Discussion Thread: Dev Journal 02 - October 12, 2005

101 posts · 2005-10-12 16:35:46 to 2005-10-28 22:58:47

#10300000935 10/12/2005 16:35:46 Discussion Thread: Dev Journal 02 - October 12, 2005
This thread is for discussing the Dev Journal posted on October 12, 2005 located on Data Node One.
#10300000936 10/12/2005 16:46:24 Re: Discussion Thread: Dev Journal 02 - October 12, 2005
Interesting... very interesting. I'm glad to see that those damned
hacker effects are going to be toned down, as well as, maybe the
flaming fists of fury. The way Pandora was designed was nice too. I'm
still scheptical about the "Combat Revision", though.

#10300000937 10/12/2005 16:55:54 Re: Discussion Thread: Dev Journal 02 - October 12, 2005
Very Interesting news.  Thanks for the Update Walrus and dev team.

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#10300000938 10/12/2005 16:58:23 Re: Discussion Thread: Dev Journal 02 - October 12, 2005
Interesting and insightful. SMILEY Can't wait for the new changes ahead!

#10300000939 10/12/2005 16:59:53 Re: Discussion Thread: Dev Journal 02 - October 12, 2005
Woo something to look forward to, Thnx for the update team and dont leave us in the dark for so long nect time :smileywink:

#10300000940 10/12/2005 17:01:23 Re: Discussion Thread: Dev Journal 02 - October 12, 2005

Thanks Walrus for that heads up and thanks to Arch for writing it for us.


I didn't notice the update for the spy tree in there.  Official commentary?  Time frame?


#10300000941 10/12/2005 17:03:04 Re: Discussion Thread: Dev Journal 02 - October 12, 2005

I wonder if this mail system is for us to contact other players or somthing else.  If this is an In-game mail system then it should defenitly should be like the Drop points from the Enter the Matrix and Animatrix.
#10300000942 10/12/2005 17:03:07 Re: Discussion Thread: Dev Journal 02 - October 12, 2005

Yay for another attribute respec!



OH WAIT, i haven't used this one yet! NOOOOO



lol jk. love the update!


#10300000943 10/12/2005 17:04:45 Re: Discussion Thread: Dev Journal 02 - October 12, 2005
Changing caps, interesting.  Will the attributes be changed or will they still do the same things they do now?

#10300000944 10/12/2005 17:05:04 Re: Discussion Thread: Dev Journal 02 - October 12, 2005
Dear Dev Team,



First of all, I'd like to thank you for this information provided. It
is great to see what the Dev Team is doing - more stuff like this (even
a paragraph or two a week) would be great. It let's us (the players)
know that stuff really IS being worked on, and that we are being
listened to. I gleefully shouted with joy when I saw the " Dev Journal
02 - Lead Designer" on the homepage. My nearly deaf dog jumped after I
shouted. ALL updates excite me because I KNOW the game is going to get
better, especially because of these letters.



After having read the letter, though, I was a little dissapointed as to
not hearing as much about the Combat Revision. Hearing about Pandora's
Box is great and all, but that feature came out well over a month
ago... I'm glad it was a success, and it was great content, don't get
me wrong, but it's passed, and I care more about the Combat
Revisions/Hackers/Rebuilding of the Districts. Don't get me wrong, I
loved reading about Pandora's Box and participating in it.



I am SO glad you touched on Hackers... even if they aren't removed from
the game, it makes me a LOT happier to know that the effects are going
to be toned down/trashed. While you're at it, can you get rid of all
the effects in the MA side, too? I'd like all of them removed, thanks.
SMILEY



Can I get a big w00t w00t?






Archon wrote:
The team is a making a concerted effort to address issues that the
community feels are important, so we ask that you be patient as we work
on the issues. I will elaborate on the changes we are making to the
combat system in my next journal. Thanks!



Glad you guys are listening to the community, and I can't WAIT for the next journal.



Thanks for all you guys do, this game seems to be getting better and better, even if it is little by little. SMILEY


#10300000945 10/12/2005 17:07:24 Re: Discussion Thread: Dev Journal 02 - October 12, 2005
I am not removing Hackers from the game. That said I am not opposed to balancing their abilities and toning their effects down.


This doesn't sound too promising, especially after the other nerfs that have been performed, here's a better idea restore the rest of the abilities to what they were and that should balance things out:smileyhappy:


Just being a hacker doesn't mean you can deal it out to the other classes like candy. 1 on 1 a M/A has as good a chance as hacker to win, Its how you apply your skills. I say this because as a Karate character i often took out higher level hackers, and as a hacker I've had it handed to me also :smileysad:


There you go agree / disagree, whatever the point remains that Nerfing is has and will most likely continue to be bad.

Balancing(Snicker,Snicker):smileytongue:
#10300000946 10/12/2005 17:07:52 Re: Discussion Thread: Dev Journal 02 - October 12, 2005
"When we release the combat system update we will be granting an
attribute respec to everyone and providing complete information about
the effects of increasing your stats."



Ok.  What if I haven't used my first respec (RSI hack)?  Do I get a second one to play with?

#10300000947 10/12/2005 17:13:31 Re: Discussion Thread: Dev Journal 02 - October 12, 2005


Evening slaves of the Architect... ((or devs for us mere mortals))


SOE Mail SMILEY now we are talking... i like the sound of that. I totally hope you guys have play ETM and know to make the access to these mailboxes a physical drop box, hell making us post our mail with an agent on our back would be grand... lets get the suspense back into mxo.


Congrats by the way although being a primarially solo player i have not even made to panadoras box 1 yet (only lvl 35). However everyone in my faction is hitting the boxes like they were laced with Merv's cake SMILEY I hope in a couple of levels to try it out but nice to see there is something i will soon be able to do other than level and rerunning hideouts.


The melee free fire is a difficult one to answer, I have questioned the interlock mechanisms frequently especially when stunning someone for example and they can still attack.


I must say there is a realism to the issue described (2 gunmen and a MA VS 1 opponent), in a fight there is a good chance that in 10 seconds of hand to hand the gunman would unleash a few slugs into the body of the opponent. Can you not keep that realism, and perhaps use what you have already with the matrix... bulltime! surely a successful hit with a MA move would allow the opppoent a chance to dodge the bullets using the bullet time they are in? just an idea.


Hackers: I am like many hackers a little fed up of the frequent arguements over this need for balancing. If you have ever been unlucky enough to see me in interlock you would see the obvious need to balance MA and do you see me making hundreds of threads about it. i can take about 3 hits from a similarly lvl'd MA then i am dead so sorry but those abs are well needed. Hackers pay the price of being useless in combat and should not be downgraded. I could expect lengthing some timers but would not all the other restrictive abs soon come under fire such as hinder shot and btw Archon don;t even joke about  removing hackers from the game, my subscription would be cancelled before you finished the patch!


I have a tree that needs some work Data Miner (levelled to 35) which seems almost useless of late, and yes i have tried lots of places. Encryption / decryption (leveled prior to the reading the notes) In short i am trying to remind you afore mentioned slaves to the architect that not all of us wish to use MA and really are here for the story of the matrix. Without hackers where would us red pills be today... in a pod thats where.


spot the coder SMILEY




Message Edited by PacketBurner on 10-13-2005 02:18 AM

______________________________________________________
What is the reason? Soon the why and the reason are gone and all that matters is the feeling. This is the nature of the universe. We struggle against it, we fight to deny it; but it is of course a lie. Beneath our poised appearance we are completely out of control
______________________________________________________
#10300000948 10/12/2005 17:31:14 Re: Discussion Thread: Dev Journal 02 - October 12, 2005

I'm still worried about the combat revamp... but I do like the fact that they seem to be approaching it from a stance of "how can we make interlock better."  Interlock is a huge aspect of the game, and it needs to be in there.  Thankfully it sounds like they agree with that.


I'm also very interested in the re-spec.   Not that I care about re organizing my stats again per se, but I am interested in seeing why it's so needed.  Last time it was just a bonus/luxury item, but this time it sounds like they may be changing the way stats are used in such a way that <<gasp>> stats will actually make a big difference.  Maybe the days of every player dumping points into the same abilities are soon to be over... maybe every character will no longer be extremely good at every tree and ability the second they first load it...


No mention of the marketplace or revamping crafting though... SMILEY


One thing I'd like to know about is the small stuff, or the non-gameplay related stuff.  When are we going to get the district revamps?  Can we at least hope for a Christmas redecoration or something seasonal.?  Sure it's important to get all of the gameplay details ironed out, and it's possibly even more important to squash all of the bugs in the game (some of which have been around for A LONG time), but the small stuff is important too. 


#10300000949 10/12/2005 17:43:41 Re: Discussion Thread: Dev Journal 02 - October 12, 2005

I think it would be helpful for the player community to know:


1. How many people are on the Dev team? 4 or 40. It would help us to scale our expectations.


2. Who is doing the testing? Is this what became of the QA Server?


3. What has become of the original Dev crew? How many came to SOE? Can we have a reunion party?


4. Will we ever have another Dev Fight Challenge? Could be a good selling point for the new combat systemSMILEY


Belerephon - Recursion
Beta tester August 04 to present
#10300000950 10/12/2005 17:54:34 Re: Discussion Thread: Dev Journal 02 - October 12, 2005
I'm glad we got an update, though it leaves me feeling like we've got not real idea what's going to change.



MAs will get attacks for outside IL, though we have no idea in what shape and form, or how it'll work.



Hackers will be balanced, both Patchers and Virologists it sounds
like(possible FM "nerf"?). We don't really know in what way, just that
you'll change the damage and caps on some things.



I'm also concerned about Code Archive space. With the introduction of
more and more abilities, i.e. Zen Master and Free-Fire MA abilities,
we'll defintely need more Code Archive space. It's already too small as
it is. Inventory as well.

#10300000951 10/12/2005 17:57:59 Re: Discussion Thread: Dev Journal 02 - October 12, 2005





POwedMxOplayer wrote:

2. Who is doing the testing? Is this what became of the QA Server?







   The testing is most likely done by SOE's internal QA team.  I doubt they're using the QA server to do this.  According to what I've read, Monolith had their own QA team as well, they just used their own server, and the QA server existed to allow players to help out.




POwedMxOplayer wrote:

 3. What has become of the original Dev crew? How many came to SOE? Can we have a reunion party?





   According to what I've read, around 26 of the original dev crew joined SOE.  I'd like to know exactly who is still with us.  I know Andy Kaplan and Erik Krebs joined SOE, but that's it.
#10300000952 10/12/2005 18:03:34 Re: Discussion Thread: Dev Journal 02 - October 12, 2005


   Personally, I'm going to wait and try out the new combat system before I start praising it or worrying about it.


   I'm glad they're not getting rid of the Hacker and Coder abilities.  I didn't think they would, but it's nice to hear it from the devs in case I was wrong.  And like Erik Krebs, I have absolutely no problem with any animation or balance changes.  I don't mind the current animations, but you won't hear a single complaint from me if anything is changed.

#10300000953 10/12/2005 18:07:40 Re: Discussion Thread: Dev Journal 02 - October 12, 2005
Hacker toning sounds GREAT! No more interlock w/multi-opponents... Seems a little wierd. It'll have to look cool SMILEY

#10300000954 10/12/2005 18:23:32 Re: Discussion Thread: Dev Journal 02 - October 12, 2005

Glad to hear the obnoxious hacker effects are gonna be toned down :smileyhappy: Also looking forward to the combat revisions...


THREE CHEERS FOR THE RESPEC!!!


 :smileyvery-happy:

#10300000955 10/12/2005 18:27:44 Re: Discussion Thread: Dev Journal 02 - October 12, 2005
Soooo all the items Archon stated in the Journal before are still in development?



I'm personally mostly interested about the Mega City revamp.

Message Edited by Aquilae on 10-12-2005 10:28 PM

#10300000956 10/12/2005 18:59:35 Re: Discussion Thread: Dev Journal 02 - October 12, 2005


Archon wrote:

When we release the combat system update we will be granting an
attribute respec to everyone and providing complete information about
the effects of increasing your stats. I will provide you with more
information as we make progress through the changes. I have already
decided that the respec is absolutely necessary, but there may be a few
other things that accompany it.



Will the attribute respec also allow us to change the Character Trait that we chose over six months ago? 



It's great that we can reset our attributes again (even if I just did
it and still haven't assigned anything yet), but I'm sure there are
some redpills out there who, like me, found out about the individual
statistics a little too late and have been stuck with a Character Trait
that is different from what they'd like their base stats to be. 
It's not that big of a deal, but since Archive drops are
significantly harder to come by, it does make a difference in just how
much one can benefit from the attributes.



As for the combat revision, I'll look forward to the day when a degree
of realism kicks in and I do, in fact, continue to focus on the
original target who's about to fall instead of the ally who jumped in
with full health.  However, I have absolutely no idea what
the effects of this "Melee Free-Fire" are and how it'll balance with
regular freefire and additional factors.



Perhaps in the next Dev Journal we could get some (more)
information/discussion on expanding the Code Archive, revitalizing the
Spy
tree and balancing Hackers, the MegaCity revamp, server stability
issues during live events, and, of course, just what exactly this
combat revision will do.  Other than that, thanks for the
update.
#10300000957 10/12/2005 19:05:28 Re: Discussion Thread: Dev Journal 02 - October 12, 2005

Overall, I think this Dev journal is a little lacking in content. 40% of it covered Pandora's box -shrugs- I think the developers that handled Pandora's box deserve congratulations, and everything said in the journal about it was cool. I think the rest of te journal that I was looking so forward too had more less interesting old content. It was vague and as always, everyone has more questions than answers. An ETA on the next live event would be handy SMILEY Why not make a forum specifically for questions to the Devs and you guys actually answer them if you can. For example..can we get some more disguises?  Can you make all the doors in the game the same instead some within range some out of range? Can you fix the lockpicking animation? I was successful at picking the lock already, why am I standing here doing the lock pick dance?



-sigh-






Aquilae wrote:

Soooo all the items Archon stated in the Journal before are still in development?

I'm personally mostly interested about the Mega City revamp.


Message Edited by Aquilae on 10-12-200510:28 PM






Me too. Like a convention center, sports stadium, gas station, airport, candy factory, library, mall, walkable subway system or sewer system, car factory, big clock tower monument/building/club?, aquarium, zoo (I know I saw that cat 'Glitch', wheres  all the other animals?!), and a couch store.




#10300000958 10/12/2005 19:36:16 Re: Discussion Thread: Dev Journal 02 - October 12, 2005


I agree that this journal is a bit disappointing as it kinda lacks in meaty content, still I think there are some good news, yay for a new RARH, yay for toning down hacker's effects (just tone down even the awakened abilty effects and make an option to turn them all off without turning off even numbers and other important things), yay for hacker balancing and I'm even very positive on the combat changes (I think you're really going in the right direction, this move IS friendly towards interlock, as you say, not only in feeling but even in practice, so YAY!


I'm disappointed mainly because I expected something really new about the combat system, but I guess I'll have to wait for the next article. We don't have to wait that much this time, since there is nothing time consuming like the SOE transition on the way, right? I hope so


p.s.: what about the chat update that will permit us to create chat channels? will it come with the SOE mail? what kind of stuff will we be able to attach to mail, only source code or even items?


and YES, make us change even our original char profile with the next reset, and our char description too! PLEASE! no wait, make the description changeable by the owner whenever he/she wants!

Message Edited by Godel on 10-13-2005 05:37 AM

Message Edited by Godel on 10-13-2005 05:38 AM

#10300000959 10/12/2005 19:41:28 Re: Discussion Thread: Dev Journal 02 - October 12, 2005
Thanks for the update, SOE.



While not particulary detailed, at least we are being reassured SOE is
still working on the game to improve it. Two things that caught my eye
was the whole combat rebalance with another respec (which will tone
down Hackers, hopefully) with toned down visuals (hopefully the
Hyper-Speed blur and other annoying visuals will be done away with) and
a mail system which will make contacting people much easier as you
don't have to catch them online to talk to them. It will also be a
great way to send our mass e-mails to your Faction of important events
and times!

#10300000960 10/12/2005 19:46:22 Re: Discussion Thread: Dev Journal 02 - October 12, 2005





Godel wrote:



 We don't have to wait that much this time, since there is nothing time consuming like the SOE transition on the way, right?





   Working on the game isn't time consuming?  According to Walrus, one of the reasons this dev journal took a while to write and post was the fact that Erik Krebs was helping with the combat changes (that, and he got sick recently).
#10300000961 10/12/2005 19:55:32 Re: Discussion Thread: Dev Journal 02 - October 12, 2005

I'm just thinking, will all this delay the zen master and the other new trees?


Also I didn't get one part right, is it true that there will be a mail in the game, like in the movie, that we can drop mails or staff for other players? Like in the Animatrix, the osiris droped a package before they were destroyed, and later to be found by the Locos. Or I have a big imagination?


To finish, I think the Hackers are not unbalanced, they have weakesses. My kung fu/ Karate character kick them, the only thing is, that they can attack us from a far. But in interlock, they are like babys SMILEY Just use compel Close combat and get them in interlock.


Tks for the new news.


#10300000962 10/12/2005 20:47:19 Re: Discussion Thread: Dev Journal 02 - October 12, 2005
I really enjoyed this update...thanks

I'm glad to hear that they saw a major flaw in the combat system and are making the appropriate changes needed. That the origional interlocker can have up to 10+ seconds to attack again while others outside only have 5 secs is a major problem. I enjoyed multi-on-one combat but now that is pointed out I can see why they are changing it. Plus with outside melee combat attacks it'll still seem like the old system but people won't be at a disadvantage as far as time is concerned...very good.

In the pandora's section I saw the origional idea and thought that since you've implemented the box and missions already why not bring back that idea of random roaming gangs of that size and place them downtown? That would be really cool if its a random encounter with a nice reward. It would make people frequent downtown more often looking for the roaming gangs...why throw it out?

I love the ideas on hackers...they do need a little tweaking especially in the animation department. But don't forget about the flaming hands. If you make the animations look like they fit in the matrix then everyone will be happy.
#10300000963 10/12/2005 20:52:00 Re: Discussion Thread: Dev Journal 02 - October 12, 2005
So i'm kicking azz in interlock, will the poor reds buddy be able to
pull a free fire attack off on me, and will it have a anamation? I hope
so...SMILEY



oooo edit. will i be able to mail my things from charecter to
charecter? I have a old toon on method-recursion i wanna delete but
she's got so many good items i don't wanna trash.

Message Edited by FlyMeToParis on 10-12-2005 09:54 PM

Message Edited by FlyMeToParis on 10-12-2005 09:55 PM

#10300000964 10/12/2005 21:39:32 Re: Discussion Thread: Dev Journal 02 - October 12, 2005


Archon wrote:
That said I am not opposed to balancing their abilities and toning
their effects down. At some point in the near'ish future we plan to
start making a pass at effects. The goal of the pass is to identify
obnoxious effects and tone them down till they fit our game
.

Praise Jeebus! Halleluiah! Archived image unavailable: t_emot-woot.html
#10300000965 10/12/2005 21:44:16 Re: Discussion Thread: Dev Journal 02 - October 12, 2005
its good to know that a balance issue is being acknowledged.  When
you guys talk about toning down effects i hope your talking about 
the ridiculous bottleneck and codeshock and other ablities that leave
you utterly useless for minutes at a time.

#10300000966 10/12/2005 21:58:50 Re: Discussion Thread: Dev Journal 02 - October 12, 2005
Good Update.



Two MAJOR problems though....





1) No mention of Data Miner, wich I think has the potental to be the coolest thing in MXO besides the story if fleshed out.



2) From what I read about the Combat Update, it sounds like there will
be more Multi-Fighting. I find that dissapointing, because like many
people I am waiting for the MA Multi-Fighting Update that this game
needs to relive thoughs Burly Brawl/Cheatu battles.



Otherwise, good update. SMILEY

#10300000967 10/12/2005 22:37:02 Re: Discussion Thread: Dev Journal 02 - October 12, 2005

I'll finally get mail YAY!!!!:smileyvery-happy:


I like the Idea of there being drop places for the mail also.



On a sidenote, there was a mention about there not being enough inventory room is there away to possibly be able to leave items in the loading area and still have space in you in game inventory?


#10300000968 10/12/2005 22:40:06 Re: Discussion Thread: Dev Journal 02 - October 12, 2005
w00t i've posted about gettin a RRAH for ages SMILEY


not so sure about changing the hackers though. all seems balanced in pvp at the moment.


but i do have one request. LOL the bosses in the archives are too strong. my hacker attacks never work
#10300000969 10/12/2005 23:16:04 Re: Discussion Thread: Dev Journal 02 - October 12, 2005
How does the combat look like then ? like the SWG combat for example ??? if it is so i can only say:


WHAT ??? The combat is design for hit our enemy. but if it is like SWG combat your enemy make a move you make a move and your enemy dont react on it...think on the following: MA kung-fu vs MA kung-fu you make extreme falling kick and you enemy a Tripple front kick at the same time...HOW DOES THAT LOOK LIKE ?!


OMG
#10300000970 10/13/2005 00:41:10 Re: Discussion Thread: Dev Journal 02 - October 12, 2005
Some good news some bad news



Good news:

melee fire

better pandora box

mail system

free respec

hacker balancing



Bad news:

although all of the above are great stuff, there are many more things much more important

the players expect.

The pandora box was fun at the beginning when we investigated and done the missions trying to

find out what and why.

Lately not many people have been doing it or just for the sake of a couple of buffed clothes not really

worth the grind and the gathering of a dozen level 50s (not an easy thing to pull out)



I know the devs notes arent complete and that there are other things you are looking into

but for me and many other players this is a quick list that for what is important:



Faction crew revamping system

Afk feature

New and better clothing

More content

Purpose for PvP and CQ

Reworked district to push people into all places of the Megacity

Working on "useless trees" such as infiltrator and data miner



Thank you

Message Edited by gothique on 10-13-2005 01:42 AM

#10300000971 10/13/2005 01:21:41 Re: Discussion Thread: Dev Journal 02 - October 12, 2005
Toning down effects?

Mail system?



I LOVE YOU!

#10300000972 10/13/2005 01:38:49 Re: Discussion Thread: Dev Journal 02 - October 12, 2005
Glad about the mailing system, almost stopped playing because there
wasnt one and i came from SWG so as u can imagine it was like a
downgrade but glad to see it has been noticed!!SMILEYSMILEYSMILEYSMILEYSMILEYSMILEYSMILEY

#10300000973 10/13/2005 02:09:16 Re: Discussion Thread: Dev Journal 02 - October 12, 2005
Yay it looks good,

as for the time being iam stuck in knee deep **bleep** of things to sort out

irl, so i guess these things will be implemented around the same time

i will be able to logg back in to the matrix.


I like the way this is takin mxo, i get more confident after every dev journaland patch that

this game is gettin on its feets and actually a bit faster then i thought it would after the soe take over.


great job SOE.


/cheers illian
#10300000974 10/13/2005 03:17:12 Re: Discussion Thread: Dev Journal 02 - October 12, 2005
The structure of Pandora's Box is a very solid addition to the game, top marks to the devs in that regard. Likewise the combat overhaul, long overdue, looks like it is going to be well thought out and as fair as we can expect, with one fairly serious reservation...


Multi on one combat is to me a very large part of the Matrix universe and style, most of the encounters that live most vividly in the memory are the large scale fights where the Zion rebels are heavily outnumbered and deal with a succession of enemies...... If there is no way to simulate or recreate this I feel it will be a significant loss.
#10300000975 10/13/2005 03:51:05 Re: Discussion Thread: Dev Journal 02 - October 12, 2005

Some very interesting sounding stuff in there. Toning down of hacker
effects, a nice overview of PB creation, and a few small words on the
combat changes.




Although I tend to play arablest a lot, I do agree they need to be toned down like this is suggesting Archived image unavailable: icon_razz.html





And the removal of certain states (probably powerless and other nasty animations) sounds very good to me.



Shame about no info on the data miner changes though SMILEY That would be
SUCH a cool ability tree if only it was implemented properly. As I've
said before, merely boosting the payout 10x would be enough to make
people interested again.

#10300000976 10/13/2005 03:53:23 Re: Discussion Thread: Dev Journal 02 - October 12, 2005
Most of the PvP areas are dead, a simple quick fix could liven it up if
there was a Node with rare items in the middle. One of the few original ideas from World of Warcraft.

#10300000977 10/13/2005 04:32:07 Re: Discussion Thread: Dev Journal 02 - October 12, 2005
Great to know what to expect in the furture. I am very excited about
the combat revision, and the hacker revision. Hope you also add more
things to do in-game, as Assassination missions can become boring after
the 1001th one.

#10300000978 10/13/2005 05:35:10 Re: Discussion Thread: Dev Journal 02 - October 12, 2005
A promising journal there Archon, can't wait for the implementations.
#10300000979 10/13/2005 06:13:03 Re: Discussion Thread: Dev Journal 02 - October 12, 2005
Thank you Archon!



It was interesting to read about the history of Pandora's Box, and
although my modest level has so far prevented me from taking any great
part in completing the arcs (did the first one, and at lvl32 it was
quite the challenge), I can safely say that you made the right choices
in making it a fixed level and a story-arc with missions and puzzles in
addition to the 'final battles'.



Delighted to hear that hackers are both staying in the game, and
getting a (much needed) overhaul! I sincerely hope that the effects
will now be toned down as well as maybe changed to match what we saw in
the movies (smith's replicating effect, smith 'breaking up', the mirror
effect when Neo was unplugged - stuff like that).



A little disappointed not to hear much about the district overhaul though, but good things come to those who wait, I guess.



As for the combat revisions, I think it's good that you are trying to
solve multi-on-one interlock, but a little sad that the way you've
chosen is to remove it and add 'free-fire melee'. Personally I would
have loved to see a multi-on-one interlock where each round involves
interaction between all combatants, and I know many are with me on
that. I understand, though, that this would require whole new sets of
animations for each ability/attack and possibly new abilities as well -
one set for each combination of combatants, and I am certain that this
is a daunting task...probably too daunting if we'd want the changes any
time soon.

#10300000980 10/13/2005 06:18:49 Re: Discussion Thread: Dev Journal 02 - October 12, 2005
I second RockyBs words on Data Miners - if the payout increased, and we
got the chance to pull out red fragments this would mean actual
usefulness (and the possibility of a non-combat coder that can still do
his stuff without relying too heavily on people to farm frags for
him...).



Then there's also the possibility of occasionally dropping pieces of
actual useful information out of the 'floating feast' when we tap -
maybe similar to Pandora's Box items that lead us to specific locations
for unique missions/tasks. This could be yet another way to include
story-content...

#10300000981 10/13/2005 06:41:11 Re: Discussion Thread: Dev Journal 02 - October 12, 2005

Dev's & Walrus


/twothumbsup


gentlemen & ladies, i knew my faith was well placed.


can't wait to see these refinements implemented and thanks for providing a attribute revamp, as obviously it will be necessary for the combat enhancements you propose.


thanks again for a great game


#10300000982 10/13/2005 06:51:36 Re: Discussion Thread: Dev Journal 02 - October 12, 2005

It was nice to be able to see how it all began with
pandora’s box. Cool to see about the changes to come with hacker…melee
free fire no comment....Here’s something to throw out there while
changes are in the works…Knife thrower ….Knifes are a weapon in my eyes
and I’m sure in a lot of peoples eyes so ahhh when is fumble field
going to effect knife throwers? Last would be when are we getting the
real release of the new trees? Chop Chop people new content is needed..

#10300000983 10/13/2005 06:59:50 Re: Discussion Thread: Dev Journal 02 - October 12, 2005
Very excited about the changes!! I will miss the multi-interlock stuff but I can see why it was a problem SMILEY Maybe the free-fire for martial arts will still look awesome and be much better ^_^
#10300000984 10/13/2005 07:15:26 Re: Discussion Thread: Dev Journal 02 - October 12, 2005
Will we be able to attach in-game codes, frags, apparel, weapons and etc. to email messages and send them like we can in EQ2?

Message Edited by ArdenStarmariner on 10-13-2005 08:16 AM