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Systemic Anomaly

Joined: Aug 16, 2005
Messages: 3113
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Turning passive ability into activated buffs is seriously damaging the credibility and useability of cr2.
  • Too much pre fight button clicking
  • Too many indicators that need to be displayed on screen
  • The twin hotbars are laden with needless buffs...the redesign has actually less functionality than the current single bar due to all the additional style buffs and stances
  • It makes CR2 unnecessarily alien from the current one and has already put a large number of players off

Requests have been made on many threads and are always well supported, auto buff activation is one good suggestion, but we have yet to have an dev response on this issue and tying the UI in knots to accomodate the system is not going to assist long term.......imo it is urgently required if we are to have any hope of winning over the vast majority of the existing player base, can this please be given some priority.




Systemic Anomaly

Joined: Aug 15, 2005
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I don't think style buffs are the issue here.  They only need to be activated once, so put them all on a hotbar by themselves.  Being able to manually activate style buffs adds a level of strategy.  For instance, I can use my Kung Fu Grandmaster buff, and receive the bonuses it gives will in Karate stance.

The regular tactic buttons need to be addressed, as it's a waste of hotbar space.



Systemic Anomaly

Joined: Aug 16, 2005
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Well imo Style buffs are the issue, they add minimal gameplay advantage for a notable overcomplication of the system, however they are activated, their presence is messy and unecessary. Equally having a Kung fu buff that will affect my Karate style to the exclusion of the Karate buff is a very dissapointing, bizarre and seemingly self defeating design indeed.

Resistance to CR2 is bred from unfamiliarity, it is an attempt to remove that resistance.




Systemic Anomaly

Joined: Aug 15, 2005
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Well, I personally don't think it's that big of a deal since it allows for tree interoptability.  One of the arguments I read was "Why not activate it automatically since we're going to use it anyway?".  I agree, but if that's the case, then why not activate all our self-buffs automatically?  Then, those that don't know to use Hyper-Dodge will be better off.  I just think strategy should play a big role, and not only in selecting what abilities to use in interlock.

Message Edited by ShadowSK on 03-01-200608:29 AM


Message edited by Shadow-SK on 03/01/2006 08:29:45.



Fansite Operator

Joined: Aug 16, 2005
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Location: UK -------- Instance: Syntax --- Organisation: Zion - Faction: Omega Syndicate
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Both are the issue imo. They both need fixing... now!



Systemic Anomaly

Joined: Aug 15, 2005
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As long as the regular tactics issue gets addressed, that'll free up 5 slots on the hotbar alone.  Right now, even though we've been given more hotbars, it seems like a waste.



Fansite Operator

Joined: Aug 16, 2005
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Location: UK -------- Instance: Syntax --- Organisation: Zion - Faction: Omega Syndicate
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Exactly.

You wanted feedback? Theres ya feedback! Now use it!




Systemic Anomaly

Joined: Aug 15, 2005
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Yeah, it would be nice to get some official Dev feedback on this issue. SMILEY



Jacked Out

Joined: Aug 18, 2005
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ShadowSK wrote:
Yeah, it would be nice to get some official Dev feedback on this issue. SMILEY



Yes it would be very nice..


Veteran Hacker

Joined: Aug 15, 2005
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Can't say I've had enough experience of CR2.0 to honestly say if it's that much of a bother, but for the small bit I have partaken in, I agree Ty it was very inconvenient. I kept forgetting to activate various buffs and wondering why all my abilities were underperforming. That said, if I spent a while at it, it probably would've become second nature, like activating the usual buffs I have for any of my other abilities at the mo. But one thing I know for sure is that I don't need more stuff clogging up my hotbars. I'm using all 10 at the moment, and I'm still finding abilities I've forgotten or had to leave out due to lack of room. Being able to see 2 bars at once won't rectify this either, as one can just see more, not have more.
Maybe an option from the loading area to opt to have them turned on or off as you jack in would help? Or even (dare I say it) a new section on the HUD altogether, solely for these buffs. Maybe some small icons just under the energy bar, at the side of the screen, somewhere unobtrusive. The icons don't have to be as big as the hotbar ones, as one can tell a duelist buff from a karate buff.
Just some rough and ready ideas, but something does have to be done.



MC Photographer

Joined: Aug 15, 2005
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As usual, I find myself agreeing with Ty, especially on this one issue  SMILEY
 
Running with the example of using a Karate style buff while using Kungfu is fine, but what about a player like myself who extensively uses two rather unrelated trees (Karate and Dual SMGs)?  In the CR, out of interlock I use SMGs at range, Karate in close.  Then, once in Interlock, I use mainly Karate with the occasional SMG move (especially now that the requirements for using them aren't as strict as before).  If I have Karate buffed, I get dinged when using my subs.  If I have SMGs buffed, I get dinged when using my Karate.  To me, that's not a increase in strategy, that's a penalty for going multi tree unless I click a different style/ability buff every few seconds.
 
I asked in the Ask A Dev thread if there was any thought on going back to the old style of buffs and I got something along the lines of "Not that I'm aware of"... I'd really like some dev clarification on this too.  Honestly, the lack of dev feedback on this particular issue to this point, while they seem to have no problem popping into other threads about other issues, is a bit troubling.
 
If the goal of CR 2 was to make the game more accessible and interesting to new players, how is more clicking, more complex hot bar load outs, and more micro management heading towards that goal?
 
If CR2 was supposed to add depth to the system for veteran players, how is the apparent penalizing of multi tree users adding to this depth?
 
If a goal of CR2 was to clean up, streamline and update the UI (as was reportedly one of the reasons for removing a combat HUD), then how is stacking two hotbars full of constantly used icons aiding in the streamlining process?
 
 

Message Edited by ShinryuMxO on 03-01-200602:19 PM


Message edited by Shinryu on 03/01/2006 12:19:47.



Jacked Out

Joined: Dec 27, 2005
Messages: 30
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I have to say I'm in agreement with Ty, on this one. Changing buffs is a hassle, it maybe ok for none hostile but when on a hostile sever, where thngs are difficult enuff with every zion breathing down your neck, making the combat system over complicated will severly affect game play.

well 'nuff said Acker out

 
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