Welcome to the NT world of Rubi'Ka
When we (NTs) were finally able to stun, I thought it was a godsend. You could Stun a trader into submission before he got the debuff off.
Then it was removed (really really fast) no next patch or anything, it was only a few days before it got nerfed into nonexitance.
We still survive, we still level. Is it hard? Yes Damn Hard! That is why we gripe so much on our board.
However, you will adapt. My NT dies more than any of my other characters. He has probably lost 5 times more IP than my other characters, but for some reason I still enjoy playing him. Perhaps because he is so hard to play.
I'll just say that I'm concerned to see so much feedback, yet Funcom has decided to go ahead with the patch unchanged, unaltered, unmodified. They say they want feedback, yet do nothing (through action) to indicate that the feedback in meaningful. They tell us they appreciate it, but no action is taken on the biggest issue Funcom has faced.
There will be big issues with this impending patch. There have been some very good ideas generated in this forum. One idea I liked was to be able to transfer my character(s) to the test server.
Funcom should finalize the technology to allow us to do this before implementing a fundamental patch that will effect the very foundation of the game.
The debuff mitigation nano should also be released with the patch. I think these two basic actions will go along way in mitigating concerns of the playerbase
My 2 credits.
Mirlin NT lvl. 52
Re: Re: Re: Solo-ability on 100+ >:(
Quote:
Originally posted by Paynie
Great when you do a 50% mission and there's three yellow mobs in the main room ...
You just shut your own insulting trap and get back to work lamer.
PFFT. You think I have the solo world easy as a doc? I dont. But I CAN solo a 50% mission. its called.. AGRO PULL. Learn it. Live it. Love it. It takes me 2 hours to solo a BIG dungeon. The battles go very slow. but I CAN. a 60-70% missoin, i get my a$$ beat. Just like im supposed to. I just dont think this is a hard concept to master.
Re: Welcome to the NT world of Rubi'Ka
Quote:
Originally posted by Vespucci
When we (NTs) were finally able to stun, I thought it was a godsend. You could Stun a trader into submission before he got the debuff off.
Then it was removed (really really fast) no next patch or anything, it was only a few days before it got nerfed into nonexitance.
We still survive, we still level. Is it hard? Yes Damn Hard! That is why we gripe so much on our board.
However, you will adapt. My NT dies more than any of my other characters. He has probably lost 5 times more IP than my other characters, but for some reason I still enjoy playing him. Perhaps because he is so hard to play.
I'll just say that I'm concerned to see so much feedback, yet Funcom has decided to go ahead with the patch unchanged, unaltered, unmodified. They say they want feedback, yet do nothing (through action) to indicate that the feedback in meaningful. They tell us they appreciate it, but no action is taken on the biggest issue Funcom has faced.
There will be big issues with this impending patch. There have been some very good ideas generated in this forum. One idea I liked was to be able to transfer my character(s) to the test server.
Funcom should finalize the technology to allow us to do this before implementing a fundamental patch that will effect the very foundation of the game.
The debuff mitigation nano should also be released with the patch. I think these two basic actions will go along way in mitigating concerns of the playerbase
My 2 credits.
Mirlin NT lvl. 52
There is a difference between leaving one's UNTESTED announced plans unchanged versus leaving one's plans unchanged after testing them. Funcom did announce the intended changes that would have deequipped people's weapons and armor if they lacked the skill requirements. They collected feedback beforehand and did not change their plans. They implemented them on the Test dimension for about 2 days as they had announced them. Question: does anyone see their weapons unequipping when they don't meet the stats.
I think this patch will take some extensive testing before we see it on the Live dimensions. I'm also betting it'll mutate while on the Test dimension, after Funcom gets some practical feedback from the people that donate their time testing their instead of untried whinefest of some of the people posting in these threads (not you specifically, Mirlin). But really if people pulled their plans untried and untested solely on the basis of what people think the results would be like, how many inventions would we be without today?
My apologies and a question on Nano Resist
Firstly, my apologies at the very beginningb for not having read the whole thread through for any possible answers or statements directly regarding my questions. I tried that last time and suffered for it as a result. Obviously, I missed some good game play but also got some nasty looks from my other half for spending so much time on a web site (which were slightly different to the "why do you spend most of your life in a virtuali world" looks I usually get).
The question I have regarding the overequipping changes is regards to Nano Resist. Clearly, when buffed people will be able to reach stuff that they would like to use. When a good debuff is used this can put them at a great disadvantage and indeed it would be possible that they simply cannot get the benefit back in regard to weapons and armour they might have put on or pets/bots they might have created. While I understand from Gaute's post that this is part of the plan as it were, I'm also wondering whether anything will be done to balance this by improving or changing the effect of Nano Resist on those debuffs (and in general).
I've been posting on other boards and talking to people in game and the general opinion is:
1) in PvP you reduce DD nano damage a little when you have high Nano Resist.
2) against Mobs resist is as good as useless
3) against DoTs/roots/debuffs etc resist is supposed to reduce the time of the effect but doesn't seem to noticeably
Is this the case?
Would it make sense to beef up resist?
Or at least revisit the calculations for resist in the light of these OE changes?
Might it be an idea to increase the chances of completely resisting a nano for those who are maxed out on Nano Resist? Could we put in an in screen message that says "You resist the 'caster's nano attack by XX%", so that we can see for ourselves how effective our skills are and decide whether to invest further or less in Nano Resist.
Since IP Resetting will be coming in the same patch as OE, it would be perfectly valid for someone to put a lot of points into Nano Resist as an aid at that time, if we knew that it were going to do any good...
X
Thought I'd chime in here one last time
For everyone who is against the OE changes (like I am), you migth as well save your breath. This IS going to happen and all the *****ing in the world probably won't change it. Here is a quote (unedited) from a Adam, a Funcom employee chatting with Lee from BlackSnow in ICQ logs to be found at:
http://www.unknownplayer.com/archive/02/03/15/442.php
Read it and weep :(
-------------------------------------------------------------------------------
[Adam] 1/29/200 10:45 AM That's ok I've far too many tools to write to
be able to actually catch half the number of
exploits I'd like to catch.
I'm sadistic, I wanted soft experience caps
put in. ANd a hard cap on the QL of items one
could equip over their level. But an even
more sadistic chap than myself came up with an
even more evil means of deturing
over-equiping.
[Lee] 1/29/200 10:46 AM Oh wait a minute.......if i give you the no
drop trade, will we be prohibited from doing
that? That would take away about 100k of
sales from us over the next two months :(
[Lee] 1/29/200 10:46 AM hehe what is that?
[Adam] 1/29/200 10:46 AM I doubt we would be able to get it fixe dover
the next two months.
[Adam] 1/29/200 10:47 AM Sorry cant share that one, you'll see when it
is released.. THe cries of NERPH will be
heard round the world.
[Lee] 1/29/200 10:47 AM lol, i already heard a rumor, a customer told
me two days something big was coming. you
guys have a leak somewhere :)
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This stuff is a foregone conclusion. It WILL go in and it won't matter what we say. They don't care what we think. The only thing that matters is the almighty dollar. The only thing you can do to change things as a paying customer is to STOP paying. And that is what I will do the day this goes live.
Re: Debunking Trader Myths
Quote:
Originally posted by Kuroshio
'Laddering' the skill debuffs against a single target, while possible, is NOT practical.
While we're executing these nanos, we're not doing damage. And these nanos have a rather healthy recharge period attached to them as well. Even with the reduced damage that might be caused by sending someone into the OE category, we'll still be taking damage without returning any. From my standpoint in a 1 on 1 situation, it doesn't matter if you're as weak as a newborn leet at the end of the fight. If I'm dead, the winner is the newborn leet.
I despise the pvp aspect of the game, so it's unlikely that I will ever experience the joy of being debuffed for -400 to attack and nano skills.
However, I do run a ton of solo missions. Anyone who has has a clue will know that in most respects mobs DO NOT follow the same set of 'rules' as a player. Lengthy casting or recharge times mean very little when the nanos will be insta-cast by mobs.
I feel for you, Mr. Trader. You'll be the first class to be nerfed post 14.2 and I, the MP, will be the second. Engineers will definately need a lot of love, but most other professions will weather the changes without too many problems.
Funcom could be very political here and sooth a lot of fears by ending most hostile nano formulas once the source is dead, or a player zones. They seem to be on the right track with the item they are making to remove hostile NFs, but honestly we don't need more items... we need a solution to game imbalance.
Re: Re: Re: OE'd Implants and NCU's
Quote:
Originally posted by Asmodan
What the hell does the EULA have to do with providing feedback on a proposed patch?.
Easy, I'll paraphrase.
FC has the right to change the EULA and/or "game" at any point in time to better suit the plans they've got for the "story" and/or what they feel is needed.
They can do 14.2 with or without our "help" its unkind abuse on -our- part to complain over and over again about the same crap that has already been adressed. Unless you're an Uber twink, and have abused the game system (punishable by account termination if you read the EULA, atleast it is an option, FC generally will not take that road, they are instead making a patch to fix this)... unless you're an uber twink, 14.2 won't affect as much as you're fearing.
unless you're a pet person. i didn't play them quite enough to know whats going to happen.