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The Matrix Online
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Desert of the Real Guides and FAQ's How to Not Fail at Sati's Playground How to Not Fail at Sati's Playground Zudrag 0 07/04/2008 13:51
  I've posted pieces of this in other places, but I'm going to make just one post that people can refer to for when they do Sati's Playground. This is written mainly as a strategy for level 50s, but some of the things apply to all levels. Totally just doing it to be helpful (champagne room plz).

HOW TO GET THE BOXES/TURN IN YOUR ITEMS TO GET CLOTHING
At the Coordinates in the Mara district X:320 Y:1 Z:-140 are the collectors and vendor dealing with Sati's Playground. From the Vendor you may buy the boxes. If you want to trade your Shurikens and tokens for Female gear, use the Kunoichi Playground Assistant collector. For males, use the Shinobi Playground Assistant collector.

LOAD OUTS
So you want to prepare yourself for fighting the higher level NPCs. They seem to have even in the early level 50s a buff that makes their Ballistic Resistance/Defense, Thrown Resistance/Defense, and Viral Resistance/Defense quite a bit higher than an average NPC of that level. When dealing with NPCs level 56+, But, the resistance buff stops being a problem, and you begin dealing the minimum damage you can deal to something. However, their defense buffs all seem to scale with their level, so it gets increasingly harder to hit them if your loadout falls under one of those three categories. But if you've noticed, they get no buff it appears to their Melee Resistance/Defense. So, you're going to want at least one MA fighting the Kunoichi.

Their MA load out I highly recommend to be this (Screen shots for the learning impaired!):

In the Awakened tree:
Hyper Block (Level 5 ability, leveled to level 50)
!NOTICE! There is no evade combat loaded.

In the Corpsman branch:

Combat Training (Level 22 ability)
Revive RSI (Level 24 ability) (Note: This ability is optional. The MA, if there are 3 or more people in this group can take the option to drop this ability and load up Evade Combat or Machine Gun Fist Combo if they so choose to.)

In the Soldier Branch:

Taunt (Level 5 ability)

In the Kung Fu Grandmaster branch:

Wooden Dummy Drill (Level 46 ability)


Now, the person using this load out will be called "It's your fault the NPC killed me" or "The Tank" for short.
To use it, the Tank will want to be the one to drop the box that the team will work to beat. This is because the Kunoichi that pop out of the box will automatically attack the person who dropped the box as soon as they appear. As soon as the Kunoichi appears, the Tank should interlock it and begin beating the Kunoichi senseless. When healed by the other party members(Their load outs detailed later in the guide) the Tank will occasionally need to use the Taunt ability to keep the Kunoichi attacking them, so they don't roll out and attack the other members of the team. As the Tank, it's your job to make sure that the Kunoichi is attacking you, and only you at all times. Occasionally you'll have to roll out and re-apply your Combat Training buff. If you're not slow, you can easily just roll out and get off the CT buff on yourself before the Kunoichi re-interlocks you. If you're having problems getting it off, have someone else from the team interlock the Kunoichi. The Kunoichi will be delayed for a few rounds from rolling out to interlock you again, giving you time to get back IS. As the Tank, it is important that you NEVER SIT EVER unless you can react properly to a Kunoichi rolling out and throwing a Shuriken at you. If you need to re-apply your Combat Training buff, sit on block for a few rounds before rolling out if you are out of IS. With some of the higher level Kunoichi, you might have to occasionally heal yourself while you're in interlock. Simply use the ability "Group Heals 2.0" while in interlock a few times to heal yourself. If your group is on the ball, you should never have to do this.

Now, everyone else in the group will want to be loaded with the following:

In the Awakened Tree:
Evade Combat (Level 1 ability)

In the Corpsman Branch:
Revive RSI (Level 24 ability)
Weapon Boost (Level 28 Ability)

In the SMG Specialist branch:
Full Auto Redux (Level 46 ability)

You will be the "Clamor Spammer". Your job will be oh so difficult. Your job is to sit there shooting the Kunochi with a dual SMG of your choice (Probably the Clamor because they are overpowered and you know it you cheap little...) on speed tactics. When the Kunoichi is dazed, you let off a Full Auto Redux on it. Repeat. Occasionally, your Tank will take damage. It falls upon your duty to use the Group Repairs 1.0 or 2.0 ability to heal them back up. Try and keep the tank topped off at all times. Whenever you run completely out of IS, feel free to sit down and regen your IS back. But, only do this if 1) Your tank is above 3/4 HP and 2) If there are no Kunoichi out of interlock standing around you. If your tank or someone else dies, simply use that Revive RSI ability to pop them back up. Don't forget to actually keep the Weapon Boost buff on yourself at all times, and you'll do just fine.

KNOW YOUR ENEMY
The Kunoichis have only one out-of-interlock attack: A Shuriken (DPS aprox 121). They can only use this out of interlock, so the key to beating them is to have them always in interlock, with the Tank taunting every couple of rounds. It has a  use timer of 1 second, and a re-use timer of 3 seconds. That means, expect a shuriken tossed at your poor character every 5 seconds if it's out of interlock. In the low 50s they do 600-700 damage per toss. They increase in damage by about 20 points with every level increase of the Kunoichi. The level 100, by contrast, does an average of 1600 damage per throw.

In interlock, they use the Karate Martial arts. They do at about level 55 250 damage speed attacks in interlock (against someone with maxed Melee resistance). They have access to every interlock ability that a Karate Grandmaster would have. Their damage average increases by about 10-20 points per level. For an exact breakdown of the points they get added per level, here's it is(Note: The math is slightly off):

Melee Defense (+0.92pts)
Contested Withdraw (+1.46pts)
Thrown Defense(+0.92pts)
Melee Accuracy(+1.3pts)
Viral Defense(+0.92pts)
Melee Damage(+0.58pts)
Ballistic Defense(+0.92pts)

For an idea of what you're fighting I'll break down the stats I obtained "through fighting them" >_>

Thrown Accuracy (+3pts)
Thrown Resistance (+8pts)
Movement Speed (+0.50%)
Thrown Damage (+4pts)
Viral Resistance (+8pts)
Thrown Defense (+2pts)
Viral Defense (+2pts)
Sneak Attack Detection (+4%)(maybe)
Ballistic Damage Resistance (+8pts)
Stealth Detection (+2%)(maybe)
Ballistic Defense (+2pts)

These bonuses are per level. So, you need to plan accordingly. To view everything you have in points, while in game press "P" (default key) and goto bonuses. You'll be mostly interested in the things with "pts" next to it, not "%". There's not many ways around this, but the load outs I have stated above seem to be the most efficient load outs in terms of taking them down.

LOOTING

If you're having problems with the loot drop rate, just get a few lower-level players affectionately called  "Lowbies" to attack the Kunoichi.

If you have say, a level 1 and a level 50 attack a level 25 Kunoichi, you get the drop as if a level 25-ish killed the Kunoichi. The trick is the Lowbie has to hit the Kunoichi at least once for the drop rate to be affected. The Lowbie does not have to be on your team for this to work. This will only work for getting Shurikens from lower level boxes as a 50, and does not seem to increase the drop rate of Shurikens for the Black Kunoichis.

The Average drop-rate for a Kunoichi Grandmaster box is 10 Shurikens per box. That, for the mathmatically challenged, means 1 out of 2 Black Kunoichis have a Shuriken on them.

ZOMG HOW TO GET THE PINK BOX AND YOUR *CENSORED* PINK GI
You'll need the Daimyo box for this, the load outs and strategies mentioned above, and 2-3 hours of free-time on your hands. The Kunoichi increase in level with each successful wave completed. As they increase in level, their Ballistic, Viral, and Thrown defense will increase and their Melee and Thrown damage will increase. If you're the tank, get your Melee and Thrown resistances as close to 200 as possible.

Alternatively instead of another Clamor spammer, you may substitute in an Upgrade Master instead. Their job will be to make sure the Tank stays topped off in health and that every person attacking the Kunoichi has the Upgrade Master and Efficiency buff on them.

IMPORTANT: As of writing this guide, the boxes are bugged. If you want to get the reward from this box, you will need to complete this box in 91 minutes. That means you need to spend no more than 3 minutes per spawn. To do this, you're going to need TWO teams to complete it within that time limit, if not more people.

After completing the Daimyo box successfully within the time limit, you will get from the safe at the end that contains the pink box. Drop it, kill each spawn wave, and you will be rewarded at the end of THAT box with a Pink Kunoichi doll. Goto the collector location mentioned above in the guide to get the Pink Gi. Yay. No, it doesn't sparkle. Yes, it has pants on it.

A vury special thank-you to Mathalos for co-formulating strategies to effectively fight the Kunoichis. And thank you me for taking the time to type up this guide.
Development Discussion Development Roundtable THANK YOU FOR TELLING ME SOMEONE TRIED TO INTERLOCK ME THANK YOU FOR TELLING ME SOMEONE TRIED TO INTERLOCK ME Zudrag 0 06/26/2008 21:36
  Those annoying messages that appear in the middle of your screen, is there any way to stop them without say, stopping org broadcasts?

They make screen shots uglier, and need to go away. If I want to know if someone is trying to interlock me, or if my opponent resisted my attempt to interlock them, or if my foot caught on fire I can pick up from context clues in system chat, animations, and sounds about what is happening.

tl;dr Get that text out of the middle of my *CENSORED* screen.
Development Discussion Development Roundtable Idea ramblings (Mostly end-game NPC related) Idea ramblings (Mostly end-game NPC related) Zudrag 0 06/13/2008 01:56
  So the whole ninja-box thing, and my easy time with both Pandora's boxes and Captain Raeder has gotten me thinking: What would be a way to make it to where people who say, find special methods around doing hard things like box 4's to make them easier, have a more difficult time doing end-game content so they don't blow through it in a day, BUT, don't make it so hard that your average Joe team doesn't get completely overwhelmed by the end-game NPC spawn?

And on top of that, what about the $info we all accumulate over time? Most people I know hoard their $info and don't really have anything to spend it on. What would encourage people to still accumulate $info over time, but not over-do it and make people want to farm constantly?

So a possible solution I worked over while bouncing ideas off people was something like this: A consumable ticket, similar to everyone's favorite stat hacks and archive missions, but cost a large amount of $info. A good reward I could think of that people would pay say, 60-100 mil per ticket on are Override codes. Yes, they're annoying at things like Live Events, but I think overall, it'd be a good money-burner.

The mission would be something along the lines of you "Hear from a guy that knows a guy that heard there's override programs in a warehouse." You go in, there's a room that stays shut with a computer in it. To open the door, you have to kill say...5-10 level 53 Accelerated Machines/Exiles in the warehouse to open it. Door unlocks, but lo and behold, there's more Accelerated programs blocking your path to the computer! They're somewhere in the level 55 ball park, 5 or so of them.

Then things really kick off. On one of them is the access code for the computer. You put it in, search the computer, and spawn in one of the big warehouse rooms the set of three Overrides normally found during the Intruder Live Events/storyline. Escorting them is a whopping 5-8 level 60 three-chevron Accelerated exiles (Or level 59, so they don't drop accelerator bits if that's a problem.) So you'd have to wade through the exiles just to have a good chance of taking out the set of 3. (To prevent people from having one person aggro the Exiles, then running around the warehouse with them in tow and having the other three just kill the set of three, the bits aren't actually on the NPCs. They would be given to the team leader as soon as the mission is complete. That means killing every NPC in the mission area.)

I think this would be of a decent enough challenge to at least keep players moderately entertained, even if they do specialize in NPC shenanigans, challenge your average joe team enough to maybe make them learn a little bit. It'd have a reward that people would want, but would not terribly hinder things such as Live Events, Player events, every-day PVP, etc.

However, a few problems arise. For one, people like to, when fighting hard NPCs in Critical missions/archive missions, they like to invite people onto the team, then have that person leave team so they can have more than 6 people in a mission area at a time. This isn't really terribly useful to people as of now that I could think of, but for a mission like that, it would make it much less challenging. The runtime would help a bit, but I think perhaps making the Accelerated Machines/Exiles permanently enraged would help against this. NPCs in mission areas, once a player has left the mission team, don't like attacking players that aren't on the team, BUT are still attackable by those players. So, if they're in the proximity of an Enraged NPC, the enraged NPC's AI makes it want to interlock anything attackable within interlock range of it. This would also help with other things, such as one of someone's favorite farming method that where long-explanation-short, the NPC who is aggro'd to a player can't get to that player for one reason or another. So, whenever anyone interlocks them, they just roll out from interlock. So they hardly do damage to anyone who interlocks them, and it makes them dreadfully easy to kill. Having an enraged NPC solves this, as they don't roll out once interlocked, and again, attempt to interlock anyone in range. But of course, there is a work-around I could already think of for this solution as well. It won't work 100% of the time, but it's a start.

A few other minor problems that pop into my head at 4 A.M. are: people recycling the ticket to get some of their info back before they complete the mission (easily fixed),  people pulling accelerated machines outside the mission area to attack other players (Which, if the mission is always in a warehouse like the ones in Uriah, this shouldn't be a big problem), and the AI for NPCs getting bugged out to where they just don't want to move or attack anymore (Which I would not like to discuss in public on the forums how to do :P).

Thoughts, suggestions, ideas?

I might amend this when I'm a bit more coherent.
Development Discussion Development Roundtable zomg nerf knives QQ zomg nerf knives QQ Zudrag 0 05/28/2008 11:44
  So, every now and then I stat for knives out of boredom. Long story short, I think the following things are imbalanced. Please remember, if you either add to, debate against certain points, or go "lol i dunno", keep it constructive and try not to insult people.


1) Knife moves should have a significant interlock penalty, similar to hackers. Throwing knives at point blank range and hitting a good majority of the time always seemed really silly to me.

2) Leg Sweep does more damage than Throat cutting throw. I don't know for sure if this is because the animation is technically longer, and the magic equation that calculates Damage/DPS makes it deal more damage or what. I think for such a low level ability, it does too much damage.

3) Master Shadow. If possible, make it to where a hit on the player instead of them taking damage drains IS and puts them in the combat state. Or, make the timer while master shadow is active to 30 or 15 seconds, and make the reuse timer 180 seconds. I believe Master Shadow is about getting away, not about walking around the people who just tried to kill you and say "lol i pwn u gud" for 180 seconds, only to return half a minute later to repeat.

Things like roll out abilities should, in my opinion, remain with the same bonus to roll out, maybe even given a greater bonus.

Thoughts/suggestions/"I don't know much about PVP/combat in general, but I think..."?
The Lounge Forum Games Wikipedia game Wikipedia game Zudrag 0 03/26/2008 15:27
  Bored and stuck browsing the internet? Here's a game to kill a few minutes of your time.

Here's how you play:

Goto Wikipedia. Click on "Random Article". From there, click on another link that is in that Article. Then, you goto another article from THAT article. The goal is to get to either Sweden, Jesus, or Firearms in 10 5 articles or less doing this.

Then if you do that successfully, post here what articles you went through to get there.
Development Discussion Development Roundtable Another Nerf HJ thread Another Nerf HJ thread Zudrag 0 03/13/2008 12:11
  Yes, another one of those. I'm sure this idea in particular has been brought up before, but I don't want to go raising the dead threads and stuff.

'K, I've talked to a few other people, and most of them have come to the agreement that Hyper-jump would be fair if it had a reuse timer on it of about 15-20 seconds. So, it can still be used for traveling, it can be used at anytime (outdoors of course), but slightly hinders things like running from Agents/Other NPCs/Players. It takes about 10 seconds to land from a full hyper-jump used from the CTRL+Space hotkey, so this would leave only 5-10 seconds of vulnerability before the next hyper-jump can be preformed.

This allows players that are using it to get from point A to point B to not be terribly inconvenienced, but also slightly hinder the tactic of people simply attacking in PVPing then hyper-jumping away like a Jack rabbit to prevent retaliation on them.

What do you think about this? Any additions to this idea, do you think it's a bad idea, etc.

And as always, please try to keep the flames to a minimum and stick to constructive criticism.
The Lounge Off-Topic Discussion Earthquake Earthquake Zudrag 0 02/26/2008 18:40
  Brommerz77 wrote:
So uh... Who just felt that in the UK?

That was quite a strange feeling. 4.7 Magnitude and about 30 Miles south of hull apparently...which aint too far from me :/
In the proper forum now lulz

Earthquake bad amirite?
Syntax World Discussion - Syntax Bye Bye Zudrag 0 08/04/2007 21:04
  Leaving for Airforce Basic Training Monday night, I'll be able to troll Post/Play after about 6-10 weeks.

Later everyone, have fun.
 
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