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Thread: Soloing and Cooperation

  1. #81

    Cool Map changes

    I would like to see some options added to the map in AO. I have no problems finding areas using coords, although, a lot of people do, including my wife, who plays the game also. I would like to be able to type in a map command such as /locate 3200,2300 and there be a red "X" and a red line show on the compass, somewhat like what you see when you upload missions. This will make traveling much faster and give me more play time so im not at my wifes computer always showing her which way to go.
    thx

  2. #82

    Cool Game changes

    Make more interesting monster camps.

    Check for a quick death-respawn cycle. If so you increase the chance of a "boss monster" to spawn.

    They will have higher level, more hit-points, and an increased chance of dropping unique loot.

    We could do this from monster level 50 and up i.e.

    Give monsters a more complex AI when you meet them with a team. Let them pick dangerous opponents, basically be "nastier", more challenging... (More fun?)

    Go through each profession and make sure it has something unique, or at least very good, to contribute to a team in a fight.

    Four Excellant points that would be great to see......

  3. #83
    I had an idea, there are alot of posts here, and I didnt read them all so maybe it was posted already, if so please forgive my ignorance...

    What if there was a nano for a certain class that was and 'Aggresion Dehancer' of sorts, that you would cast on a doc, or NT that would set thier aggro bar to the defensive position but the doc or NT will still cast thier nanos as if the aggro bar was full aggro. The more powerful the 'Aggro Dehancer' the farther the aggro bar will goto the defensive position. Then the likelyhood of the mob aggroing the healer or NT would be far less, and thus make that profession desireable in a team.

    Do you know what I mean?

  4. #84
    Ok, nobody's gonna read this because there are already 100 messages in this thread and there will be 200 more. But...

    "Do the professions that heal (Doctors, Martial Artists and Adventurers) have any use / purpose in the team? Do you really need a healer when the monsters drop in 5-10 seconds?"

    As others said, haha! Try playing in a level 100+ group sometime. I'm level 108, it currently takes my teams maybe 90 seconds to kill a cyborg brigadier general. Do healing professions have any use? That's like saying, (in real life) "Does oxygen have any use?" Without serious healing power, high level players can't kill anything.

    Half the time the groups I'm in don't have a doctor, and so we're desperately trying to put together a bunch of second rate or third rate healers to see if it's even >possible< for us to function as a group. So we'll get an adventurer, a trader, and I as an agent will go False Profession MP for the healing pet, and then with 2 players and the MP pet healing continuously we should be ok... hopefully...

    (We'd rather fight something easier than a cyborg brig general if we have no doctor, but when you're in mort fighting cyborgs, you gotta take what's there, or you'll just be running around fighting nothing)

    And soloing is a joke at high level. The amount of experience you can get in a mission by yourself is pathetic, it would take forever to gain levels. Nobody does this.

  5. #85

    Cool Hunting outdoors is more fun for xp!

    It seems after lvl 100, missions are the only way to get decent xp. Missions are boring, its the same old rooms and the same old mobs, the scenery never changes. I enjoyed lvls 1 - 100 because it was outside hunting and i did lvls 70 - 100 with my doc at the medusa's, which even though is in the same area, its outside. There are storms and other people, etc. Missions for xp is just really getting old. i cant get enough tokens post lvl 6, to make much of a difference for my character, so really i have nothing to get from missions, that i cant get with my other agent. i dont even want to get into talking about my agent. concealment is bugged enough and my god fix the ruse line.

  6. #86
    I would have to say the only suggestion I had would be to help the ability to use the map etc... The coordinate system is insanely annoying.
    RPG Complete-Your #1 source for rpg news and community! - http://www.rpgc.net

  7. #87

    Exclamation Re: Team missions.

    Originally posted by Breogan
    I think the idea of bosses in missions is good, makes it more interesting... but I envision a different kind of team mission, one that I dont know if it can be implemented, but bear with me...

    Books and movies use a lot the "team of specialists" model. You assemble a team that mixes people with completly different skills, everyone is absolutely needed cause there is something she or he can do and nobody else can do (the driver, the thief, the silent killer commando).

    Team missions in AO should be similar; there should be a reason why you need a particular profession in your team. Lets say we have multi-level missions (that would be a plus):

    On getting the mission you will know that you need an Engineer of skill X to be able to fix the elevator to the lower level, where
    a Nanomage is required to reprogram a nano-powered machine so it would be able to elaborate a particular kind of one shot weapon that only a Soldier can use to
    kill a otherwise impossible to kill robot.

    Thats my 2 cents.

    Steward of the Ranger Prime Breogan
    Clan Eye of the Nexus
    (I havn't read any farther than this post so if something was posted about this not being able to work or something i am sorry)

    Thats the best idea i have heard. I would love to see something like that. Say there is a locked door that only agents can unlock, or you need a craut to get past certain security that only government officals can get through or something like that....
    Thats a great idea and if that is put in the game i would never unsubscribe even if they don't fix the Damage, soloing, ect bugs...

  8. #88

    ok

    balance the professions to the same level as metas.
    nerf the mobs.

    there you go - fantastic game
    My lungs arent blackened by tar, they're blackened by SIN!

  9. #89
    Some nice ideas Gaute, but I do have problems with a fair few as well...

    I am an NT, and as has been posted else where we're designed to have very little hp, but the ability to do huge damage...ok, thats a nice theory. The problem come in which how people play AO, they twink, and they twink loads! Its actually part of the game as without twinking your ass off your useless against greys. How did this occur? simple, FC rebalanced the npc's/mobs to have excessive hp, resists, and ac's making them now overly strong for an untwinked player unless they team. This action basically put the death nail in the solo part of this game. Its impossible unless you're a pet class who are effectively their own team.

    So, what should happen? Firstly mobs/npc's should get lower hp, heck would be nice if you could even make them the same as the player at their lvl would be. As well as that, give them more accurate resists, and evasions. To counter this also give them the weapons/spells which they would/should have at this lvl. As said above i've been against plenty of npc nt's and what gets me is that they all use their pistols mostly, and maybe a 3sec nuke. They don't use the big ones. They are basically a gun profession...what gives? And these gun's come to another thing. Whats with npc mp's with those pink daisy sheilds hitting so hard? the damage they dish is incredible for what lvl they are. The biggy to assist an npc would then be to give them a much smarter AI (no offense but I do know some companys who write AI's...and smart ones! before we get the "We can't make them any smarter" comment again), and make pathing better. A big problem with mob's/npc's is the fact they don't follow the same rules the players have to. Shooting through walls, through doors, line of sights irrelavent. Oh come off it please!

    To counter the lowering of hp, and the other alterations, XP and a team should be split, not just a bit less than what you would have got if you soloed it like it is now. You kill a mob who has 60k xp with a 6 person team, thereby everyone gets 10k, or maybe a tad more, say 15k each but really not as it is now with about 55k each.

    Going back to being an NT here, and mentioning teams I have to say that a big factor in why NT's and Docs always end up tanking is our aggro, which in both cases has to be maxed or we're useless. And the only way in which a mob won't go for us is if the tank in the team is using an aggro enhancer. And here's some interesting info for you Gaute, since beta I have only been in a team twice with a tank who uses an aggro enhancer. THEY DON'T USE THEM! thereby the tanks end up very quickly being the Doc usually first (as he's healing the so called tanks) and then moments later the teams NT who drops on a nuke and pulls the aggro off the Doc and is soon getting pummled into the ground as (not sure if u remember) doesn't have much hp!

    The idea of giving more professions calms, and other traffic control spells is WRONG!. You're messing badly in the wrong area here, as it is which how you've given away a lot of the fixers spells. New spells arn't the answer here, better mechanics, better AI and more realistic play is.

    Team missions are a must, those are well over due and the idea of a boss mob will be great.

    More importantly, leave this a while until you've got the rebalance of the professions as proposed earlier done. Once thats done THEN get to rebalancing the mobs. The two go so closely hand in hand and you can't really do this until the profs have been fixed!
    Major "Nyadach" Prabel
    Neutral and proud of it!

  10. #90
    Originally posted by Pacifica
    I had an idea, there are alot of posts here, and I didnt read them all so maybe it was posted already, if so please forgive my ignorance...

    What if there was a nano for a certain class that was and 'Aggresion Dehancer' of sorts, that you would cast on a doc, or NT that would set thier aggro bar to the defensive position but the doc or NT will still cast thier nanos as if the aggro bar was full aggro. The more powerful the 'Aggro Dehancer' the farther the aggro bar will goto the defensive position. Then the likelyhood of the mob aggroing the healer or NT would be far less, and thus make that profession desireable in a team.

    Do you know what I mean?
    Yeah i played DAoC as a Thane witch is kinda like an tank and caster in one and i had an ablitity to Guard and Protect people. The Guard and protect only worked if you were grouped and you selected the Healer or Caster as the person you Guard/protect. Without this when a Healer heals some1 for more damage than the mob is putting out then the mob aggros to him or her, and if a caster does more damage then anyone in the group has done then it will aggro him him or her, with the guard and protect ablility when they would heal or cast i would take the aggro if there was one. On the screen it would say "You guarded Mr.Doc and the monster is not attacking you" or something along the lines of that. Then the caster wouldn't have to worry about the mob aggroing to him or here. This didn't work all the time but it helped...and i think that something like you are saying or something where a Soldier or Enforcer can choose to Guard some1 then they could take the hits for the healer/caster like in DAoC....

  11. #91

    Smile Teams

    I vote for putting in team-missions. More loot, more tokens, and bosses. Perhaps adding locked chests that only fixers and agents had the skill to open and disarm.
    Wammo
    Fixer
    "Give it to me, I'll fix it for ya"

  12. #92
    Reading through all the responses here a couple of things struck me:

    Several people didnt include MAs when referring to healers.

    Several people only mentioned MAs in regards to their poor damage output.

    And none of these people were MAs...

    MAs are a one buff class, with no other purpose. If you need any MAs for SG or VS (cause thats all we're good for apparently), we'll be drowning our sorrows in the bar with Fixers...

  13. #93
    Tanks
    At my level Tanks get hit just as hard as I do since everyone has on Q200 armor, and all armor is essentially the same. Make some armor with higher AC profession specific or give it other benifits. Something that distinguishes between a tank and anyone else. Also it doesnt matter how many aggro abilities you give them. I pull the aggro far to easy as an NT. Hell I'm not a tank but often fit into that role since even if a tank wanted too he really couldnt hold an aggro for more than a half a second. That also leads to another point. Why would someone WANT to pull aggro on themselves vouluntarily???? I mean selfishly speaking here, why would you take the aggro if you die just as easy as everyone else in your group. Hell let the stupid NT die and lose his exp, as long as I don't die. That's what I see right now.

    Also what do you see as the most dangerous person in a group? I mean heck the Mobs already focus on the weakest person in a group, which is the most intelligent thing anyone could do. I mean NT's first doctors second. Those are the two weakest and get all the aggro. They will get the aggro even if someone tries to pull it off of them.


    Team Missions
    We've needed a way to get more tokens. At my level I don't really have a prayer to get a 1k board unless I hog every group mission to myself and do missions past level 200 as it is. Loot is pretty good as it is mostly. Unless its unique loot which could easily be exploited I'm sure.

    Also I don't think anyone would go into a mission with harder creatures. Right now as a group we fight the maximum hard creatures worth killing. Aces and Real Means are 90% of the time not worth killing. Heck if we get a mission with an Ace room in front we delete it and go to the next one. So making them harder as in how???? Heck you've already scared the pisser out of most people by giving Last Word to vet and higher casters.

    Which leads to another Question why is their init SOOOOOO damn fast. They cast that insta kill in about 11-12 seconds, heck even at Title 5 level cap and max resist and a couple Q200 resist Implants I still rarely if ever resist a spell. Heck I can't cast Word on a mob so why can they cast it on me? Either it's too damn slow with my 1100 Nano Init or get's resisted about 50%+++ of the time even with my 1060 matter creation. That is if I would use it though, because it's not worth a Normal player using it since it sucks to begin with. To me it shouldn't have more than a 10 second cast time.


    Crowd Control Nanos
    They are OK, but VERYYYYYYY BUGGGGGYYYYYYYYY! About 60% of the time the Mob instantly Re-aggros onto me. I get the message Nano Successfully cast when it's supposed to have worked, but it doesn't always work when you get that message even with calm skills at 900ish. If you made them work then they would be worth the skill invested. Right now though it is only a marginal skill.


    Support classes
    Low levels definately don't have enough NCU. Higher levels though there aren't enough good buffs to be worth it so alot of the NCU goes to waste. Why get a mochams when it doesn't modify your damage and you are already casting best spell. But heck don't know really since I never really use buffs. Heck the only I ever see being asked for is crit increase, HE, essance, and AC buff. Nothing to great, and a ton of NCU left over.


    Respawn Rate and Boss Mobs
    There really should be ALOTTTT more places to hunt outside of missions. Heck there are only a handfull of spots to EXP at and every noob crowds them not even making it worth a high levels time to go to them. This is why more high level spots should be moved to political and mayhem zones. Keeps the twinks from leeching exp. Which by the way brings up another point. Why can a level 8 get one crit on a borg and get cap exp from the death even though he only did like 15 damage? Why can a level 40 constantly do 50ish damage and steal 8-10k from the Borg exp even though the other people killed it??? I mean thats just stupid. If your group didn't do atleast 30% of the damage you shouldn't get any experience at all.

    Also respawn rates should be ALOT higher. Only a handful of spots have decent respawn rates and people MOB those spots. Please make all spots respawn just as fast.

    As far as boss mobs spawning I wish this was put in at areas built around story points. Like Enigma Village, Deep artery Mine, Borg City Perp Wastelands, and other areas focused around a creature type. As far as regular spawns doing this???? It might be good but prolly be better if you left the EXPers alone and built up new areas for this with the code in place for that area.


    Socialising
    If you can make it so I'm getting the same EXP as I was before than sure socializing would be nice. Otherwise leave me alone :OP


    My Views on Team Play
    Well they are pretty close minded since I've only played 3 classes. Mostly an Engineer and NT. As an NT I seemed to be pretty balanced in team play, but my nukes still do mostly minimum damage. As an engineer it is a pain though. I have to wait for buffs to get a decent bot, and have to constantly bother people. Also I am hardly ever wanted in missions unless it's an all pet group because people don't want to waste time with me because they move so fast through dungeons that I am mostly leeching from the group since the pathing for the bot is so bad and they can't fit through doors anyways. Plus we have no real buff nanos that anyone wants or anything to buff us, even in tradeskills. Either we have to focus on our bot and beg for buffs for everything we do, or we suck and beg for buffs in everything we do. If we focus on our bots then we miss out on what buffs we do get and our AC and hitpoints suck so we are often one hit killed easily. If not we make ourselves able to die in two hits and get a few buffs that no one wants anyways. BTW I am a 110 engineer so I have some idea how to play an engineer. Also I am a 164 NT and have a clue how to play that profession as well. Engineers are good if they have the buffs they need though, its just all the begging we have to do for every aspect of our game. From tradeskill buffs to bot buffs and everything in between.

  14. #94

    oh god is funcom addressing the wrong issue here again

    This response may be inappropriate and ignored but I just have to say this. I am about 20 times more concerned about the soloing aspects of the game right now then the team dynamics. Can funcom focus on those issues that the players actually care about currently? I am disgusted by the fact that NPC's in missions the same level as me about 20 times (not exact) the hitpoints. They hit me for half the dmg I hit them but how long do you think I am going to last. I have a real problem with games that increase the difficulty of soloing a yellow mob each time you level. You start as a level one character and might be able to solo a yellow (even) mob. By the time you get to a high level you need an entire team to kill a yellow mob. Even with the best healing pet on me healing me 500-800 pts a tick I can easily be killed by a yellow mob now. I would like to see NPC's with the same stats as PC's. Anything else doesn't make sense. Why would an NPC agent of the same level as me have 20 times the hitpoints. This is ruining the game terribly.

    Level 134 agent

  15. #95
    Psych skill reqs on AggEn's are way too high considering you get no use out of the skill besides the AggEn.

    Ya, its not a big deal...



    Also, though I have no suggestions on how to remedy this problem, IT NEEDS TO BE EASIER TO FIND A TEAM. IT NEEDS TO BE EASIER TO FIND A TEAM. IT NEEDS TO BE EASIER TO FIND A TEAM. IT NEEDS TO BE EASIER TO FIND A TEAM. IT NEEDS TO BE EASIER TO FIND A TEAM. IT NEEDS TO BE EASIER TO FIND A TEAM. IT NEEDS TO BE EASIER TO FIND A TEAM. IT NEEDS TO BE EASIER TO FIND A TEAM.
    The Seeking Team channels are DEAD... I see maybe 2 messages an hour on them. Most days I play inbetween classes and other things, so when I'm deciding between an hour of solo'ing a mission or 45 minutes looking for a team and 15 minutes fighting with them b4 saying "sry guys, g2g", my choice is almost always to solo.

    I'm sure with all your big giant brains over there in Oslow you can think up something...



    Draclor

    --------
    Draclor lvl55 MA
    Roxachu lvl 50 Enf
    Cavorkian lvl 13 Doc
    RK-2 Clansmen

  16. #96

    Wink

    Originally posted by NikkiDial
    ... Engineers are good if they have the buffs they need though, its just all the begging we have to do for every aspect of our game. From tradeskill buffs to bot buffs and everything in between.
    /me has a hard time not laughin while lookin at that handle .... ,)
    tradeskillz ?

  17. #97
    "What I would like to ask your opinion about, is to what degree you feel you are able to cooperate well in teams. I have played AO with many different people on both Dimension 1 (Rubi-Ka 1) and Dimension 2 (Rubi-Ka 2). Sometimes it seems to me that people are so used to soloing, that cooperation and team related skills are forgotten, or simply never learned. Some complain to me that other players are responsible for getting them killed, running around like as they were "soloing together". (parallel playing style as opposed to cooperative playing style.) When I first heard these complaints I thought: "Hm, maybe people just don't know how to do it yet?" Then it struck me that it might not be the lack of skill, it might be our (Funcom's) fault?"


    1.) Professions begin to take a big change after level 80.

    2.) Character creation: since IPs for certain classes can be hoggish some people dont utilize certain crystals or items like enhancers for thier character.



    3.) Damage, Health and Team Menu: Alot of people our more focused on the intial damage output or thier health bars.

    For example, The team menu isnt utilized more like it could be. If you have your menu down you can see whos taking damage. Then a class could: root the mob so the person can run away, stun the mob but those break once attacked, use Enhancers or nano focusing crystals, healing classes can see who to heal.


    4.) Alot of other factors I have seen come into play as you get higher up in levels.

    - Things change from small team play to saving your arse from losing 1mill experience points. This is one of the biggest things I think changes the way people play in a group.

    - Support classes that heal become affraid of being aggroed.

    - Tank classes become the slowest to level since they cant withstand the close combat beatings. So the focusing items or crystals do not get utilized anymore.





    "Do the professions with an adequate number of hit-points to "tank" (survive with monsters bashing them) have enough ways to keep the monsters focused on them? (As in viable "Aggression Enhancers" and Nano Programs?) Are you able to do your job"

    As far as the higher level characters, I would say no. Since the amount of xp that is needed to level is high we venture out to mobs that give a reasonable amount of experience points. This involves fighting dark reds. The so called tanks of the game shifts from classes like enforcers to pet classes because they cant take the beating.

    The aggression enhancers will turn a mob for a split second but will change back to the person doing the most damage in the shortest time.


    "Do the professions that heal (Doctors, Martial Artists and Adventurers) have any use / purpose in the team? Do you really need a healer when the monsters drop in 5-10 seconds?"

    Actually I think its the other way around. Do we need to fight mobs that drop us in 5-10sec just for a reasonable amount of experience points.
    These profesions definitely serve a purpose in the team to heal but the thing is alot of them dont veiw their profession as a doctor so they dont want to be considered a main healer.



    "Do you meet monsters that require skill and tactics to fight other than in the static dungeons?"

    Thier are really no tactics required between monsters within the game. Only a few things that individuals need to watch out for like borgs using melee when your to close but as far a group fighting the same style can be used with any mob.




    "And please supply any way in which teaming up can be improved in any way"

    Well first thing is if I have to buff several people in my group. I would like to be able to check mark thier name in the team menu and do one all out buff instead of individually.

    I think professions need to be more unique.

    When I get higher in level, nanos should cost less to cast instead of more. This gives classes the ability to cast hostile nanos and have nano left over, depending on thier nano pool development, for healing, special items, or whatever they wish to cast.

    The lands in each zone shouldnt have so many dead spots. Each zone should harbor different creatures with different AI, strengths, and weaknesses so its not as boring fighting.


    I would like to have an option to set a percentage threshhold to where if a certain class health drops below this percentage thier name flash or turn red in the team menu.

    I think experience lose from death needs to be changed since higher up groups basically choose the more twinked characters because of fear of dying.
    Last edited by Lionhrt; Jan 22nd, 2002 at 23:08:48.

  18. #98
    It seems I've come in to the conversation late, but I do feel the need to put my reply in to what was posted in the article.

    My main character is a Fixer, now level 58. I have managed to bring a Metaphysicist up to 21, and am working on a 'Crat (at level 10 now).

    Do the professions with an adequate number of hit-points to "tank" (survive with monsters bashing them) have enough ways to keep the monsters focused on them? (As in viable "Aggression Enhancers" and Nano Programs?) Are you able to do your job? I feel that some of them do. As a Fixer I can't tank. The problem isn't lack of hit points, as I have Insurance Hack and high evades to soften the opponent's blows significantly, but I have too little ability to actually pull a monster off a nano-tech or doctor. Soldiers and Enforcers I've grouped with seem to do just fine. They have no problems pulling a critter off injured party-members with no problem, at least as far as I can tell. What I would recommend is making a group aggro variant available to Soldiers and Martial Artists. Enforcers are the best at tanking because the Mongo line get's everybody's attention, while the Soldiers and Martial Artists really can't pull more than one critter off a teammate at a time.

    Do the professions that heal (Doctors, Martial Artists and Adventurers) have any use / purpose in the team? Do you really need a healer when the monsters drop in 5-10 seconds? Yes. The issue here is that a group that can drop a green-monster in 5-10 seconds is going to start going after red monsters that can and will drop the party's tank in 5-10 seconds. A well timed heal is enough to mean the difference between Victory and Reclaim. The problems a lot of high-level doctors seem to be having is that they are too dependant on a team to survive. Also when the team's tank consists of an engineer's wardroid, they become a 5th wheel, since they can't heal pets.

    Do the "crowd control" (the ability to temporally suspend monsters from battle by "freezing" them, "slowing" them down, or totally "wiping" their mind) professions have any use? Do you need a Bureaucrat, Agent, Fixer or Trader to keep monsters at bay? As a Fixer, I would have to say **** NO! The problems I have been having with crowd control, is that I can't really make it stick. When I am attempting to cast Lesser Prolong Encounter on a target roughly equal to my level (high 50s), it resists 2 out of 3 times, costing me precious nano energy in the process. Each time I fail, it gives the critter enough time to make two more blows against whoever that critter has targeted. And in a group, the teammate targeted doesn't always knwo to get out of the way once it does land.

    Snares like Net Cast Wide or Nano Net seem to be even less useful. I personally rarely ever use them except when soloing, and when the team is in seroious trouble. (I am not sufficiently advanced to be able to use Team Grid Phreak or Instantaneous Encoding.) The problem here is that since the slowed creature can still move, if whomever they've targeted stops to fight, they catch up and do serious damage. Outdoors, this means that the team's Enforcer is doing circles around the group Mongoing to keep most of the critters attention on them, while the group attempts to pick out one at a time to cream it. Although it works. It doesn't work well, as the Enforcer isn't pounding away with his support beam or hammer. Indoors the tactic isn't, since there just plain isn't enough space in most areas to run around.

    Does support people have any real use? You said, "I have noticed many players on low levels having an inadequate number of NCUs to really take advantage of the beneficial nano programs ("buffs")." As a Fixer level 58, I have a 5 slot belt, with 104 NCU split between 4 memory units, and a NCU Coolant Sink to help me use Reckless digitization when being pounded. This has been an investment of near a million credits, and was much needed since I regularly use on myself, at the same time, 5 of the nano expertise formulas, Minor Supressor, SMG and Burst expertise, Hasty Augmentation Cloud, Grid Runner, Insurance Hack, and Cracker's luck. If I clear some NCU by not casting Grid Runner I can accept buffs from other professions, however more often than not I can't share my Insurance Hack with anyone else in my teams, since no one else has the NCU space for it.

    Part of the problem is that the while I have the skill to use it, the NCU memory I am using is near double the QL of my actual level, and has been since I was level 15. It is impossible to earn enough NCU memory and belts from mission-loot, or mission rewards to take adequate advantage of support-buffing. All of what I am currently wearing was bought from the superior shops, after working a very long time on solo missions to earn the money. Therefore I can only conclude that most people have no use for support buffing since it is too expensive.

    Do you have enough time for socialisation? I feel yes. Let me tell you, staring at that spellbook while my mana regenerates was one of the things that eventually got me to stop playing Everqest. The current systems of rapid healing outside of combat using treatment, and nano kits is very nice. The biggest problem I have right now is in the 30 seconds it takes me to recharge my nano for the next Insurance Hack, the rest of the group is in the next room, pounding the next target. Lack of socialization opportunities is not the fault of the game mechanics.

    My experience in teams, as a fixer, has been very bad. Soloing has been very good, though. I feel that I have little business at all in a team, since I can't contribute much other than an extra gun. The Gamma Ejector from The Longest Road dungeion helps immensely, but I am still concerned for the future. (Especially seeing as it will be inaccessible to any clan-member once the ceace-fire ends. The guards & droids around the Omni-Mine where the dungeon is located are just plain too strong.) If the current fixer roots are going to be useful to a group, the root needs to be a lot harder to resist, and available to fixers in an area effect version. I can't even think of a way to make snares useful to any group that isn't oudoors. If Insurance Hacks or its variants are going to be useful in a group, it needs to be available in a team version, that doesn't take up a lot of our teammates' NCU space. Insurance Hack, and above also need to be a lot more powerful than they currently are. This could be accomplished either by letting them heal more, or letting them heal faster. 38-82 healing every 5 seconds isn't going to even slow down something that hits for 200 every 3 seconds. A good fix here would be to scale the timing of the Insurance hack line, so that Medical Claim still heals every 5 seconds, while upgraded versions get progressively faster, so that an advanced formula like Basic Policy Skim would be healing roughly 3 seconds apart, and Omni-Med Incursion 2 seconds (or faster). Think about how ranged initative speeds up a shotgun, and then compare it to the time it takes an Insurance Hack to do its work.

    I can't think of any suggestion to give Fixers something unique to help a team, since at this point I have no clue exactly what Funcom expects us to be. The fact that the last suggestion to be taken seriously was given to the Engineers instead of the Fixers is no help here.

  19. #99

    Talking I would welcome new monsters, but

    I would make sure that you set aside a few areas first where they appear at first.

    Don't change everything everywhere, if possible introduce this gradually...

  20. #100

    Ability for more team members

    I think you should up the team members to the amount of classes the game has, so you have the ability to have the best of each class.

    what does everyone else think?

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