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Author Topic: (QOTW 10052009) Support Abilities + News  (Read 3529 times)
Moll
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« on: October 05, 2009, 01:13:28 AM »

Hi there,
We've got a lot to talk about this week!


This week we went back to two questions asked by Goofball during the summer. Goofball wants to know:

Q: To what degree am I able to trade offensive for support-abilities? 
A: In order to hybridize between a combatant and a support healer, characters will have to make a decision how many Abilities compatible with their currently equipped armor and weapon they want to "trade in" for access to support abilities from several specializations, one of which is First Aid. Healers will have access to less powerful combat abilities which makes them unable to hold their own on the front line, but will unlock access to healing abilities allowing them to recover pools of resources such as Shield, Stamina and Energy, remove negative effects, boost other player's integral recharging capabilities and much more. Extreme cases of specialized healers can trade up to half of their offensive abilities for access to the full range of healing abilities. That is a significant trade that will make them capable warriors only when facing few or weaker characters compared to his own.
 
Q. Is there any limitations on self-healing? This is more important if logistics and offensive abilities can be combined I guess.
There are two ways to recover your character's Shield. The passive healing is Regeneration, which is only available in Exploration Mode, or outside of battle. Outside of combat in Exploration Mode, a character will be able to regenerate quickly enough to not waste time between battles (no annoying sitting down to rest used in other MMOs), but in Exploration Mode a character is also vulnerable to sudden attacks due to his armor's protective forces switching into a recovery mode.  Players will have to think twice before switching to Exploration Mode in a battle that is not over yet, making it risky to run away only to recover your Shield with enemies still chasing your character. Active healing is through consumable items and healing abilities that can heal the character or his allies. In Exploration Mode players can use consumable items that boost his Regeneration. While in Battle Mode, Regeneration is turned off to channel energy to the weapon systems of character's armor, but healing abilities become available. Healing abilities may look similar to consumables, but they allow the character to not just heal himself, but also his allies.

 
Notable news from last week:
Our first Earthrise Fun Fact made its debut!
"More than 40 real live creatures were modeled and animated for Earthrise during the first year."
The developers go on to tell us that the idea was that the world is recovering from the third world war and as we all know there should be some link between the present and the past. However, fighting with tigers and bears seemed very boring and so all those creatures were expelled from the game- you will not see them anywhere.

Around the end of the week, we hit 400 on our Facebook fans! This was an exciting moment, but we're not ready to stop there. Let's hit 500. Or 5000!


Things you can look forward to this week and in the near future
Tomorrow: Another Community Consensus topic! We're leaving the current one open, but now we want to hear some thoughts about the resources and the economy... what do we mean by that? You'll have to tune in tomorrow to find out.

On Wednesday, we've got another Earthrise Fun Fact for you, and because we just can't limit ourselves to 140 characters, you'll find some followup at the end of next Monday's QOTW. Come follow us on Twitter to get the exclusive Fun Fact before it appears in the forums! If you're using Twitter already, feel free to use the tag #earthrise or (#er_mmo) on your Earthrise related posts so people can search for them easily!

Thursday, our Periodic Poll Center topic closes, but we'll probably have something new to buzz about at that point. As always, topics in the Community Consensus and Poll Center are not to be confused with official announcements or promises upon the part of the development team (and like QOTW, some features are subject to change and be fine-tuned before release). We are listening very carefully to what you're saying in reply to our polls, and even what you're not saying! Your voice is important to us as we all work towards making the game great, so thank you for your thoughts. Smiley

We're going to be visiting with MMORPG soon with a new screenshot or two. Have you started putting the pieces together from all the zones we've released so far and forming a map in your head? We'd love to hear about it.

Also coming up... more soundtrack previews.  Grin

And this weekend? Get out and have some fun! Wink I plan to, and so should you. See you next week!
~m
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Kole
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« Reply #1 on: October 05, 2009, 01:34:50 AM »

Regarding the answer to question 1 - sounds pretty straight forward. Looks like we're limited to the one skill bar with the 10 slots we've seen in the three vids they released.

Regarding the answer to question 2 - I've got reservations about this system. I would have much preferred a seemless system - the same rules active all the time.

While the ability to actually ambush someone is good, whats to keep someone with a few healing abilities from running around in BattleMode the whole time? Is their energy regeneration also frozen? Does it affect their movement speed?

Also if shield regen is shut off during battle mode, does that make light armor worthless since it trades total protection for a greater regeneration rate - something that is now useless in combat?
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Ostiak
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« Reply #2 on: October 05, 2009, 01:48:47 AM »


Regarding the answer to question 2 - I've got reservations about this system. I would have much preferred a seemless system - the same rules active all the time.

While the ability to actually ambush someone is good, whats to keep someone with a few healing abilities from running around in BattleMode the whole time? Is their energy regeneration also frozen? Does it affect their movement speed?

Also if shield regen is shut off during battle mode, does that make light armor worthless since it trades total protection for a greater regeneration rate - something that is now useless in combat?

It is only shield regeneration, which will be frozen during combat, power and stamina regeneration will be active. The light armor has faster regeneration rates of stamina and power. Movement speed is not affected.
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Thatim
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« Reply #3 on: October 05, 2009, 02:00:52 AM »

Thanks alot for the QOTW Smiley

I had the same concern, but Ostiak already awnserd and solved the problem.

Good thinking Cheesy
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Kole
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« Reply #4 on: October 05, 2009, 02:14:18 AM »

It is only shield regeneration, which will be frozen during combat, power and stamina regeneration will be active. The light armor has faster regeneration rates of stamina and power. Movement speed is not affected.

Ahhh, excellent!

One last concern if you have time to clear it up, can status effects like stuns prevent a character from switching from exploration mode to battle mode?
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Ael
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« Reply #5 on: October 05, 2009, 02:25:53 AM »

Ah,  people will wander around in exploration mode for the stamina benefits.
This makes them vulnerable to sudden attack.

Sounds like a bonus for the naked gank squad to me.
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« Reply #6 on: October 05, 2009, 02:38:13 AM »

I would have much preferred a seemless system - the same rules active all the time.

Agreed.  I'd rather have the two modes hybridized in some way than manual alternation.  Seems very unintuitive.
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Harabeck
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« Reply #7 on: October 05, 2009, 02:42:47 AM »

Wow, the hype machine is picking up ever so slightly. It's nice to see more info coming out. I hope this means they're gearing up to a more expanded beta.
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Kole
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« Reply #8 on: October 05, 2009, 02:50:06 AM »

Healers will have access to less powerful combat abilities which makes them unable to hold their own on the front line...

Hmm, I wonder why this is. Are the armor requirements for healing abilities completely different from the armor requirements for powerful combat abilities?


Ah,  people will wander around in exploration mode for the stamina benefits.

Wait, where did I miss it says exploration mode gives stamina benefits?

Agreed.  I'd rather have the two modes hybridized in some way than manual alternation.  Seems very unintuitive.

Indeed. I'm sure people are tired of hearing another TR anecdote but its system worked well - succesfully hitting or being shot put your shields into a combat regen mode (almost as good as out of combat regen for light armor and practically non-existant for heavy armor).

The advantage of the ER system is we have the option to manually toggle between the two modes whenever we want. But, the moritorium on consumables or healing abilities depending on which stance you are in seems cumbersome. At face value it doesn't seem like anything more than a mechanic to force support players into battlemode and assualt players into exploration mode.
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« Reply #9 on: October 05, 2009, 03:00:34 AM »

Sounds interessting from my sight Smiley

What I think that supporter may use more light'armor cause of the higher energy regeneration so they can use their skills more often, but to add to Kole's question: Will it be very difficult when you wear middle/heavy armor as supporter?
(not that I don't understand this, a heavy armored one who can heal himself up all the time... I think that would be very unbalanced, but knowing that supporter are one of the first targets who get killed I wonder if there will be a middle way between defense and support or is it "Either more defense or support")

Another question which comes up is in PvE - not sure if I read about an aggro'system yet... can't remember, hehe - will these support'skills make the monsters attack the supporter rather than staying with the two melee'er and the three ranged weapon user who focus on making damage to them?


And a last question is a bit at the side maybe:
Will there be support-skills for Mechs/Vehicles/Turrets/whatever'mechanical, like inbattle repairs or something like that?
(I really hate that most games which support vehicles - and there are not many of them... at least I not stumbled into many yet - never ever supports repairs in the field so it's always that every little scratch can add up to heavy damage to something like a Mech or one of these support-robots if there is no way to repair them outside of special zones)
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Harabeck
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« Reply #10 on: October 05, 2009, 03:06:10 AM »

At face value it doesn't seem like anything more than a mechanic to force support players into battlemode and assualt players into exploration mode.

Quote
but in Exploration Mode a character is also vulnerable to sudden attacks due to his armor's protective forces switching into a recovery mode.

It sounds like being in exploration mode during battle is a bad idea for anyone. The shields recover, but can be taken down easily.

Shields not boosting while in battle-mode? You gotta be kidding, right?

I'll keep my mouth shut on this until I get to test it however, but it sounds totally wrong so far.
Can you be more specific? Why does that sound totally wrong? In almost every game (game period, not just MMO's), your health does not recover passively while in combat.
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« Reply #11 on: October 05, 2009, 03:14:22 AM »

I like all of it. Seems like developers have some talent and always find solutions...

Sure,I'm thinking of going out in the weekend but  I'm concerned that the clock is ticking and the release date is getting closer.
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« Reply #12 on: October 05, 2009, 03:33:55 AM »

The advantage of the ER system is we have the option to manually toggle between the two modes whenever we want. But, the moritorium on consumables or healing abilities depending on which stance you are in seems cumbersome. At face value it doesn't seem like anything more than a mechanic to force support players into battlemode and assualt players into exploration mode.

It sounds to me like they're simply designing exploration mode to be a travel mode to let players get to their destination quicker. It seems to me as if exploration mode is simply a mode set up to make life outside of combat less tedious. Of course it also doubles to make the unwary the unwary traveler a target if they're using it in areas they shouldn't.

I wonder if they're going to put any arbitrary restrictions on how often you can swap in and out of the modes or whether it will be visible as to which mode a player is in through the UI.
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Harabeck
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« Reply #13 on: October 05, 2009, 03:39:49 AM »

I'm not talking about health. I'm talking about shields.
It's the same thing in this case.

Quote
Aslong as I transfer power to my shields, they should recharge on a given rate. And it should go even further then that....

...
Maybe they had trouble balancing a system with passive regen in combat. There is nothing inherent about the system that says it must be one way or another. I like the fact that shield regen in combat will require active participation and energy use on someone's part.
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Kole
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« Reply #14 on: October 05, 2009, 03:57:10 AM »

It sounds like being in exploration mode during battle is a bad idea for anyone. The shields recover, but can be taken down easily.

I meant that if healing abilities, like regen boosts, could be used in exploration mode, support players (ie. those not attacking) might be able to their shield regen boosts and their natural shield regen of lighter armor to regenerate their shields beyond the incoming dps rendering them niegh invulnerable.

Similarly Assualt troops, who have low regen to start with wouldn't pop out of battle mode and would just consume shield boosters.

So they made such that healing abilities only work in battle mode and consumables on in exploration mode. It seems like it could simply be an awkward way to fix two possible exploits to the battlemode / exploration mode system.

Shields not boosting while in battle-mode? You gotta be kidding, right?

They boost if you use a boost ability - most likely analoguous to activating a shield repper in EVE. There is simply no passive regen, so you won't see passive shield tanking setups.

I'm not talking about health. I'm talking about shields.

Aslong as I transfer power to my shields, they should recharge on a given rate. And it should go even further then that....

.... the system should be something like this:

WEAPON   POWERCORE   SHIELDS
<<<<<<<<<        >>>>>>>>>

We should be able to shift power on the fly between our weapon and our shields. Lowering shield-recharge to have more power for the gun dealing more damage and vice versa. Making the system gank vs. tank.

Additionally we were told, that: shield HP <> shield recharge, and I don't see, why our shields should not recharging anymore, while in battlemode tbh. When shields are not recharging anymore, then why should anyone go with a low shield buffer + high recharge? Everyone will just go for the biggest possible shield-HP.

It would seem that in ER, power is transfered to the shields via shield boosting abilities. You just have to equip one or two to your ability bar.

It would seem that players will go for a lower shield buffer + high recharge for either maximum dps (spamming special abilities that cosume a lot of power / stam - i.e. the glass cannon) or for support purposes (the healer / active tank).

It sounds to me like they're simply designing exploration mode to be a travel mode to let players get to their destination quicker. It seems to me as if exploration mode is simply a mode set up to make life outside of combat less tedious. Of course it also doubles to make the unwary the unwary traveler a target if they're using it in areas they shouldn't.

I wonder if they're going to put any arbitrary restrictions on how often you can swap in and out of the modes or whether it will be visible as to which mode a player is in through the UI.

Nothing about exploration mode makes it seem faster or less tedious. Ostiak said there is no difference in movement speed between the two modes.

If your shields are already at max strength, nothing indicates it would be unadvisable to travel in battle mode. After each battle you survive, I would suggest switching to exploration mode to regen your shields, and then back to battle stance. It would minimize the likelihood of someone nailing you with that first surprise alpha strike.





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