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Org Abilities
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The Matrix Online » Top » Development Discussion » Development Roundtable Previous Topic  |  Next Topic      Go to Page: 1 , 2 , 3 , 4 , 5 , 6 , 7 , ...  13  Next
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Systemic Anomaly

Joined: Oct 7, 2005
Messages: 4674
Location: HvCFT Everto
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I've heard a bit now from ppl talking about organizational abilities, now I can't think of anything for zion or mech but for merv, when i were zion I always fought blood drunks, and they always used blood drink, I think mervs should have the fighting style for them and the moves that come with it or something like that



Ascendent Logic

Joined: Dec 30, 2005
Messages: 1922
Location: United Kingdom Server: Syntax Faction: The Glitch Society
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i hope so, and regen health too!





Joined: May 17, 2006
Messages: 66
Location: Cedar Rapids,Iowa
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Good idea...here are the problems that are coming to my mind.


1. Everyone would be merovingian...
2. Health regen defeats the purpose of pills/patchers
3. Machines and Zion need somethin.

Here is something to get rid of a few of those things, make the ability available at level 50 only.

It's a good idea, but I think they may have some trouble implementing it.


Ascendent Logic

Joined: Mar 4, 2006
Messages: 2040
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i think someone said about letting attacks drain IS rather than health for awhile. that might be close?



Systemic Anomaly

Joined: Aug 17, 2005
Messages: 3261
Location: The Code
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They already have the abilities in mind and I believe are working on them...if you search for posts made by HCFrog on the matter I think you'll be able to find a list of them :smileyhappy:

- Ð



Fansite Operator

Joined: Aug 16, 2005
Messages: 1611
Location: Vector Instance Operative Level: 50 Discipline: Karate/Duelist Organisation: Zion Reputation: 119
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The org abilities should be for everyone not just level 50s anyway it might be the rep that determines which org abilities you have not level.


I agree its likely merovingians will have the special moves of the exiles, the machinists could have advanced hyper abilities like the agents and zionists could have moves performed in the movies like Trinity’s overhead kick.




Systemic Anomaly

Joined: Aug 17, 2005
Messages: 3261
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They won't be special interlock maneouvres. I remember the top most abilities though.

  • Required usage 127 rep points

  • Merovingians - Spectral Field, a master shadow like state except you can still attack

  • Machines - System Control (Or something like that), an area stun attack that covers a wide area.

  • Zion - Champion of Zion, a wide spread area heal


  • I'll hunt the whole list down later.

    - Ð



    Ascendent Logic

    Joined: Mar 4, 2006
    Messages: 2040
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    it's times like these im happy i have a character for every org (and in some cases two! :smileytongue: )



    Mainframe Invader

    Joined: Aug 15, 2005
    Messages: 3716
    Location: 127.0.0.1
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    I fav'ed the list. Here it is.

    Zion:

    Zion Interface (small bonus to all accuracies, passive)
    Strength of Will (bonus to all resistances, passive)
    Righteous Shield (burn IS to negate damage taken, activated)
    Generous Spirit (boost IS regen rate, activated)
    Champion of Zion (small % chance, when hit, to fire off an AOE heal/IS restore)
    Machine:

    Machine Interface (small bonus to accuracies, passive)
    System Patch (boosted health regen rate, passive)
    Dynamic Reallocation (boost all DPS, activated)
    Data Conversion (convert damage taken into IS restored - not sure passive or activated)
    System Control (small % chance, when hit, to fire off an AOE stun)
    Merovingian:

    Merovingian Interface (small bonus to accuracies, passive)
    Sophistry (bonus to all defences, passive)
    Extortion (drain IS from enemy in or out of interlock, activated)
    Artifice (launch an IS virus, activated)
    Spectral Field (small % chance, when hit, to go into a mode like Master Shadow for a few seconds, except you can still attack)



    Mainframe Invader

    Joined: Aug 15, 2005
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    Location: 127.0.0.1
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    My favorite one is Spectral Field, but overall, I like the Machine abilities better and luckily enough, I'm one. Although It's gonna take sometime to get my rep from 49 to 127.



    Systemic Anomaly

    Joined: Aug 17, 2005
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    Ooh I'm stuck at 123 :smileysad: Shouldn't take you long though kryt, I hear that they're working on a way to make gaining rep slightly easier and better.

    I like spectral field, but I love the machine abilities...and like you I'm one...you and I are similar...except you pwn.

    - Ð



    Mainframe Invader

    Joined: Aug 15, 2005
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    Location: 127.0.0.1
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    Dragonram wrote:
    Ooh I'm stuck at 123 :smileysad: Shouldn't take you long though kryt, I hear that they're working on a way to make gaining rep slightly easier and better.

    I like spectral field, but I love the machine abilities...and like you I'm one...you and I are similar...except you pwn.

    - Ð

    We both pwn, but sadly, not as much as CodeWorks. :smileyvery-happy:



    Jacked Out

    Joined: Mar 31, 2006
    Messages: 1008
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    It appears to me here that zion got the short stick. The first ability is obviously equal, but the second seems totally unbalanced.

     

    A small bonus in either Health Regen or Defense would make a huge difference, but it would take a fairly large amount of resistence to make it worthwhile. Just for example here, i mean as little as 3-5 points defense would be very very helpful. Just a simple 10% health regen, would be a noticeable help. But it would take a good bit of resistence to make a noticeable difference. Now i know the values arent stated here, so maybe it does give out a considerable amount, but i know 20 points of resistence makes practially no difference. I mean woot!! i took ya know 20 less damage on that attack yippee, when my defense could have been higher and i might not have even got hit at all.

     

    I think the 3rd ability is ok except for one thing. On zion's ability, they actually have to BURN IS. Its the only ability i see that says that. kinda unfair there.

     

    Fourth abil, looks like everyone will be able to get IS in some way. It is fair to me.

     

    Fifth abil, those would all be cool, but Merv's seems the coolest. But no complaints here either.

     

    The main two that i feel are unbalance are the 2nd and 3rd. Resistence just doesnt really do that much to me. I would take defense and health regen all day long over it. But maybe it will be a fairly high number to compensate for the fact that its not as useful. Only complaint with 3rd ability, is that it actually burns IS. Other than those two things, these look like lots and lots of fun. And i hope we are able to get that tool that will tell us what someone is using, so that these wont even come to play in duels. It sure will be nice to know that the person im dueling isnt using these when they say they arent, or that they arent using a TB.

     

    Ok these are just my observations. Anyone else have a comment on the balance??


    Systemic Anomaly

    Joined: Aug 19, 2005
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    Location: United Kingdom
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    1st ability.
    All good to me


    2nd ability.
    i see where your coming from but it isn't as bad as it seems.

    Health regen out of interlock say is 10
    Health regen in interlock is 2

    a small increase could be 2%, 5%, or 10%.

    2%
    Health regen out of interlock is 10.02
    Health regen in interlock is 2.04

    5%
    Health regen out of interlock is 10.5
    Health regen in interlock is 2.1

    10%
    Health regen out of interlock is 11
    Health regen in interlock is 2.2

    now looking at those numbers....you wouldn't gain that much so in my opinion its all equal as for every 10 seconds in interlock we gain an extra 2health points over you on 10%...

    how is 2extra health points going to make much difference?
    so technically if zion's defense helps save them 1hp every hit (2hits every 10 seconds) zion is getting the better abilities...



    3rd ability.
    a small amount burned of IS on zions again...so 5% 5% of 100 is 5 IS (you can use this 5 times and it be the same as using a normal special (on average)) so again seems fair to me consdering your defending against attacks



    4th ability.
    all good to me.



    5th ability.
    all good to me. i see mero's is coolest, but a few seconds may end up being 4seconds (thats the length of 1round) so they be invulnrable to one round of attacks it seems...but again it seems fair as long as machines AOE stun dont bug like hackers does (i.e inflicked stun but after 0.5 seconds disapear)

    /edit when i wrote interlock i meant "effect of combat actvated" this means you can still be out of interlock and free-firing e.t.c

    Message Edited by shauntaylor88 on 05.30.2006 04:48 PM
    Message edited by UniToxic on 05/30/2006 07:48:56.




    Mainframe Invader

    Joined: Aug 15, 2005
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    Location: 127.0.0.1
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    You can't judge these abilities in a "this ability is better than
    that" basis because it depends more on personal taste and style. Some
    love it, some hate it. To be honest, I am a machine and my favorite one
    is the Merovingian Spectral Field. But this doesn't mean it's superior
    to System Control or Champion of Zion.

     
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