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
Update 52 Discussion
Search inside this topic:
The Matrix Online » Top » Development Discussion » Update Discussion Previous Topic  |  Next Topic      Go to Page: Previous  1  ... 2 , 3 , 4 , 5 , 6 , 7 , 8  Next
Author Message


Jacked Out

Joined: Aug 16, 2005
Messages: 735
Offline

Amative wrote:
Tenshi wrote:
Canbus wrote:
ManicV wrote:
Since nobody else has bothered to say it, for whatever reason:

Dear MxO Development Team,

Thank you.  Thank you
for making the corruptor spawn times so infrequent.  Thank you for making the corruptor quest operate in such a way that prevents everyone from attaining all the high level gear by the end of the day of the patch.

I look forward to more stuff like this in the future.

Oh, you're fine with having twenty players wasting two hours of their lives waiting for a poor chance to fight a corruptor? Might as well replace all of the firearms with water pistols instead. Glad I never bothered with the most problematic content like this *Gives middle fingers to Manic*

Oh you're fine with getting everything easy, lol, you LOVE grinding lowbies...

 Anyways, the only problem I see is that the codes don't stack which makes it really hard for lvl 50's, especially those who like to use multiple disciplines (clothing) or the collectors...to have enough room to even get ahold of an archive.  Other than that I think it's a nice change to have people gathering in other parts of the city (Bathory pvp FTW SMILEY SMILEY, and to have a decent challenge in order to get the new items.

 As for the luggables, yeah, there's a few problems with them, but I love the dynamic the luggables add to pvp, mixes things up a bit.

 Finally, has anyone noticed problems with abs breaking a lot again?  I had to relog twice because I couldn't even load a new gun from my inventory....either way, I like what the new update brings to the game, but it'll be that much better when the bugs get sorted out SMILEY


I agree with everything you said, Tenshi. SMILEY

Correct me if I'm wrong, but the Corrupted boss does spawn on any player in the neighborhood does he not? In that case, 2 reasons not to make the spawn time shorter on the Corrupted quest:
1) He'll spawn on a mid-20 player just running through on a mission; bad for him/her, plus it'll make the boss harder to find since he may not be anywhere near where everyone else has gathered waiting for the spawn,
2) There are other things to do in Bathory already (getting the access key from that boss, farming for consumable objects to make pills), and it would be a pain to get killed while doing those.

But it would be nice if the spawn time was at least predictable, so we wouldn't have to wait around for the next spawn.
Good point. I was thinking that maybe the Fumigator Quest should be in the same format as the Smith Anniversary event just for the sake of letting the lowbie players farm frags and access node keys in Bathary Row. This would also cut down on the 10+ hours wasted in trying to farm the code fragments from the corruptors and the like.


Jacked Out

Joined: Dec 18, 2006
Messages: 926
Offline

Amative wrote:
Correct me if I'm wrong, but the Corrupted boss does spawn on any player in the neighborhood does he not? In that case, 2 reasons not to make the spawn time shorter on the Corrupted quest:
1) He'll spawn on a mid-20 player just running through on a mission; bad for him/her, plus it'll make the boss harder to find since he may not be anywhere near where everyone else has gathered waiting for the spawn,
2) There are other things to do in Bathory already (getting the access key from that boss, farming for consumable objects to make pills), and it would be a pain to get killed while doing those.

But it would be nice if the spawn time was at least predictable, so we wouldn't have to wait around for the next spawn.
1) when the timers are supposedly "fixed", its supposed to be something like a 10% chance it'll turn up after 50 minutes, then an additional 10% chance every 45 or so. with that in mind, its highly unlikely some random dude on his own running a mission is suddenly going to be surprise attacked by a great big level 100 cloud of flies monster - even MORE so because of the fact its more likely to appear for a crowd of players as opposed one guy. and how / why on earth would they be taking 45+ minutes to do a standard mission (or even a critical, for that matter)?

2) aside from the access key (which again shouldn't take more than 45 minutes in any case), farming some suff can be done absolutely anywhere else in game across the four districts. considering this is the first major addition of quest related content since who knows when, is it really that big a deal that people wanting to farm but NOT run any risk of being killed by one of those things could just, y'know, go farm somewhere else? seems like common sense to simply avoid that part of town anyway - especially as a mid twenty player running around in that zone stands a much bigger risk of being killed from any of the mid to high level twenty gangs that pack the area out, as opposed some random monster that probably won't spawn and attack them anyway.

finally, if we're going to take this line of thinking - don't put x new content here and have it do y, because these people doing this thing we've done since the game began might be vaguely impeded - then taking it to its logical extreme, we won't be able to put new content anywhere for the same reason.

i don't know about you, but i'd rather have new content that i can actually access through good and sane timing (instead of waiting round for 40 minutes for a no show) over a tiny inconvenience (likely no inconvenience) with regards something people have been doing since year zero.

we're really bothered about minor farming privileges (or taking crazy amounts of time to do missions) over the correct functionality of new content that should be accessible to all? wow.

if they don't drastically reduce the timers, then the next sound you hear will be that of a subscriber bumrush heading for the exit on the basis that they have little to no hope of ever experiencing the first new quest content since, well, whenever they put the last stuff in. because if theres no chance of getting involved in this quest, they certainly won't hang around another bunch of months to be presented with something else they can't play.


Message edited by Paperghost on 06/02/2007 01:29:54.


Jacked Out

Joined: Aug 16, 2005
Messages: 735
Offline

Paperghost wrote:
Amative wrote:
Correct me if I'm wrong, but the Corrupted boss does spawn on any player in the neighborhood does he not? In that case, 2 reasons not to make the spawn time shorter on the Corrupted quest:
1) He'll spawn on a mid-20 player just running through on a mission; bad for him/her, plus it'll make the boss harder to find since he may not be anywhere near where everyone else has gathered waiting for the spawn,
2) There are other things to do in Bathory already (getting the access key from that boss, farming for consumable objects to make pills), and it would be a pain to get killed while doing those.

But it would be nice if the spawn time was at least predictable, so we wouldn't have to wait around for the next spawn.
1) when the timers are supposedly "fixed", its supposed to be something like a 10% chance it'll turn up after 50 minutes, then an additional 10% chance every 45 or so. with that in mind, its highly unlikely some random dude on his own running a mission is suddenly going to be surprise attacked by a great big level 100 cloud of flies monster - even MORE so because of the fact its more likely to appear for a crowd of players as opposed one guy. and how / why on earth would they be taking 45+ minutes to do a standard mission (or even a critical, for that matter)?

2) aside from the access key (which again shouldn't take more than 45 minutes in any case), farming some suff can be done absolutely anywhere else in game across the four districts. considering this is the first major addition of quest related content since who knows when, is it really that big a deal that people wanting to farm but NOT run any risk of being killed by one of those things could just, y'know, go farm somewhere else? seems like common sense to simply avoid that part of town anyway - especially as a mid twenty player running around in that zone stands a much bigger risk of being killed from any of the mid to high level twenty gangs that pack the area out, as opposed some random monster that probably won't spawn and attack them anyway.

finally, if we're going to take this line of thinking - don't put x new content here and have it do y, because these people doing this thing we've done since the game began might be vaguely impeded - then taking it to its logical extreme, we won't be able to put new content anywhere for the same reason.

i don't know about you, but i'd rather have new content that i can actually access through good and sane timing (instead of waiting round for 40 minutes for a no show) over a tiny inconvenience (likely no inconvenience) with regards something people have been doing since year zero.

we're really bothered about minor farming privileges (or taking crazy amounts of time to do missions) over the correct functionality of new content that should be accessible to all? wow.

if they don't drastically reduce the timers, then the next sound you hear will be that of a subscriber bumrush heading for the exit on the basis that they have little to no hope of ever experiencing the first new quest content since, well, whenever they put the last stuff in. because if theres no chance of getting involved in this quest, they certainly won't hang around another bunch of months to be presented with something else they can't play.

To add to this, Consumables are just not worth coding, as the 1.0-4.0 health and antibiotic pills are just P.O.S. items consuming inventory space, not to mention we could just loot the pills from some nameless NPC whether be it a gang member or missioning.


Perceptive Mind

Joined: Mar 14, 2006
Messages: 486
Location: Germany
Offline

I don't wanna repeat the (overall) good aspects of the patch - I like it!

Luggables: Look awesome, but I noticed a bug where the effect of the luggable stays onto a person when he dropped the luggable in the world. If noone takes that luggable the effect even stays in case of death. Needs fix.

Corrupted quest: Seems quite difficult but not impossible. Tho, has anyone yet managed to kill one of the big guys? It's sad the old filt gun doesn't affect them and their corrupted area which deals 3-4k of damage to a Lv50 plus their uber ballistic defense make me wonder HOW we should do that. Also 400 corrupted code bits is quite a lot to farm... LMAO.

Cheers,
Anuk



Ascendent Logic

Joined: Aug 15, 2005
Messages: 3149
Offline

vadorakamark wrote:
krytical wrote:
I think the difficulty is fine. Someone with a life will probably be able to participate in around 4 spawns per day, averaging 15 frags per spawn. It will take them approximately a week to get the top tier item which sounds about right. What I'm worried about is killing the big guys 5 times in order to get the other codes, it will take a lot of insecticides and coordination. If you're not part of a big faction or aren't the kind of player who can form 2 teams of players purely to kill the lvl 100 NPCs then you're going to have a hard time getting the other 5 parts.

Yeah i totaly Agree Kryticla its a bit unfair to all players who like to solo in this game -1Devs   +1Krytical Very good point.
QFE...I quoted at this post but I haven't read the rest of the thread yet. I suggested in the Corruptor thread in PvE that the items the level 100 drops be made available from the level scaled NPCs at a rare rate like 1 in 30, 1 in 50 or even 1 in 100. Just to give those unable to kill the 100 a chance.



Systemic Anomaly

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

I have to be fair and say they fixed the respawn time pretty quick, and I do not have a crash report everytime i start after the updateSMILEY Still need some more inventory room...




Jacked Out

Joined: Dec 18, 2006
Messages: 926
Offline

Mindsweep wrote:

I have to be fair and say they fixed the respawn time pretty quick, and I do not have a crash report everytime i start after the updateSMILEY Still need some more inventory room...

whats the respawn time at now?


Systemic Anomaly

Joined: Aug 16, 2005
Messages: 3104
Offline

Content reliant upon wave after wave of npc spawns is about the most uninteresting and uninvolving thing i can imagine - we need content that promotes the ongoing storyline, that exploits the players versatility to enhance the challenge to other players (not repetative mechanical AI), we need area's to contest, bases to build and defend, we need the city to come alive and give us reasons to be somewhere at some time, we need organisational and factional identity to mean something....current content seems to be focussing on making us mark time when it should be giving us something of interest to do or achieve..there are some tweaks in 52 that are worthwhile, or will be in the long run methinks, but the additional content just fails to add anything to the game imo and its disspapointing to think any dev time was spent on it!


Virulent Mind

Joined: Aug 15, 2005
Messages: 147
Location: Wild Rose Country
Offline

Canbus wrote:
Consumables are just not worth coding, as the 1.0-4.0 health and antibiotic pills are just P.O.S. items consuming inventory space, not to mention we could just loot the pills from some nameless NPC whether be it a gang member or missioning.
The pills made with that frag might not be worth much to you or I, but to players between 25 and 40 they're *gold*


Vindicator

Joined: Oct 15, 2005
Messages: 321
Location: HvCFT Libertas Faction: Furious Angels Organization: Zion Server: Vector-Hostile Operative Level: 50
Offline

Wit the new spawn times, I love the new quest. If the Lv. 100 gets tweaked fine. If not even better. I would not want every tom don and harry walking around with what i had to work my butt off for.



Jacked Out

Joined: Aug 16, 2005
Messages: 735
Offline

Amative wrote:
Canbus wrote:
Consumables are just not worth coding, as the 1.0-4.0 health and antibiotic pills are just P.O.S. items consuming inventory space, not to mention we could just loot the pills from some nameless NPC whether be it a gang member or missioning.
The pills made with that frag might not be worth much to you or I, but to players between 25 and 40 they're *gold*

I was 25-40 once, I just never used them. I'm just content with "Run to safe area" then "/sit."


Ascendent Logic

Joined: Mar 16, 2006
Messages: 4809
Offline

Canbus wrote:
Amative wrote:
Canbus wrote:
Consumables are just not worth coding, as the 1.0-4.0 health and antibiotic pills are just P.O.S. items consuming inventory space, not to mention we could just loot the pills from some nameless NPC whether be it a gang member or missioning.
The pills made with that frag might not be worth much to you or I, but to players between 25 and 40 they're *gold*

I was 25-40 once, I just never used them. I'm just content with "Run to safe area" then "/sit."

Seems like you've never done Construct or Hideout work, alone. If you want a good dropping chance in hideouts you need to be lowerlvl, which means that the guys can kill you easily. Antibiotics may be worthless because of lack of debuffs that NPCs can cast onto you but Health Pills?
As Amative said, they're gold.



Jacked Out

Joined: Aug 16, 2005
Messages: 735
Offline

GoDGiVeR wrote:
Canbus wrote:
Amative wrote:
Canbus wrote:
Consumables are just not worth coding, as the 1.0-4.0 health and antibiotic pills are just P.O.S. items consuming inventory space, not to mention we could just loot the pills from some nameless NPC whether be it a gang member or missioning.
The pills made with that frag might not be worth much to you or I, but to players between 25 and 40 they're *gold*

I was 25-40 once, I just never used them. I'm just content with "Run to safe area" then "/sit."

Seems like you've never done Construct or Hideout work, alone. If you want a good dropping chance in hideouts you need to be lowerlvl, which means that the guys can kill you easily. Antibiotics may be worthless because of lack of debuffs that NPCs can cast onto you but Health Pills?
As Amative said, they're gold.
I was only concerned about hitting 50 so I could actually make a difference in a Live Event. Never regretted it since the LET was going to get laid off before the game fell in SOE's hands.


Perceptive Mind

Joined: Mar 14, 2006
Messages: 486
Location: Germany
Offline

Canbus wrote:
GoDGiVeR wrote:
Canbus wrote:
Amative wrote:
Canbus wrote:
Consumables are just not worth coding, as the 1.0-4.0 health and antibiotic pills are just P.O.S. items consuming inventory space, not to mention we could just loot the pills from some nameless NPC whether be it a gang member or missioning.
The pills made with that frag might not be worth much to you or I, but to players between 25 and 40 they're *gold*

I was 25-40 once, I just never used them. I'm just content with "Run to safe area" then "/sit."

Seems like you've never done Construct or Hideout work, alone. If you want a good dropping chance in hideouts you need to be lowerlvl, which means that the guys can kill you easily. Antibiotics may be worthless because of lack of debuffs that NPCs can cast onto you but Health Pills?
As Amative said, they're gold.
I was only concerned about hitting 50 so I could actually make a difference in a Live Event. Never regretted it since the LET was going to get laid off before the game fell in SOE's hands.
Slightly offtopic, but you missed a LOT of the game's content. As I said in another thread, there was so much to explore that it took me about 70 days of /play time to get to 50...

Back on topic: I'll jack in now and see how the corrupted killing goes ^^.

Cheers,
Anuk



Vindicator

Joined: Aug 1, 2006
Messages: 3144
Location: New Zealand
Offline

Some Syntax players and I just spent a few hours fighting a pitched rooftop battle against no less than three Wasteland Corruptors.  Awesome.  We didn't kill the big guys but it can definitely be done - I've seen some Systematic Chaos showing off their white bandanas.  Seriously, this is an excellent patch. 

 
The Matrix Online » Top » Development Discussion » Update Discussion Go to Page: Previous  1  ... 2 , 3 , 4 , 5 , 6 , 7 , 8  Next
Go to:   

Version 2.2.7.43