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Balance Out PvP - Hypers Related
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Vindicator

Joined: Sep 1, 2005
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In the beginning of CR2 when Deflect and any other Hyper was able to be activated, I had always thought that it was some kind of mistake and that every hyper should be able to be used in place of just the Viral. The obvious fix was to allow any hyper to be used at any given time - but the exact opposite was done. I've never fully wrapped my head around this absurd change. Way to give the zerg even more of an advantage. Martial Art AOE's sound like a splendid idea though, as well as reinstituting two other useless abilities.

The fact that we have two abilities in our game that are completely and utterly useless degrades so intensely from the production value. Coupled with the fact that new players aren't given an explanation about the status of these abilities, and that the ability descriptions are misleading, it just seems like something that should have been fixed first and foremost rather than adding more recycled content.

These fixes are years overdue. Can we at least have an explanation? And sorry, I'm not going to buy 'they really do work lol' because repeated testing suggests otherwise.



Clairvoyant

Joined: May 29, 2007
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i personally like the original suggestion of having the hypers like the armored and shielded clothes

you can use either melee/ballistic + thrown/viral

honestly when i was a noob i thought that's how it worked, because i never bought the thrown defense hyper (cause let's be honest.. running missions you don't need it). Then i started pvping and was sad to learn that it was viral + melee/ballistic/thrown
Asa


Vindicator

Joined: Sep 15, 2005
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I like both the armoured/shielded approach or the multifighting one.  It'd be nice to see something done with the old useless abilities.



Clairvoyant

Joined: Dec 20, 2005
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Having played CR1 and now tow I think it would be better to be able to mix and match. Reason being your clothing is equipped to deal with two trees at a time in defense some may be more. to really get the benefit ofense and defense it would be advantageious whilst pvp to be able to defend your self against multiple openents representing dieeferent trees where what you've got on can give you the best defense in line with the hyper defenses.


Jacked Out

Joined: Nov 11, 2005
Messages: 409
Location: Atlanta, GA
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Vinia wrote:
AnXieTy wrote:

Multifighting is garbage and should simply remain that way. If you wanna suggest going back to allowing 2 hypers to be active at a time, then suggest it... But dont add stipulations that force people to go down the operative tree just to be able to get the same defense as someone who is actually loaded out with operative trees. I mean basically the suggestion here is like rolling back to what we had in CR1 where you had to go down the hacker tree's to get your viral deflect up. Forcing a hacker/coder down the operative trees to get their defense will serve no other purpose but to gimp those classes.

Multifighting as an ability is useless at the moment, but no it shouldn't stay that way. What is garbage is having an ability that does nothing, it should be utilised for something or removed completely. Besides If you had bothered to read the post then you would have seen that the fact it is in the Operative tree is one of the major issues with using the multifighting in this approach. Many people have suggested that if it were used like that then it should be moved to the awakened tree, something which I completely agree with.
Multi-fighting should go back to how it was supposed to be.

Message edited by KanoR on 10/09/2008 03:19:47.


Jacked Out

Joined: Dec 27, 2006
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KanoR wrote:
Multi-fighting should go back to how it was supposed to be.
What? Massively buggy?


Jacked Out

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Vinia wrote:
KanoR wrote:
Multi-fighting should go back to how it was supposed to be.
What? Massively buggy?
you are can reads. SMILEY

Supposed to be.

In theory, it would of been amazing.


Jacked Out

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KanoR wrote:
Vinia wrote:
KanoR wrote:
Multi-fighting should go back to how it was supposed to be.
What? Massively buggy?
you are can reads. SMILEY

Supposed to be.

In theory, it would of been amazing.

If the company who made the game couldn't sort out the issues with it, do you think that the two-three Dev's we have now can do better?

And yes, I caught the quote button moments after your edit, so what I read and what ended up being quoted was different.


Message edited by Croesis on 10/09/2008 03:29:14.


Systemic Anomaly

Joined: Aug 27, 2005
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My opinion on what should be done with multifighting is that it is a buff which boosts ALL defenses for say, 30points? or 30%? And maybe 30points to ALL resistances as well for a total of 12 seconds(maybe 14 seconds since combat can lag at times), that should be 3 rounds of combat which gives you 3 rounds of combat to take an advantage with the increased defense and resistance.

In my opinion this gives you a window of opportunity to try and finish your opponent and escape before you're sniped/knifed/hacked and it would all be down to timing as to when you popped the ability.

Edit: Forgot to add a cool down timer, say like 4 or 5 minutes?

Message edited by Yasamuu on 10/09/2008 04:44:48.



Enlightened Mind

Joined: Jan 10, 2008
Messages: 142
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simply if there are 2 hyper slots whats to stop people exploiting it and have 2 of the same hyper running? its already possiable to stack up gms its just asking for trouble.



Systemic Anomaly

Joined: Jan 26, 2006
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Yasamuu wrote:
My opinion on what should be done with multifighting is that it is a buff which boosts ALL defenses for say, 30points? or 30%? And maybe 30points to ALL resistances as well for a total of 12 seconds(maybe 14 seconds since combat can lag at times), that should be 3 rounds of combat which gives you 3 rounds of combat to take an advantage with the increased defense and resistance.

In my opinion this gives you a window of opportunity to try and finish your opponent and escape before you're sniped/knifed/hacked and it would all be down to timing as to when you popped the ability.

Yasa i really like that idea.

Vos, i donno if it could be exploited. I just find it very benefitual to pvp. Atm we can only defend against 1 out of 4 trees at any one time.

Say your MA, jump down to mara against 2 gunners and an mkt. With the way i said about the hypers you could possibly make your opponents miss and have a chance to at least kill 1, maybe even 2.

Its to try and stop the gang banging in pvp. Its a 1 v 1 combat system but with greater numbers on 1 side, its a shambles.




Transcendent

Joined: Aug 26, 2005
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Yasamuu wrote:
My opinion on what should be done with multifighting is that it is a buff which boosts ALL defenses for say, 30points? or 30%? And maybe 30points to ALL resistances as well for a total of 12 seconds(maybe 14 seconds since combat can lag at times), that should be 3 rounds of combat which gives you 3 rounds of combat to take an advantage with the increased defense and resistance.

In my opinion this gives you a window of opportunity to try and finish your opponent and escape before you're sniped/knifed/hacked and it would all be down to timing as to when you popped the ability.


I like this one as an MA i think it would help a bit in group Pvp

 

Grave




Jacked Out

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Vinia wrote:
KanoR wrote:
Vinia wrote:
KanoR wrote:
Multi-fighting should go back to how it was supposed to be.
What? Massively buggy?
you are can reads. SMILEY

Supposed to be.

In theory, it would of been amazing.

If the company who made the game couldn't sort out the issues with it, do you think that the two-three Dev's we have now can do better?

And yes, I caught the quote button moments after your edit, so what I read and what ended up being quoted was different.

Yeah, it was massively buggy when it was in use.  It still was awesome in theory.  


Enlightened Mind

Joined: Jan 10, 2008
Messages: 142
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The_Bruceter wrote:
Yasamuu wrote:
My opinion on what should be done with multifighting is that it is a buff which boosts ALL defenses for say, 30points? or 30%? And maybe 30points to ALL resistances as well for a total of 12 seconds(maybe 14 seconds since combat can lag at times), that should be 3 rounds of combat which gives you 3 rounds of combat to take an advantage with the increased defense and resistance.

In my opinion this gives you a window of opportunity to try and finish your opponent and escape before you're sniped/knifed/hacked and it would all be down to timing as to when you popped the ability.

Yasa i really like that idea.

Vos, i donno if it could be exploited. I just find it very benefitual to pvp. Atm we can only defend against 1 out of 4 trees at any one time.

Say your MA, jump down to mara against 2 gunners and an mkt. With the way i said about the hypers you could possibly make your opponents miss and have a chance to at least kill 1, maybe even 2.

Its to try and stop the gang banging in pvp. Its a 1 v 1 combat system but with greater numbers on 1 side, its a shambles.


but to be honest thats how it should be if you want it realistic take anygame out there and 2 vs 1 the 2 if there good always win without deaths, and yes i know 100% it can be exploited SMILEY everying thiing thats ever new has always been exploited and most things old as well



Systemic Anomaly

Joined: Aug 27, 2005
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You don't know that it can be exploited 100% at all. You're speculating that it can. Unless you yourself have physically activated a hyper twice then you're just speculating that it can be done. If it can be done, /bug it but I doubt it can be.

And 2v1's are not impossible to win either.

Message edited by Yasamuu on 10/09/2008 05:26:02.

 
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