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Thread: 14.7.1 : Game system changes

  1. #41
    Originally posted by Sethil


    What does that mean? Will we see now lvl 150- healer unteamed besides a notum mine, healing everyone their faction and unharmed by the opponent, because they cant get 'lowlevel' people there???

    Just remember with shadow lands top level is scheduled to be increased to LV 250, so with that out you will still have a 100 level difference in open PVP. I don't think finding someone under 150 to take out a doc will be to hard unless your in a guild that has a 150+ level requirement, but then those are your rules not funcoms

    ~aqua

  2. #42
    Originally posted by Aqua


    Just remember with shadow lands top level is scheduled to be increased to LV 250, so with that out you will still have a 100 level difference in open PVP. I don't think finding someone under 150 to take out a doc will be to hard unless your in a guild that has a 150+ level requirement, but then those are your rules not funcoms

    ~aqua
    Never seen an official statement that FC will increase the level to 250
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  3. #43

    Re: Huh?!?

    Originally posted by Cowe


    To me, it was made VERY clear that attacking a tower will be a HARD thing to do (i.e. you need more than 2 people attacking it, more like 20 from sound of it)

    If you have a group who are attacking the tower that cannot even out damage a lvl 120 Doctor's heal, then I do suggest you come back later with more fire power because there is NO WAY in heck you will take that tower down even if that lvl 120 doc wasn't there.
    Ok, what about 5-10 docs that lvl?
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  4. #44
    A good way to prevent a lvl 149 doc to safely heal other people lvl 150+ is to prevent all progs (especially heals) to work on players above lvl 150 when casted by someone below 150 NOT teamed with them. Make this only true in zones with 25% or lower gas or pvp enabled when it comes to towers.


    About the inits nerf above 1200, it is obvious that it was done to prevent all the new EQB cookie-cutters to ever hit at 1/1 with rage+fob. Lol, I'm glad I never bothered to get get one and ipr for 2he.
    Without speed EQB = the suck.

  5. #45
    Originally posted by Cado
    Well .. it's still odd when you consider the Work/Risk vs. Reward .... the more work (higher IP cost), the less reward ?

    *ponders this for a minute*

    No, this don't sit well with me ... but then again, I don't have much of a say in it, do I ?

    Ah well, I guess this means that there will be more people who try to round out all of their initiatives instead of being specialists .... and thus fall back into Cookic cutter forms.

    Could be worse.
    I agree with you 100% and with a lot of whineing about pvp and balance issues to effectively make things more balanced classes are going to end up getting more and more similar to each other while others can effectively cancel out another classes suposive specialisation/specific skills to that class that make them original and that looks exactly like what is happening. Some classes are just stronger than others for some things and that's the way it should be and you shouldn't take away their advantages/posibilities or nulify them with "anti" nanos which just essentially ends up making people worthless. This kind of thing is "not fun" and takes away peoples ability to be original and play an interesting game.
    Last edited by Neurostim; Nov 20th, 2002 at 18:14:33.

  6. #46

    Question Re: Re: Huh?!?

    Originally posted by Sethil


    Ok, what about 5-10 docs that lvl?
    Hmm... Good question. Let me see.

    Okay I think it is safe to assume that we are talking about fight in lvl 200 Tower since

    1) if it is lvl 150 tower, then by default your attacking force must be also 150's, and they can attack those group of 150 doctor.

    2) if it is below lvl 150 tower, then those group of 150 doc might as well as be group of 200 doc.

    So, we are assuming a group of 150+ (more like BIG group of close to all lvl 200) trying to take over a lvl 200 tower.

    Now given the fact that there will be a Crowd Limiting system

    Check

    http://forums.anarchy-online.com/sho...threadid=66577

    then we are betting that defender will sacrifice(?) 5-10 of near lvl 200 Doctors who can do complete single and group heal (almost instantly at that level) for 5-10 lvl 150 doc who cannot be attacked but have pretty weak and slow heal.

    Hmm.... does that sound right to you?

    Now you might say what if they had 5-10 lvl 200 Doc AND 5-10 lvl 150 docs?

    well then you will have very long fight in ahead of you REGARDLESS of your ability to attack those lvl 150 doc. but maybe not if you have 5-10 nuker to offset the low level docs (and to use the nuker to kill the high level docs)

    But what if this wasn't close fight? so that crowd limiting system doesn't affect it?

    Then considering this is a fight for lvl 200 tower, you either have so much more attackers that you can plow right over those 5-10 lvl 150 doc

    OR

    There is so much more defender that they didn't need the 5-10 lvl 150 doc.

    ===============

    well that about sum up what I think of the effect of 5-10 lvl 150 doc. Whatcha think?

  7. #47
    Originally posted by Skymarshal
    So what happens when a guild is mostly level 200, not possible? look at my guild....


    Most of our players are level 200, or are near level 200, so when we build a 250/200/150 tower base, our 150 towers will be attackable by a Whole crapload of players that we can do nothin about... unless the one person that is online that is sub 190, kills them all?


    And yeah, ganking level 75s can be fun, it teaches them to pay attention to surroundings like I had to.
    I believe I read somewhere there are L190+ zone for towers as well. Guess that would be your play zone.
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  8. #48
    Originally posted by Cz
    Also...
    • Open PvP limit (free-for-all level) moved to level 150.


    Actually doesnt this mean that a 149 can attack a 151 but a 151 cant attack a 149? I would like OFFICIAL confirmation that this is not the case, not just speculating from players.
    ~Streaz~
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  9. #49
    Originally posted by Dragonsphere
    So basicly we nuke slower (yes I got 1200+ nano init) and people with guns shoot faster (faster recharge)?

    Strange, I thought you wanted a balance here.

    Make Nano Init affect recharge aswell.

    I havent seen this in action yet but it sounds strange to me.
    Keep in mind:

    1) Also means the negative effect of crit scopes will now affect recharge time.

    2) Weapon speeds are capped at 1/1 nano casting is not.
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  10. #50

    Angry

    No WAY!

    I am an Agent, my nano init is creeping towards 1100 now, I had the goal to cast nanos fast in FP. ...Which means....when I get to 1200 I should not increase nano init anymore..or..

    This is confusing. How do the effect work in reality? Shouldnt you really reward those who are getting so high instead of making it worse? Lets say for those who really need high Nano init, like docs, NT`s and Agents?

    I dont get it!
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  11. #51
    Originally posted by Darkbane


    Explain? Sounds like a damn good idea to me, I mean, you hit level 75 and suddenly you can be squished by any level 200 who feels like it? I suspect the aim is to force players into fighting other players and towers nearer their own level, which in no way, shape or form seems bad to me...
    Doesn t really matter cause all PvP goes on in area and combat is 99.9% of the time volontary.
    Last edited by andertec; Nov 20th, 2002 at 19:25:48.

  12. #52
    Originally posted by streaz18


    Actually doesnt this mean that a 149 can attack a 151 but a 151 cant attack a 149? I would like OFFICIAL confirmation that this is not the case, not just speculating from players.
    This will be exactly like the current pvp free for all that begins at lvl 75 today. I am lvl 74 yet i am still able to attack and be attacked by people that are lvl 94 (I think thats my top limit, 93 or 94) tell helpbot level 149 to see what lvl range a lvl 149 can pvp.
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  13. #53

    Arrow

    Originally posted by streaz18
    Actually doesnt this mean that a 149 can attack a 151 but a 151 cant attack a 149? I would like OFFICIAL confirmation that this is not the case, not just speculating from players.
    The PvP range for a level 149 will now be 116-193 assuming the rest of the formula is the same... and nowhere has it been stated they have changed it. And for a 151 will be 117-200.
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  14. #54
    Originally posted by Darkbane


    Err, using just IP and trickle-down, you can get about 720. Add implants, and maybe about 930. So to get 1200... you'd need buffs, refined implants etc... IP just doesn't come into it at that level...
    FC has confirmed elimination of the level cap with Shadowlands. I would expect that would be accompanied by increased caps in skills/abilities as well - otherwise, what would be the point?

    btw - at lvl 141, I have 940 RI and i've been title capped since lvl 128...
    1200 is obviously possible
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  15. #55
    Hmm does that also mean initiative debuffs below -1200 will have less of an effect on attack and recharge? If not, then why not?
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  16. #56
    Originally posted by Lsnake
    No WAY!

    I am an Agent, my nano init is creeping towards 1100 now, I had the goal to cast nanos fast in FP. ...Which means....when I get to 1200 I should not increase nano init anymore..or..

    This is confusing. How do the effect work in reality? Shouldnt you really reward those who are getting so high instead of making it worse? Lets say for those who really need high Nano init, like docs, NT`s and Agents?

    I dont get it!
    After the FP init debuff you will still have much less than 1200 nano init, no?
    Originally posted by Whaambulance
    Hi.

    This is singlehandedly the stupidest post I have EVER read on these forums. Congradulations.
    'Balancing' Nanos Will Remain Imbalanced Vs. Old Nanos - Because We Said So!

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  17. #57
    Originally posted by Cz
    Also...
    • Open PvP limit (free-for-all level) moved to level 150.

    Will a lvl 149 Trader be able to walk up to me in 0% and get the first shot off at me (read: divest) before I get a chance to attack him? That's what I'm seeing here. And we all know that a lvl 149 Trader does have the potential to take down lvl 200 characters if buffed properly and played intelligently (not an attack on Traders, but noting a scenario where I, a high level Doctor, could be crippled before I can do anything about it)

    Will this also work in 25% gas? I.e. will a lvl 149 omni player in 2ho be able to attack me, or does the suppression gas make it so they have to be 150+ to initiate combat with a lvl 200?

  18. #58
    simma down now

    free for all starts at 150. this basically means that until the level cap gets lifted we fight only people in our pvp fighting range.

    this does not mean a that a 149 char can't be attacked anymore than a 74 can't be attacked right now. a lvl 74 can't attack a lvl 200 any more than the lvl 200 can attack the lvl 74; apply the same reasoning to lvl 149 attacking lvl 200.

  19. #59

  20. #60
    Originally posted by Specialone

    FC has confirmed elimination of the level cap with Shadowlands. I would expect that would be accompanied by increased caps in skills/abilities as well - otherwise, what would be the point?

    btw - at lvl 141, I have 940 RI and i've been title capped since lvl 128...
    1200 is obviously possible
    Never said it wasn't possible, or even that it wouldn't be possible. Was merely stating that IP has nothing to do with 1200 init at this time.

    And if skills are going to go much higher, then this sort of thing will be needed...
    "Do not try and catch the hamster... that's impossible. Instead only try to realize the truth... There is no hamster, only a deadbeat rollerat..."

    [Social] Means: I don't think we removed any bosses because of bad pathing...there wouldnt be any left if we did :P

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