Why shouldnt players be able to....
Sarelron,
Why shouldnt people be able to solo a 70% mission ? I'm not talking about out and out cheaters. I'm talking about those people that have the skill, forethought, patience and imagination to use abilities that are legally in the game (buffing, . Just because you can't doesn't mean others shouldn't. Someone soloing a mission doesnt do so at someone else's expense...as opposed to PvP, which by nature is at someone else's expense. Besides, the class that solo's best under the current rules ( engineers ), are lacking in the PvP department. So there's a trade-off for the superior ability to solo PvE.
Looks like you have 'Bot-envy, Sarelron. Why don't you judge your effectiveness by your own progress instead of spending so much time looking at the guy standing at the next urinal....
Besides, here's something I'll enjoy telling you: Any engineers with TS/MC skill around 700 will be able to keep control of their SLAYERDROID short of a trader (MOB or Player) debuff. This includes just about every engineer lvl 125+, if they spent their IP's and planned out their implants wisely. For those that havent done so, well...you played your engineer poorly...and yes, having the right equipment and skills is a very valid reflection of your playing skill. So is having the right friends. This IS, after all, a MULTIPLAYER game. Having the right friends is a result of the efforts you make in-game.
This patch aims to please those unskilled players that feel left behind by those that developed their characters intelligently. This proposed patch removes much of the reward for being a better player. It basically limits how much you can improve yourself regardless of your efforts and skill. Remember, as it is right now, ANYONE can work towards, and acheive, a high level of equipment and implants. Some achieve it, some dont. As of the 14.2 patch, everyone will be limited regardless of skill. Well, maybe the lazy-unimaginative-unskilled-unintelligent-communist leaning whiners will at least shut up when everyone is forced down to their level of weakness.
Halbundy
Re: Why shouldnt players be able to....
Quote:
Originally posted by Halbundy
Sarelron,
Why shouldnt people be able to solo a 70% mission ? I'm not talking about out and out cheaters. I'm talking about those people that have the skill, forethought, patience and imagination to use abilities that are legally in the game (buffing, . Just because you can't doesn't mean others shouldn't. Someone soloing a mission doesnt do so at someone else's expense...as opposed to PvP, which by nature is at someone else's expense. Besides, the class that solo's best under the current rules ( engineers ), are lacking in the PvP department. So there's a trade-off for the superior ability to solo PvE.
Looks like you have 'Bot-envy, Sarelron. Why don't you judge your effectiveness by your own progress instead of spending so much time looking at the guy standing at the next urinal....
Besides, here's something I'll enjoy telling you: Any engineers with TS/MC skill around 700 will be able to keep control of their SLAYERDROID short of a trader (MOB or Player) debuff. This includes just about every engineer lvl 125+, if they spent their IP's and planned out their implants wisely. For those that havent done so, well...you played your engineer poorly...and yes, having the right equipment and skills is a very valid reflection of your playing skill. So is having the right friends. This IS, after all, a MULTIPLAYER game. Having the right friends is a result of the efforts you make in-game.
This patch aims to please those unskilled players that feel left behind by those that developed their characters intelligently. This proposed patch removes much of the reward for being a better player. It basically limits how much you can improve yourself regardless of your efforts and skill. Remember, as it is right now, ANYONE can work towards, and acheive, a high level of equipment and implants. Some achieve it, some dont. As of the 14.2 patch, everyone will be limited regardless of skill. Well, maybe the lazy-unimaginative-unskilled-unintelligent-communist leaning whiners will at least shut up when everyone is forced down to their level of weakness.
Halbundy
Good points Halbundy
I think if Neocron comes out before they release this patch, we can see where the skilled players will exodus to, the way the system that game uses is similar to Deus Ex - an RPG FPS breed.
Plus I kinda like the ability (and reality) of being able to move while firing a gun.
Better yet, if I get picked for one of the stages of the beta on this game, bye goes my AO account and I'll keep everyone informed of how much more fun the game is ;)
lol
Re: Re: Why shouldnt players be able to....
Quote:
Originally posted by Gokudan
Good points Halbundy
I think if Neocron comes out before they release this patch, we can see where the skilled players will exodus to, the way the system that game uses is similar to Deus Ex - an RPG FPS breed.
Plus I kinda like the ability (and reality) of being able to move while firing a gun.
lol
_agreed._
Reduction to attributes also?
I'm curious. Nothing has been said about the attributes of a weapon, like +20 to Intelligence. Will that be nerfed also if you don't meet the requirements or just the dmg/performance of the weapon?
Please let us know.
Thanks,
Ecce
Traders please stop crying
Okay, seriously, for all those traders who think this patch is nerfing them, wake the hell up.
first of all, okay so wrangles are useless now...welcome to the rest of RK...make money mezzing missions...like NTs, crats, etc...
for the overequipping patch...this just made traders better than any other prof, PvM or PvP...first of all, traders can keep their attack skills up 100-300 points in PvM depending on lvl, and about 80-150 in pvp (with one debuff, as the recharge time is long)...
this patch is more friendly to traders than any other prof, you'll still make money onc eyou learn to mez and you'll now hit 20% harder than everyone else (keep in mind that at the moment, only a GOOD soldier can outdmg a trader)...after this, i may start a trader to prove my point....NO profession but a smart soldier can kill a trader...none...if you die 1 vs 1 against a non-soldier and yer a trader, you did something wrong...
p.s. don't tell me it's SOO hard to keep the 2 debuffs running during a fight...i do it all the time and i'm an agent using assume profession...
this was a patch against long-time players of AO...nobody has, as of yet, convinced me otherwise...
Re: Traders please stop crying
Quote:
Originally posted by Akasha
if you die 1 vs 1 against a non-soldier and yer a trader, you did something wrong...
lol, I'll let u have that one ;)
Once they do patch it'll make sure that uber-twinks that have way high QL weapons now dink for 20% less (which will barely make a difference)
as for PvM, I often get countered on those nanos at equal lvls, too often, with my Psy mod and T&S that I required at max what else am I meant to do
Maybe a step back and number crunch.
Try to compare two rifles that will fall into the 'just under 20% OE' and 'just under 40% OE' ranges to see if ANY benefit is afforded to the people who know how the game works.
QLVL 95 O.E.T. Genuine
http://antiguardians.org/itemdb.php?&cmd=view&id=123999
QLVL 135 O.E.T. Lovemaker
http://antiguardians.org/itemdb.php?&cmd=view&id=124001
Basically, the same gun. Look at the Rifle Requirements
402 compared to 511 for the 95 and 135 respectively.
You are 20% overequipped (NO penalty) for the 95 OET at 322 Rifle Skill.
You are 39% overequipped (not quite into the 50% penalty bracket) for the 135 OET at 311 Rifle Skill.
Assume a hypothetical character has the 322 Rifle Skill that allows you to 'legally' equip the qlvl95 gun. I think it will still be better to 'overequip' the the rifle that's 45 quality levels higher and take the 25% damage penalty.
Your damage over time as calcualated by AntiGuardians using that 322 attack rating and the given weapon stats for the 95 O.E.T. Genuine is 1776 points of damage.
Using the same 322 attack rating and the 135 O.E.T Lovemaker the calculated damage is 2495 points of damage. A 25% penalty brings this down to 1871 damage. And you're only 37% overequipped. You probably got another level or two of Lovemaking to go.
So basically at least very high end of the 20%-40% overequipped range still allows a bit of benefit to show through. Not enough to compensate for the time and effort to get there. I think 20% is too small an allowable 'unpenalized range' and 25% is too drastic a penalty.
BUT as far as my numbers work out, the moderately good new is that a 37% overequipped QLVL 135 Rifle is BETTER than a 20% overequipped QLVL 95 Rifle so the overequipper will still have the statistical edge to KILL you in PvP. That's how it should be.
==============================================
Let's see if it falls to poop with a seriously OE'd rifle, the top notch of this class of gun, the Qlvl188 O.E.T. Ranee.
Wlvl 188 normal Ranee damage with 322 rifle skill will be 3436 points.
http://antiguardians.org/crit.php?lo...=0&attrate=322
This will probably take the 50% damage penalty and drop to 1718 points. This is LESS than a QLVL 95 rifle and is the exact reason I despise this simplist hack of a 'fix'.
If you guys could at least show some brains and figure out a way that the 188 Ranee does maybe 2200 (as 'punishment' to the smart player) instead of the current 3436. I could deal with it.
Under that scenario, no matter how small the gain, there would ALWAYS be incentive to use equipment that is even 1 QLVL better.
Lazy player could say 'It's no biggy, I'm not gonna spend a whole day to put on a gun that gives me 1 point on average better damage. I'd rather level'.
Diligent player would say 'Why the frig level? It serves no tangible purpose. I'd rather be 1 pt. of damage more efficient. let me spend the day socializing and catching up on old friends and then try out my new gun in a mission'.
Ignorant player would still say 'huh?'
No official answer on this?
To the staff of AO:
I am worried about the whole useless pet issue.
As a 'Crat I have an orange pet. This should work within the 20% limit. When I meet a monster executing a nano formula that lowers the pet summon skills, will my pet be useless for the duration of that nano formula? Without a pet I am doomed, you understand?
Several hostile nano formulas lowers the skills as to make my pet 'dead' according to this new rule. They come in many different variants, and occurs in all but the smallest of solo missions.
I will have to wait for that nano formula to go away, sitting on my but for up to what... 15 minutes? If I should be attacked by an additional monster, I will have to run away, possibly out from the dungeon area. This sounds very unhealthy, methinks. I am unable to take on many monsters without support, due to the nature of my profession.
I have heard nothing about the effect of skill reducing hostile nano formulas, but I sure fear the worst. As previously mentioned, there is a big difference between a reducement in effectivity and a total loss of a supporting feature!
I would want to hear this, before dying with 300 000+ unsaved experience points, thank you.
Sincerely
Sernon.
Re: Want me to be impressed...
Quote:
Originally posted by Jentai
...then have all implants on all characters bumped out on the day of the patch.
I would like to see this too, but at least they won't be able to reallocate any IP until they take those massively overequipped implants out.
Scorus