I had posted in the german part about the implant problems as well.
90% of the implants are obsolete. You do not need them.
They surely have to adress it in NCR.
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I had posted in the german part about the implant problems as well.
90% of the implants are obsolete. You do not need them.
They surely have to adress it in NCR.
In my experience, just about anything is preferable to working on a PhD thesis, looking out the window being high up the list. Feels good when you finally get rid of the damn thing though.Quote:
Originally Posted by r2d22k
Zomg!!! At work but sure to catch up on this development when I get in tonight!
12 mths development?! Don't tease us kk :)
P,s. better be able to have a real npc shop to sell my wares in this!
so read ur email! :p Though I have updated it since then, currently implementing in the ide :pQuote:
Originally Posted by r2d22k
One of the things that I think NC:R and/or NC3 will need to have that neither NC1 or NC2 had are a few more of the standard MMO creature comforts, such as in-game mail delivery, auction houses and player shops. These are things that, while they wouldn't affect the core gameplay experience, they would make it more convenient to perform all the secondary tasks that have to happen in the background. I only have so much patience for muling items between characters after playing other MMOs.
One suggestion I disagree with is the integration of true FPS combat. Neocron's unique blend of twitch and stats based combat is really unique and incredibly well suited to the MMO genre. Whenever I discuss which MMO has the best combat with other people, I *always* point to Neocron because it worked so well, even if there were balance issues (Tank-ocron, Monk-ocron, PE-ocron... has Spy-ocron ever happened?).
By ingame mail delivery you mean sending items to your other alts without the need to risk dropping the items on the floor on an appartment so the alt can pick it up?Quote:
Originally Posted by NS_CHROME54
I think thats a nice idea, being able to box items and send them to an alt. It's quite convenient actually.
Auction houses are also convenient but prone to abuse by botting and price manipulations. Then again, it could work.
Player shops, well, depends how you implement them. Perhaps a good way would be to have a terminal list of sellers (paying a fee of credits to advertise) and then a subpage with tabs with items for sale divided by categories with buy now options and instant delivery. When player puts items on shop they are held from him until sold or the auction ends or the seller removes the item manually.
From a gameplay perspective maybe. But I think a huge amount of the enjoyment of playing neocron is the personal relations you build with the people you depend on for tradeskills. Logan, live wire, velvet constructor, wolvus, they were all awesome guys with whom it was a genuine pleasure to deal with. Implementing all these "convenience" systems, I fear we would lose this social interaction that makes living in this post apocalyptic world so damn awesome. If all you do all day is grind and shitty quests like in wow, yes you wanna just buy ur shit and move on. But that's what npc items are for, I want my gun to have been crafted by this awesome guy who I can see running around his appartment gathering materials, running down to a store to get some lube, and who has some guards to protect him from getting robbed by his customers.Quote:
Originally Posted by Jaeon
Of course in the current game, the population is way too low to sustain this kind of mechanic, and npc shops and auction houses would make life a lot better. But I think the point of ncr/nc3 should not be to compromise what makes neocron great by assuming we have to fit the same systems as crappy mmo's have, just cuz the population isn't currently high enough to support it.
Yes i remember the good old day when my friends used to play NC and i know exactly what you mean :)Quote:
Originally Posted by Biglines
But like you say, pops are too low atm, so i end up playing alone most of the time and don't want to bother the few people there just so i can trade items between alts.
And i hate grind games as much as you do, i'm still around NC because it's unique and so immersive. I even love the SI feature.... and hate it too tbh, but it's those little things.
You also say something that is revealing - Depending on the ammount of players around, the whole dynamic of NC changes. Not like wow where quests will be quests and you can live well without others. interesting...!
I totally agree that the social interaction is an important aspect and it shouldn't be sacrificed for convenience sake. But if there's no one around when i need stuff, i have to exchange items between alts 3-4 times until i get the item i need... usually by dropping stuff on the floor... So, in that case, mail delivery kind of makes sense.
Whoa there. Who said anything about getting rid of the stats? No, that's a big part of NC and should remain. What should go is the horrible bodge of a targeting system, to be replaced by genuine projectile fire/hitscan fire system. Currently, NC just has a wrapper for a tab-targeting system a la every other MMO, whereby who you are targeting is determined by who you are looking at, and a modified to your hit chance is determined by how closed the reticle is (even worse, this is all done by simply asking your client, letting lots of nasty hacks in through the years). The big issue is that the current system doesn't work well, and encourages some ridiculous behaviour.Quote:
Originally Posted by NS_CHROME54
Absolutely, that's why I think it would need to be implemented judiciously. You don't want to disrupt the tradeskill supply chain, and I agree that it's something that really makes Neocron awesome is your reliance on others for tradeskills. But I don't think any of the things I suggested (mailbox system, auction house, player stores) would hurt that.Quote:
Originally Posted by Biglines
The problem I have with that is that I see the stats system and the targeting system as being joined at the hip. Integration could be improved, such as moving hit chance calculation to the server side, but frankly, I like the system as it was designed. Perhaps it needs some maintenance, but that doesn't mean it's fundamentally flawed.Quote:
Originally Posted by CMaster
The question then becomes, if you remove the targetting wrapper, how then would weapon skill affect combat beyond "can I use said weapon, yay or nay?"
Your shots don't all have to land where you aim. Your weapon can still have a spread and said spread can be affected by your aiming% on the weapon, which in turn is affected by your stats.Quote:
Originally Posted by NS_CHROME54
Something we have been asking for for years.Quote:
By ingame mail delivery you mean sending items to your other alts without the need to risk dropping the items on the floor on an appartment so the alt can pick it up?
Something else that would be useful: Damage direction indicator.
Regarding auction house:
I agree its very convenient... but i also enjoyed the direct player2player contact in trading. So i'd say for common stuff you sell in stacks its ok, but some items should be "illegal", meaning you can't offer them in 'public' in the AH.
Like FSM stuff, rare parts and weapons and other high value stuff.
And if we have an AH.. what do we need playershops for? O.o
First off, the biggest effect of your stats is in the damage you deal, rather than aiming.
Secondly, ever notice in most FPSes not all shots fly directly to the crosshair? That's because of the firing cone. No reason at all (in fact, pretty certain it should) that your aiming stats (combined with movement etc) shouldn't effect the bullet spread.
Thirdy, yes the existing system <b>is</b> fundamentally flawed. It isn't obvious to players what is happening. It leads to shots coming out of guns sideways and playing in third person being a straight up advantage (you can target people behind you, to the side, even over low walls!). It means that running around and around a solid object, say a pillar, enables you to avoid a lot of enemy fire (if you want to understand why, I can explain, will need some diagrams). It means that cover isn't especially useful. It makes safe spotting mobs easy. It means that you can't truly "snipe". It strongly undermines the usefulness of fortifications and preparation. And most of these problems are inherent to the system. Lower lag and higher update rates will minimize them, but they will always be there.
I agree with this and like DJ said, instead of weapon skill effecting lockon time and miss chance, it could effect spread, recoil and initial accuracy. Most of us have probably grown attached to Neocron's lockon combat and don't want to see it changed but there's no denying the lockon has always just been there as a substitute for superior true fps combat.Quote:
Originally Posted by CMaster