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Neo LoneWolf
12-09-03, 00:04
People whine about monks. People cry nerf at over-powered Hybrids. People moan about unkillable PPUs.

Why?

It's always the same cause to the problem - and it is that PPU is exceptionally badly implemented.

Hinch recently decided to draw a parallel to other MMORPGs wrt his beloved hybrids[0], so maybe I should start here. Psi-Monks represent both the mage-class (APU), and the cleric-class (PPU) in one class. All well and good.
Mage characters in most other RPGs will normally have a high damage-output combined with range, limited by resources (most common being mana & cast-time), and also denied armour to a greater or lesser degree.
Clerics, on the other hand, (beyond being comparitively more rare) will have a great support ability (including, most commonly, healing), with little/no armour restriction and tiny offensive output. Resource-limitation is there to stop the support getting out of hand.

Back to Neocron.
In order to have the same class carry out both careers, the PPU gains most of its defensive capabilities from PPU (as they can both wear the same armour - game-backstory wouldn't support an armour-affects-APU-but-not-PPU kinda game-gimp). In order to prevent the APU being protected by PPU (hybrids), chips that add largely to one, but negatively to the other were introduced. Hybrids came about without using these chips & were overpowered.
So +1 APU = -0.3 PPU (or whatever . . .) was introduced to once more segregate the two Monk worlds.

As combat skills, equated to other classes' combat skills, yeah, it kinda works. Ish.

Thing is - should it work like the other classes' combat skills?

Change the subject a bit:

Let's look at PSI from outside the Monk-PoV for a change, as I haven't seen it done recently.

Whenever a non-Monk looks to PSI, they see one thing - PPU.
Well, what are the other options?
APU? Let's see - a combat skill I can never do any real damage in
PSR? Yes . . . well . . .

Self-boosting and healing stands somewhat way-ahead of other options.

Am I trying to make a point here? Not really. But things are flawed with monks, and it's a fundamental problem with the whole APU/PPU dynamic.

I didn't write this post to put ideas out, but I'm a little bored.
So, here are a few ideas that will never be implemented due to the drastic changes that are required,. but might provoke some thought.

Firstly, getting rid of the +APU = -PPU is mandatory. I see it as a quick-fix type affair, and just limits the potential of the monk class entirely.

#1)

Mulling it over, it occurs that making MST more of a T-C like skill is an option. Split the APU and PPU spell-pools into two each, and make one of each require MST. Lots of stats & reqs would need altering, of course. Basic intention of the idea: Give monks pure APUs, PPUs and Hybrids. Hybrids would be those who use bothe APU and PPU, but in order to get any proficiency in either has to abandon the MST-req'ed spells. Basically, this doesn't do much other than bring back hybrids. Surprisingly, I came up with this idea when hybrids were still running around slaughtering everybody whole-sale.

#2)

Drop the whole idea of APU/PPU, replace it with something else, known for now as XPU & YPU. Split offensive & defensive spells between them (so one has, say, energy and the other fire, or one halos, and the other barrels, and so on . . . or whatever divide you like; and one can have shelter, the other deflector; both could have a heal (maybe . . .)). This will essentially bring Monks in-line with the other classes, each combat path will have it's own distinctive attacks, and defenses. Non-monks in particular will gain greatly in choice. Unfortunately, standard buffs (XXX boost) lose a home, which is kinda sad.

This leads to:

#3)

My favorite idea - Bring back EPU (Exotic Psi Use). Drop MST. Reduce the number of spells in the APU pool (there are *way* too many anyway). Make the EPU spell pool full of all the current anti-buff/debuff spells (Antibuff; Antiheal; Antishield; Antideflector; True Sight (?); Paralysis[1]; Provoke Enemy (?); Damage Boost), plus some more created just for hurting others' capabilities.
It should probably be intended for all monks to use two of the three (APU/PPU/EPU) skills to form APU/EPUs (High-power, no defense, ie current APU), PPU/EPU (unkillable, but unable to kill ie, current PPU), and APU/PPU (the original hybrid, minus damage boost, paralysis . . . ). Pures become far more interesting, and hybrids become easier to balance with them. In addition, non-monks gain a choice of PPU or EPU (and PSR, heh).

As I said above, these are purely ideas, and none will make it into the game short of a miracle. My main reason for posting is to highlight the real problem with PSI as a whole (and not just Monks) - PPU.

'k, I'm done.

[0] Although, from what I read of the link, it was about Fighter/Mages, not Mage/Clerics *shrug*
[1] Yes, freeze needs to not affect turnspeed. Still.

Style
12-09-03, 00:10
well said mate, i totally agree with you.

[but be prepared to be flamed by the fanbois]

Sleawer
12-09-03, 00:14
I like the basic idea Neo... would you be bold enought to develop the idea a bit more? to be more explicit and much more detailed... to do KK job.

It can be hard, but I'd really like to see more of this.

LTA
12-09-03, 00:16
My new suggestion to this now is lately

Remove para

Allow ppu monks to runcast Shelters/Deflects and possibly heal but not he other buffs, then when they are running away they can a shelter up to aid their escape as to being able to apply some superglue and para someone to death

Lucjan
12-09-03, 00:18
I'd like to see the PPU influence on PvP gone completely, but I guess that is just me...

Judge
12-09-03, 00:21
I agree with LTA.... allow them to runcast their spells and remove parashock and all freezer weapons and drugs.

Neo LoneWolf
12-09-03, 00:28
Develop the idea? Which one? I presume the latter - the first two are somewhat lacking on certain fronts. As to the thrid one . . . well, I guess the main problem would be developing content - ie the new spells that would need to be introduced.
Ideas for such would be welcome ;)

Parashock and PvP is a seperate issue. In fact Parashock has nothing to do with this at all. Parashock is just one ickle bit that needs tweaking (yes, removing it is a tweak, if that's your bag).

LTA
12-09-03, 00:31
heh my post was in response to

[1] Yes, freeze needs to not affect turnspeed. Still.

Turnspeed or not i have come to the decision even if you could turn fast enough you aint gonna beat half decent fights when glued.

:D

Sleawer
12-09-03, 00:31
All your ideas and the presentation are very related with each other, so I thought in them as a lone idea... but yes, all leads to the third idea, that's what I wanted you to develop a bit more.

You got the basic aswell, the spell system should be reworked and renewed to implement this.

Neo LoneWolf
12-09-03, 00:48
So anyone want to give ideas for debuff/curse spells?

joran420
12-09-03, 00:50
really like #3 ...though i doubt we'll see anything like it in the conceivable future

Nooq
12-09-03, 01:03
Me likey,

specially #3) :o

Shadow Dancer
12-09-03, 01:26
Originally posted by Neo LoneWolf
People whine about monks. People cry nerf at over-powered Hybrids. People moan about unkillable PPUs.

Why?

It's always the same cause to the problem - and it is that PPU is exceptionally badly implemented.

Hinch recently decided to draw a parallel to other MMORPGs wrt his beloved hybrids[0], so maybe I should start here. Psi-Monks represent both the mage-class (APU), and the cleric-class (PPU) in one class. All well and good.
Mage characters in most other RPGs will normally have a high damage-output combined with range, limited by resources (most common being mana & cast-time), and also denied armour to a greater or lesser degree.
Clerics, on the other hand, (beyond being comparitively more rare) will have a great support ability (including, most commonly, healing), with little/no armour restriction and tiny offensive output. Resource-limitation is there to stop the support getting out of hand.

Back to Neocron.
In order to have the same class carry out both careers, the PPU gains most of its defensive capabilities from PPU (as they can both wear the same armour - game-backstory wouldn't support an armour-affects-APU-but-not-PPU kinda game-gimp). In order to prevent the APU being protected by PPU (hybrids), chips that add largely to one, but negatively to the other were introduced. Hybrids came about without using these chips & were overpowered.
So +1 APU = -0.3 PPU (or whatever . . .) was introduced to once more segregate the two Monk worlds.

As combat skills, equated to other classes' combat skills, yeah, it kinda works. Ish.

Thing is - should it work like the other classes' combat skills?

Change the subject a bit:

Let's look at PSI from outside the Monk-PoV for a change, as I haven't seen it done recently.

Whenever a non-Monk looks to PSI, they see one thing - PPU.
Well, what are the other options?
APU? Let's see - a combat skill I can never do any real damage in
PSR? Yes . . . well . . .

Self-boosting and healing stands somewhat way-ahead of other options.

Am I trying to make a point here? Not really. But things are flawed with monks, and it's a fundamental problem with the whole APU/PPU dynamic.

I didn't write this post to put ideas out, but I'm a little bored.
So, here are a few ideas that will never be implemented due to the drastic changes that are required,. but might provoke some thought.

Firstly, getting rid of the +APU = -PPU is mandatory. I see it as a quick-fix type affair, and just limits the potential of the monk class entirely.

#1)

Mulling it over, it occurs that making MST more of a T-C like skill is an option. Split the APU and PPU spell-pools into two each, and make one of each require MST. Lots of stats & reqs would need altering, of course. Basic intention of the idea: Give monks pure APUs, PPUs and Hybrids. Hybrids would be those who use bothe APU and PPU, but in order to get any proficiency in either has to abandon the MST-req'ed spells. Basically, this doesn't do much other than bring back hybrids. Surprisingly, I came up with this idea when hybrids were still running around slaughtering everybody whole-sale.

#2)

Drop the whole idea of APU/PPU, replace it with something else, known for now as XPU & YPU. Split offensive & defensive spells between them (so one has, say, energy and the other fire, or one halos, and the other barrels, and so on . . . or whatever divide you like; and one can have shelter, the other deflector; both could have a heal (maybe . . .)). This will essentially bring Monks in-line with the other classes, each combat path will have it's own distinctive attacks, and defenses. Non-monks in particular will gain greatly in choice. Unfortunately, standard buffs (XXX boost) lose a home, which is kinda sad.

This leads to:

#3)

My favorite idea - Bring back EPU (Exotic Psi Use). Drop MST. Reduce the number of spells in the APU pool (there are *way* too many anyway). Make the EPU spell pool full of all the current anti-buff/debuff spells (Antibuff; Antiheal; Antishield; Antideflector; True Sight (?); Paralysis[1]; Provoke Enemy (?); Damage Boost), plus some more created just for hurting others' capabilities.
It should probably be intended for all monks to use two of the three (APU/PPU/EPU) skills to form APU/EPUs (High-power, no defense, ie current APU), PPU/EPU (unkillable, but unable to kill ie, current PPU), and APU/PPU (the original hybrid, minus damage boost, paralysis . . . ). Pures become far more interesting, and hybrids become easier to balance with them. In addition, non-monks gain a choice of PPU or EPU (and PSR, heh).

As I said above, these are purely ideas, and none will make it into the game short of a miracle. My main reason for posting is to highlight the real problem with PSI as a whole (and not just Monks) - PPU.

'k, I'm done.

[0] Although, from what I read of the link, it was about Fighter/Mages, not Mage/Clerics *shrug*
[1] Yes, freeze needs to not affect turnspeed. Still.

Mirco
12-09-03, 02:34
Originally posted by Lucjan
I'd like to see the PPU influence on PvP gone completely, but I guess that is just me...

Its not only just you

Ryuben
12-09-03, 03:02
ok lets dumb it down for you ok


imagine u got 100 points to spend on defence and on offence

PE 50 offence 50 defence
Tank 60 offence 40 defence
Spy 70 offence 30 defence
APU 90 offence 10 defence
PPU 10 offence 90 defence


however Hybrids kinda bent the rules and had

hybrid 70 offence 70 defence

now explain to me why that is fair ?

answers on a psot card and ill be here all week.

Tycho C
12-09-03, 03:15
I agree with ryuben here.

Hybrids can (and posibly should) be viable, they just need to be fixed.

Look at it as how PSI and the other skills are different. (Like armor vs. Shield). Hybrids could (or should:p ) have the 50/50 in the PSI respects.

But thats just me.

Ryuben
12-09-03, 03:21
yeah but thats the problem, a _good_ hybrid would para ur ass and damage boost you.

So say damage boost adds 10 to offence

hes now 60/50 instead of 50/50

hmmmm opps hes cheated again

and u can't make them 40/50 as then experianced players would be the only ones playing them, and as they are experianced it would _seem_ a hybrid is better then what he is. so its catch 22 situation do u give a Monk some more basic resists and nerf there attack ( do it by introduceing random damage then scaleing it down next patch as theycouldn't really tell) and slowly re-introduce them back into the game ?

Neo LoneWolf
12-09-03, 15:15
Hybrids with the current Psi system (or rather, with the system pre-hybrid nerf) abuse the fact that APU and PPU, while contradictory in nature, are both the specialty of one class, so power could be gained in both, and the two would offset each other's weaknesses.

The main problem with this? PPU is considered as a combat skill, and comparable in effect, yet directly compliments its antithesis. Hybrid Tanks are a stupid idea. Hypbrid Spies and PEs ditto. If Monks really should be able to be hybrids (and I don't see why not) Then the Psi abilities need to detract from being directly equivalent to other weapons. It's just unnecessary.

Original monk
12-09-03, 15:26
zzz

Syntax-Error
12-09-03, 16:42
To me. i know this is off topic but rather than post a totally pointless thread. ill stick it here.

I agree fully btw.


Now it seems to me... "in general" only monk complain about the nerf threads

and "in general" all other class's want something done..


to me thats 1 v 3 (class wise) and then there are oddities like me a monk at one time a PPU.. i quit that bcos it was boring been unkillable at high lvl. (although i find. u get a PPU strapped and barrle him. even with buffs they die.. but then thats impossible to do unless they crash/afk)

But i agree *something* needs to be done. i dunno what i cant think of a way. but nerfing PPUs to hell ISNT the way to go.

Voodoochicken
12-09-03, 16:52
I've been playing as a monk recently and I can't believe that other monks can say they are balanced correctly.

(eg. The following has been said many times in other threads.. "leave teh monks as they are!!! thye are FINE!!!!! THEY ARE BALANCED!!>> NO MORE NERFS!!". .etc. etc ).


IMO, the way psi/monks is/are fucked up atm, it's impossible for anything but a few set-ups to be "balanced". .. and even these are only pseudo-balanced.

*The current situation with Psi is pathetic.*

(I knew it was bad before really playing a monk and now I can see that it's even worse than I thought.)


1) The subskills monks use are totally screwed up.

2) Point 1 is exacerbated by the psi implants (variety and effects) being totally screwed

-forcing "pure" specialisation for psi is wrong, all the +10 to PPU, but -15 to APU is a bad idea.

3) The whole thing is made much worse by the PSI spells themselves (esp. PPU spells) being totally screwed

Damage boost and parashock are totally unbalancing.

The massive bonuses to HLT/resists (natural/shelter/deflector) from PPU boost spells are inherently unbalancing.


(something I haven't checked recently):

You can't cast the psi-boost spells on yourself, but you can cast any other boost/shield on yourself.

So.. you can't cast the psi-boost on yourself because it's an automatic/free boost to your main skill. :confused:

Yet you can freely cast a boost that adds +20 to HLT, +15 FIR/FOR/ENR (of each), or a boost that adds even more

(Note: massive, free boost to a skill that monks max at 45)

OR a boost that adds +20 to hack or +20 to cst, etc, etc, etc. :confused:

Aren't these free subskills, given just because you have points in PPU?

4) Monks have access to a full set of armour with PSI requirements/ belts with INT requirements, whilst there aren't full sets of DEX armour and STR/CON/DEX belts (and I'm not saying remove/add anything, but changes do need to be made)

5) INT gain for monks from using their psi powers is screwed (I'm not even sure changing it to 50% will be enough)

6) It's stupid that PPU monks need so many spells and that DOT attack APU spells are weaker than they should be.


I know that I have posted a few lengthy ideas (in the past) on ways to change psi for the better, but it seemed like they were ignored then, and they'd probably be ignored now (so it's fruitless posting them again).



The problem is that psi (so Psi for all classes, not just monks) needs to be completely reworked.

However, we all know that KK can't even manage to change implant stats/help information/weapon requirements to reflect a single skill change (not to mention if thye made multiple changes [i]at the same time).


[It's a shame that devs only have the time to read **** rated threads, because, half the time, poor ideas get high ratings whilst better ideas get buried in the middle of an unrated thread.]

:'(

It's a sorry state of affairs, but I'm happy for the people that somehow manage to think otherwise.

Majinoki
22-09-03, 05:26
Originally posted by Neo LoneWolf
So anyone want to give ideas for debuff/curse spells?

Off the top of my head, I can think of a few...

Maybe some type of blinding spell that affects the target's Weapon Lore, so they can't aim guns as well...

A DEX weapon curse thingy that lower's the target's P-C and R-C, you could also make a STR one that affects M-C and H-C...

A spell to lower body health, or the different elemental resistances...