The rules of conduct updates look good, though for some reason the mention of NoDrop items in the last paragraph caught my eye and reminded me of something... is there any reason vehicles are still NoDrop? I never understood this really, other than making vehicle finding/purchasing some sort of rite of passage.
Overequipping - I fall into the latter camp, where I feel that overequipping should be dealt with in a rather hard fashion. 200 levels, 200 ql of equipment, I am not seeing a huge problem. It is fairly clear to me that mob behavior and statistics have been as they are to make them compete with vastly overequipped PCs. This makes my characters (who mildly overequip at times with self-buffs) very, very hard to play.
Outdoor aggro range - Won't see many arguments with this.
Concealment - As a fixer who has wasted a lot on this skill, I would really like to see it improved (yes, I would prefer to put points back into it after the possible IP reset if it were a viable skill.)
Reduced monster HP/stats - for a long time I've complained that mobs appear to have 2-4x the HP of a same-level PC, and appear to have max possible skill in everything.. this would be a very welcome change. If the changes with overequipping are instituted this will be a necessary change to make people who were able to solo before (IE those insanely overequipped) still able to do so.
Shop availability of gear - I like the idea of certain types of armor being available in shops, and certain types being found-only. Like for example Omni desert/forest available in omni shops, with Omni-Pol, organic/graft, etc only coming from appropriate type missions (just as an example.)
Higher quality equipment dropping from mobs/chests - The way that equal quality items come from mission chests as the reward is quite sufficient for this, though I would find no objection to mobs dropping appropriate-level gear.
IP reset - regarding this, first, a quote:
> If you have made a lot of mistakes with the allocation of IP points, reroll.
I have a distinct problem with this mindset. While some of us may be gifted with seemingly unlimited time and drive to level many characters to 100+, I think that could be considered a slim minority. Many of us have fallen victim to the rebalancing changes caused by overequipping/buffing in the first place, and as such our skills were made into mistakes, we should not have to reroll for doing what was right at the time. I may have to start including version numbers in my characters' names if I'm to start rerolling every time a major skill is nullified.
So, the IP reset will give a lot of people back a lot of characters who are no longer suited for play due to changes in weapon skills, or concealment, or even the institution of working defense skills in which people had under-invested all this time.
As far as the specifics regarding the overequipping rule changes, it needs to be made very clear to people (such as several posters in this thread) that their gear is not going to pop off, that the hammer they self-buffed to equip will work just fine as long as they self-buff when in combat, that this is not a big nerf. I would most certainly take appopriate-level equipment, or at least equipment functioning at an appropriate level, if the mobs are toned down to suit the changes. If mobs suddenly have appropriate defensive skills, armor classes, attack values, and hit points, maybe my reduced damage (would it even be reduced? I wonder that my buffed/maxxed weapon skill would compare unfavorably with a mob's capped defensive) would be more than adequate to deal with the situation.
If a pet begins to no longer respond due to debuffs, it should at least finish its last command, IE if it was fighting an NPC trader and then the owner got debuffed, it could continue its last command (fighting the trader.) My biggest concerns about the pet changes are: Pet responding to /pet terminate, and .. well, trader-heavy missions.
As mentioned earlier, any solution dealing with overequipping forces the issue of mob balance onto the table, and directly down the design team's throats.
P.S. Further posts indicate opinions that only certain skills should be reset. My question is, who are you to determine what skills have been bad for what players? Personally I've been affected by some skill changes not on their little lists or just plain bad judgement calls on what I thought a skill did as opposed to what it actually did. People seem to be posting about which classes/skills should get reset based solely on their experience. When you make an adjustment like this it must be made available to everyone, or no one. If not it becomes 'well -I- want an IP reset for -my- nerf.'
Or there's also a laughable post about people 'getting characters to 50 quick!' via using skills they wouldn't normally raise.. I doubt anyone in their right mind cares about someone getting to 50 in 3% less time than it would normally take them, due to an alternative skill route. If someone is of the mind to do that sort of thing before the (possible) IP wipe, then I say more power to them.
P.S.S. I'm becoming more disappointed with the community's lack of ability to digest things, with the increasing number of 'omg it's hard enough to solo mobs as it is!' posts re: the overequipping changes. The mob rebalancing SHOULD address this.
Much more disappointing to me, right now, is the lack of reason to level after a certain point because with overequipping as it stands, you probably already have ql200 gear on. Yes, it is a drastic change, but yes, it is very necessary for the lifespan of this game.
And to all those people out there saying 'overequipping is part of the game, you're just lazy' ... where are the 120 point SMG buffs? Where's Suppressor's Bliss? I am of the mind that buffs help you hit better, do more crits, etc, not become an entire basis for your character. Some of us probably could overequip more, but don't.
And as far as the 'I spent 5 hours getting the wrangles and buffs and implant swapping to get this gun on at level 53' well, you must ask yourself about how buffs work, in game terms... driving a car->suddenly forget how to drive->you should be able to continue with no problems? I think not.
Debuffs.. nobody seems to have anything positive to say here either. Most seem to think your gun is going to suddenly stop working completely, which it won't. It'll work at reduced effectiveness, isn't that what debuffs do? And why not raise your nanoresist after the (possible) IP reset? I know the resist/defense skills didn't work before, but they appear to now. Make debuffs easier to resist if it's that much of a problem for people..
In summary, the changes here to both PCs and mobs will defeat extreme overequipping to a level that they can confidently lower mob abilities without making the game too easy. This means that my not-uber-overequipped characters should be able to do missions again, which is right at the top of my list (along with making fixer useful for something.) Sure, there will be changes to PVP, and everything else for that matter. PVP is so easily avoided I have a hard time not laughing when people cite that as a complaint. My primary concern is deliverance on that 'solo to 200' promise we were given.