Let's start another diminsion!
Quote:
Originally posted by Cub
Doc against PVP. What your saying is exactly proving my point, along with the others that agree with what i say.
Your saying it your dam self, "if i wanted to WORK at this game"... thats exactly what we are trying to explain. If you "DID" put more hours into the game, and if you "DID" spend time calculating how to equip a higher level weapon,etc. Then "you" too could be equiped with a much higher level weapon.
Not lazy? yes you are, spend more time looking for buffs, spend more money into implants, buffs, clothing, etc. spend more time just sitting in front of nano nanny and thinking "hmm.. i need agility,- this intelligence is just killing me"
................
Basically, if you would of approached my thread nicer i would of with yours, but what im trying to say is. Just b/c u don't have enough time for the game, don't mean that everyone has to be penalyzed for it.
cub
Ah, your elegance here proves why it will be impossible for AO to fix the system within their current boundries. First off, everything you point out is about weapons. Hmmm, so I should choose one of the three professions that allow me to overequip a worthwhile weapon and forget the other stupid, unusable professions. Why there is the solution already!! AO should remove the other professions from the game as useless. That would mean that they would not have to fix the problems with the other professions, and then the hunter/killer types would not have to be bothered with these petty hinderences. Pick one of the "good" choices, spend the time to overequip them, then go forth and slay.
I do agree with you though that Nano Nanny is one of the best programs out there for designing implants. They have done an excellent job on it.
As to the tone of the reply, you might want to re-read your post. You are the one that decided anybody that has a problem with overequipping is a whiner or lazy. You don't seem to have read any of my previous posts. I am not even sure you have read that many of the posts on the thread.
But, here is something that might be an interesting suggestion. AO needs to setup a third diminsion. They need to make that one Non-PVP and allow people to move their character accounts over to the new diminsion. It would "solve" the problem of overequipping since most people don't care except when it comes to PVP. The people that want PVP stay on the current diminsions and if the population drops too much, they could consolidate Rubi-Ka 1 and Rubi-Ka 2 into one diminsion. They could even change the rules of Rubi-Ka 3 (want to bet on the name?) as they like and note the fact that rules on it are different if they wanted to. You can stay and play the game the way you want to and I can stay and play the game the way I want to. If they kept the rules the same on Rubi-Ka 3 except for non-PVP, then those that overequip for the challenge of seeing just how big of a gun they can use would also still find that challenge there as well. It might even be possible to play more than just a couple of professions then.
possible mod for overequipers?
hi there,
i've been playing now for only about 2 months, and have tried a few char types now.
i nderstand that overequipping is a part of the game....as it is in real life. these games, for balance, are designed to be as realistic as possible, with a few assumed things (future date/planet etc) making it different, and more exciting.
ever notice that when you are in an org in this game, more help is available? when soloing, it was hard to get that extra few points to wear an item of armour or weapon.....cost a fair amount too. while after i had a guilded character, that became easier, as i just asked if someone could help me out.....as they asked me on occasion. cheaper, and easier.
those that go through the process of earning the $ to do it the hard way, well, they earned it just as much as i did.
that said however, i think that one thing could address these problems, by making something more "realistic"...and make it follow the story line better as well. the reclaim process.
when i die, i am, according to history, reborn into my clone at the exact moment of death....my essence transferred. my old body is dead....and the reclaim terminal actually has nano assistance to get my possessions back, and after time, i am able to take them for myself.....but why, if all that is true, do i have all my armour and weapons and implants STILL ON ME? my stuff should be back at my corpse, to be retrieved, shouldn't it?
if weapons, implants and armour had to be re-equipped after death, well, i think that this would follow the original intent somewhat closer. Those that have friends would be able to wear their stuff again in fairly short order...and those that spent hundreds of thousands on buffs....would simply have to do it again. the path of the loner is harder, after all. this would give the diehards the option to grossly overequip (i have seen a q90 rifle on a lev 17 char...he refused to level, for fear of losing his awesome pvp ratio), but attach some element of risk to it.
it would also have the added bonus of being a little less silly - if the items i am wearing and holding are "cloned" what happened to the originals?
as for the decreased potential of an item, based on stats, i think this would work, as long as we remember this - some people may have been geniuses with the spitball gun (rifle, q10), but wouldn't have a clue how to use that EN FAL (rifle, q100)...and therefore are better with the spitballs...and do more damage with what they actually have the skills to use. (My 50 year old father can use the remote for his tv, but cannot figure out my laptop.....both computers, one MUCH higher quality)
thus - a q80 rifle may, in effect, do more damage than a q150 rifle....because the person using them has NO clue how to use the higher quality, more POTENTIALLY devastating weapon.
as for the ip reset, i think it could be an asset, as long as it is a one time thing (if only to fix nerfed skills, advs with multiranged/energy weapon stats, etc)
sorry for going on so long, but i have thought about this a fair amount.....and i am always looking for the least complex solution. This won't solve all the problems, i am sure, but may be something to think about.....(sure, that guy with the mega rifle is WAY hard to take down....but if you ever did, or ganged up on him.....you'd RUIN his day...heh)
CorwynRose
What are you dissillusioned people on about?
I keep reading posts that say things along the lines of "Well the idea of not being able to overequip is great, but reducing the ac and hp of npc's in mission would be nice at the same time" to this i would like to give a big EH? I for one couldnt care less about overequipping although i do have an overequipped pistol on me engineer (nothing 2 or 3 lvls couldnt fix, i am working towards it right now) but everything else i use is reachable by those expertise and bosst buffs u can buy in a general nano store, im just saying that wether you implement these changes or not the fact still stands that the npc's in these missions are so damn hard i think im goin to have a low lvl character in every proffession because as soon as i get to a certain lvl gettin me money from missions will be impossible. Oh yeah, u eally anoyed me funcom, the shop of fortune? "we need a permit for rubi-ka"? i had a lvl 34 character when i first saw a shop of fortune i lvled as fast as i could to find out it was exactly like the team mission terminals. phooey, and during all these power leveling i forgot to increase me body development and me nano pool, me gettin killed lots, team in a solo mission, npcs are believable solo a mission and a A-500 soldier the same colour as all the rest you killed and managed to keep 1/4 of your health, this one smashes your bot to pieces and ripps your head off before you can run away. boy are the pet proffessions easy, not only do we pay the same extorsionate amount for armour(thank god you MAY fix this) at about the mid 30s we have to pay an increasing amount arount 50k per level to get a new bot that wont die in 2 seconds in a mission (if the damn things dont run off somewhere else leaving you to die) <---happens so often i may avoid pet proffessions completely cos the pathing is so stupid, bot gets stuck on every door and runs into adjacent rooms in a corridor for no apparent reason, this would all be sorted with a summon command, what u guys up to? im dead by the time i terminate my stuck pet and use a new one, and buff it with an ac bonus so it lives. and even then when ive done that tha bot STILL runs off into another room. oh hum my easy proffession, what a stroll in the park it is, cos me gun does next to nothing, me bot is all i got, im just another target
P.S. Id go away if you put a biccy in the shops :)
and the ranting continues
I"m all for this adjustment that will get rid of the over-equiping, because of all the affects it has on the game. But one thing MUST be done.... the promise to lower the difficulty of the mobs MUST be done, and MUST be done correctly.
I am a casual player, and as such, depsite playing the game since the first week after launch, my main char is only lvl 54. Could also have to do with the fact I'm STILL a pistol weilding advent, but I digress......
MOBs have had their HP's and abilities raised in order to compensate for all the serious over-equiping going on in game. At lvl 54, I find myself having problems in missions where I don't even see a yellow con, everything is green or grey. I have my buffs, and the buffs from the Doc I team with.
And for those of you who say "Well, if they didn't want us to over-equip, why did they give us wrangles"..... all those buffs were supposed to simply help you fight better. The "vision" was that a trader would do a deprive on the creatures you fight, and then "wrangle" the skills out to his team, increaseing their efficiency.
There will, however, always be some over-equiping in the game. The only difference now, is that you'll accualy have to maintain the buffs and implants that allow you to over-equip, rather than doing it once, and gaining the benifit of equipment way above your skills.
Those who are able to take the time and over-equip a character WITHIN THE RULES will still be able to level faster, and take on higher level creatures than the casual player who doesn't. But over-equiping has gone way beyond it's intended capabilites, and the attempts at adjusting for them have made the game difficult to impossible for those casual players (whom, I might add, make up a much larger bulk of the customer base than the power gamers who do this over-twinking)
And to the IP reset..... definetely a good thing. Those who are impaitent have already done it, it's called "creating a new character".... People are claiming there will be a rush of identical little players running around with the same exact thing if this happens, that it will be a bad thing....
There will not, this would of happened already if it was going to. People would just create a new char, who fit whatever design they wanted.
With a change this deep, you either need an IP reset for people who may need to compensate for the new changes, or a character wipe to reset everyone to a level spot. Personly, I like the IP reset.
My .02 creds, take it for what it's worth in this 30 page (probably more by the time I finish) rant and rave-fest
repost from another thread
The problem with the anti-overequiping 'solutions' that
the anti-overequiping players suggest is that they just
dont seem to understand what it is players find FUN
about 'overequiping'.
If I can, with one single self-buff or just one wrangle
overequip to the 'cap' then there is absoultly no
motivation to do any math at all .. no reason to
have to call on 2 or 3 friends with different buffs ..
no reason to have to make multiple implants..
no reason for all these items with modifiers to exist..
you get one wrangle and ..BAM.. you're done.
that is lazy gameplay that completely dumbs down AO
for the players who love using every available option
to optimize themselves .. AO gets a whole lot simpler/stupider.
The original soltuion in the first article (with the graph)
would actually punish palyers who were 'too-good'
at overequiping by making a massively overequiped weapon
degrade in performance enough to make it sub-par to a
weapon you can just take on and off with no strategy at all.
That's a problem that will cost FC every player who enjoys
the number-crunching style of gameplay that is so great in AO.
caps = character strength based only on level = boring
the ATK rating solution is still the only solution I've heard
which would be acceptable to players like me who feel
missions and mutant-bashing is repetative and is not
be the main gameplay element of AO.
make ATK rating matter more than anything.
make ATK rating 80% of the damage calculation.
make QL of the weapon only contribute a small part of the equation.
the calculation now could easily be tweaked,
and while it may mean the HP of players/mobs also
needs to be adjusted, FC have aknowledged that
would be necessary with any soultion.
ATK rating is ONLY based on a players base skills
+ implants he is currently wearing + active buffs he
has running in his NCU right now.
This way, all methods of optimization are still worthwhile,
but a level80 player with a level200 gun is only going to
do slightly more damage than a level80 player with a QL80 gun ..
.. but it still scales according to optimization!
so a level80 player with current skills for a QL100 gun
equiped with a QL140 gun is going to do slightly more
damage than with the QL100, but a QL200 would still
be even better if he can figure out how to get it on.
I dont care about how 'uber' this makes them..
nothing should make anyone 'uber'. . that's the definition imbalance.
Im quite happy if that level80 player with a QL100 gun
does an average '200' damage per normal hit,
while the same level80 with a QL140 gun would do
an average '210' damage per hit, and then maybe with
a QL200 he can do '218' per hit ..
that's fine. that's great. he can still get himself
the most optimized he can figure out how to be,
but it doesnt imablance the game, and yet there
is still some slight reward for all the effort ..
that's all us number-crunchers want.
some small reward (and definately not a punishment)
for our time and effort.
we learned the rules, we learned every other professions buffs,
we found the players to cast them, we spent all the money on
many different implant sets just for equiping, we went out and
got that special item with the (eg)+10 melee energy modifier..
if you think overequiping is nothing but "wrangle buff me PLZ!!"
you're wrong.
-name a non-general buff that adds to flingshot?
-name a non-general buff that adds to sneakattack?
-name a non-general/non-doctor buff that adds treatment?
-how many different items can you wear at the same time
that add to piercing skill?
-name any buff that can raise shotgun skill besides trader
and general nanos.
-name 3 ways to increase brawl skill without general buffs or implants.
-name at least 3 weapons that can help you equip better armor?
if you cant answer all of these,
you dont know the rules well enough to be calling for any nerfs.
'overequiping' is just smart committed gameplay and should
have a payoff . . . not in 'uberness', but in optimization.