully support the idea of passive buffs similar to the live system as it is now, however consider this..
/macro KFGM /loadlo KungFuGM; /pause 12; /invoke buff1; pause 22; /invoke buff2; /pause 22; ..... etc..
Basically for those of you that just said "huh? what?"
Create a macro that loads up your Kung Fu Grandmaster loadout and then activates your associated buffs that you want to run with that loadout.
Now.. if we can just get the DEVS to make those pesky named abilities to last like Ty suggested (HLs and all that ..) we would have an effective workaround for the new system.
Discuss.
ShinryuMxO wrote:A workaround is all fine and good... but it's still a workaround. It's like saying "Well, the system is broken, but you'll get used to it." Sure, I'll get used to it, but I'd rather have it not broken in the first place.
With all due respect, no, it isn't like saying it's broke. It's not broke at all, just because it's not suitable for 100% doesn't mean it's broke. While there are areas of the current style buff activation that are annoying, the suggestion that is offered is simply just another way to get to the same place. A short-cut if you will.
My main problem is the fact that style buffs don't stay current once a player uses a HL. But that issue is obvioulsy being worked on. Another issue I have but might be tied to a bug is; Upon reconstructing a player must choose a attack style before invoking any Style buffs or a player will be locked in block tactic or roll out tactic, keeping the player from activating anything at all. I do not want the Style buffs to go back to being passive.
I only have two suggestions regarding style buffs.
1) Allow Style buffs to collapse; meaning that if I invoke a Top tier style buff then the subsequent style is automatically activated along with it. i.e. Scattershot/SMG specialist and the SMG attack style, Karate Master/Kara GrandMaster and the Karate attack style or Proxy coder/Proxy master and Coder attack style.
2) Allow all top tier Style buffs/upgrades to be activated in IL,if applicable.
And to those that continuely try to compare our UI(User interface) to what Neo did in the movies, give up. Who's to say what a redpill is thinking when entering a fight. To me the style buffs are just a way of focusing that awakened mind to a specific fighting technique they have uploaded. When activated you'll notice your character animates by displaying actions related to those techniques. That's the intuitive nature of this combat system and I for one love it!
cryshal wrote:if the purpose of a game is to have fun.. how is this new keyboard-fu required by cr2 supposed to be fun? =Dbottom line nothing is ready. passive passive passive.