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Seraphin[69]
23-01-07, 17:34
I didn't see any thread reporting this but... weren't the mobs supposed to be fixed in the last patch ? I mean the way they are ATM is awful it takes ages to kill one

Revealer + Capped tank + cyclop launcher = revealer 3/4 dead and 15 ammo clip out.

I've tried to level a nib char in MC5 area and he died before he was able to kill a 3/3 mob lol

Carnage
24-01-07, 09:00
In 161 we have decreased the damage from EvP and PvE by 25%
from Test Server Patch Notes 161 (http://forum.neocron.com/showthread.php?t=137398)

[Balancing]
- Global damage-modificators adjusted
- PvP: - 5 %
- PvE: - 25 %
- EvP: - 25 %


In 162 we have fixed the NPC Hitregion calculation, that NPCs doesnt shoot in the legs in the most cases.
from Test Server Patch Notes 162 (http://forum.neocron.com/showthread.php?t=137677)

[General]
- Processing of 'HitRegion' changed for more variation (when NPCs shoot at players)


I move this thread to first impressions, because the strenght of the npcs are generally not bugged. Please discuss which npcs are too tough or to weak from your point of view, that we can take this into the next adjustments.

Dribble Joy
24-01-07, 09:14
From another thread:
Yes, the mob HP is daft, I don't mind the damage, if anything mobs were too weak before (or now in 2.1), but with some much health it makes leveling/hunting even more monotonous.
I'd rather have dangerous mobs that have lower hp than brick shit houses that aren't a challenge. At least lets try to make PvE somewhat engaging.

I'd say reduce their hp by 66%.

awkward silence
24-01-07, 09:59
I think there was nothing wrong with mob HP in 2.1

Dribble Joy
24-01-07, 10:09
Depends what you consider how powerful a mob of a cirtain level to be. A WB or doomie is pretty weak, not much of a challenge to a capped runner.

calim
24-01-07, 11:09
Fire damages hurts no-drugged alone spy, capped or not.

vices
24-01-07, 12:21
But.. Isn't the XP equal to the amount of damage you/your team does to the mobs .. Boost the item drops and lower their damage = more mobs for everyone!

yuuki
24-01-07, 16:33
doom harbingers are pretty weak now, as well as the swamp mobs.

imo it's ok to make te mobs hard and the wastelands dangerous, but don't forget that you need to hunt mobs for your characters expenses, like drugs, gr fees, destroyed vehicles or the occasional death in pvp. many ppl play this game for pvp and don't want to have to spend 90% of their playing time to hunt some mobs. so you really need to adjust the cash gain/item drop, so that in the end the pvm players can have a challenging hunting experience and the pvp faction can make a resonable amount of cash in a reasonable amount of time.
maybe reduce drop and cashgain for le'd characters, as these are the ones with the huge amounts of cash in the moment, while pvpers are normally struggling at best.

a4nic8er
24-01-07, 20:31
Further, these mobs are not usually encountered as individuals.

It is is not unusual, lately, to find a doomy accompanied by 3 to four grims (plus the other associated lesser mobs). The same holds for other types of mobs.

Some of us like to try and solo these mobs as a way to level our chars, especially when the server is areound 2-3% and there is fuck-all else to do. Not nice if all possibility of that is removed.

CritiNator
09-02-07, 08:48
I tested PE with Judge. I had lots of force and piercing all buffs up. I attacked mutant gunman just to test Judge. I had to use heal and when Aggy captain came along, i decided to run :D . I tweaked my setup more, to resist better those guys and tested again. Launcher Cyclops was there, so i decided to shoot it a bit... No chance :D .. i started to run again.

My friend and i had woc monks. I was APU and he was PPU. With all the new spells.. all arti. Decided to test chaos caves.. Geeez.. Do i have to say more?
Apu sucks :D . Monks needs nerf yeah.. but HELLLOOOOOO...
While HL did nice dmg, it was casted 30 / min. Damange boost range was like 3 meters, buffs did not help shit. Holy heal is a joke.

IMO, best way to start nerfing monks is targetting reticle. Make it so, that you need to aim not point.

silent000
09-02-07, 09:40
I dont feel sorry for monks at all :(

J J
09-02-07, 10:33
I went WB hunting with a capped spy yesterday and while the WBs themselves are ok, it's the annoying crap like sentinels and the other low level bots that seem to have a ridiculous amount of health. It takes about 3 clips of HL ammo o kill one now compared to about 4/5 bursts in 2.1 It's not the damage they deal thats the problem but the time it takes to kill the 5 or 6 that come over from the other side of the sector and the DoT from all of them. Just way too much health for their level.

Obsidian X
09-02-07, 10:49
I'm going to have to agree with the mob on this one too, though the mobs HP was reduced last patch, its made a negligible impact, if any. Using a genotoxic AK-47, I did some hunting again in J01. The amount of ammo I wasted killing one Launcher Cyclops is ridiculous. Whats even more ridiculous is the fact that genotoxic ammo isn't even clonable or buyable is it? Admittedly this is only the case for Ceres weapons, but the point remains that even low-ish level mobs take far too long to kill.

What people don't seem to realise (or maybe they do) is that everyone on Quan is capped with all artifact weapons. How is a levelling character going to do Aggressor missions now?

In conclusion: Mob HP needs a serious re-think.

calim
23-02-07, 01:40
I tested J01 with a first love /spy : wow. mobs have very too much HP ... and they hurt !

Lifewaster
23-02-07, 03:19
What people don't seem to realise (or maybe they do) is that everyone on Quan is capped with all artifact weapons. How is a levelling character going to do Aggressor missions now?


I will make a noob char and test out the lvling , (for all of the classes if I have time)

Dribble Joy
23-02-07, 03:22
The last patch only really made an impact on mid level stuff, the high level mobs are still insane.

I don't mind the dmg of current mobs, but I'd still want to see a halving (or there abouts) of their HP. More dmg than current 2.1 mobs, less hp.

jini
23-02-07, 07:56
Atm, mobs ca easily be killed by rifle spies and their powerful nanites. I tried to fry many times packs of clops, aggies, the gunman and spiders in BD, all successful because of the range and that really powerful redeemer. But spies are designed with ranged weapons, while all the other are not.

Indeed mobs don't hit legs anymore, which is good, at least you still have the option to flee. their HP is very high, ridiculously high, considering, all this high technology cant do shit against mother nature ??? :p Don't forget that health is now doubled against what we had in 2.1, and that healing spells/nanites efficiency is now 2-3 times worst. Waiting time for full health is therefore too big. We need a fix here

Mob's AI also, is left intact as well. If you persistently hit a mob, the mob retreats feared for a while, before it returns from aggro to kill you :p This is what happens for 4 years now ... Also, current mobs defense makes things very difficult, especially when you shoot them in a pack.

Lifewaster
23-02-07, 18:48
I will make a noob char and test out the lvling , (for all of the classes if I have time)


Ok I've started this test :

So far started with a new hybrid monk in DOY

Doy Sewers lvl 1 .....

TL 10 jones energy spell did 1 dmg , while Artifact tl2 energy beam did 3 dmg to roaches and sewer bees......took about 50 shots to kill 1 roach , this cost about 4 psi booster 1 @390 each = 1470 nc cost to kill.....reward was 32 nc

Lmao, just how the hell can a noob lvl up ?

(I already "cheated" by getting the free 10 mill in neoconstruct , and 120 artifact spells...without which I'd not even afford the energy beam, nor psi boosters)

Will update with more testing soon...... but so far it seems like its about 50 times slower, (and impossibly expensive) to lvl up for a noob

J J
23-02-07, 18:52
Exactly, as has been mentioned the real issue is that people are testing these mobs with capped chars, mostly with WoC as well and they're still way too tough. How the hell is a /30 char supposed to level/hunt? WB's are gonna take about 50 packs of ammo from a TL 70ish weapon, assuming you can stay alive long enough to kill one! It's gonna be virtually impossible to level up a char if things stay the way they are.

Lifewaster
23-02-07, 18:59
update:

Crahn sector ....Abandoned storage room ( rank 5 bodyguard npcs w/rifles) a previously ideal noob spot .

Energy beam again did 3 dmg ....couldnt even kill 1 mob, seemd like it would require 100 or more hits to kill.

One noticable thing was the mobs did very little dmg to me also , like 1 dmg per burst to me......so neither of us would kill the other w/o 100 hits....

However this still doesnt help a noob lvl or make cash....so far I've managed to kill 1 roach , and made a dent of 5% into the hlt of the rank 5 mobs.....and used about 20 psi boosters @ cost of 7900nc .....and so far made 32nc

more updates to come..........

Lifewaster
23-02-07, 19:07
Crahn sector .... Temple of cleaning fire rank 10 psi mobs

Again did 3 dmg per shot with tl 2 energy beam.....took about 1% hlt off a mob at cost of 5 psi boosters.

Mobs again did little dmg to me also.

So far I've made approx half a psi lvl ..... and spent 30k on psi boosters, and gained 32nc for maybe 30-60 mins of noob play.

(in retail, I'd have made about 10 lvls by now with this char)

Lifewaster
23-02-07, 19:23
Update:

spent another 30k on boosters, and managed to get one rank 5 mob to half hlt....meantime I gained 1 more psi lvl, and 1 int lvl.

I will test the mutant sidestreets next but I doubt we will see any improvement.


(my char probably needs to currently spend 50 hours and 500k worth of boosters just hunting the rank 5 mobs , before I hit rank 10)


EDIT:

Tested the doy sidestreets with my now rank 7/4 monk. The rank 16 mutants took 2 dmg per shot from energy beam..... pretty much the same as elsewhere, but this time the mobs also hit me hard (did get a con lvl from it)

######

This concludes testing of my noob monk, with conclusion remaining that its about 50 times slower to lvl , and impossibly expensive (already spent 100k on boosters for a net gain of 32nc) ...... I will try to do a pe/spy noob next.

Nullvoid
23-02-07, 21:52
It's the cost that is the issue not necessarily the time. I tried a bit of levelling with a newbie monk in the mc5 area earlier today. And he gained 2 levels of int and psi solely from killing three 3/3 small crawler crab thingies, which is nice. Using up all his psi boosters however wasn't nice, and the pitiful amount of cash you get back will never be enough to cover buying more boosters and repairing spells when they break.

Veterans of the game will no doubt find ways to adapt to this, but for people starting out fresh...I believe it is just incredibly harsh as things currently stand. How are they to know that the best option is to just GR straight into the main world of NC. They could go buying more equipment only to find that they can no longer afford the GR fee, and have no realistic way of earning it. Of course they can restart with a new character, but as first impressions go, that would be very poor.

Dribble Joy
24-02-07, 00:43
Part of NC's draw is the low leveling time, the new mobs are going to mean it take probably 3-4 times as long to hit cap.

jini
24-02-07, 07:37
Part of NC's draw is the low leveling time, the new mobs are going to mean it take probably 3-4 times as long to hit cap.
Also, NC's weakness, as people gets bored quickly and leave after free time. While on the same time they haven't even have the chance of testing neocron's PVP.

Dribble Joy
24-02-07, 16:27
Well I'd disagree there. NC is about PvP, it's not a level grind like WoW. The more time you force people to level the more bored they are going to get.