and what they're working on, interesting. Nice stuff, looking forward
to the Dev Blog 03 :smileyvery-happy:
101 posts · 2005-10-12 16:35:46 to 2005-10-28 22:58:47
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
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
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?
I hope so that would so rock!!!!! O and please how hard would it be to make a crew storage?
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
Message Edited by FlyMeToParis on 10-13-2005 09:53 AM
Yes, u will be able to send in-game items, it was said in the awakened radio interview with AOK.
Rock on Awakened Radio!
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
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!

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

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