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William Antrim
13-09-12, 13:01
New patch coming out soon(tm) as I understand it.

Personally I have a list as long as my arm for this game but I don't want this thread to be a burden. The devs know what they need to do to fix nc and I know the majority of it will be done in NC:R.

However I would like to propose a thread to request some minor tweaks to the game as it is. Obviously we all want an anticheat patch but I was thinking of the other little things that could hopefully be changed to make things a bit easier in the current game without any game changing imbalances.

For example:

Please remove the "imp" requirement for switching out CST/RES/REP gloves and PSI gloves. Its a GLOVE! :D

Please make PPU primes last longer and please let us overwrite a buff if it is incorrect with the right one. So if I accidentally get given a rifle buff on my tank please let me have the right buff without having to kill myself.

I think primes should last a half hour personally. Its not a huge change to the coding and I doubt it would have any real game changing effect that would imbalance any one class.

Please make nannites one dose application for max resist. Please make nannites last ten minutes or even half hour too. Give the spies something to spec imp for.... other than poking. Also please allow this particular increase to give APUs a fighting chance too and even PE's could benefit from this!

Anyway these are meant to be food for thought. I dont think the changes could imbalance anything particularly! The nannites would need to be heavily tested I would suggest just incase i have missed anything. However I am well up for testing all of it happily as I know a few of the geeks on here love testing stuff!

I am just trying to think of minor ways we can make nc a little more fun for ALL of us and a little easier to play on some of the new guys.

If anyone can think of anything else that I might have missed please add it to the list. I dont want huge changes like rolling the PvE back to NC1 as that will probably be a nightmare but the small tweaks would be awesome!

Cheers guys

W

Biglines
13-09-12, 14:13
Please make nannites one dose application for max resist. Please make nannites last ten minutes or even half hour too. Give the spies something to spec imp for.... other than poking. Also please allow this particular increase to give APUs a fighting chance too and even PE's could benefit from this!

I agree with your proposals, though I have some questions about the nanites bit. if you mean one dose for max resist, as it currently is, that would mean only resists for 1 out of 6 damage types, but at more protection than foreign cast ppu shields. This would however mean you can't have more than one or two damage types protected by nanites. Is this what you meant?

I would love to see the hightech combat requirement lowered on the nanites though, so apu's can use them, or add focussing based nanites like the anti-nanites.

Biglines
13-09-12, 14:17
ah, read in your post somewhere else that was indeed what you meant. I think that would indeed make the nanites more used in duels.

Hell-demon
13-09-12, 14:33
* Increase melee damage by 15%,at least
* Implement WoC weapons that aren't for spies or PE's
* Update NPC models to be in line with nc2.2
* Give Tanks psi back
* Rework some of the implants. Some of their stats don't make sense.
* Make DoY useful. All that space all that waste
* Fix the PE lip bug
* Fix vendors. Some weapons are missing (looking at you tl63 gatlin cannon :()
* Increase rate of fire on some melee weapons
* Update weapons models to be in line with 2.2 (psi gloves, flamers and melee weapons)


That should do it.

William Antrim
13-09-12, 14:38
I will be honest Biggie I am not completely au fait with Nannites defence values currently. I would expect to see nannites offer a basic level of protection ideally - across the board for all classes (ie ppu level 1 or at a push level 2 for the high end ones - so not enough that you would want to leave your ppu at home for op fights but enough that you should confidently feel able to fight without him).

The only real problem I can see is imbalancing nannites at the lower end of the scale. Herein lies the issue. Spies have high damage output and anything you do to the spy also affects the PE to a lesser extent. The PE is meant to be the jack of all trades. But in this particular case I feel the PE should have access to HIGHER level nannites than the spy - more DEF to even out his/her lower damage output. It would make PE's more viable perhaps!

If PSI buffs were shit noone would use them and so PSI would suddenly become null and void unless youre a monk. This is something I would like to avoid. I think however that speccing all those int points for poking the nannites should offer some reward over speccing the psi points for heals and whatnot. I dont want to see nannites replace PSI buffs but offer an alternative at cap. I dont want to see spies running around with blessed level self buffs either.

At the same time I dont think we need to stack all of these applications - yes you get the enhancements across the board with all different resists but who actually uses any of them. We should focus (in my mind) on primary damage types and limit the resist to one dose giving X amount. Not six doses giving X amount. The application to rebuff should be no more difficult than a PSI rebuff. The defence offered should give the same protection as said PSI buff. So if youre a spy and you want to use nannites and you spec 80 odd points in implant I believe you should get 80 points worth of defence.

Yes I like the idea of APUs getting focussing based nannites but perhaps with some dex TC req as well. This would make them useful to PE's as well.

However if a pe has the option to spend his 175 psi points (PSI level 35 - 5 points per level as well as his int and dex) he should get access to some higher form of nannite than either the Spy or the APU as he has the skillset to shave off points from each of his main stats to reach those higher nannites. (Tech Combat/Imp/Focussing).

If each of these skills were a req on the Nannite tool you could have a PE Nannite system to give him resists one step down from a tank. Which is what I believe should be the case initially.

I would like to see the classes have different choices in their heals and buffs. I dont want to see one method completely overpower a class over another. I believe that monks only should be using PSI at high end and that technology should enhance the other classes (as it did in NC history). I would also like to see APU's (in current ingame mechanics) stand half a chance in PvE and solo.

I would also like to see PE's brought back into the fold and be made to be similar to mini tanks.

I have thought long and hard about this and I hope that there are no glaring holes in my reasoning.

The actual values that these buffs would be give would have to be thrashed out hugely as I would rather see the PSI buffs be equivalent to the Nannite buffs - both in terms of protection and ease of application.

I think all buffs should last longer too. I am a huge believer in that. If you want pvp to happen more buffs should last longer. I hate it getting into a long fight only to find I have to rebuff half way through. This should not be the way of it. Shooting is much more fun!

I hope this explains the nannite part of my post a little better. I realise in hindsight that this is not as simple a thing as first envisioned and would require huge amounts of testing. But if we could get this right and make a formula that can balance the PSI buffs with Nannite buffs can you imagine how much more fun this game could be?

Dropout
13-09-12, 14:56
I definately do not agree on those nanite changes..
As they are atm, they can give better resists than you would gain from foreign PPU shields.
The only reason why people are not using nanites over PPU shields at opfights, is because they take so long to cast/only last for 2mins.
So if there were to be any changes, like those you have mentioned to nanites - the resists you gain from them, would have to be lowered.
Or else we would see entire opteams of nanite spies.. And that would be quite a lot more boring than what we have now.. :)

Biglines
13-09-12, 15:00
don't think that's what he meant.

imho, a single shot full nanites resist for one or two damage types would be great, it would allow them to be useful in fights, but people could just switch damagetypes halfway through and get owned anyway. It offers variety, while in most cases not becoming overpowered because there's good ways around em.

or nanites that last longer, can protect everything, but are far less than ppu buffs.

hmm, maybe we should move the nanites discussion to a thread in the brainport?

William Antrim
13-09-12, 15:05
Nannites are better than PPU buffs? Seriously?

P.s all of the changes I mentioned would be to balance nannites for all classes and make them fair to use across the board and yes I did state that the values should be lowered to be in line with the equivalent PPU spells (either PPU cast or self cast).

I am not sure if you misread my post or just didnt understand what I am trying to get at. I also dont see how you would get teams of nannite spies considering that under my proposals the nannites available to spies would be the equivalent defence of a level 1 (self cast) psi buff.

Spies would die in seconds under these conditions. With the lower resists of self cast nannites compared with high end ppu buffs you would NEED the ppu more than ever. OP fights werent the thinking behind this post. I was more aiming at open world pvp and solo pvp and pve.

PPUs should absolutely out defend ALL other forms of defence from ANY source otherwise the class is redundant.

I hope this is clearer because I cant tell currently if you actually understand what I wrote originally.

Trivaldi
13-09-12, 15:09
* Fix vendors. Some weapons are missing (looking at you tl63 gatlin cannon :()
If anyone has the opportunity, we would be incredibly grateful if players could report broken vendors to the Bug Reports (http://forum.neocron.com/forumdisplay.php?233-Bug-Reports) forum, preferably in a single thread. The sheer volume of vendors across the game world makes it a tough one man job!

Broken NPC Vendors consists of:
No inventory NPC Description <-> Inventory Mismatch Labelled as vendor but is a dialog NPC GM Spawned Vendors Broken models (e.g. female Battledome vendor)

Fixing vendors is certainly on at least my list of things to put right. Also I should be able to offer a temporary solution to the TL63 Gatlin Cannon over the weekend, testing of the item and servers permitting.

We very much appreciate the enthusiasm which comes from threads like this. So we can evaluate ideas and requests individually (and easily) it would be groovy if you could add ideas to the Brainport (http://forum.neocron.com/forumdisplay.php?234-Brainport) in distinct threads e.g. one thread for PPU suggestions, one for HackNet, Nanites, etc.

Cheers,