Discussion Thread: Dev Journal 02 - October 12, 2005

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

#10300000985 10/13/2005 07:31:39 Re: Discussion Thread: Dev Journal 02 - October 12, 2005
I enjoyed reading this, gave me an insight into how the Dev team works
and what they're working on, interesting. Nice stuff, looking forward
to the Dev Blog 03 :smileyvery-happy:

#10300000986 10/13/2005 07:52:33 Re: Discussion Thread: Dev Journal 02 - October 12, 2005
Thanks for the update.





#10300000987 10/13/2005 07:59:44 Re: Discussion Thread: Dev Journal 02 - October 12, 2005
Thanks for this informations.

I full agree with the success of Pandoras box. Many Problems you have in Dungeons are removed:



- Group Content: You can´t do it alone.

- It doesn´t take too much time. It´s easy to encourage players to help.

( unlike some big dungeons in SWG where i heard : I´m not online long enough. or.... no time.

- No camping-problems with other groups.

- The loot makes it worth to do it more than one time.



It´s a real good alternative to instanced dungeons.



While Kung Fu is my favourite class in MxO , i completely agree with the DPS argument.

Can´t wait to see how gameplay works after Combat Revision 2.0.



And finally ingame email.

I changed the faction with my crew and i guess it takes 2 weeks now to get everyone informed about, when, why and where i went.



Btw. ....What the hell is a dead horse. I mean...i know what these two words exactly mean.

I guess it´s something like a "figure of speech" for a bad aspect of something or so, lol.





Yiwe




#10300000988 10/13/2005 08:15:07 Re: Discussion Thread: Dev Journal 02 - October 12, 2005

Great to here an update and the history of pandora was very interesting


However... there wasn't really much info on the new stuff ecspically a small prediction on the time it comes out.  Usually i dont mind w8tin but we need a temporary fix as I am finding it annoying that i enrage hackers and then they roll out.  I like using kung fu but its just not worth it sometimes. 


Plus plz give us a hint with the market place


Thx again for the update


#10300000989 10/13/2005 08:21:21 Re: Discussion Thread: Dev Journal 02 - October 12, 2005




The only thing i can criticise is the lack of...


-ETAs


-Marketplace overhaul


-UI changes


-Megacity revamps


-Faction management overhaul 


I mean even a nice "they're still in the works" would've been nice


oh and FFS TELL US WHY DN1 IS STILL 'UPDATING' OLD CONTENT!!!!!

Message Edited by cloudwol on 10-13-2005 05:30 PM

#10300000990 10/13/2005 08:22:07 Re: Discussion Thread: Dev Journal 02 - October 12, 2005
Always love seeing new dev journals and things in the
works.  I'm
having a blast with Pandoras Box as well and havent even done my third
yet!  Curious on the combat revision though. Will this mean an
Assassin won't be able to perform an attack on an interlocked player
since the move actually sends them into it?  I hope not, but if it
does, sounds like its going to get even tougher on the spy tree. :smileysad:

#10300000991 10/13/2005 08:22:59 Re: Discussion Thread: Dev Journal 02 - October 12, 2005
All the changes sound pretty good. Since I'm not high enough, I haven't gotten around to playing Pandora's Box yet but I've heard it's pretty cool. I'll be happy to see some changes to the MegaCity. I remember someone mentioning sports stadiums and museums. Those would be nice editions.  I have to wonder if the free fire melee will take away from the animations that players are used to. I sure would hate to lose those...They are one of the reasons why I enjoy the game.  If the combat ends up looking like it does in SWG I'd be pretty upset. I'm glad they are toning down the Hacker tree. Some of those effects last too long. I thought those guys were for support, not owning everybody else out there. But hey that's just my opinion. Keep up the good work yall.
#10300000992 10/13/2005 08:46:47 Re: Discussion Thread: Dev Journal 02 - October 12, 2005

Dude! the line


 'the process requires that we update damage abilities, buff abilities, weapons, items, and stat caps.'


Has got me seriously worked up!
#10300000993 10/13/2005 08:52:41 Re: Discussion Thread: Dev Journal 02 - October 12, 2005

i am glad to see they have updated the dev j.  I know alot of people were woried and complaining.  All the changes seem good and hopefully they will be better when they come out my only questions are these.


1) qa server?


2) beta testing the C.U if the qa server doesn't work anymore?


3) respec  now this is weired if you are using respec like swg are we not going to be able to load at will our abilities are the abilities going to be like swg?


4) with the above question is this going to go the way of grinding out abilities instead of paying for the upgrades?


5) i have hacker questions but don't want this to be about that lol :p
#10300000994 10/13/2005 08:53:12 Re: Discussion Thread: Dev Journal 02 - October 12, 2005


ArdenStarmariner wrote:
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


I hope so that would so rock!!!!! O and please how hard would it be to make a crew storage?

Message Edited by FlyMeToParis on 10-13-2005 09:53 AM

#10300000995 10/13/2005 08:59:54 Re: Discussion Thread: Dev Journal 02 - October 12, 2005

Yes, u will be able to send in-game items, it was said in the awakened radio interview with AOK.


Rock on Awakened Radio!


#10300000996 10/13/2005 09:56:04 Re: Discussion Thread: Dev Journal 02 - October 12, 2005
How about bigger code archives and inventories?? 



As a long time 50, I have every ability in my archive and barely any
room left for frags or other goodies.  Not to mention my inventory
is chock full of all the special stuff we need to carry. 



Bigger is better.

#10300000997 10/13/2005 09:58:29 Re: Discussion Thread: Dev Journal 02 - October 12, 2005


As an MA, and a MMO noob, I am totally at a loss trying to conceptualize free-fire melee. Isn't that an oxymoron? What happens if I don't carry any guns and don't want to use them? Can anyone explain how it works in other games (I'm assuming they borrowed the concept from something else)?


Also, while I understand that to truly make multi-interlock work like the movies, a whole new set of animations would have to be created. But in the mean time, why couldn't they have implemented multiple combat bars for each opponent, and kept the same animations? It would look a bit weird, admittedly, but it would have been a quick fix to this issue. If I'm fighting two people, I have two bars, and can independently select actions against each one. That way I get two rolls per 10 seconds, not 1. Perhaps I just haven't seen the issues that created this change. 


I am totally perplexed...:smileyindifferent:

Message Edited by SoftCopy on 10-13-2005 10:59 AM

#10300000998 10/13/2005 10:13:13 Re: Discussion Thread: Dev Journal 02 - October 12, 2005
Sounds very good!



Gave me much hope, where it says the dev team is still driving toward everything from the first journal.





#10300000999 10/13/2005 10:14:41 Re: Discussion Thread: Dev Journal 02 - October 12, 2005

With multi-interlock it wasn't the people you are fighting in interlock that is the problem. You can attack one and only block the second attacker. Not a problem.

But, people outside the interlock battle get twice as many attacks as the people in interlock....

Thus the problem.

I love multi-interlock.

But the outside attackers are at a complete advantage. One tactic is to use two people multi-interlock oppenents that are outnumbered and blast at them with guns and hacks from the extra people ... by the time they  roll out.. a number of people have had double the normal attacks on them than they should...


Hang on.. does that makes sense? Hmm. I think so...


I'm looking forward to seeing what these changes are, instead of just hints and buzz words though.


And Pandora is cool. It was worth the wait. :robotvery-happy:
#10300001001 10/13/2005 10:49:29 Re: Discussion Thread: Dev Journal 02 - October 12, 2005


I'm glad the devs are working hard.  I love this game...



Couple things I'd like to touch on:    1.) Constructs
#10300001002 10/13/2005 10:55:15 Re: Discussion Thread: Dev Journal 02 - October 12, 2005

Can't wait to see how the new combat system will be implemented.


Reading about the design process for Pandora's Box was very interesting.  I wish I could watch you guys brainstorm to see how you come up with your ideas.


Thanks Archon, Walrus and the rest of the dev team for all the work you do for us!

#10300001003 10/13/2005 11:06:29 Re: Discussion Thread: Dev Journal 02 - October 12, 2005
yea i love this game as well cant wait to see the new combat (if there is any) or just the improvement of the already "good one" its good just not the matrix feeling you wana get when you play :smileyhappy:
#10300001004 10/13/2005 11:08:41 Re: Discussion Thread: Dev Journal 02 - October 12, 2005



I'm glad the devs are working hard.  I love this game...



Three things I'd like to touch on:      1.) Constructs          2.) Languishing skill trees         3.) Buffs



1.) Bosses in the constructs are either  a) too hard, or b) the drops are too rare.  Those of us who really enjoy boss-hunting are having a hard time getting teams together, because the reward no longer justifies the effort required.




2.) Data Miner is a joke.  You need to develop a unique, compelling reward for this skill.  Or implement some type of mission where having a leveled skill set in this area is necessary.  Probably both.  Wouldn't it be cool if a Data Miner had a unique and compelling PvP skill?  


What about Cryptography??? 


Coders in general could use a little bump to make them more useful in PvP.   Anything to convince people to work on being developing something OTHER than an attack hacker or M-A...




3.) You've got this cool Upgrade Maker skill.  I would love to see you develop that into some type of item buffer.  Would solve the "outfit shell" argument bouncing around.  I could see where items will have "buffing slots" so that you can add certain types and levels of buffs to them.  Kind of like the "buff-tape" thread I was reading about.



  -JP


p.s. PLEASE don't penalize those of us who have held onto our RSI hacks from the transition by not giving us that second Attribute Adjustment.  I've been saving my hack for months until I reached at or near L50. 
#10300001005 10/13/2005 11:19:35 Re: Discussion Thread: Dev Journal 02 - October 12, 2005
I think this is all great, especially the hacker rebalancing, but there are some things that I'd like to see sometime in the future. I know that they'd take a longer time to implement them since the devs are working on, but they're just some suggestions to go off of in the future.


- Archives are too small. It would be much more interesting to visit archives if they had more to offer such as more varied enemy types and more scenery. The Ashencourte archive for example could be more than just a graveyard around a broken down cathedral. It could be three small villages (one for each organization to start in) with the cathedral and graveyard in the middle. Each village could have its own NPCs that could tell you about the history of that particular version of the Matrix. The cathedral could be large with many areas inside to explore. There could even be several exile hideouts inside the archive itself and contact missions that could be limited to the archive and that require you to go between it and the Matrix. There could be more varied enemy types such as werewolves (wince we already have them) and maybe other horror monsters. There is just such a large potential for content in the archives being wasted.


- One thing that's bothered me about the Matrix since I started playing is the fact that there are no hospitals, fire stations, police stations, schools, post offices, and very few shops that you can actually go into. It would certainly add to the realism of the game if they were added. The shops that are put in could even have vendors that sell things to us, instead of just having all of the vendors out on the street.


- The invisibility ability should make players invisible to other players. Stealth detection would determine whether you could see the faint outlines you can see now or see nothing. The disguise ability should make you appear to be an NPC, complete with name if the other player's stealth detection isn't high enough.


- Stealth attacks should not automatically draw you into interlock.


I'm not sure if any of these have been mentioned (I've probably mentioned them myself sometime before), but it would be nice to see some of them, especially the larger archives.


These aside, good work on the features! It's good to see that at least some attempt is being made to improve the game.
#10300001007 10/13/2005 12:26:36 Re: Discussion Thread: Dev Journal 02 - October 12, 2005
A mail system! Very nice, I like where things are going. Next thing UI
wise that needs to be fixed is the Faction Captain interface. We need
to be able to see all the members in all of the crews, and their
Organization rep points. Faction captain needs to be able to demote or
remove ANY crew in the faction, even other Rank 1 crews. As of now, we
can do nothing to them and it has already caused some problems.

#10300001008 10/13/2005 12:28:30 Re: Discussion Thread: Dev Journal 02 - October 12, 2005
Nice post above with the no Hospitals, Pollice Stations, Malls and
Schools in the MegaCity. I was going to mention that, they are
strangely absent.



But anyway....



Am I the only one pissed off about the removal of Multi-Fighting Interlock?



I mean, I am intristed in the idea of Free-Fire MA, but Multi-Fighting
was one of the big things in the Movies! That was the whole point of
the Burly Brawl and Cheatue fights for christ sakes!



Personaly, I thought that the idea of the faster timmer rate for Gunmen
and Hackers was an advantage to useing Free-Fire. Because if I ever
interlock a Gunman or a Hacker, they are useualy dead in three rounds.



Maby, if you fire on somebody who is in Interlock, the game could synch the timers to the interloch battle, how about that?



Sorry if I sound bitchy, but I dont want this to turn into another SWG
"Combat Upgrade" were there are 100 Noob Neos running around. -.-;



What would cheer me up, is if they are doing this temporaraly and are
working on a Multi-Fighting Tree for an expantion later on. Now that
would be cool, Combat Upgrade 3.0!

#10300001009 10/13/2005 12:52:55 Re: Discussion Thread: Dev Journal 02 - October 12, 2005
Nice journal.  I like the progress you've made and thanks for the update. 



While balancing hacker, please dont forget to balance the Kinfe thrower tree.





#10300001010 10/13/2005 14:41:37 Re: Discussion Thread: Dev Journal 02 - October 12, 2005
Nice journal. I honestly can't say there's anything I don't like in this one.
Good luck toning down those hacker effects...
Maybe you could ditch the flaming fists as well?

- Void
#10300001012 10/13/2005 18:43:00 Re: Discussion Thread: Dev Journal 02 - October 12, 2005

I could not said better.

Why the use of Data miner?! SMILEY

And the Faction menu, why don't make it better, why we can't see all the crew member of our on faction.

I also think it's important.
#10300001013 10/13/2005 18:54:47 Re: Discussion Thread: Dev Journal 02 - October 12, 2005


Nice to see SOE implementing email in game soon after they got the game.  We begged Monolith to get the email system from day 1


Just please, please, PLEASE make the email system fit somewhat into the Matrix-verse.  I beg you.  At least in the UI.  What would be really nice is to do what we discussed in beta.  Create your email.  Perhaps put an item or two in it (Attachments) then hit "Package" button, and then (as we saw in The Animatrix and ETM) you have to find a mailbox to drop your email "package" of and on it's way, using the Matrix itself as a drop off method. 


Number one thing a dev has to think about?  Cost of labor / code vs. payoff.   The mailboxes are already interspersed throughout the world.  The coding would be just about what you'd need for an email system anyways, and the payoff would make the game seem that much more immersive to us all.  As far as MMO's go - that's a biggie, and that's exactly what naysayers against this game are complaining about.

Message Edited by noVus on 10-13-2005 07:57 PM

#10300001014 10/13/2005 19:02:03 Re: Discussion Thread: Dev Journal 02 - October 12, 2005
I am not going to page through all the entries in this thread.. just some thoughts



The ability for players to combat hackers has been around and is in mxo
right now.. pills buffs clothing etc.. all provide the balance which
everyone cries about. To combat status effects use a antibiotic.. to
increase your deflection/clear negative buffs  there  are
bilities which accomplish that.. to bolster your status their are
clothes..



Overall I see people complain and complain about hacker but the tools
to combat how effective they are in combat are present. Collect red
frags and bits and craft pills and boosters.. or have someone craft
them for you if you don't see how useful the coding tree is .. collect
items of clothing with buffs that compliment your characters abilities
or protects it from other abilities.. form teams that compliment
eachothers loadouts.. the list goes on. Some would argue they are
limited to one tree of abilities then you are not playing the game to
the full potential.. the abilities/clothes/items are there for your
character .. it is your choice to take advantage of them.



I will agree that some things in hacker could use some tweaking but
nothing as drastic as most people limiting themselves  to just the
operative tree seem to want. Make some of the attack hacks cost more
IS.. make a few certain debuff hacks not last as long. Really there is
not a lot of balancing needed.



#10300001016 10/13/2005 20:17:49 Re: Discussion Thread: Dev Journal 02 - October 12, 2005

After reading through this thread, I've noticed that a lot of the angles I was going to cover have already been done.  That said,  I'm writing to basically cast a vote towards whatever I agree with as I feel the "squeaky wheels" out there are getting too much attention from the devs. 


I have to agree with many that multi fighting is fine, and removing it is a pretty lame solution to the perceived problem.  Tell me if I'm wrong here.   Fact - IRL, multiple people attack one person,  they will have an advantage over the one person.  My interpretation of the whole debate revolving around this isssue is that's what you're saying is the problem with multi-fighting in game... hmmm, ok.  Well from what I understand the matrix was designed to mimic the pinnacle of human evolution, the good and the bad.  Life's isn't fair and will never be fair.  Why is so much effort being invested (or in the case of dropping a feature completely I suppose that would be "not invested" ) to "balance" things and make it fair?  Wasn't that one reason some early instances of the matrix failed?  I remember something about people not accepting the utopia where there was no violence, no pain, or something like that?  Maybe I'm wrong, wouldn't be the first time.  I'll have to watch the movies again and pay attention to the architect a little more closely I guess. 


On hackers, the only thing I find particularly annoying are the lengthy stun effects.  I also find that annoying on all the trees, knife thrower, MA, anything that completely incapacitates the character for more than like 15 seconds should be turned down to that time.  The re-use timer on any stun based ability should be maybe four times the length of the effect, ex: 15 sec stun 60 sec reuse.  Otherwise leave it alone, hackers need the abils to have any sort of chance against MA's.  They do get instantly owned in interlock, there are clothes\abils that will increase your viral resistance and deflection - theres your balance right there - figure it out. 


Please give some consideration to players using hacker\other abils against NPC's. It seems like so much of the revision\development going on is tilted for pvp and people who complain about certain aspects of it.  Additionaly it seems that we're on track for everything to be as worthless as dataminer and as annoying as coder is now (can we turn some of the charges back up? OR drop some of the frags more frequently? farming sux enough and then to only get one charge for that frag you spent a half hour [sometimes more, sometimes less] to get... that's really annoying).  Also please add more servers\infrastructure\bandwidth  /whatever you need to alleviate the time outs and crashes experienced by large concentrations of players during live events.  That deserves higher priority than balancing anything else in my opinion.


On the plus, mail is nice, thanks! 

Pandora's box is a handy feature, thanks again!  However, I do have to say that I think an extra inventory page should have been provided for us to carry all the various junk associated with it.   How hard is that? Can we have two additional inventory pages while you're at it?


In closing I'd like to say if you're one of the developers and reading this, thanks for taking the time to actively seek feedback from players who cared enough to give their opinion.  I hope this was helpful for you, send me an e-mail through the new in-game system after you implement it if you'd like me to elaborate on any of the above points.  Otherwise stop wasting time and get back to starting the next live event!



-Believe half of what you see and nothing that you hear.

#10300001017 10/14/2005 00:26:03 Re: Discussion Thread: Dev Journal 02 - October 12, 2005

Thanks Walrus , Archon, i for one appriciate the work involvedin setting up Pandoras, some ppl lately had been saying its past that stage now, but it was simply because of live events really, and many people are back on track with it, theres still many yet to even start this, let alone the players reaching levvels to do it.....


Im looking forward to the chnages and welcome them, hopefully we all will be impressed with the new features.... SMILEY


#10300001018 10/14/2005 01:06:22 Re: Discussion Thread: Dev Journal 02 - October 12, 2005
maybe i missed something, but wasnt it in the plans to make assassins less rediculously week?
#10300001019 10/14/2005 03:14:03 Re: Discussion Thread: Dev Journal 02 - October 12, 2005
Am I alone in my concern that removing multi-on-one interlock is a bad
move?  I think its incredibly innovative (as-is) for a game fight,
and is more like a movie fight scene than any other game on the
market.  My interest in this game re-kindled when I first
experienced the multi-on-one interlock.  Please devs, lets think
outside the box for a way to keep it in the game and "balance" the
issue in another manner.



#10300001020 10/14/2005 06:17:59 Re: Discussion Thread: Dev Journal 02 - October 12, 2005
Any likelihood of increasing the number of slots in the hotbar?



10 is about as adequate as a one legged dog.



I agree that the IL needs fixing. a 4 on one IL means that those
outside that IL get 4 or more attacks EACH on the IL'd target! Insane.


EDIT:

As for spending the devs time working on lessening the flashing lights,
use your options. Turn them off yourself. I did. Now, I'm playing The
Matrix Online not some crumby Final Fantasy game!!!

Message Edited by Dv01D on 10-14-2005 03:34 PM

#10300001021 10/14/2005 07:00:08 Re: Discussion Thread: Dev Journal 02 - October 12, 2005

The ability to have 2 hotbars open at the same time would be a good solutions (and it happens on a certain rival mmo very successfully)


The more I think the more I am unhappy with ditching multi on 1 IL, why not simply boost VD and DR for everyone in IL ie Vd +50 (ignoring the ceileing in the process) DR +25.....that way outside attacks are still possible but their landing rate is reduced?

#10300001022 10/14/2005 08:53:29 Re: Discussion Thread: Dev Journal 02 - October 12, 2005
Thanks for the journal (not that we didnt think you all were working hard anyways SMILEY

The Pandoras box was exceptional, I loved it and I definately see how
you can continue the arcs! Being able to learn about the previous
versions of the Matrix was something i started playing the game for and
something i thought i would be able to get out of archives, but
regardless it was really nice to see and learn about... thanks.

#10300001023 10/14/2005 13:13:23 Re: Discussion Thread: Dev Journal 02 - October 12, 2005
YES!
#10300001024 10/15/2005 01:45:05 Re: Discussion Thread: Dev Journal 02 - October 12, 2005

Am i the only 1 who thinks multi on 1 combat sux


All i see happen when im in that type of combat is attack ... w8 ages... then they are dead


And all u did was just do 1 attack. 


I am on a hostile server so when loads of ppl interlock in 1 go i do 1 attack then usually all the hackers and other ppl kill them be4 i attack again.  Gd job removing it well done


Also could we have a temp fix for enraged if you have no plans to release the combat revision 2,0 in the NEAR future   



#10300001025 10/15/2005 21:29:41 Re: Discussion Thread: Dev Journal 02 - October 12, 2005

Well I think we can agree the free fire timer vs the interlock timer is a bit unbalanced. Well that and the fact that in multi vs one interlock, the one is always only fighting the first person to attack them. This means that when a second enemy attacks, you don't get to chose your attack/counterattack/block tactics vs them, putting you at a disadvantage.


I'm a bit confused as to what the dev solution is, though. It sounds like they're going to remove interlock and implement a similar, but new system.


Honestly, interlock is great, and removing it would be a horrible thing to do. The best solution would be to implement equivilant timed counters for free-fire and interlock, allow you to choose a generic counterattack tactic for when secondary enemies attack you (just a second interlock bar with the same/similar tactics, or just use the previously selected action in the normal bar as the counterattack option), and add multi vs multi interlock capability.


Might sound slightly complicated, but I'm sure it's easier than a new system and would make people happier than scrapping what we know and love.


But then again I can only speak for myself :smileyvery-happy:

#10300001026 10/16/2005 03:58:39 Re: Discussion Thread: Dev Journal 02 - October 12, 2005
Lot of good news except.





Why melee free-fire?
We aren't trying to make MxO like all the other MMO's. In a weird way, melee free-fire was needed to save Interlock. When you add additional opponents to Interlock, gameplay breaks. A fight where one Martial Artist has two opponents in Interlock takes around 10 seconds per round depending on the animations used. The net effect is that the Martial Artist has his DPS cut in half, since he only gets to act once per 10 seconds. Meanwhile, the opponents outside of interlock continue to act on a 5-second round. This situation has to be removed in order to balance damage between the combat modes.



Which translates into...


"Interlock is the worse feature of the game battle system, we all know it's useless but we can't really fix it so we are going to balance the situation making free fire useless aswell."
#10300001027 10/17/2005 09:49:16 Re: Discussion Thread: Dev Journal 02 - October 12, 2005

I understand the mathematical mechanics of why someone in IL is disadvantaged vs free-fire opponents. But even if the free-fire opponent gets two attacks per 1 attack for me, I'm still rolling vs the free-fire every time right?


For example, if I'm IL vs 2 and 2 are free-fire on me, every 10 seconds or so, I'm rolling 6 times, right? Once against each IL opponent (attack the first, block the second) and twice against each free-fire (dodged range vs ranged combat tactics). Where it gets to be unfair is if the free-fire opponents are significantly higher level, and are assured of hitting me. But in that case, I'm never going to win anyway - 1 vs 4 when the level disparity almost ensures a hit on me everytime is not a winning solution, regardless of how many attacks they get per round. It simply speeds up the inevitable.


So why this solution? Why not the solution others have talked about, which preserves 1 v many IL, and balances the situation? If the IL animations are stacked (meaning one after the other), why  not stack the free-fire animations as well? Simply, the equation would be, if 2 IL, stack the first two free-fire also, so that free-fire 1 attacks in seconds 0-5, and free-fire 2 attacks in seconds 6-10. If there are more free-fire than IL opponents, then double them up such that the third free-fire attacks in seconds 0-5 along with the free-fire #1, etc.


Add to this the ability to attack multiple IL opponents with any of our tactics AND special moves (I don't expect, nor do I want, to be able to attack free-fire opponents that are 10 meters away - that's just ridiculous). The biggest disadvantage that I see is not vs free-fire - it's against the second IL opponent where I can only block, mainly because this is the scenario that comes up most often. If I can beat my IL opponents faster, and quickly move to address my free-fire opponents, that's a) realistic, and b) fair. That should be the ultimate goal, no?


As a side note- to really make it fair, add an element to free-fire whereby damage from friendly fire is realistic - ie it's ridiculous to think that if someone's shooting at me with a shotgun while I'm in IL, that NO damage is done to my opponents standing right next to me. Even worse is a hacker using an area of effect ability against me. That will make free-fire opponents think twice about blindly just firing away at a brawl without any fear of hurting a team mate.


But I digress, it's clear that this level of gameplay is far beyond what you're prepared to roll out at any point on the forseeable future...


#10300001028 10/17/2005 11:48:56 Re: Discussion Thread: Dev Journal 02 - October 12, 2005
Finally some change. Does that mean that we won't have interlock anymore?
#10300001029 10/17/2005 14:53:43 Re: Discussion Thread: Dev Journal 02 - October 12, 2005
The only worries I have with free-fire melee is if it turns out to be like SWG where you could punch a tuskan raider 2 meters away from you.
#10300001031 10/18/2005 00:40:52 Re: Discussion Thread: Dev Journal 02 - October 12, 2005

.................*mutters ...must .. not .... rant.... ......... Ok Capt' free's 2 $I .......


Please stop whining about hackers. Frankly I find it hard to believe some still do. No matter what world, or instance you try to hide in us wizards will be among you, be it neuromancer, sorcerer, or Zen master, *grins* so just, .................deal with it! (get a bigger gun maybe).


However, there are many who do not fear hackers, and I have been bested by many other class's where as I am seldom bothered by other hackers.


Rather than tell you how to do it, as this game rewards those who know their way around a rabbit hole or are at least willing to dig, I will just point in the right directions.


Use facility administrators, build up viral resists, maneuver people. It is not stuns, debuffs , and nukes you need be concerned with, rather focus on strategy and knowledge.


Frankly its sad so many feel hackers are unbalanced, we all have had opportunities to build our main attributes and even to start over. My best and longest duels were with gunners, karate types, once in a while another hacker.


All I'm saying if you don't like hackers then become the best anti hacker and take us out but please no more tears. HHOS (you think hackers are too powerfully come meet Vesuvius my 45 Dark Elf Wizard in Norrath Quellious server EQ Human Worm!!!)


............* pull it together man that was almost a rant ................... Interlock distinguishes this MMORPG from the others IMOHO, so ok tweak it please don't lose it. I like the feel of combat the realism of moves and abilities , and blocks over many other combat systems though clearly it could be improved upon.


Lastly as this is a Dev. topic, the UI interface is just sad. I like more control over my own interface and would like to be able to modify UI's as well. The EQ community is benefited by custom UI's I think it adds to a community as a whole. I am in dire need of multiple chat windows maybe tabs as well, an optional zone wide chat would be nice as well for /ooc. Out of Character for you non RPers (role players) who bother to play mmoRPG's with no RPG /scratchhead. also RP tags ie: a different color tag and maybe hiding class etc for RPers.


Ever Quest 2 allows for as many hot key bars as you like on your HUD, with custom fade for every window, as well as a separate window to store macros, and emotes. I would like to see something like this for mXo.


My bank is too small, I have 3 crewm8's storing code bits, and frags for me, ............... allow crafter's to make *grins* and sell containers and maybe a handful of slots for a shared bank for multiple RSI's on the same account.


Capt' freejack2600 Knights Armistice Syntax

#10300001032 10/19/2005 11:06:00 Re: Discussion Thread: Dev Journal 02 - October 12, 2005




Why melee free-fire?
We aren't trying to make MxO like all the other MMO's. In a weird way, melee free-fire was needed to save Interlock. When you add additional opponents to Interlock, gameplay breaks. A fight where one Martial Artist has two opponents in Interlock takes around 10 seconds per round depending on the animations used. The net effect is that the Martial Artist has his DPS cut in half, since he only gets to act once per 10 seconds. Meanwhile, the opponents outside of interlock continue to act on a 5-second round. This situation has to be removed in order to balance damage between the combat modes.


Ok, so you are trying to balance out interlock and ranged free fire. But you can use interlock moves again if they miss yet you can't do that with moves like disarming shot or covering fire.

#10300001033 10/19/2005 12:05:28 Re: Discussion Thread: Dev Journal 02 - October 12, 2005
I think also hackers are unbalanced. I have been 1 some time, but enough to realize, that if the opponent isn't fast enough he is dead. No matter how u turn this it's allways so.
#10300001034 10/19/2005 12:05:51 Re: Discussion Thread: Dev Journal 02 - October 12, 2005


Sry for the double post.

Message Edited by The Leo on 10-19-2005 10:06 PM

#10300001113 10/24/2005 02:41:48 Re: Discussion Thread: Dev Journal 02 - October 12, 2005

Glad to see the loudest and angriest voices are the ones that are heard. /endsarcasm


While I'm all for improvement and revamping of the game, I would caution these changes are relatively drastic. I'm glad to see a few of the posters on this thread pointing out the weakness of hackers, it restores a bit of my faith in the community after reading countless "hackers suck" threads. As a hacker I win and lose fights... likewise, fighting a hacker with non-hacker load outs I win and lose. Sounds like balance to me. In a nutshell my opinion is this: if you're a level 50 and you haven't figured out how to counter hackers yet.... just go play tekken, you'll love the MA fights. There's alot of people who think this game is relatively mechanically sound and is merely starved for content, though pandora's was an excellent and welcome addition. Just because we don't post "This game is uber balanced" threads or flame these complaining incompetent martial artists all day doesn't mean we don't think both of those things.

#10300001119 10/24/2005 13:01:37 Re: Discussion Thread: Dev Journal 02 - October 12, 2005
Its going to be what it will be, and I am guessing it will be great, a few tinks here and there is normal, but eventually everything wil be fresh again.  Something new to learn.  This is a great thing.  Props to the devs.


But I have a question.


I have been for a very long time hopeing that you guys were working on something really huge.  Something so big it took you guys almost all this time to do.  I heard rumors here and there but nothing substantial.


I would like to know Walrus or any dev if the following things are in the works or in future plans, and if in the future then about how long.


1. Fighting with swords and many other weapons.

2. Driving a car, paying tolls, using the bridges. being able to buy a car from a lot of cars to choose from.

3. Able to rent a house or appartment or building, or even Buy it.  Pay a monthly rent on it, being able to lock and unlock the door at will.

4. Being able to go to restaurants

5. being able to interact with the surrounding enviornment such as picking a bottle off the floor and hitting someone over the head with it.  or something of that nature.

6. Private parties security able to let people in  or not let them in.  pay a cover to the club.  buy a drink and actually drink it and for gods sake change the music with some sort of jute box.

7 Go play some pool, Go swiming,

8.  Use explosives.

9. and for all you hopeless romantics out there alittle more hmmmm personal emotes, alittle more revieling shall we? how about making a red light district.  Controling peolpe accounts by age for this purpose offcourse.

10. Striking someone and finally to see some blood.  I mean to be honest.  Mara C should be all blood for the past year.

11.  More appearances to choose from.

12.  color coordinated clothes. people with buffs look like crp is al i hear. 

Check this idea out see if you guys can use it.  We got all these super clothes with super buffs right?  why not make it our option to change there color if we want when ever we want, its code isnt it? we can code it repair it and decomp it, why not change the color?  and also have the ability to change the gender of clothing even buffed ones or rare drops.  there wil be some freaky people walking around I can tell you that.

13.How about an in game mailing system to people offline. being able to send them a messege and they can check it whent they return.  .

14.  How about a faction broadcast to get in touch with all your member with no delays.

15 how about regualr appearance and a more detailed story plot with the characters in the game.


See my view is this.  If this game is supposed to be anything liek the movie then hey by all means please make it more realistic.  I mean to the point were I can actually for once  be able to climb a pipe and from the pipe jump onto the billboard and tear it down.  If I can hyperjump 8 blocks I can certainly do that.


How about making your own graphiti and uploading it to a special server and when you jack in there it is in your inventory ready to be placed anywere you want.


How about a Much bigger inventory in loading.

How about a much bigger inventory On hand.


I gots a whole lot more but I am guesing I am ticking people off by typing so much.  Devs let me nkow what you think and if its at all possible, even with an expansion pack you would need to buy.  I'd do it.


Love the game

pr0x

#10300001120 10/24/2005 13:19:46 Re: Discussion Thread: Dev Journal 02 - October 12, 2005

This is very interesting. I REALLY am not liking the idea of the free fire interlock. the multi on one fights may be a little longer, but at least it doesnt look fake. So far it hasn't bothered me in-game at all.


On the hacker issue, im kinda so-so. I'm no hacker, but ive found that hackers really arent unbeatable. Knifers are annoying too, but once again, theyre not unstoppable. I dont even need VD. Simply have a buff layout on, and use sweep as soon as u start the fight, or if u see a hacker (like on my hostile server SMILEY ) . and ur sweeped before they can kill u, especially with my layout ( i won't go into details, figure it out yourself :p). It's kind of good that we're getting hackers more balanced, but its not the biggest issue on my mind. Though, i must commet on those anti stun pills. They were kinda cool, but im not gonna spend 100k or 500k on a few pills, not only that but buying more than 1 is a waste cuz of the cooldown. i didnt like that change before, tho it doesnt really matter, i just dont buy em. (anyway, getting off my rant*)


Im glad u guys are looking at the LE too, somehow, the last one didnt do much for me. And, while it was kind of cool, the servers just couldn't handle that many peeps and the lag ripped me (and im sure others with dial up or slower connections as well) apart.


Pandoras was cool, but after a while, it just kinda gets boring. Lets say, you've done all the missions, and you've done all the boxes and gotten all the basic stuff. But, its REALLY a lot of trouble to go through it again and again ( it takes way more then 1 or 2 tries) to get all the other required items for the better stuff. Its like its simple to get you know, good stuff, and then for stuff a little bit better, u gotta go through all this work. in comparison. What was up with that?


A few things i think you guys SHOULD look at:


1: the lag that i sometimes get when he sky changes/lighting changes. Ive got a fast connection, i run everything on high and stuff, i shouldn't have to have lag for 3-5 mins at random during a PVP where i get killed because of it.


2: The Level barrier. 50s are getting bored, many of them have more than one 50, and many even have all or almost all of the abilities, and all the best stuff. How about raising the level barrier, huh? and throw in a few more abilities for those people who are 50 already and can get to like, 55 quicker than others, it my even help balance hacker if those new abilities had VD or something under MA.


3: Hideouts, its very hard for 50s to get anything good in a hideout. Lets take the blackwolf (greywolf/direskin) hideout for example. U take a 20 in there, buff it, and despoil the boss, ur gonna get a dire or grey every time. but a 50 goin for it, will get blackwolf... blackwolf.. blackwolf.... and thats it. You have a chance, but its so small, that no one wants to spend two days or something getting that kind of item.


4: look at other powerful trees, like force multiplier(+corpsman), or Knifer. and check how "well balanced" they are. Ive seen a force multiplier roll over 340 constantly. and they have VD. They're only weakness is no moves. Knifers are like hacker, but u cant load abilities that have dodge ranged. Everytime i see a knifer i gotta change clothes, making me a prime target for a GM or hacker.


Just some thoughts. Otherwise, i guess its good that ur keepin us updated and making changes. Keep it up.

#10300001122 10/24/2005 13:37:20 Re: Discussion Thread: Dev Journal 02 - October 12, 2005
In my opinion Multi interlock is kinda broken.  When 4 or more
interlock the animations fall apart and you end up doing a one hit move
and sometimes never even see specials being executed you only know it
happened because of the system chat window.  I think free fire
melee will be very cool and will give a new outlook on how MA's
work.  As long as free fire melee animations are Matrix cool then
I'm all for it.

#10300001212 10/26/2005 14:32:51 Re: Discussion Thread: Dev Journal 02 - October 12, 2005
Thanks for being there, and thanks for this great game.