thank you for the thorough responses means, nice work.
*edit* removed "stupid question"
how much gas could an old fart fart, if an old fart could fart gas?
Last edited by Soultrader; Feb 11th, 2010 at 23:41:46.
wtf happened to my avatars eyebrows?
I used to listen to Dubstep in the 90's... every time I connected to the internet.
For every complex problem, there is a solution that is simple, neat, and wrong. - H.L. Mencken
<Means> I always laugh when I have to type "/get sex" when debugging
[Social] Eponyx: I don't drink, yeah it is true. Can you please get that pink moose of the platform. And park the polkadot elephant to reclaim.
Uaintseenme: This is why i love Test sever so Much.
I can wake up in the morning and think to my self, "Im going to break AO today" and should i managed to do it, I'll get rewarded for it.
Someone mentioned bringing back in-game events. I think that's a good idea. I remember when I first started playing aliens would invade the major cities from time to time a lot more frequently than they do now (I can't remember the last one).
I also recall the giant Rollerrat that we killed outside Rome at one time, Leetzilla, mutants etc.
More spontaneous "screenshot" material like that would be great just to shake people out of the daily grind
Rootcommand Level 219/28 Omni Solitus Fixer
Diosdemuerte Level 213/18 Omni Solitus Soldier
Dicenslice Level 220/21 Omni Atrox Keeper
~ Proud Member of Newcomers Alliance ~
Means,
I think you missed the point on this one. While you may feel that opening up more option as weapon lines is a good thing I believe I understand the point that was being made and will try to relate it differently. Appearance matters is a good summary.
Take Soldiers (Sloobs and Paid) as a prime example.
Level 1 to Level 24ish they can get by with the newbie island gun and a nova flow from the jobe weapons vendor. At level 24 till level 210 it will be some form of a PB/SPB that they use. Using anything else would really gimp the soldier for the most part. Ok there are some pistol setups that work at 150+ but that really is the only realy option they have. At 210 it is DShark time and at some point the Xan gun. That is a progession and not options.
Choose a class any class and the "default" weapon is pretty consistent. from low levels to end levels. What I think is desired (at least by me) as a option.... We will take soldier again as the example. We have PB/SPB and it would be nice there were 7 or 8 different looking weapons that did similar damage. I am talking within 4 to 6% damage range at any given level. Maybe different damage types as well. I personnel love the look of the Serubo C99 solider gun and would have loved for it to be competitive with a PB/SPB.
In another question it was asked about the -000 upgrade weapons. Here was an attempt to solve this the cookie cutter look with a nice idea but that has been poorly received because the implemention was lacking.
My suggestions are this. Look at the -000 weapons again and address these issues:
1. The price is stupid for low levels.
2. The quest to get the upgrade items is not low level friendly.
3. Hunting mobs for random drops can take days to find the parts for a specifc weapon and in the process render the hunt a waste of time.
4. Stats versus damage versus exisitng RK weapons (some the very base weapon) is out of line. Take the Advy pistol Joint Clans Scout Pistol which can be upgraded. At all levels the upgraded weapon is a worse weapon than the base weapon. do it really is a downgrade. Adjust the stats and damage so they are competitive.
5. All the -000 weapons did nothing to give players a valid choice that could compete with any of the first or second tier weapons already there. Adjusting them to be second tier weapons (good second tier weapons) would be welcome.
Lheann
President of When I Grow Up
Lhisa - MA - RK1
MaxKillz - Enf - RK1
Namaru - Enf - RK1
"If you find yourself loosing a fight, your tatics suck."
That is because (in case you haven't noticed) all -000 weapons are copypasta.. some have different damage types, but damage range at all quality levels is copypasta.. you can upgrade whatever weapon you want, it will do same damage as any other -000 in same QL.
What I find most annoying is that -000 weapons scale like AI weapons.
<Means> I always laugh when I have to type "/get sex" when debugging
[Social] Eponyx: I don't drink, yeah it is true. Can you please get that pink moose of the platform. And park the polkadot elephant to reclaim.
Uaintseenme: This is why i love Test sever so Much.
I can wake up in the morning and think to my self, "Im going to break AO today" and should i managed to do it, I'll get rewarded for it.
Wrong, because the common calendar does start at january 1st, year 1, meaning the first decade ends in the year 10, december 31st. The next decade starts at year 11 and ends in year 20. Subsequently, the first decade of the 21st century started on january 1st 2001 and ends on december 31st 2010.
Dont confuse this with terms like "the 90's" which spans from 1990-1999. Thats something different.
He was perfectly right and Means thus owes us some results by the end of this year.
ಠ_ಠ
A question about the rebalancing :
- Do you have some "expert pvper" that spend time in game (a lot of time) so as to master all the profession of the game, at various level and setup, from the most twinked to the less twinked ? If so, why not ? If yes, could you fire him and take a new one ? Wouldn t that be a valid method to get an unbiased overview of what *really* needs to be done without having to rely on player's whines ?
I think the creative part of the rebalancing (re-inventing each profession's toolset, creating new game mechanism, etc etc) is rather well handed, exciting and entertaining, but i don't think i am alone thinking that concerning (un)balance, you ll just create a new era where prof X that is at the bottom of the pvp food chain today will be top tomorrow, etc.
I don't see how you can change/create so many core game mechanics without a perfect knowledge of how they affect the possibilities of each professions in-game, and unless the devs are playing anonymly among us, i don't see how they would have this knowledge. And i do mean precise knowledge of it because as far as i am concerned, i could tell exactly (5% close) what kind of performance improvment/loss a given prof would need to beat me or to put the fight in my favor. While i couldn't say what that same given prof needs to be able to have a tight fight versus any of the other profession that i don't play.
If devs are allrdy hanging with us, tag em with a green name or something, it willl build some trust
Edit : i really hope you answer that one :/
Last edited by Drakeep; Feb 12th, 2010 at 00:50:59.
Yep that was it, i grabbed the thread out again.
http://forums-de.anarchy-online.com/...ad.php?t=39338
24 vs 24
tl7
about 3h time
but it happend just 1 time with gamigo yet.
RK3
Killerkatze7 - 220/30/70
Rymar - 220/23/65
RK1
Killercat7 - 220/30/70
Eparee - 182/10/38
aweeeee, my question didnt get answered
220/30/70 OMNI SOLDIER - Tyler "Tyfow" Fowler SMG/PDKP -First!
220/22/64 OMNI BUREAUCRAT - Iliek "Vaporeon" Mudkipz
Nice to know it's more than just XP.
Regarding the type clumps if LE missions are seen as the main source of them then you really can't tighten the QL requirements too much. With a mission lvl cap of 250 which would have lvl 260 something or so bosses the types they drop would be more in that QL range.
Also unless you gimp the LE aliens and bosses a good bit missions too far above lvl 200 would prove quite difficult to near impossible for chars not in or around the endgame range. Those LE aliens can have lots of health and can dish out a great deal of damage. Plus the bosses can have stuns and other tricks aside from high damage and AR.
One note regarding mission levels is that the mission difficulties give a mission lvl equal to the roller for an easy, 10% higher for a medium and 50% higher for a hard. That means a lvl 167+ will roll a lvl 250 mission (LE mission lvl cap) on a hard. A team around lvl 167 would have no chance in hell of surviving that. So perhaps adjusting the ranges each difficulty pulls would be wise to avoid that large lvl spike. Adding some extra difficulty options wouldn't hurt either.
As for VP why is there so much focus on PvP VP gains when only a handful of what VP buys has PvP only tags? All the weapons, armour and most other things are just general use items and in most cases of little to no interest to those that PvP. The PvPers that spend all their time in BSs tend to complain about having tons of VP and nothing to spend it on while those that want to get VP to buy stuff at most lvls either have the minimal VP from LE missions or are forced to be clay pigeons for twinked lvl locked PvPers. Yet anytime there's talk of more VP gains being adding it's really always just PvP methods, it makes no sense.
PvP is just not fun if you don't stand a chance in the fight. Then due to how things work in AO you really need to be a specific lvl locked twink that spent perhaps months and a great deal of creds building your char up and getting all it needs. The average leveling char will not spend anywhere near that much timer or as much on gear as they will be out leveling what gear they put on in no time. All your efforts to expedite the leveling process will only make that worse. For a lvl locked PvP twink they can spend billions on gear of just the right QL to get the full effect at their lvl. The result is that in BSs most fights are grossly one sided as some three or more leveling chars trying to get VP will get wasted by a single PvP twink there to rack up easy kills.
Currently just one VP reward item from a BS could be greater or equal to all the VP dropped in a mission at about any lvl. If mission VP is being shared as it's suppose to be that single VP reward item from a BS would always be far more than you'd get in a LE mission. The gap between the two is astronomical so you could increase LE mission VP by leaps and bounds yet BSs could still give more.
Then BSs have real problems getting going. As I said in posts here before it was locked through BSs it really is only 36 out of 220 lvls with access to VP. Even those two BSs have problems so once another PvP arena opens that has no queues so there's no waiting like BSs have it is almost certain that would shut those two BSs down as well.
While there is a lot of chatter about all things PvP on the forums it is mainly from the same small group of people. The forums don't really matter though, what matters is what's going on in game. In game all PvP content more than anything else has population problems and a general lack of interest that cause it not work too well or just not work at all since PvP more than anything else needs numbers. This is especially true if you're still aiming for group vs group PvP balance as FC always said they were for AO.
Wow, nice.
Oh well, that's that then. Still leaves the question of what those other things the mail system was suppose to allow for unanswered though.
As noted by others if the portal just sent you to the entrance of the dungeon/mission area (just inside or outside) it really wouldn't take away from the warp to the grid/garden profs. Those would still get you all the way back, the back to the front door portal just saves you the run out of the empty zone if it's a mission and training if it's not. I always really like the Biomare/Foreman's RK dungeon due to the various exit buttons it has and how the warps to the next/prior area only worked if you weren't under attack so for the most part there was no training all over the place.
Last edited by PhoenixOfAges; Feb 12th, 2010 at 01:18:30.
Our heads not fitting our bodies would actually be amusing, at least for a while.
I did say I liked these Q&A threads. Although by the time you posted this one you had me beat by about 50 posts. Of course you did cheat by locking the thread.
The problem with lowbie VP is they have no real access to VP outside of LE missions which give poor and very erratic amounts of VP before long (it is possible for a lvl 20 mission to give as much VP as a lvl 140 one). BSs don't run prior to the 150-174 one daily if at all. With all your focus for VP being through PvP short of a "small" increase from missions nothing you've said is coming will help much if at all.
Even the most beneficial medicine if taken to an excess becomes poison. It seems you guys are trying to zip everyone to 220 as quickly as possible and are focusing the bulk of your content to 220s. Lowbie VP for instance can't be fixed as darn it, we want people at 220, not any other lvl. If you want to move people along so much just remove the other 219 lvls and be done with it.
Last edited by PhoenixOfAges; Feb 12th, 2010 at 01:21:32.
Another thought about the GUI, Can you make all the windows (Trade, NCU, Program, Bags, ect..) have a windowed option?
I have a 2nd monitor not being used at the moment and if I could drag all that stuff out of my game playing / viewing area to the 2nd monitor it would be great.
Tsarbomba .: Test:.190 Atrox NT.: RK1:.160 NM NT .:RK2:. 83 NM NT
Means, you skipped my question whether we are going to see more instances or more "'everyone' experiences", or a combination. Could you please elaborate on the issue a bit?
Absolutely right, lowbie vp gain options, not pvp. Who cares about pvp anyway?
Ohh, and by the way... I probably made the single most important discovery in the history of AO: I found out where Uncle Pumpkinhead hides between the Halloween seasons!
He's in the MOMA in New York! I have a photo to prove it!
http://img43.imageshack.us/img43/578...umpkinhead.jpg
Now, about them rewards for this ground breaking discovery...