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<title>Latest posts for the topic &quot;Update 58 Discussion&quot;</title>
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<description>Latest messages posted in the topic &quot;Update 58 Discussion&quot;</description>
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<title>Re:Update 58 Discussion</title>
<description>Any long-term method of making more $info than there was previously will inflate the economy eventually, that&amp;#39;s inevitable.&lt;br /&gt;&lt;br /&gt;Atem&amp;#39;s probably on the money that it has to be more like around x3 base to remove serious inflation threat. At that rate, there&amp;#39;s still incentive to try it solo (you can make x3 times the cash that you can missioning or tapping in the high level areas of DT), and even when you take a guard in with you, you still come out ahead, since you&amp;#39;re both up for 150% payoff for time invested--if you&amp;#39;re good at avoiding ganks.&lt;br /&gt;&lt;br /&gt;That&amp;#39;s probably what I&amp;#39;ll end up going with, although if I do, then I&amp;#39;d put the say two &amp;quot;super taps&amp;quot; at x3, instead of just x2. That way, there&amp;#39;s always the chance that if you go in there, you can make x9 for a while, but since it&amp;#39;s limited to just a few people at a time (and possibly under heavy fire), that should put a pretty effective bottleneck on its damage to the overall economy.&lt;br /&gt;&lt;br /&gt;One thing that I think is interesting about this FFA mining thing is that it actually benefits those who play in low-population hours more than those who play during US prime-time, since there&amp;#39;s less competition for the area.&lt;br /&gt;&lt;br /&gt;And there will be several more reasons to want to go in there besides the node tapping, at least...hmm...at least one of which should be along for update 59.&lt;br /&gt;&lt;br /&gt;I&amp;#39;m not too worried about people making x10 for 3 more weeks (until the Anniversary Event update). It will create a bit of an economic &amp;quot;bubble,&amp;quot; but that&amp;#39;ll work its way out of the system after a little time goes by.&lt;br /&gt;&lt;br /&gt;</description>
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<pubDate>Fri, 29 Feb 2008 10:14:28 GMT</pubDate>
<author>Rarebit</author>
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<title>Re:Update 58 Discussion</title>
<description>Is it possible that we might see some more &amp;quot;high end&amp;quot; info priced items sooner then later Rare? &lt;br /&gt;</description>
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<pubDate>Fri, 29 Feb 2008 10:22:20 GMT</pubDate>
<author>NightTrace</author>
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<title>Re:Update 58 Discussion</title>
<description>&lt;cite&gt;Rarebit wrote:&lt;/cite&gt;&lt;br /&gt;&lt;blockquote&gt;&lt;p&gt;Any long-term method of making more $info than there was previously will inflate the economy eventually, that&amp;#39;s inevitable.&lt;br /&gt;&lt;br /&gt;&lt;/p&gt;&lt;p&gt;&amp;nbsp;&lt;/p&gt;&lt;p&gt;&lt;b&gt;BUT&lt;/b&gt;&amp;nbsp;&lt;/p&gt;&lt;p&gt;I&amp;#39;m not too worried about people making x10 for 3 more weeks (until the Anniversary Event update). It will create a bit of an economic &amp;quot;bubble,&amp;quot; but that&amp;#39;ll work its way out of the system after a little time goes by.&lt;br /&gt;&lt;br /&gt;&lt;/p&gt;&lt;/blockquote&gt;&lt;p&gt;&lt;br /&gt;&lt;br /&gt;Thank you.&amp;nbsp; Now, can that be the final word, people,&amp;nbsp;or does the &amp;quot;OMG..Z...ZOMGZLOLZ... NONOTLOLZ...OMG...*CENSORED*, THE ECONOMY WILL KILL US ALL...OH GOOOOOOOOOOOOOOOD...AGGGGGHHHHHHHHHH.&amp;quot; need to continue?&lt;/p&gt;&lt;p&gt;No?&amp;nbsp; Awesome.&lt;/p&gt;</description>
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<pubDate>Fri, 29 Feb 2008 10:25:31 GMT</pubDate>
<author>exsuscito</author>
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<title>Re:Update 58 Discussion</title>
<description>Quote: &lt;span class=&quot;postbody&quot;&gt;&lt;span style=&quot;font-size: 10pt;font-family: Arial;&quot;&gt;Executing instant abilities while in the wrong style will now change styles and invoke the ability. This also fixes the problem with NPCs where sometimes their instant and delayed abilities wouldn&amp;#39;t go off, which is especially noticeable in Nuker-types.&lt;br /&gt;&lt;br /&gt;Not working in IL. Style still switches AFTER the win/lose calculation is done so karate bites the dust again....and the kung fu whores will keep running around using abs with bigger acc bonus...&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;</description>
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<pubDate>Fri, 29 Feb 2008 13:36:40 GMT</pubDate>
<author>The Leo</author>
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<title>Re:Update 58 Discussion</title>
<description>I think &amp;quot;instant&amp;quot; means like, no timer, which 4 second interlock moves have?&lt;br /&gt;</description>
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<pubDate>Fri, 29 Feb 2008 13:41:56 GMT</pubDate>
<author>Bayamos</author>
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<title>Re:Update 58 Discussion</title>
<description>&lt;cite&gt;Bayamos wrote:&lt;/cite&gt;&lt;br /&gt;&lt;blockquote&gt;I think &amp;quot;instant&amp;quot; means like, no timer, which 4 second interlock moves have?&lt;br /&gt;&lt;/blockquote&gt;as do all hacker moves I am aware which are offensive and were bugged and now &amp;quot;fixed&amp;quot;&lt;br /&gt;</description>
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<pubDate>Fri, 29 Feb 2008 13:48:36 GMT</pubDate>
<author>The Leo</author>
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<title>Re:Update 58 Discussion</title>
<description>&lt;cite&gt;The Leo wrote:&lt;/cite&gt;&lt;br /&gt;&lt;blockquote&gt;Quote: &lt;span class=&quot;postbody&quot;&gt;&lt;span style=&quot;font-size: 10pt;font-family: Arial;&quot;&gt;Executing instant abilities while in the wrong style will now change styles and invoke the ability. This also fixes the problem with NPCs where sometimes their instant and delayed abilities wouldn&amp;#39;t go off, which is especially noticeable in Nuker-types.&lt;br /&gt;&lt;br /&gt;Not working in IL. Style still switches AFTER the win/lose calculation is done so karate bites the dust again....and the kung fu whores will keep running around using abs with bigger acc bonus...&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/blockquote&gt;&lt;br /&gt;Yes, I approve.</description>
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<pubDate>Fri, 29 Feb 2008 13:58:25 GMT</pubDate>
<author>GoDGiVeR</author>
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<title>Re:Update 58 Discussion</title>
<description>&lt;cite&gt;The Leo wrote:&lt;/cite&gt;&lt;br /&gt;&lt;blockquote&gt;Quote: &lt;span class=&quot;postbody&quot;&gt;&lt;span style=&quot;font-size: 10pt;font-family: Arial;&quot;&gt;Executing instant abilities while in the wrong style will now change styles and invoke the ability. This also fixes the problem with NPCs where sometimes their instant and delayed abilities wouldn&amp;#39;t go off, which is especially noticeable in Nuker-types.&lt;br /&gt;&lt;br /&gt;Not working in IL. Style still switches AFTER the win/lose calculation is done so karate bites the dust again....and the kung fu whores will keep running around using abs with bigger acc bonus...&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/blockquote&gt;&lt;p&gt;Your reading to much into this Patch note. The fix doesn&amp;#39;t address the scenario you are describing nor was it intended to.&lt;/p&gt;&lt;p&gt;The fix is intended to correct an order of operation problem that had the ability start to be used then cancelled when the style switched. In this case the style should switch then the ability invoked.&lt;/p&gt;&lt;p&gt;The problem you are expressing is another bug entirely. &lt;/p&gt;</description>
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<pubDate>Fri, 29 Feb 2008 14:01:49 GMT</pubDate>
<author>9mmfu</author>
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<title>Re:Update 58 Discussion</title>
<description>&lt;cite&gt;9mmfu wrote:&lt;/cite&gt;&lt;br /&gt;&lt;blockquote&gt;&lt;cite&gt;The Leo wrote:&lt;/cite&gt;&lt;br /&gt;&lt;blockquote&gt;Quote: &lt;span class=&quot;postbody&quot;&gt;&lt;span style=&quot;font-size: 10pt;font-family: Arial;&quot;&gt;Executing instant abilities while in the wrong style will now change styles and invoke the ability. This also fixes the problem with NPCs where sometimes their instant and delayed abilities wouldn&amp;#39;t go off, which is especially noticeable in Nuker-types.&lt;br /&gt;&lt;br /&gt;Not working in IL. Style still switches AFTER the win/lose calculation is done so karate bites the dust again....and the kung fu whores will keep running around using abs with bigger acc bonus...&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/blockquote&gt;&lt;p&gt;Your reading to much into this Patch note. The fix doesn&amp;#39;t address the scenario you are describing nor was it intended to.&lt;/p&gt;&lt;p&gt;The fix is intended to correct an order of operation problem that had the ability start to be used then cancelled when the style switched. In this case the style should switch then the ability invoked.&lt;/p&gt;&lt;p&gt;The problem you are expressing is another bug entirely. &lt;/p&gt;&lt;/blockquote&gt;Well hope it&amp;#39;s being noted then. I /bug-ed it LONG time ago but maybe I should again.&lt;br /&gt;</description>
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<pubDate>Fri, 29 Feb 2008 14:15:01 GMT</pubDate>
<author>The Leo</author>
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<title>Re:Update 58 Discussion</title>
<description>&lt;cite&gt;Rarebit wrote:&lt;/cite&gt;&lt;br /&gt;&lt;blockquote&gt;Any long-term method of making more $info than there was previously will inflate the economy eventually, that&amp;#39;s inevitable.&lt;br /&gt;&lt;br /&gt;Atem&amp;#39;s probably on the money that it has to be more like around x3 base to remove serious inflation threat. At that rate, there&amp;#39;s still incentive to try it solo (you can make x3 times the cash that you can missioning or tapping in the high level areas of DT), and even when you take a guard in with you, you still come out ahead, since you&amp;#39;re both up for 150% payoff for time invested--if you&amp;#39;re good at avoiding ganks.&lt;br /&gt;&lt;br /&gt;That&amp;#39;s probably what I&amp;#39;ll end up going with, although if I do, then I&amp;#39;d put the say two &amp;quot;super taps&amp;quot; at x3, instead of just x2. That way, there&amp;#39;s always the chance that if you go in there, you can make x9 for a while, but since it&amp;#39;s limited to just a few people at a time (and possibly under heavy fire), that should put a pretty effective bottleneck on its damage to the overall economy.&lt;br /&gt;&lt;br /&gt;One thing that I think is interesting about this FFA mining thing is that it actually benefits those who play in low-population hours more than those who play during US prime-time, since there&amp;#39;s less competition for the area.&lt;br /&gt;&lt;br /&gt;And there will be several more reasons to want to go in there besides the node tapping, at least...hmm...at least one of which should be along for update 59.&lt;br /&gt;&lt;br /&gt;I&amp;#39;m not too worried about people making x10 for 3 more weeks (until the Anniversary Event update). It will create a bit of an economic &amp;quot;bubble,&amp;quot; but that&amp;#39;ll work its way out of the system after a little time goes by.&lt;br /&gt;&lt;br /&gt;&lt;/blockquote&gt;Rare, ya hit it right on the &amp;quot;money.&amp;quot;&amp;nbsp; I think leaving the info at 10x until the Anniversary will be fine, sure there&amp;#39;ll be a bubble, but like all bubbles (ie, tech bubble, real estate bubbles in RL) they burst and values will become normalized over time.&amp;nbsp; I love the fact everyone is becoming an economic analyst in Mega City, lol.&amp;nbsp; As long as there&amp;#39;ll be no more than 2 Super Taps on each server, the 9x rate will be a great incentive for people to mine, and the &amp;quot;hunters&amp;quot; will be happy seeing that shining rabbit run around.&amp;nbsp; I&amp;#39;m excited when Rare makes suggestions that there&amp;#39;ll be more content coming in Data Mine, you rock!&amp;nbsp; Phase 2 should be interesting....&lt;br /&gt;</description>
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<pubDate>Fri, 29 Feb 2008 15:36:51 GMT</pubDate>
<author>Atem</author>
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<title>Re:Update 58 Discussion</title>
<description>&lt;cite&gt;Rarebit wrote:&lt;/cite&gt;&lt;br /&gt;&lt;blockquote&gt;Any long-term method of making more $info than there was previously will inflate the economy eventually, that&amp;#39;s inevitable.&lt;br /&gt;&lt;br /&gt;Atem&amp;#39;s probably on the money that it has to be more like around x3 base to remove serious inflation threat. At that rate, there&amp;#39;s still incentive to try it solo (you can make x3 times the cash that you can missioning or tapping in the high level areas of DT), and even when you take a guard in with you, you still come out ahead, since you&amp;#39;re both up for 150% payoff for time invested--if you&amp;#39;re good at avoiding ganks.&lt;br /&gt;&lt;br /&gt;That&amp;#39;s probably what I&amp;#39;ll end up going with, although if I do, then I&amp;#39;d put the say two &amp;quot;super taps&amp;quot; at x3, instead of just x2. That way, there&amp;#39;s always the chance that if you go in there, you can make x9 for a while, but since it&amp;#39;s limited to just a few people at a time (and possibly under heavy fire), that should put a pretty effective bottleneck on its damage to the overall economy.&lt;br /&gt;&lt;br /&gt;One thing that I think is interesting about this FFA mining thing is that it actually benefits those who play in low-population hours more than those who play during US prime-time, since there&amp;#39;s less competition for the area.&lt;br /&gt;&lt;br /&gt;And there will be several more reasons to want to go in there besides the node tapping, at least...hmm...at least one of which should be along for update 59.&lt;br /&gt;&lt;br /&gt;I&amp;#39;m not too worried about people making x10 for 3 more weeks (until the Anniversary Event update). It will create a bit of an economic &amp;quot;bubble,&amp;quot; but that&amp;#39;ll work its way out of the system after a little time goes by.&lt;br /&gt;&lt;br /&gt;&lt;/blockquote&gt;&lt;p&gt;&amp;nbsp;&lt;/p&gt;&lt;p&gt;I like Datamine.&amp;nbsp; I like that when theres not many people on late at night,&amp;nbsp; I can farm easy info for a little while.&amp;nbsp; Then when I run across someone,&amp;nbsp; I can punt them and keep farming lol&amp;nbsp; And when theres alot of people on,&amp;nbsp; I can just hunt people or gank them if there are other Exploits logged on.&amp;nbsp; I think if alot of new npc&amp;nbsp;drops and Boss drops are added into Datamine over time,&amp;nbsp; it will only get better.&amp;nbsp; &lt;/p&gt;&lt;p&gt;My main idea for datamine is this......BRING BACK THE ASSASSIN AND MAKE HIM THE BOSS OF DATAMINE!!!&amp;nbsp; Since its only a construct it wouldnt effect the storyline at all.&amp;nbsp; Make him the construct boss, and you also could have LET play his character &amp;nbsp;too.&amp;nbsp; How cool would it be to be farming info,&amp;nbsp; or busy ganking people, and all of a sudden the Assassin jumps infront of you and beguns kicking&amp;nbsp;everyones&amp;nbsp;*CENSORED*.&amp;nbsp; It was ALOT of fun back in the day when he would be around doin that - totally pwning everyone in sight.&amp;nbsp; And then when he dies,&amp;nbsp; he just comes back cuz hes the Datamine Boss.&amp;nbsp; &lt;/p&gt;&lt;p&gt;Anyways either that......... or let us wear our Assassin halloween masks in there, and we will do it&amp;nbsp;ourselves lol&lt;/p&gt;</description>
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<pubDate>Fri, 29 Feb 2008 18:31:02 GMT</pubDate>
<author>Keppen</author>
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<title>Re:Update 58 Discussion</title>
<description>When you are dead, the /release command is supposed to take flag away, but it says unrecognized command? I thought patch notes said /release would take flag away.&lt;br /&gt;&lt;br /&gt;&lt;span class=&quot;postbody&quot;&gt;&lt;span style=&quot;font-size: 10pt;font-family: Arial;&quot;&gt;&amp;quot;It will still time out as normal after death, and is removed by &lt;b&gt;&lt;i&gt;/release&lt;/i&gt;&lt;/b&gt; and reconstruct.&amp;quot;&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;</description>
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<pubDate>Fri, 29 Feb 2008 19:03:43 GMT</pubDate>
<author>XXT</author>
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<title>Re:Update 58 Discussion</title>
<description>Yeah, that&amp;#39;s something that needs to be addressed, not being able to rez reds is a bit harsh...&lt;br /&gt;</description>
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<pubDate>Mon, 3 Mar 2008 16:59:10 GMT</pubDate>
<author>Brommerz77</author>
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<title>Re:Update 58 Discussion</title>
<description>&lt;p&gt;&lt;span style=&quot;font-family: courier new,courier;&quot;&gt;Players won&amp;#39;t pvp in Datamine as long as they know there&amp;#39;s a nerf coming. Once the nerf hits it&amp;#39;ll be a&amp;nbsp;dead zone, especially if you time the nerf with the Anniversary event.&lt;/span&gt;&lt;/p&gt;&lt;p&gt;&lt;span style=&quot;font-family: Courier New;&quot;&gt;Perhaps the Datamine info rate does need to be lowered. But the impact of nerfing it is going to have three times the impact you think it will because everyone&amp;#39;s mining their *CENSORED* off knowing it&amp;#39;s going to be nerfed.&amp;nbsp;Interest&amp;nbsp;in mining will drop significantly after it&amp;#39;s nerfed and everyone already has a fat bankroll.&lt;/span&gt;&lt;/p&gt;&lt;p&gt;&lt;span style=&quot;font-family: Courier New;&quot;&gt;It would be better to leave it as it is and focus on making it more dangerous. More spawns would make it more&amp;nbsp;dangerous. A roaming boss would make it more dangerous. High level node areas where hyperjump is not possible would make it more dangerous.&amp;nbsp;I&amp;#39;m sure you could find other ways to make it more dangerous too.&lt;/span&gt;&lt;/p&gt;&lt;p&gt;&lt;span style=&quot;font-family: Courier New;&quot;&gt;Even as good as the info rate is, not everyone is in there. And if players knew it wasn&amp;#39;t going to be nerfed, they&amp;#39;d be more laid back about it. As it is, the current rate&amp;nbsp;IS what it takes to get players to go into Datamine regularly. But they&amp;#39;re not going to pvp as long as they know it&amp;#39;s too good to last.&lt;/span&gt;&lt;/p&gt;&lt;p&gt;&lt;span style=&quot;font-family: Courier New;&quot;&gt;MxO has no economy. That&amp;#39;s a seperate problem. Any 50 who&amp;#39;s been around for any length of time has info grow on them without&amp;nbsp;trying because there&amp;#39;s&amp;nbsp;really not much&amp;nbsp;to spend it on.&lt;/span&gt;&lt;/p&gt;&lt;p&gt;&lt;span style=&quot;font-family: Courier New;&quot;&gt;I make 10 million info an hour in Datamine. Drop that to 3 million info an hour and seriously, what&amp;#39;s the point? I can make that datamining in Downtown where I can fight the spawns and not worry about getting ganked, yes, even on Vector.&lt;/span&gt;&lt;/p&gt;&lt;p&gt;&lt;span style=&quot;font-family: Courier New;&quot;&gt;Making a supertap that shines like the sun doesn&amp;#39;t make it any more obvious that someone is datamining. Sure it&amp;#39;s a bonus tool but it&amp;#39;s not going to make lots of players go into Datamine to fight for it. Nor is it going to be the priority target of pvpr&amp;#39;s who aren&amp;#39;t there to datamine. Anyone using goggles is a pvp target in Datamine because of the weakened hybrid&amp;nbsp;load it suggests.&lt;/span&gt;&lt;/p&gt;&lt;p&gt;&lt;span style=&quot;font-family: Courier New;&quot;&gt;And why is there no dataming bonus to XP?&lt;/span&gt;&amp;nbsp;&lt;/p&gt;</description>
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<pubDate>Mon, 3 Mar 2008 18:02:42 GMT</pubDate>
<author>r3spon5e</author>
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<title>Re:Update 58 Discussion</title>
<description>&lt;cite&gt;Brommerz77 wrote:&lt;/cite&gt;&lt;br /&gt;&lt;blockquote&gt;Yeah, that&amp;#39;s something that needs to be addressed, not being able to rez reds is a bit harsh...&lt;br /&gt;&lt;/blockquote&gt;&lt;p&gt;OIC you mean dying means something bad&amp;nbsp;now?&lt;/p&gt;&lt;p&gt;Good.&lt;br /&gt;&lt;/p&gt;</description>
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<pubDate>Mon, 3 Mar 2008 18:05:47 GMT</pubDate>
<author>r3spon5e</author>
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<title>Re:Update 58 Discussion</title>
<description>I was sad when I found datamining exp isn&amp;#39;t increased in Datamine.&lt;br /&gt;</description>
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<pubDate>Tue, 4 Mar 2008 10:15:32 GMT</pubDate>
<author>ZaneZavin</author>
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<title>Re:Update 58 Discussion</title>
<description>&lt;cite&gt;ShiXinFeng wrote:&lt;/cite&gt;&lt;br /&gt;&lt;blockquote&gt;&lt;p&gt;Wow. Did PvP ever suck in there tonight. One hyper ftl. Sorry devs, but that was a total failure of an idea. Against a team that was balanced between MKT, hax, and snipers, I couldn&amp;#39;t last more than two or three exchanges. Being able to last only 4 seconds in pvp sucks, especially when you have to crawl back into a construct.&lt;/p&gt;&lt;/blockquote&gt;Sorry, I&amp;#39;m going to have to agree with this one. One at a time is suicide, especially if you&amp;#39;re one person fighting a zerg. Any two at a time or One Sheilded/Armored would have made so much more sense. Now Coders are virtually impossible to fight alone, since even someone on the outside with the accuracy of a blind 90 year old will hit. While some may argue that &amp;quot;You shouldn&amp;#39;t be able to fight more than one person at a time, because that&amp;#39;s generally how it works in real life!&amp;quot;, I find that to be a complete load of garbage. It&amp;#39;s a game, an outlet, and this pretty much trashes the PvP experience for anyone but the zerg. &lt;br /&gt;</description>
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<pubDate>Tue, 4 Mar 2008 12:24:32 GMT</pubDate>
<author>Marias</author>
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<title>Re:Update 58 Discussion</title>
<description>&lt;cite&gt;Marias wrote:&lt;/cite&gt;&lt;br /&gt;&lt;blockquote&gt;&lt;cite&gt;ShiXinFeng wrote:&lt;/cite&gt;&lt;br /&gt;&lt;blockquote&gt;&lt;p&gt;Wow. Did PvP ever suck in there tonight. One hyper ftl. Sorry devs, but that was a total failure of an idea. Against a team that was balanced between MKT, hax, and snipers, I couldn&amp;#39;t last more than two or three exchanges. Being able to last only 4 seconds in pvp sucks, especially when you have to crawl back into a construct.&lt;/p&gt;&lt;/blockquote&gt;Sorry, I&amp;#39;m going to have to agree with this one. One at a time is suicide, especially if you&amp;#39;re one person fighting a zerg. Any two at a time or One Sheilded/Armored would have made so much more sense. Now Coders are virtually impossible to fight alone, since even someone on the outside with the accuracy of a blind 90 year old will hit. While some may argue that &amp;quot;You shouldn&amp;#39;t be able to fight more than one person at a time, because that&amp;#39;s generally how it works in real life!&amp;quot;, I find that to be a complete load of garbage. It&amp;#39;s a game, an outlet, and this pretty much trashes the PvP experience for anyone but the zerg. &lt;br /&gt;&lt;/blockquote&gt;Yes&amp;#39;m,&amp;nbsp; you can tell that trying to PVP against more people will be an even bigger uphill struggle now. But it was nice to redeem Proxy Tech :P&lt;br /&gt;</description>
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<pubDate>Tue, 4 Mar 2008 13:26:41 GMT</pubDate>
<author>Sphairo</author>
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<title>Re:Update 58 Discussion</title>
<description>&lt;cite&gt;ZaneZavin wrote:&lt;/cite&gt;&lt;br /&gt;&lt;blockquote&gt;I was sad when I found datamining exp isn&amp;#39;t increased in Datamine.&lt;br /&gt;&lt;/blockquote&gt;&lt;p&gt;&lt;br /&gt;Yes that is very bizarre, the one aspect of the mine that might tempt lowbies in,&amp;nbsp;(itself providing the option for teams to protect a vulnerable &amp;#39;other&amp;#39&lt;img src=&quot;/mxo/images/smilies/8a80c6485cd926be453217d59a84a888.gif&quot; border=&quot;0&quot; alt=&quot;SMILEY&quot; /&gt;&amp;nbsp;denied????&lt;/p&gt;&lt;p&gt;As for the changes to hypers, it is also bizarre CR2 already favoured numbers to a crippling degree, this just makes it worse still. The rules of reality are completely irrelevent, many on one combat is inherent in the franchise, it is inherent in pve, it is inherent in every form of entertainment (flims tv movies etc etc), it was inherent in the old combat system with multi IL. 90% of pvp finds the numbers on each side unblanaced, in the interests of pvp the combat system has to offer some reasonable chance to the smaller side at any time.&lt;/p&gt;&lt;p&gt;One&amp;nbsp;easy option is to leave the one hyper activation and increase the inherent resistences and defences in the awakend ability, decrease the addtional bonuses provided by the hypers (keeping the peak figures as per today etc) so that all characters are more inherently robust against different types of damage. Then make use of Multi fighting to actually encourage IL combat even when the odds are against you, if only to give you time to survive so you can roll out and escape.&lt;/p&gt;</description>
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<pubDate>Thu, 6 Mar 2008 05:04:45 GMT</pubDate>
<author>Tytanya_MxO</author>
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<title>Re:Update 58 Discussion</title>
<description>I would think it would be better if we could have two hypers loaded, but not only one that can do so. That way it&amp;#39;s more even instead of everyone blocking hackers like before.</description>
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<pubDate>Thu, 6 Mar 2008 08:21:01 GMT</pubDate>
<author>MotorZ</author>
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