Re: to the subject of Nano skill
BUMP!
Quote:
Originally posted by Luthcian
... by DESIGN, a Fixer's weak spot is Nano skills...
It said so on the main-AO-page back in Beta...
"Strong points: SMG, Breaking and Entering"
"Weak Points: Nano Skills / Heavy Weapons"
now... how 'weak' can you get?
1.: Our Nanos are crap.
°+Damage
°+Run Speed, +Evades, -Damage
°- Run Speed, Slow and Hold
°+Health, HOT
° Summon ...ermm... 'stuff' i guess.
° Grid Access.
Nothing 'unique' there either.
2.: Our Nano Formulae have INSANE requirements. Way out of proportion.
3.: Our Nano Skills are (surprise) Dark Blue.
4.: ...and we use ALL SIX of them.
Show me another Class that is forced to raise SIX DARK BLUE skills to insane levels to cast a sorry excuse for a 'buff', that others can cast sooner and in a more powerful version.
This is not a 'weakness' - its a frikken funeral.
Let's keep it civil, eh ?
Okay, so we feel that fixers are being hard done by - but can wee keep this constructive ? Nothing will make FC turn their back on us faster than a bunch of annoyed bickering.
soooo....
I don't think increasing the combat potential of the fixer is the solution - fixers are not fighters. What we need is some uniquely fixer abilities that they can contribute to a group.
My suggestion here is to allow the fixer to summon basic consumables such as ammunition, treatment kits and first aid kits. This makes the fixer uniquely desirable to a team, because they no longer need to worry about running out of basic supplies.
This should be available from even low level - the current 100+ levels required to summon a clip of ammo is just ludicrous. lvl10-15 is far more reasonable. This isn't unbalancing - the cost of summoning the equipment is exactly the same as if it was bought in a shop _plus_ the nano cost, so it's not like fixers are going to be making a profit here. The only difference is you save yourself a trek back to the shop.
In summary, the Fixer should be able to provide the team with stuff they need, not just be another (weak) gun to bring on a mission.
Re: Let's keep it civil, eh ?
Quote:
Originally posted by Terile
My suggestion here is to allow the fixer to summon basic consumables such as ammunition <snip>
im sorry dude, but summon ammo is a joke, how much do you cart round with you? i buy in stacks of 50k.
Cross posted from Fixer forum since FC doesn't seem to respond there...ever
Anarchy Online Team:
To date, you have failed all the players who play Fixers miserably. You have succeeding in creating some sort of bastardized class with just about zero worth and in doing so you have ruined the game experience for which we paid you almost to the point of negligence.
I am going to pose certain scenarios to the development team in order to give you a final opportunity to tell the players of Fixers how you are going to repair the situation. Your response, or lack thereof, will be posted on every website I can find with any relation to AO and MMORPGs.
1. At their fundamental level, Fixers were given the highest overall nano skill costs. In conjunction, they were given arguably the least interesting or effective nano programs. This would belay the fact that Fixers were supposed to primarily operate without the benefit of nano programs to assist them. However, you saw fit to give fixers relatively low Hit Point potential as well as one of the lowest damage dealing lines of weapons in the game in Sub-machine guns. As such, Fixers can neither nano their way into combat victory, nor can they go toe to toe in dealing physical damage. WHY?
2. Because of their relative combat ineffectiveness for the reasons listed above, Fixers have a greater degree of difficulty in progressing in levels in a solo nature. They must team up with other players to gain experience and levels in any sort of effective manner. However, given that fixers have no value to teams due to lack of interesting or effective “buffs” for their teammates, nor can they deal damage to the extent that other classes can, they have the greatest difficulty of any class in finding those teams. WHY?
3. Every so-called “fix” implemented for Fixers has either been without value to such a degree as to make it a joke (as in summon armor and ammo nanos), or has come with such a cost as to make that fix either unobtainable or so costly to use that it loses any value it may have had in the first place. Examples:
The aforementioned Summon Armor and Summon Ammo nanos. These have no value at all given their casting requirements relative to our high nano skill costs and the fact that the items summoned are completely random and temporary.
Grid Armor. This would have been considered a class-defining and highly worthwhile addition until you saw fit to make it nearly unobtainable in any single version, let alone multiple versioned needed as a character must upgrade. Add to this the fact that in the upcoming patch, you are again damning Fixers by adding the casting requirements for this item to its wear requirements. WHY ARE YOU DOING THIS? Personally, I am quitting the game over this, but that is neither here nor there at the moment.
NCU Hacker Interface: This item was supposedly created because you realized how badly implemented the nano skill costs for Fixers were. However, in creating this item you decided to make it equipable in the slot used for Low Light Targeting Scopes. Because of this, we will no longer be able to use an LLTS if we want to use your “fix” for our nano skills while every other class can continue using one.
New Sub-machine guns: The implementation of new SMGs with higher damage output than the Mausser Particle Streamer would have been welcome. However, once again you do this and hurt our class at the same time. The newer SMGs come with some of the highest skill requirements of any weapon in the game (i.e. MCS, RGD) yet they are still pathetically incapable of reaching the damage potential of weapons used by the other classes.
4. Because Fixers are vastly incapable in combat, it would be assumed that their place in the game would be relegated to more interesting, but less physical operations. However, almost every single addition made to the game in that respects that would have fit the fixer has been either given to other professions as well, or has been given to professions excluding the Fixer. For instance, you have given grid transportation and teleportation capabilities to several other classes and in some cases, the other classes versions are far better than those of Fixers are. You have given other classes (agents) access to that wonderful game addition we called the “Fixer Only” shop. You are going to give agents the ability to change faction affiliation, something that would be germane to the Fixer.
These fundamental problems have gone unrepaired for far too long. Any response to our situation or questions has been vague at best. In order to remove any chance of misunderstanding and so as not to provide an opportunity to ignore direct questions by confessing misunderstanding, the following specific questions will need answered if you choose not to respond to the above scenarios.
1. Do you intend to increase the damage capability of fixers? HOW?
2. Do you intend to reduce the penalty of high nano skill costs for fixers? HOW?
3. Do you intend to implement additional nano program lines for Fixers? WHAT ARE THEY?
4. Do you intend to increase the availability and useability (what with the upcoming NERF you’re doing) of Grid Armor?
5. Do you intend to make Fixers more attractive to potential teams? HOW?
6. Do you intend to make Fixers viable in Player vs. Player combat? HOW?
7. Do you intend to provide a niche for Fixers in the world of Rubi-Ka other than casting speed buffs on everyone who bugs them? WHAT WILL IT BE?
It is time for Funcom to step up to the plate and not only repair the issues with the Fixer profession, but to reward the players that have put up with the state of this class to date. Reward us by being responsible to us. PAY ATTENTION to what we say. Respond to our inquiries on the boards with greater frequency than bloody Ice Ages. Fix our class! We are tired of being the redheaded stepchildren of Anarchy Online. We have been ignored, patronized and flat-out lied to.
As previously stated, if and when the Grid Armor nerf occurs in patch 14.2, I am quitting this god-forsaken game like a bad habit. However, it is and will be my mission to make sure the gaming population is made aware of the true issues in this game and your responses to this letter. I will consider it a personal crusade to ensure that should no positive changes be implemented in a reasonably acceptable time-frame, that I dissuade every person I can influence from playing your game and paying for what is in all legitimacy, a product still in Beta testing phase.
Highjack
-Do not pay for second class citizen status-
this is my overdue good bye
I for one came up with the following conclusion;
Fixers far and wide claimed that it is VERY straining on our IP and Skill Colors to even _cast_ grid armor. Not to mention its a pure PITA _finding_ it to begin with.
Funcom now changes the rule's to where we will be the only class to equip armor based on THREE DARK BLUE skills(unless your an atrox with a faible for nano armor - and even then it is only TWO dark blue skills), that are EASILY DEBUFFED by at least two classes out there, while it is IMPOSSIBLE to fully implant all three of them...
They are either inept, retarded, ignorant or perverted.
either of those is a reason for me not to put up with it all any longer.
We came up with numerous ways to balance the Fixer class for 6 months now. Most of which were handed out like free candy to other professions, where these 'balance adjustements' were neither needed, intended nor thought out for the respective receivers.
Funcom never listened.
The for whatever reason put yet ANOTHER hardship our way, before balancing our class to a point where we can even find teams.
I will not pay somebody to threaten me and repeatedly f0ck me in the ass.