Discussion Thread: Dev Journal 01 - August 24, 2005

162 posts · 2005-08-24 15:09:01 to 2005-10-23 04:16:41

#10300000171 08/24/2005 19:04:30 Re: Discussion Thread: Dev Journal 01 - August 24, 2005









SpikeDX wrote:

yea xero smart guy walrus isnt a dev hes a mod buddy hes incharge of the foums and filling us in but hes not a delveloper






"Please do not single out other players or groups on the forums. If you have an issue with someone, either work it out in private or ignore them. If the issue is serious enough, send in an abuse petition. "  Quote the Walrus Never More.......


If this is Filling us in then I guess i just dont get it cause this is all he says....... 


 I believe he has it on Macro  LoL....  SMILEY      just a joke there wally buddy dont ban me...


By the way im the Smart Guy..... what the Heck is a "delveloper"  and "foums" any way smart guy

Message Edited by xerovirus on 08-24-2005 08:19 PM

Message Edited by xerovirus on 08-24-2005 08:19 PM

#10300000173 08/24/2005 19:29:00 Re: Discussion Thread: Dev Journal 01 - August 24, 2005
but u new wht i was sayin
#10300000174 08/24/2005 19:31:45 Re: Discussion Thread: Dev Journal 01 - August 24, 2005

and you new what I was saying but you still had to make a post. I would have never even brought up the spelling mistake. God knows i cant Spell for *Bleep*....   But you had to call me a smart guy  about a silly mistake Dev/Mod what ever.   :smileywink:

Message Edited by xerovirus on 08-24-2005 08:32 PM

#10300000175 08/24/2005 19:32:00 Re: Discussion Thread: Dev Journal 01 - August 24, 2005
Good good,



cept negating stun pill, seems kinda unfair to hackers and I am not a hacker. . .

#10300000177 08/24/2005 19:40:07 Re: Discussion Thread: Dev Journal 01 - August 24, 2005

I am very happy about all this. These changes and additions, especially Pandora's Box, will make this game funner, and that's a good thing.



After this game has a much bigger variety of fun, I recommend doing more commercials, because every Matrix fan needs the whole story.

"Well, whatever it is you're not doing, go don't do it somewhere else."
-A police officer in "Manos" The Hands of Fate
#10300000179 08/24/2005 19:43:40 Re: Discussion Thread: Dev Journal 01 - August 24, 2005
Sounds great but I am still waiting for the team PvP......Honestly I
cant see myself continuing to pay if this isnt delivered....



#10300000180 08/24/2005 19:49:14 Re: Discussion Thread: Dev Journal 01 - August 24, 2005
- i like the idea of faster interlock fights

- i just hope they can fix the lag so people can actually participate
in them instead of sitting around wondering what's happening



- i like the idea of being able to hit people without interlocking them

- i just hope you actually make contact instead of some BS system
message and goofy animation that doesn't even come in contact with who
you're attacking



- i like the idea of redoing the spy tree

- i just hope we don't lose all of our money from the current one (roughly $51M)



- i like the whole combat rehaul thing

- i just hope they don't change attribute bonuses, otherwise we'll all be needing another RSI re-hack



- i like eating cans of corn

- i just hope i remember to throw axes at my car



- i'm glad a lot of this is happening before 2006

- i just hope they can get it implemented and bug free before 2006



annnd WHEN ARE WE GOING TO SEE A LEVEL CAP INCREASE?



been waiting for that since beginning of april   :smileyvery-happy:



[ EDIT ]

oh yeah, what also would be really nice... would be if they added some
new neighborhoods, or regions or whatever... that had some high level
NPCs... like 50+ maybe even as high as 80... for teams of level 50s to
adventure through, and maybe for new mission area's IN CASE there's a
future level cap increase.  things like that would add some
excitement to the game i think.  not very fun being 50 and never
having to worry about dying while roaming the streets

[ /EDIT ]








forks

Message Edited by H4TE on 08-24-2005 11:54 PM

#10300000181 08/24/2005 19:55:08 Re: Discussion Thread: Dev Journal 01 - August 24, 2005

Personally, I'm intrigued but not blown away.  It is, however, very nice to see the devs actually come out and say something, and I hope this isn't the last time it happens.  I also hope that the further dev commentaries do actually deal with in depth information, not just more "broad strokes"  If they don't want people to just view this stuff as a carrot dangled in front of the horse, they NEED to talk details.


Some personal issues:


Crafting:  Are we ever going to see a real "crafting" tree instead of the "photocopying" tree that currently exists?  Players have been wanting this for ages.


Multi-Interlock:  Rather than take it out altogether, I'd like to see it improved to something similar to the movies.  The ability to use selected MA attacks outside of Interlock is nice, but I have a sneaking suspicion that it will look awful, just like combat in other MMOs...


Pandora's Box:  Meh... I don't know.  It sounds okay, but it doesn't excite me yet.  I'll have to see it in action before I make any judgements.


No zero-sums in combat:  Ouch.  I don't know about this one either.  Some enemies already have broken combat rolls (like the Lupines) and it's a relief to actually be able to win a single exchange against them at times if you aren't using "cheap shot" or "side kick combo".  If they can hit you all the time, even if you do "win" the round, then it will only be worse.  On the up side, this will remove the rounds where you win the round and the enemy still gets their attack anyway, so I guess it's not all bad.


... I guess that's it for now.


I honestly enjoy the game the way it is now, but I do see the need for more content.  I, like others, just don't want to see MxO become... well, not MxO.  The core structure is already solid and I don't think the game needs a drastic overhaul, just a solid round of additions and tweaks.  Oh, and keep fixing the bugs and glitches.


Message Edited by ShinryuMxO on 08-24-2005 10:55 PM

#10300000182 08/24/2005 19:58:34 Re: Discussion Thread: Dev Journal 01 - August 24, 2005
u noe what i wanna see i wanna see the videos of the people actually doing the moves when they have those censor balls on dem
#10300000183 08/24/2005 20:11:16 Re: Discussion Thread: Dev Journal 01 - August 24, 2005
Still Upset by the Remarks of our Dev,


One More Item I forgot to mention, Adding another Pill.  Are you serious.  I farm all day, so I can have some money, Red Frags, and code bits.  Just to make antibiodics and health pills.  Now this guy comes up with another pill we wont be able to buy and will have to make in mass quanities so we can PvP with out being at a dissadvantage.  LvL 50 = Farming Items and Info and PvP? no other content for us. cant Even get into constructs to get the good item drops..  Good Game Devs  Good Game.....


I Grinded to lvl 50 in a matter of a month and for what so I can feel like a Red headed step Child......
#10300000184 08/24/2005 20:19:42 Re: Discussion Thread: Dev Journal 01 - August 24, 2005
Ok,  I read the whole thing through, toroughly, and I almost loved it. Almost, because I'm concerned about a couple of things: no multi-on-one interlock and the mmo style melee combat. If, like you mentioned, there willl be a bonus for hitting in interlock, instead of free fighting, this means that the first that can interlock (and enrage) anyone gets a tremendous advantage...  helpers doing melee outside should have the possibility to break the interlock and engage the enemy at once, only thus it would be fair, but I think it's not that easy to do... kudos to you if you can do it right. I love the "CU" in general, I'm just concerned about this.


Also, if I understand well, you're going to implement attack time rates that will work in interlock too, so no more block tactic (that will just be automatic everytime, like in free fire), and a very fast player could even have two chances at attack before the opponent has one... This sounds like a step in the right direction if it's done well, interlock should be a way to make combat more interesting visually, but it should not erase the good things established by the oldest mmorpgs so far when it comes to combat balancing and fun. Do it well!


A further thing that bugs me is the lack of information about the data miner tree, will it be revamped? as it stands right now, it is just crippled and useless. Unless one wants to just do some easy $info while chatting and laying back, but that's not what a data miner should do. Make them able to "mine" special code frags, even make some of the red frags obtainable only through this. And definitely raise the $info gain (while the xp could even be lower, IMHO). 


Can't wait for the Pandora's Box, and I also hope for some 60+ static (that means not only during events) content (some new hideouts for it would rock and I think wouldn't be difficult to implement), maybe some new constructs too, and some actual crafting and not just photocopying (as my "colleague" above rightfully said SMILEY ). I've reached level 50 recently, I'm still having fun doing contact missions and raising some new skills, and I look forward to Pandora's Box since it's story driven, and I love the story in this game, while I don't particularly love PvPing, buts some more static content for high level TEAMS for the times when we have finished all the contact/critical/pbox missions would be just a godsend, if combined with the ability to fully craft code (modifying structure of already existing code even in unique ways) and some new "uber loot" it would totally save your hardcore customer base.


And finally third thing I most look forward to (after pbox and the new combat system) is the new ways in which the spies will be useful in missions. I also hope for a revamp of the random standard missions, too.


Thanks for listening and sharing your progress!
#10300000185 08/24/2005 20:38:17 Re: Discussion Thread: Dev Journal 01 - August 24, 2005
Well... I better say the nice things first.



One, I love that the devs are talking to us again.  I like hearing
reports on how the game is going.  Two, anti-stun pills are very
nice, and glad you're concerned about the hacker tree.  Three,
marketplace, it's about time.  Four, spy revamp sounds nice. 
Five, glad to hear that pandora's box is coming along nicely.



Now... here's where we hit the things I do not agree with.



"As any
player can tell you, The Matrix Online currently relies heavily on
missions as the main form of content."



I will disagree with that comment.  I do believe that the
Matrix Online has not at all run heavily on missions as the main form
of content, but (and I know people will crucify me for saying this) but
the LET has been more of a content giving source than the missions when
dealing with the main storyline.  I will admit, much of the
alternate paths of the story on the program vs. program wars are in the
neighborhood contacts, but the main critical missions are nothing
compared to the story.  They provide, if anything, a nice add-on
to what the LET did in the past.



While I understand you are Lead Developer and LET isn't your thing,
this line does not make me happy.  I'd rather have more
information about the LETs, or someone acknowleding on the other side
of the curtain that they exist, they are being worked on, and that they
WILL reappear.  Not just "We're stopping events for a while, we
don't know when they will be back."  I play this game for that,
and this is the reason why I am so concerned.  The LET is the only
thing that makes this game, in my opinion, better than the other games
I own.  If I want Static Content, I'll play World of Warcraft.



Combat... I didn't put this in the good area because I have mixed
opinions on your change.  I like that you are changing it so a
group of 35s or 40s can kill a 50 through attrition, that's a nice
nifty thing and it makes more sense.



What I don't like is that it sounds like interlock is dying.  Even
though you specifically state that you are not removing interlock, you
are decreasing the efficiency of interlock by putting melee combat
outside of it.  Personally, it's not necessary.  Also, the
zero-sum concept isn't really that bad.  It's refreshing,
different, and I like knowing how much I lose a round by instead of
just getting a horrific "miss" message.  To me, the combat moves
more at a pace now where I can understand it, instead of being 
the cluster *censored* of other MMORPGs.  I don't want something
"more similar to other MMORPGs".  If I wanted that, I'd leave this
game and go play something that is another MMORPG.  At least there
are "bonuses" for interlock, and they better be good enough to keep
interlock alive.  The moves that interlock provides are always
worth the price of admission.  I'm still seeing new things in
interlock, because combat fluctuates SO much, especially when
bullet-time happens in all the different situations I have been
in.  Where as WoW tends to be.... the same thing... all the
time... because it's freeform DPS... and it gets boring... even though
it's pretty... Yeah, enough thinking about WoW.



If I could make one suggestion, allow the player to control the camera
during bullet-time.  While it is nice to see my character upclose
and killing something nicely, sometimes the background battle is just
as sweet as the foreground.  Especially when people are firing
guns.



My 2 $i.

#10300000186 08/24/2005 20:41:57 Re: Discussion Thread: Dev Journal 01 - August 24, 2005
For the most part I liked what I read but the one thing that I just thought of:


Will these stun pills be accessable when the person is actually stunned? I mean when your stunned your a statue, cant get to health pills, or antibotics.
#10300000187 08/24/2005 20:59:52 Re: Discussion Thread: Dev Journal 01 - August 24, 2005
noone where does it say interlock is gone its gonna be the same. it more like the same fighting with a twist really.
#10300000188 08/24/2005 21:18:48 Re: Discussion Thread: Dev Journal 01 - August 24, 2005


xerovirus wrote:

Yeaaaaaa
This means in 6 to 8 months this game should be half way
playable.....  All we need to do now is release this into Beta and
let some people try it out and then we can launch the
game..........  WAIT.... They allready did the beta thing.... they
all ready Mass released it.......Oh SHlT.... Now what.... um quick lets
hurry up and do nothing till then... Lets all pay $15.00 for the next 6
months to see what happens.. or better yet lets get a station pass and
pay $21.00 and play a different game that isnt going to HeII in a hand
basket.....

Sorry if i sound so sinical but
seriously,  mabey the devs should quit splitting up there work on
pointless stuff and all work on releasing just one thing at a time. It
doesnt make since to me to tell everyone about things that wont be out
till the holiday season.  How about Release Pandora's box release
some new items and mabey listen to the players a little bit more. 
Most of the people that play this game that are lvl 50 are so bored
that they would rather go play another MMO and start all over than just
sit in mara C or PvP all day long.  I didnt hear anything in that
little speach about the End User at all. lets change the game for all
the new people that are going to come play this game and totaly forget
about the people that have been with this game since BETA..... who
cares about the lvl 50's we got there money allready lets worry about
the people that might come play this game.....

Message Edited by xerovirus on 08-24-2005 05:22 PM


Just take a little break like the rest of us are.
#10300000189 08/24/2005 21:51:07 Re: Discussion Thread: Dev Journal 01 - August 24, 2005





FlyMeToParis wrote:




Just take a little break like the rest of us are.






I am on a break not coming back till they put something in for the end user like pandora's box. Sounds like I will have atleast 3 weeks to Play SOE competition MMO's Till then.......  Yea...BattleField 2 

#10300000190 08/24/2005 21:57:11 Re: Discussion Thread: Dev Journal 01 - August 24, 2005

Sounds like very interesting changes.


I do have one concern.  It's a problem that arose in SWG as well as other SOE games.  Much too large of a nerf bat.  I have no problem taking a look at that, but I mean - looking at all of these issues right away?  I'm worried about the next 4 or 5 patches including so many nerfs, that we end up in 9 months with a game that's unworkable, and barely recognizable.

Message Edited by noVus on 08-24-2005 10:58 PM

#10300000191 08/24/2005 21:59:51 Re: Discussion Thread: Dev Journal 01 - August 24, 2005
Very interesting developments in the works, i'm egar to see how the Pandora's Box will work.  I think that might bring a few players back to the game(if not all of em).


I wonder how this Melee free-attack will work.  Could it be a hint that we will soon see melee weapons in-game like swords??? :smileywink:

#10300000192 08/24/2005 23:48:12 Re: Discussion Thread: Dev Journal 01 - August 24, 2005
Free melee attack will be an icon like the freefire but instead of shooting you will punch or kick



To balance the hacker tree no need of space wasting pills, just reduce the stun hit probably by half.





#10300000193 08/25/2005 00:16:21 Re: Discussion Thread: Dev Journal 01 - August 24, 2005

Hey love the ideas however:


SOmething to counter Stun *CENSORED*


Without stun we take so much damage from other ppl. 


Hackers dont have much damage resistance so we will get beat easilty.   Hackers need stun to reduce damage upon them so 1 on 1 hackers will lose as soon as they lose their evade combat.  And every1 knows hackers Combat tactics are awful. 


THis now means 1 thing knife throwers are upgraded to becoming hte best PVPs. 


As for hackers use your attribute hack and go to the operative tree


Message Edited by mitez on 08-25-2005 01:17 AM

#10300000194 08/25/2005 01:16:48 Re: Discussion Thread: Dev Journal 01 - August 24, 2005
all i can say is WOW, i dont think any1 expected this much info so quickly, this is exactly what the community and those thinking about quiting needed! except of course the actual content :smileywink: lol
#10300000195 08/25/2005 01:25:12 Re: Discussion Thread: Dev Journal 01 - August 24, 2005

I'm really scared about the new bugs in a whole new interlock system...


I suppose it's a matter of faith then.

Fade2BlacK: Oracle!


Oracle: *laughs*


Fade2BlacK: We were afraid we might not find you.


Oracle: Everything's okay now.


Fade2BlacK: Look, look! *points at two red pills in interlock*


Oracle: Just look at that! Beautiful! Did SOE do that?


Fade2BlacK: *nods* For Neo.


Oracle: That's nice. I know he'd love it.


Fade2BlacK: Will we ever see him again?


Oracle: I suspect so. Someday.


Seraph: Did you always know?


Oracle: Oh no. No, I didn't. But I believed. I believed.

#10300000196 08/25/2005 01:26:30 Re: Discussion Thread: Dev Journal 01 - August 24, 2005
I wouldn't good for me to see MxO become just like other MMORPGs... I play it because it is different...

#10300000197 08/25/2005 02:32:04 Re: Discussion Thread: Dev Journal 01 - August 24, 2005
Fantastic read, I've thoroughly enjoyed reading that offer my first hot drink in the office today.



Looking very positive, I'll enjoy pushing from 44 -- > 50 and levelling my new second character now.



Hopefully, this will be enough to quiten the whining ones amongst us.



Cheers,



Rsync

#10300000198 08/25/2005 02:39:34 Re: Discussion Thread: Dev Journal 01 - August 24, 2005
I'm a bit worried about the proposed changes to Interlock... But then again, they claim it will keep the cinematic aspect and make things in general more streamlined... So I'll reserve judgment until I can see it in action.

- Void
Recursion: n - See Recursion.
Void's Sig
#10300000199 08/25/2005 03:06:27 Re: Discussion Thread: Dev Journal 01 - August 24, 2005
I'm excited as to all this.



Especially the interlock tweaks. IL atm is good, but not without its bugs and muckups (IL immunity timer anyone?)



Making it more fluid is an awesome idea, and has been something I have wanted since Live but not said anything about.



The news that Pandoras box could be ready in the next week or so is also awesome, along with the district revamps.



That news has gained my support and for that, i'm not going to cancel :smileyvery-happy:



W00T to y'all!

#10300000200 08/25/2005 03:23:15 Re: Discussion Thread: Dev Journal 01 - August 24, 2005
What the heck is pandoras box? i cant find anything about this.

#10300000201 08/25/2005 03:43:52 Re: Discussion Thread: Dev Journal 01 - August 24, 2005
Ahhh... Finally some information. Ok so Pandoras Box in September huh? And then major work in stages. I hear your words, and Im watching to see some action. Ding! Ding! Ding! Bring it on!!!  :manvery-happy:
#10300000202 08/25/2005 03:51:34 Re: Discussion Thread: Dev Journal 01 - August 24, 2005


mitez wrote:
Hackers dont have
much damage resistance so we will get beat easilty.   Hackers
need stun to reduce damage upon them so 1 on 1 hackers will lose as
soon as they lose their evade combat.  And every1 knows hackers
Combat tactics are awful.


The question is IF we want to have gameplay where a caster (hacker;
Ballista) would be able to win against a tank (Operative; Kung-Fu
Grandmaster) in a strictly one on one fight.



Shouldn't the caster (wizards in other MMOs) be afraid of fighting the Grandmaster Of One On One Fighting alone?



Shouldn't the caster be more of a support role in a big battle (like its patcher, buffer and debuffer disciplines already are)?



>revolt_

Message Edited by >revolt_ on 08-25-2005 04:53 AM

#10300000203 08/25/2005 04:02:14 Re: Discussion Thread: Dev Journal 01 - August 24, 2005

i dont normally post things on the forums, i just read some very interesting points... but for now, i just wanted to throw something in...


Im a hacker (yes, flame me later) and i thoroughly enjoy being one, not because of the power issue, ut for the fact that i know how to use it and im getting better with each fight i have (no im not gonna say im the next neo or some crap like that either...) and i personally think hacker should not be revamped, tweaked or anything... here's why...


the 30 second stun we have, very useful, especially stun 2.0. if i wanted to stun a group of enemies, its perfect! then once i've done that, i can use my abilities in that 30 seconds to maybe kill one of the enemies (im a ballista by the way) so thats great... then the stun wears out and unless i hyperjump away (which im stopping cuz its just lame) i get totally wasted and killed by loads of enemies... that doesnt bother me as such...


the thing that bothers me most is this...


master knife throwers, there's a lot more of them popping up these days... why? because they can overpower ANYONE in the game with their attacks... even logic cannon 2.0 which is a hackers most powrful weapon i believe... the amount of times in PVP i have faced one, and died, i cannot count. my point being that unless you get a MTK offguard and stun him first, ur a dead man...


a MTK can use a stun too... i think it has a 12 second window if i believe (plz correct me if im wrong) and way before those 12 seconds are up, im dead. as far as i can see, a MTK can stun you, tear your ranged defence in to minus numbers, hit you with a few throwing abilities, which one of them i have seen do around 1800 damage, and have u dead in around 5 seconds after stunning you...


not to mention the fact that if u duel one, a friendly duel, they can use their stun throw ability way faster than a hacker can cast a stun ability, which is why i said earlier on that unless you creap up on one (a hacker creeping up on a spy... hmmmm..) then u dont have a chance against one...


now im not saying that it should be nerfed, not at all, its the only thing that can really combat a hacker in this game, but im sure that many others, including MA's and other spies, have experienced death handed on a silver platter within 12 seconds. so if thats not OVERPOWERED (which most people are complaining about on the hacker tree) then i think a lot of people need to go home and rethink this game...


i say leave the hacker tree alone... if u want to play with the spy tree, then by all means make it better for all, just please dont nerf anything on any of the trees available in the game...


thats my pitch... please feel free to flame me now... SMILEY

#10300000204 08/25/2005 04:06:24 Re: Discussion Thread: Dev Journal 01 - August 24, 2005






Shouldn't the caster be more of a support role in a big battle (like its patcher, buffer and debuffer disciplines already are)?


>revolt_







So they should be weaker? Is that what you are sayin?�  :manindifferent:

Message Edited by mandem on 08-25-2005 08:12 AM

#10300000205 08/25/2005 05:32:22 Re: Discussion Thread: Dev Journal 01 - August 24, 2005







What I don't like is that it sounds like interlock is dying.  Even though you specifically state that you are not removing interlock, you are decreasing the efficiency of interlock by putting melee combat outside of it.  Personally, it's not necessary.  Also, the zero-sum concept isn't really that bad.  It's refreshing, different, and I like knowing how much I lose a round by instead of just getting a horrific "miss" message.  To me, the combat moves more at a pace now where I can understand it, instead of being  the cluster *censored* of other MMORPGs.  I don't want something "more similar to other MMORPGs".  If I wanted that, I'd leave this game and go play something that is another MMORPG.  At least there are "bonuses" for interlock, and they better be good enough to keep interlock alive.  The moves that interlock provides are always worth the price of admission.  I'm still seeing new things in interlock, because combat fluctuates SO much, especially when bullet-time happens in all the different situations I have been in.  Where as WoW tends to be.... the same thing... all the time... because it's freeform DPS... and it gets boring... even though it's pretty... Yeah, enough thinking about WoW.






BINGO. Said everything I was thinking. I don't want MxO combat "to be like other MMORPG's." Other MMORPG's bore me. But, without seeing what exactly they plan to do, I will have to reserve judgement


Free-fire melee? PLEASE tell me you have a mini-interlock style animation with this where the hands/feet actually connect. I really don't want to see someone in interlock getting smacked around while another guy stands 5 feet away punching the air but still damaging. It works in other games but, it doesn't work here =( Please don't do it SMILEY


#10300000206 08/25/2005 05:44:47 Re: Discussion Thread: Dev Journal 01 - August 24, 2005


mandem wrote:

Shouldn't the caster be more of a support role in a big battle (like its patcher, buffer and debuffer disciplines already are)?

>revolt_


So they should be weaker? Is that what you are sayin?�  :manindifferent:

Message Edited by mandem on 08-25-2005 08:12 AM




Are the patcher, buffer and debuffer disciplines to weak for ya? o_0?



>revolt_
#10300000207 08/25/2005 06:43:22 Re: Discussion Thread: Dev Journal 01 - August 24, 2005
This is the exact same thing I'm thinking Sucra. I don't want it to be
"like other MMORPGs". I beta'd WoW and in my opinion "WoW did it suck!"
The fighting was so boring I only played til about level 10 and then
left cause the fighting never changed it felt so static. I don't
exactly know what the devs have up their sleeve, but with changing
interlock it's like walking on thin ice. I think the interlock system
is adequate the way it is. It's different and a breath of fresh air
compared to other MMOs.

#10300000208 08/25/2005 06:58:05 Re: Discussion Thread: Dev Journal 01 - August 24, 2005
Bravo.
#10300000209 08/25/2005 07:10:54 Re: Discussion Thread: Dev Journal 01 - August 24, 2005
I need to convey my optimism outright and just say that I think this
kind of in-depth communication is what we were lacking before, or at
least not getting enough of, so I hope they keep up the detailed
communications, because that is key for the future of this game. 
As far as interlock goes, I think I fall into the boat with a few other
folks out there when I say that as long as the animations are done
properly, I think what they are proposing will add a new dynamic to the
existing system.  Notice that they are keeping interlock, this
does not discard the MA and in fact with the statement of making
interlock more interesting by having something other than zero-sum
style of hit and miss, and also adding bonuses or differences for being
interlock make the MA tree even more specialized, which is what I like
to see, specialization of the trees, so we might just get more diverse
options.  No doubt about it, it needs to be done right though,
cause they do have the potential to greatly increase gamplay with all
the things mentioned, but if they do it improperly, as some of us have
voiced our concerns, it could be a problem.

Photo Sharing and Video Hosting at Photobucket
#10300000210 08/25/2005 07:24:43 Re: Discussion Thread: Dev Journal 01 - August 24, 2005

At first. Thanks for these infos. A "concept-roadmap" like this is what the community wanted. And i liked almost everything


But i have mixed feelings about the combat part


what i really like:


 You won’t see a level 1-player beating a level-50 player but, as an example, the revisions do make it possible for a group of level-40 players to take down a level-50 through attrition.


What confused me:


 The main win is that Interlock fights will be much shorter, with fewer pauses and less prone to breaking game-play.


The combat part is readable in to ways for me.


...with my own words:


1. Well,... this interlock thing is hard to handle, you know. It´s too hard to make interlock fun for group-battles for every class. Operative, Hacker (and coder) .... so let´s make interlock less important.


2. ( and this is what i hope it´s meant like .... )


Well.... it´s very complex to have a working, fair and balanced combat/damage system with multiplayer interlocks. If 3 MA go on 1 player, 1 can go into interlock and the other can fight with their all new , great "free-fire" moves. But that doesn´t mean the unique interlock-system will be less important, because we will give our hackers nice interlock abilities. So, we will see a mix of interlock and free battles with more balance between the trees.






The main win is that Interlock fights will be much shorter






 What does that mean?



dave

#10300000212 08/25/2005 07:28:09 Re: Discussion Thread: Dev Journal 01 - August 24, 2005


MxODraconis wrote:


thornTree wrote:
(and
people - it won't make stun useless, I think, but it does seem like
you'll have to hit with stun twice in a somewhat limited time-frame in
order to get the desired effect).




Just a point on that. You know currently once you stun someone they are immune to further STUN for an automatic 40 seconds?



It's not always 40 seconds, it's (Duration of Stun + 10 seconds), so
Stun 2.0 grants 26 seconds of Stun immunity.  Two problems with
this.  First of all, the "immunity" timer starts as soon as the
Stun lands, which only provides 10 extra seconds of immunity when Stun
wears off.  Second problem is that this immunity is very
inconsistent.  For example, the Stun you get from Destroyer's AOE
abilities doesn't grant immunity at all, so you can be kept in stun
indefinitely by that tree.



I'm glad to see the devs working on the game though.  Hopefully
there will still be some subscribers left by the time they get to
implementing and releasing the changes they spoke of in this article.
#10300000213 08/25/2005 07:28:30 Re: Discussion Thread: Dev Journal 01 - August 24, 2005


Yeah, I do have Interlock concerns as well.  If interlock stays as it is in it's form, and they tweak it a bit, while adding some ranged MA abilities, all well and good.  Sounds like good additions.


However -


1) Interlock needs to stay in it's current form.   I'd say a small minority of the players dislike Interlock.  Otherwise they wouldn't be here.  It's was a major selling point to this game.  So all the changes should remain - is additions


2) As I mentioned before - SOE has a tendency to have a lot of ideas - implement them very fast - and we're left with gargantuan nerf problems.  Balance issues that have to be worked on for a year or more afterwards because the concepts were introduced too quickly.  Too much, too fast.  I really hope they take this in baby steps.


3)  I believe they mentioned something in regards to the mission system.  "Obviously the Mission system is what needs work".  Granted.  The same ol' Assasination / Courier / etc missions after a while become boring.  But funny how the lack of any live events was mentioned.  One or two comments have been made in the past regarding live events by SOE.  Then the subject is just dropped and we see these areas pop up in the forums.  It's as if they believe that if they mention it once or twice, and then drop the subject entirely - it will just go away in the player community.  Which it won't.  We remember great Live Events (The Race for Neo)  that were NOT transitory in nature as SOE seems to believe LE's are.  WoW was mentioned.  The simple truth of the matter is this..  People are becoming bored with MMO's.  They want a genuine MMORPG.  A world they feel involved with, that they can make a difference in.  Storyline arc'd LE's provide that, thus they are not transitory.  Otherwise all that is going to happen is what happens in the MMO world right now.  People just jump from game to game, losing interest after 3-6 months.


I mean, when Morpheus, The Oracle, Seraph, Flood, Niobe or others met with us privately and interacted with us, how long afterward were all of us talking about it?  God, they could seriously slow down implementation of the mechanical aspects slowly over time so that we wouldn't be hit with huge nerf balance problems, and add just a few characters to just to interact with.  Phew would that go a long way in settling everyone down.  The "action / scenery content" folks would be appeased, as well as their other market - the "LE" market who is looking for more in an MMORPG than just the next level and/or ability.

Message Edited by noVus on 08-25-2005 08:32 AM

#10300000214 08/25/2005 07:40:19 Re: Discussion Thread: Dev Journal 01 - August 24, 2005





Chahk wrote:





MxODraconis wrote:





thornTree wrote:
(and people - it won't make stun useless, I think, but it does seem like you'll have to hit with stun twice in a somewhat limited time-frame in order to get the desired effect).






Just a point on that. You know currently once you stun someone they are immune to further STUN for an automatic 40 seconds?




It's not always 40 seconds, it's (Duration of Stun + 10 seconds), so Stun 2.0 grants 26 seconds of Stun immunity.  Two problems with this.  First of all, the "immunity" timer starts as soon as the Stun lands, which only provides 10 extra seconds of immunity when Stun wears off.  Second problem is that this immunity is very inconsistent.  For example, the Stun you get from Destroyer's AOE abilities doesn't grant immunity at all, so you can be kept in stun indefinitely by that tree.

I'm glad to see the devs working on the game though.  Hopefully there will still be some subscribers left by the time they get to implementing and releasing the changes they spoke of in this article.







lol.... someone hold me stunned for a while last week.... 10 min or so.. i had to call some crewmen who kicked his *CENSORED*....


dave

#10300000215 08/25/2005 07:51:22 Re: Discussion Thread: Dev Journal 01 - August 24, 2005
Some very nice sounding additions there, although I'm a bit concerned
about the anti-stun pill, personally I think it would have been better
jsut to give a shorter stun timer.



And of course, the total lack of comments about LE's. They're the best selling point of this game, and seem to be disappearing.



Most changes sound good though, especially the implemenatation of
pandoras box in the next few weeks. I so hope that goes to schedule.

#10300000216 08/25/2005 08:06:37 Re: Discussion Thread: Dev Journal 01 - August 24, 2005

Novus Wrote:




Yeah, I do have Interlock concerns as well.  If interlock stays as
it is in it's form, and they tweak it a bit, while adding some ranged
MA abilities, all well and good.  Sounds like good additions.



However -



1) Interlock needs to stay in it's current form.   I'd say a small
minority of the players dislike Interlock.  Otherwise they wouldn't be
here.  It's was a major selling point to this game.  So all the changes
should remain - is additions



2) As I mentioned before - SOE has a tendency to have a lot of ideas
- implement them very fast - and we're left with gargantuan nerf
problems.  Balance issues that have to be worked on for a year or more
afterwards because the concepts were introduced too quickly.  Too much,
too fast.  I really hope they take this in baby steps.



3)  I believe they mentioned something in regards to the mission
system.  "Obviously the Mission system is what needs work".  Granted. 
The same ol' Assasination / Courier / etc missions after a while become
boring.  But funny how the lack of any live events was mentioned.  One
or two comments have been made in the past regarding live events by
SOE.  Then the subject is just dropped and we see these areas pop up in
the forums.  It's as if they believe that if they mention it once or
twice, and then drop the subject entirely - it will just go away in the
player community.  Which it won't.  We remember great Live Events (The
Race for Neo)  that were NOT transitory in nature as SOE seems to
believe LE's are.  WoW was mentioned.  The simple truth of the matter
is this..  People are becoming bored with MMO's.  They want a genuine
MMORPG.  A world they feel involved with, that they can make a
difference in.  Storyline arc'd LE's provide that, thus they are not
transitory.  Otherwise all that is going to happen is what happens in
the MMO world right now.  People just jump from game to game, losing
interest after 3-6 months.



I mean, when Morpheus, The Oracle, Seraph, Flood, Niobe or others
met with us privately and interacted with us, how long afterward were
all of us talking about it?  God, they could seriously slow
down implementation of the mechanical aspects slowly over time so that
we wouldn't be hit with huge nerf balance problems, and add just a few
characters to just to interact with.  Phew would that go a long way in
settling everyone down.  The "action / scenery content" folks would be
appeased, as well as their other market - the "LE" market who is
looking for more in an MMORPG than just the next level and/or ability.

----------------------------------------------------------------------------------------------------------------------------------------


*claps for Novus*


You just hit the nail right on the head man. We have
had a lack of LE's for too long. That should be SOE's main concern
right now. We need a new cinematic, Mission pack, and an LE thats lasts
no less than 5 days. I'ts rediculous how long we haven't had an LE for.
That is the main part of MMO's. LE's make the game realistic and thats
the goal of an MMORPG. We need to start seeing Niobe jacking in again
and rounding up the Zionists. I want to start seeing the Oracle sending
messages to every player in the matrix. There have been those
Helicopters that just fly around droping the papers saying "Don't Trust
the Frenchman". Well we need to know why we can't trust him and who is
behind the Helicopters. It's nice that SOE is talking about balancing,
integrating new formulas and revamping the Marketplace, but let me put
this bluntly. I could care less about formulas and the Marketplace will
always be crappy cause people decide they wish to sell items like a Cap
with +3 RCT for 20,000,000 info which is just rediculous. What the devs
need to concentrate on is LE's. LE's is pretty much how this game
received a player base. The new things that are coming are nice, but it
was said that most of these things were hoping to be implemented by the
Holiday season. Does that mean we won't be having LE's until about
Christmas time? Cause that is just simply unacceptable. We were told
that a years worth of storyline was already mapped out. If that is the
case then why is it taking so long for a new LE to happen.


*rant now turned off*


I had to get that off my chest...


#10300000217 08/25/2005 09:04:32 Re: Discussion Thread: Dev Journal 01 - August 24, 2005
I completely agree with what Rukushin - and Novus before him - said:
these additions look good; however, they are certainly not what's going
to possibly regain my decreasing interest in this game.  LE
will. 

#10300000218 08/25/2005 10:18:16 Re: Discussion Thread: Dev Journal 01 - August 24, 2005

Nice to know you guys are working towards a big change and improvement... but is there any way you could focus just a little bit on making the game more fun right now? I mean, the way I see it, I should probably cancel and chill till this christmas to come back if I want to not have to sit around and wait.


Would it be too much to have live char actors to come in every now and then? Or SOMETHING?


#10300000219 08/25/2005 11:19:55 Re: Discussion Thread: Dev Journal 01 - August 24, 2005
"This means Interlock stays."

Nice to know. In fact there are a few things that I'm happy to see coming down the pipes.


But...


"we are altering out-of-Interlock fighting by expanding free-fire to include melee attacks, which is similar to standard MMO melee-combat."


Can already shoot at people, throw viruses, etc, etc. What's the point of interlock if you are putting in free-fire melee attacks and turning this into EQ2 or DoA? ((Niether of which I liked.)) I gave up City of Heroes to be here. If I wanted standard type combat I would have stayed there. This is a terrible idea. Bad enough with the five second timer to reenter interlock on hackers and such that just roll out every single time without fail.


Wheee.

*does the happy happy joy joy dance*

*smashes head against wall*
#10300000220 08/25/2005 11:43:42 Re: Discussion Thread: Dev Journal 01 - August 24, 2005

This is great. I'm very glad to hear what you are going to do about hackers. This has been a discussion for so long. I hate it when I'm taken by a lower level hacker just because of a couple of abilities they use and I found myself completely disabled with nothing to do.


I'm level 41 and have always been into Kung Fu. I'm glad you aren't doing many changes to that ability tree because is very well balanced. I do agree on the changes you mentioned on the interlock and we should definetly have more abilites to use outside combat as an MA. That will be great.


As I remember my favorite day in MxO was the end of Beta. That day the game reminded me the most to the actual movie. I wish more agents will come these days but at my level. If I see an agent is a rare occasion. I also wish that we could kill agents at least as a group if not on our own as it was on the last day of Beta. These days I can jack in pretty much anywhere and go about my business without much happening. That's not how the Matrix should be. It is supposed to be a very dangerous place. A whole lot more than what it is today.


Thanks

#10300000221 08/25/2005 11:53:51 Re: Discussion Thread: Dev Journal 01 - August 24, 2005
It's about **bleep** time!!! thankyou
#10300000222 08/25/2005 11:57:29 Re: Discussion Thread: Dev Journal 01 - August 24, 2005
It's about **** time.  I was getting really bored with this game.  Thankyou
#10300000224 08/25/2005 12:22:34 Re: Discussion Thread: Dev Journal 01 - August 24, 2005


Thanks guys.  Yeah, the arc'd LE's is where it's at.  Now mind you, I think that over time Monolith's LE's sort of disintegrated.  The race for Neo blew our socks off.  It had some bumps that needed worked out, but man - that was fantastic.  I watched pure powerlevelers interact with Seraph in an RP sense.  They felt involved in the world in which they were playing.


I personally think that SOE sees arc'd LE's as transitory.  In other words - it's a one time event, and not worth the effort.  I think that is wrong for two reasons.


1)  The player does not see them as transitory.  Everyone who met with Morpheus for the first time remembers it to this day.  Whether in a group, by faction, or individually.  No one forgets it.  That's permenant excitement, not transitory.  The event passes.  The memory stays.


2)  I mentioned a "story arc".  The LE's need to connect to one another and I think that's where things began to break down.  With Monolith - there were two types of LE.  The ones that Chadwick wrote (The arcs), and the ones that the LET came up with inbetween the major story arcs.  The arcs were fantastic (Such as The Race for Neo).  Problem is, it seemed that over time the LET tried to rewrite some of Chadwicks stuff - to disastorous effects.  They should have left the writing to Chadwick, and they should have stuck to their own inbetween LE's.   SOE would do good to look at "The Race for Neo" - improve upon it, and make sure that it connected to the NEXT LE, and run LE's in that manner.  With an arc, each LE is not transitory in nature, but ongoing.


So, implement the mechanical changes that they've already discussed.  Slowly, so we're not hit with a huge nerf imbalanced bat.  And look at those LE's with an arc, and as well introduce "inbetween" LE's.  I don't think they'd be able to build servers fast enough for the people that would start playing this game if this happened.

Message Edited by noVus on 08-25-2005 01:23 PM