Developer Journal 03 - Part One (Archon) - 12/07/2005 Discussion Thread

88 posts · 2005-12-07 16:05:09 to 2005-12-16 20:51:58

#10300001571 12/07/2005 16:05:09 Developer Journal 03 - Part One (Archon) - 12/07/2005 Discussion Thread


I was going to get out the community happenings article today, but figured you all would rather see this. Post your comments and questions about Developer Journal 03 - Part One on this thread. I'll collect some of the more common questions and pass them along to Archon for answers.

Message Edited by Walrus on 12-07-2005 04:10 PM

#10300001572 12/07/2005 16:17:32 Re: Developer Journal 03 - Part One (Archon) - 12/07/2005 Discussion Thread
HAHAHA THANK U ARCHON!
#10300001573 12/07/2005 16:18:52 Re: Developer Journal 03 - Part One (Archon) - 12/07/2005 Discussion Thread
cool A like the new strategy with fighting.  I never seen much difference between speed and Power. So the new revision will basically allow me to hit a lvl 50 at lvl 20?

Message Edited by DontEatRawHagis on 12-07-2005 04:20 PM

#10300001574 12/07/2005 16:20:32 Re: Developer Journal 03 - Part One (Archon) - 12/07/2005 Discussion Thread
Elb Likes :smileyhappy:



Test server We WANT YOU!

#10300001575 12/07/2005 16:23:02 Re: Developer Journal 03 - Part One (Archon) - 12/07/2005 Discussion Thread
Sounds like some really interesting stuff. I'm looking forward to helping test it out on the QA server! SMILEY
#10300001576 12/07/2005 16:25:43 Re: Developer Journal 03 - Part One (Archon) - 12/07/2005 Discussion Thread
Im speechless.  Forget what you know about combat now because this is a brand new game.  I cant wait to test this on QA.
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#10300001577 12/07/2005 16:31:38 Re: Developer Journal 03 - Part One (Archon) - 12/07/2005 Discussion Thread


DontEatRawHagis wrote:
So the new revision will basically allow me to hit a lvl 50 at lvl 20?
You
now atleast have the chance to make a difference by not being level 50
when massive PvP'ing is going down. You still won't have a chance as a
level 20 against a level 50, but now you may take down a bit of his HP,
rather than getting your *CENSORED* handed to you while he has full HP. That's
what I read from it anyway.



And aslo, I love the "remove as much zero-sum combat as possible" part. :smileyhappy:

It seems that they've gotten this right. I'm looking forward to see it.



RARH!

Message Edited by Septimius on 12-07-2005 04:32 PM

#10300001578 12/07/2005 16:38:14 Re: Developer Journal 03 - Part One (Archon) - 12/07/2005 Discussion Thread


#10300001579 12/07/2005 16:41:44 Re: Developer Journal 03 - Part One (Archon) - 12/07/2005 Discussion Thread
So the new revision will basically allow me to hit a lvl 50 at lvl 20?

"Ensure players have a fair chance of hitting another player or NPC with a delta of 10 levels."

As the so called "delta" will be around 30, you will have to be fairy lucky I guess to land a hit. And the damage caused, I would expect, wouldn't be very much - 20 or 30 points at most perhaps. But:

"Create a point of critical mass where a group of players can effectively take down an NPC or player 10 levels higher than they are. (6 vs. 1)"

Get a team together and get a 50 on their own, and if you're all good enough, you may be able to take him down or at least, do considerable damage.

But this is all just speculation, we'll have to see it in effect before we know the real rules of all this and how it actually works.

I am curious about the caps on stats now and the new point at which bonuses are awarded. The old system seemed not to have a cap at all (which is why people place all their points in one stat) but the bonus kicked in with the 12th point and every 10th after that IIRC. Now it kicks in at the 6th point... But how many points do we need to spend to get the next bonus? Is it every 5, or every 1 or something else?

The current stat cap on clothing/items is 17 (at 50) is this also changing? This too, is something to keep in mind for when distributing stats I would assume...
#10300001580 12/07/2005 16:43:28 Re: Developer Journal 03 - Part One (Archon) - 12/07/2005 Discussion Thread

great journal thanks!


looking forward to the new combat changes...


**interesting you can only cap an attribute all lvl 30 now for this..


Message Edited by Aquatium on 12-07-2005 04:44 PM

#10300001581 12/07/2005 16:44:52 Re: Developer Journal 03 - Part One (Archon) - 12/07/2005 Discussion Thread

It would seem that Stat are going to play a bigger role in your character's performance that it is right now.

#10300001582 12/07/2005 16:47:57 Re: Developer Journal 03 - Part One (Archon) - 12/07/2005 Discussion Thread

Chuul I believe this answers some of your questions.


"The average score for a bluepill’s Stats is 5; but players begin with only one score of 5, three at 8, and one at 11. Since Influence bonuses begin at a score of 6, players aren’t “only human”. Once a Stat is 6 or higher, all Influences associated with that Stat get a bonus. "


and


"As a character grows, his or her Stats can increase to a cap of 30, which means you can spend points on several Stats to diversify your character. Not only does this cap make it beneficial to diversify a bit, it also keeps characters from being “crippled” in an area because too many points were spent on one Stat."

#10300001583 12/07/2005 16:57:01 Re: Developer Journal 03 - Part One (Archon) - 12/07/2005 Discussion Thread
ByDesign, those two paragraphs are exactly why I asked the questions, as they didn't answer it for me =/ but thanks anyway.

Addition: To try to further explain my question. Currently each time you put one point in a stat it gives a very tiny bonus for example 0.1 to lock picking or something, but you won't get any return from that bonus until you place 10 points in it.So although each point is adding a tiny amount, it's useless to put, say 34 points in perception unless you can somehow gain enough points to push that to 41 with clothes/items as you'd be wasting three points. (Hope that makes sense, I got a splitting headache right now).

So with the new system, the first bonus kicks in at point number 6. So we will start with the first bonus in four of the stats. But to see a return in additional points, how many more do we have to place in it? Will we actually see a return (addition to bonuses) with every subsequent point after the sixth or will we have to build up x points first?

Message Edited by Chuui on 12-08-2005 09:02 AM

#10300001584 12/07/2005 16:58:32 Re: Developer Journal 03 - Part One (Archon) - 12/07/2005 Discussion Thread
*Jumps out of his chair, and yells with pure happiness* HELL YES! This is what combat should be.



Good God.. This looks amazing. I seriously can't wait. Get the QA up - NOW! :smileysurprised: :smileyvery-happy:

#10300001585 12/07/2005 17:03:50 Re: Developer Journal 03 - Part One (Archon) - 12/07/2005 Discussion Thread
So let me get this. Right now at level 43 I can take Sattakan to half hp (this is hypothetically and true) if I have RCT and MCT on. He's level 50. So with this revamp I could annihilate him?
#10300001586 12/07/2005 17:05:14 Re: Developer Journal 03 - Part One (Archon) - 12/07/2005 Discussion Thread
16,000 animations. :smileysurprised:



...

:smileysurprised:

:smileyvery-happy:
#10300001587 12/07/2005 17:06:24 Re: Developer Journal 03 - Part One (Archon) - 12/07/2005 Discussion Thread
By the way this whole revamp thing sounds a hell of a lot like the Combat Idea I pitched in Beta. The whole "Same roll = no hit or both hit." thing. I wish I could find it but SOE deleted all those threads.
#10300001588 12/07/2005 17:23:53 Re: Developer Journal 03 - Part One (Archon) - 12/07/2005 Discussion Thread
.....mmmmmmMMMMMMMMM AAAAHHHHHH:smileyvery-happy:



PLEASE when will the test server be up?!?!   I'm DYING here =P



The first time the test server went up i tried to get in but to no
avail... I'm getting in this one if i have to kill my RSI's off (let's
hope that won't happen O_o )

#10300001589 12/07/2005 17:33:07 Re: Developer Journal 03 - Part One (Archon) - 12/07/2005 Discussion Thread





Archon wrote:


Convert the combat system to a damage-per-second (DPS) model.





Can you give us more info as to how a DPS model works, compared to what we have in the current system?


All the changes sound really, really great, btw!  I can't wait!  :robotvery-happy:
#10300001590 12/07/2005 17:40:52 Re: Developer Journal 03 - Part One (Archon) - 12/07/2005 Discussion Thread





Chuui wrote:
Addition: To try to further explain my question. Currently each time you put one point in a stat it gives a very tiny bonus for example 0.1 to lock picking or something, but you won't get any return from that bonus until you place 10 points in it.So although each point is adding a tiny amount, it's useless to put, say 34 points in perception unless you can somehow gain enough points to push that to 41 with clothes/items as you'd be wasting three points. (Hope that makes sense, I got a splitting headache right now).

So with the new system, the first bonus kicks in at point number 6. So we will start with the first bonus in four of the stats. But to see a return in additional points, how many more do we have to place in it? Will we actually see a return (addition to bonuses) with every subsequent point after the sixth or will we have to build up x points first?

Message Edited by Chuui on 12-08-2005 09:02 AM





I think I know what you are saying, although I'm not sure about your numbers.  As it is now, you apparently don't get an 'influence' bonus each time you add a point to a particular stat.  You have to add multiple points (maybe 2, I'm not sure) before you get any bonus.  So essentially that means that unless you have enough points to get the stat up to the next bonus level, the points you've spent on it in the meantime are essentially wasted (at least for the time being). 


I don't know the answer to your question, but personally I would like to get SOME benefit from each stat point, even if it means that my bonus is not a full point -- i.e., you could get a bonus of, say, 0.5.
#10300001591 12/07/2005 17:42:46 Re: Developer Journal 03 - Part One (Archon) - 12/07/2005 Discussion Thread

Im a little worried about something. It said that there are 8 new specialties. Among them were Viral, karate, kung fu, aikido, rifles, smg, and pistols. The reason I am worried about this is because hacker still seems like it has the advantage. A Kung Fu grandmaster will still rely on their kung fu stats, and if they branch into aikido their kung fu stuff will not affect the aikido rolls. However, there is only one viral attribute. This means that no matter which branch a hacker is they still have the same advantage. This would leave Operatives crippled if they change trees but hackers could do it without a penalty.


I suggest there be network hacker, selective phage, and patholigist, as well as kung fu, karate, etc. but eliminate Viral. This would eliminate the inequality between hackers and operatives, and turn hacker into a respectable tree. Whatcha all think?


P.S. Walrus, a comment on this would be great! I am a little worried at the moment.


#10300001593 12/07/2005 18:02:12 Re: Developer Journal 03 - Part One (Archon) - 12/07/2005 Discussion Thread
Excellent journal, Archon and Walrus.
Looking forward to seeing how this revision comes together in the next one, but I'm liking what I've seen so far.

- Void
#10300001594 12/07/2005 18:04:12 Re: Developer Journal 03 - Part One (Archon) - 12/07/2005 Discussion Thread





Roukan wrote:
By the way this whole revamp thing sounds a hell of a lot like the Combat Idea I pitched in Beta. The whole "Same roll = no hit or both hit." thing. I wish I could find it but SOE deleted all those threads.







I remember your posting Roukan.  You did in fact post a combat concept that is quite similar to what's described in the journal.


Now, I wonder where my post went about all of the Spy abilities looking more like wrestling moves.  lol.

#10300001595 12/07/2005 19:15:09 Re: Developer Journal 03 - Part One (Archon) - 12/07/2005 Discussion Thread

I saw no mention of how stealth attacks would fit into this equation? Is stealth going to be addressed on this new combat revision?


Thanks



#10300001596 12/07/2005 19:37:52 Re: Developer Journal 03 - Part One (Archon) - 12/07/2005 Discussion Thread
I'm happy to say that this combat revision puts the new combat into much more detail than I thought it was going to be in...meaning that skill in knowing what to do at the specific time is going to play a big role. WONDERFUL JOB GUYS!!!!

On a personal note...thanks for puting in those comments Walrus, you made sure we saw the points we've been asking for on the forums clearly. aka unlimited amount of attribute hacks and such...nice!

I'd have to say that this combat revision will make MxO the most "technical" fighting system I've seen in a game and is extremely impressive for an MMO. Now if SOE doesn't forget about LET and makes sure that they rely on good storytelling and character interaction after this is implemented, I'd have to say that with this combat backing up the game we'll have an extremely impressive game on our hands.

good job guys...
#10300001597 12/07/2005 19:52:25 Re: Developer Journal 03 - Part One (Archon) - 12/07/2005 Discussion Thread

Hmmm... I'm still not convinced about the revamping of interlock, and I don't like the fact that it's essentially being called a "new" game (I'd still rather they just fixed the "old" one), but I do like some of the things mentioned in the journal.


Positives:


- Attributes actually meaning something (could a crafting revamp be far behind?)


- More strategy in combat


- Buffed clothes having less impact (assuming buffed clothes count as "ehanced items")


One extra note that kind of scares me, the one about tuning item bonuses to meet the requirements of the new system.  Makes perfect sense, but please tell me this isn't going to mean everything buffed that we currently have will become insta-garbage just like the collector/hideout/archive items after the reflow "retuning".


#10300001598 12/07/2005 19:56:39 Re: Developer Journal 03 - Part One (Archon) - 12/07/2005 Discussion Thread
I must say im excited at the fact that atrributes will cap at 30.  This will definately add a balance to the game. It will also allow someone to be profecient in more then one class as opposed to a zerging knife thrower who never misses . It will make us think more at to where our attributes will go. Have a good day.
#10300001599 12/07/2005 20:10:55 Re: Developer Journal 03 - Part One (Archon) - 12/07/2005 Discussion Thread
Man, If we could test it right now, and see all these
changes in
actions, and me likey...I'll renew, for a year...Oh wait..christmas is
coming.  Well, I'll be sticking around for the long haul. 
Definate improvements guys, keep it up!  /slowclap 
Excellent!  My excitement cannot be expressed on these
boards. 

Message Edited by SephyX on 12-07-2005 09:16 PM

#10300001600 12/07/2005 20:19:27 Re: Developer Journal 03 - Part One (Archon) - 12/07/2005 Discussion Thread
However much documentation you think we as the players will need come
go-live for the QA server, double it.  We'll need 2 documents
specifically.  First is a short paper written in language a 6 year
old can understand about how the new system works in a nutshell. 
Once we can all read through that and gain a base understanding of how
to manipulate the system, then we can proceed.  Second, we'll need
an extensive, exhaustive document on all the nuances, subleties, ins
and outs of the new system, so that we can start turning this set of
game mechanics into a proper art form.



We'll need an updated listing of caps for everything (i.e. Will the
viral deflection numbers change?  If so, how much?)  We'll
need to know how attributes affect influences in a very specific way,
resembling this
We'll need details on how the new "Contested Withdraw" system works,
and other pertinent elements (Will there still be a 5-second rollout
immunity?  How will enrage be affected now that it becomes less
important?)  We'll need to know specifically if and how any
abilities will change.  You get the point.



We, as players, will be assembling a great deal of information
ourselves on the QA server, and we will be making a great deal of
suggestions to you, the DEV team, on what we like, what we dislike, and
what we feel you can do to make it better suit our needs.  I'm
certain that you have every intention on listening to our input,
otherwise you wouldn't be bothering with a QA server at all.  It
is vitally important, however, that you get this one right.  We
all know what happened to the SWG player base in the wake of the CU,
and we know that MxO doesn't have the kind of player base that it can
survive that kind of hit.



Paul Chadwick wrote a years worth of storyline.  It would be a real shame if we didn't even get to see all of that.

#10300001601 12/07/2005 20:36:34 Re: Developer Journal 03 - Part One (Archon) - 12/07/2005 Discussion Thread
Contested withdrawl..hmm sounds interesting. If it is what i'm thinking it will be, it will be Awesome.

#10300001602 12/07/2005 20:42:20 Re: Developer Journal 03 - Part One (Archon) - 12/07/2005 Discussion Thread

See.......this is why i havent cancelled!  Good Job team!!  Can't wait to get on the test server and see how smooth (:smileywinkSMILEY it goes.


#10300001603 12/07/2005 21:19:09 Re: Developer Journal 03 - Part One (Archon) - 12/07/2005 Discussion Thread
WOW Nice
#10300001604 12/07/2005 21:54:07 Re: Developer Journal 03 - Part One (Archon) - 12/07/2005 Discussion Thread
Looks pretty good, but lets just wait and see if what they say will corespond to the ingame action.
#10300001605 12/07/2005 22:23:28 Re: Developer Journal 03 - Part One (Archon) - 12/07/2005 Discussion Thread
I wouldn't be suprised at all if MxO won game of the year, Next year.
This will draw me back into fighting big time.

Welcome to the Matrix.
#10300001606 12/07/2005 22:39:52 Re: Developer Journal 03 - Part One (Archon) - 12/07/2005 Discussion Thread





Chuui wrote:
ByDesign, those two paragraphs are exactly why I asked the questions, as they didn't answer it for me =/ but thanks anyway.

Addition: To try to further explain my question. Currently each time you put one point in a stat it gives a very tiny bonus for example 0.1 to lock picking or something, but you won't get any return from that bonus until you place 10 points in it.So although each point is adding a tiny amount, it's useless to put, say 34 points in perception unless you can somehow gain enough points to push that to 41 with clothes/items as you'd be wasting three points. (Hope that makes sense, I got a splitting headache right now).

So with the new system, the first bonus kicks in at point number 6. So we will start with the first bonus in four of the stats. But to see a return in additional points, how many more do we have to place in it? Will we actually see a return (addition to bonuses) with every subsequent point after the sixth or will we have to build up x points first?

Message Edited by Chuui on 12-08-2005 09:02 AM



Not sure if someone answered this for you already - but the way I understand it the answer to your question is yes - you will gain additional bonuses with EVERY point you add. Which makes sense since you now can only raise them to a max of 30 - and not to 60 or 70 anymore like it is possible currently

#10300001607 12/07/2005 22:46:06 Re: Developer Journal 03 - Part One (Archon) - 12/07/2005 Discussion Thread





KivoOnline wrote:

Im a little worried about something. It said that there are 8 new specialties. Among them were Viral, karate, kung fu, aikido, rifles, smg, and pistols. The reason I am worried about this is because hacker still seems like it has the advantage. A Kung Fu grandmaster will still rely on their kung fu stats, and if they branch into aikido their kung fu stuff will not affect the aikido rolls. However, there is only one viral attribute. This means that no matter which branch a hacker is they still have the same advantage. This would leave Operatives crippled if they change trees but hackers could do it without a penalty.


I suggest there be network hacker, selective phage, and patholigist, as well as kung fu, karate, etc. but eliminate Viral. This would eliminate the inequality between hackers and operatives, and turn hacker into a respectable tree. Whatcha all think?


P.S. Walrus, a comment on this would be great! I am a little worried at the moment.







Wait for the 2nd part of the Journal - as far as I know Hackers will be tamed in 3 ways


1.The Damage for certain attacks will be reduced (i.e. a logic blast will not do 700 damage anymore but rather 300 - I'm just making these numbers up of course)


2.The length of status effects will be reduced (i.e. 8 sec Stun 1.0 instead of 20)


3.Reuse timers for certain abilities will be adjusted (i.e. a let's say 3 minute reuse timer for Devastation Field instead of 10 seconds)



Of course these SPECIFIC examples I just pulled out of my *CENSORED* - but the general categories are affected - again - as far as I know.



#10300001608 12/07/2005 22:48:47 Re: Developer Journal 03 - Part One (Archon) - 12/07/2005 Discussion Thread





Dupz wrote:
Contested withdrawl..hmm sounds interesting. If it is what i'm thinking it will be, it will be Awesome.







I was already wondering why nobody mentioned this on the first 3 pages ;-D


Yeah - it sounds like hitting the rollout button does NOT mean a 100% rollout anymore - you actually have to WIN THE ROLL in order to successfully withdraw from interlock.


#10300001609 12/07/2005 23:00:36 Re: Developer Journal 03 - Part One (Archon) - 12/07/2005 Discussion Thread





Roukan wrote:
So let me get this. Right now at level 43 I can take Sattakan to half hp (this is hypothetically and true) if I have RCT and MCT on. He's level 50. So with this revamp I could annihilate him?






The way I understand it is that as long as you are within 10 lvls of your opponent you have a somewhat fair chance to win or at least cause some damage. Above 10 lvls you need to get a group together.
#10300001610 12/08/2005 00:08:18 Re: Developer Journal 03 - Part One (Archon) - 12/07/2005 Discussion Thread
Detrius ive always been successful at hitting with MKT, and you dont even wanna know what my base focus is, its pathetic SMILEY
#10300001611 12/08/2005 00:18:22 Re: Developer Journal 03 - Part One (Archon) - 12/07/2005 Discussion Thread
Great journal, can't wait for part 2! :robothappy:

"Detrius ive always been successful at hitting with MKT, and you dont even wanna know what my base focus is, its pathetic"


I have max Focus and have trouble hitting people with 29 RCT, especially when they have buffs, it's almost impossible. When I have buffs though I hit most of the time, unless the other person has buffs too, then it's 50/50.
#10300001612 12/08/2005 01:04:11 Re: Developer Journal 03 - Part One (Archon) - 12/07/2005 Discussion Thread
great new edition SMILEY


its taking some time. well over a year since beta. and then some. but i think giving the hype and detials you have described on this. im sure the test sever will be rocking. hope it lives up to everyones expectations SMILEY
#10300001613 12/08/2005 01:59:13 Re: Developer Journal 03 - Part One (Archon) - 12/07/2005 Discussion Thread
"We, as players, will be assembling a great deal of information ourselves on the QA server, and we will be making a great deal of suggestions to you, the DEV team, on what we like, what we dislike, and what we feel you can do to make it better suit our needs."


Very good point here.  The devs can't have anything set in stone.  They do NEED to listen to the input gathered from the players on the test server.   No matter how good (or bad, really) anyone thinks these ideas sound on paper, they need to be put to the test.  And, if the testing player base says something isn't working or is a bad idea, then it has to be at least rethought if not scrapped.  I'd hate to see something put through just because the devs thought it was a good idea, or just because they had put a lot ot work into it, even though the player concensus was the opposite.
#10300001614 12/08/2005 03:03:20 Re: Developer Journal 03 - Part One (Archon) - 12/07/2005 Discussion Thread
Very interesting, probably confused me a little in places, so I'll have to go re-read it again.

Having to completely forget about the old system and look at this as new is ... different but I can see it would be necessary. My main question would probably be the same as where will attribute points, for everypoint, provide some influence straight away or will it need a certain number?

I'm also curious about this line:

Mitigate state and effect durations based on level deltas. (“Level delta” means the difference between opponents’ levels.)

My first thought of this was like we get in the system window where we get "Your blah blah blah causes xxx(xxx absorbed)" and then thought, well thats not a state or effect. So does that mean depending on the level difference for example a lvl 50 attacking a level 10 would have a stun which lasted 3 times or 30 times longer then a lvl 50 attacking a lvl 50? (Wild example, yes, but just a random question).

Suppose now it might be a case of waiting for the next one and seeing how everything's going to link together. SMILEY

Jeffers
#10300001615 12/08/2005 04:37:26 Re: Developer Journal 03 - Part One (Archon) - 12/07/2005 Discussion Thread
My first thought of this was like we get in the system window where we get "Your blah blah blah causes xxx(xxx absorbed)" and then thought, well thats not a state or effect. So does that mean depending on the level difference for example a lvl 50 attacking a level 10 would have a stun which lasted 3 times or 30 times longer then a lvl 50 attacking a lvl 50? (Wild example, yes, but just a random question).

While the duration is probably way off, that sounds pretty much like how I see it working. After all a level 10 is far less capable of defending themselves against a level 50 while a level 50 should be perfectly capable of defending against a same level opponent. Thus a level 10 vs a level 10 should be about the same as a level 50 vs a level 50. (Different abilities in play of course) but lets face it, it makes perfect sense. While a level 2 could probably land the very occasional blow against a level 50, it's pretty much a suicide mission to even think of it (especially solo)...
#10300001616 12/08/2005 05:00:59 Re: Developer Journal 03 - Part One (Archon) - 12/07/2005 Discussion Thread
Thanks for the info and for addressing so many issues. Obviously we are all going to be combat noobs again, but looks like theres a lot of very worthwhile stuff to learn, a lot more than expected. Looking forward to it SMILEY
#10300001617 12/08/2005 05:37:31 Re: Developer Journal 03 - Part One (Archon) - 12/07/2005 Discussion Thread
Walrus, could you let us know on the status of the new abilites? (Zen
master etc.) When can we expect them to emerge? (and not snatched back
from us)

#10300001618 12/08/2005 05:51:16 Re: Developer Journal 03 - Part One (Archon) - 12/07/2005 Discussion Thread
He actually did address that in another post not to long ago (too lazy to search) - but basicially the answer was they will NOT be released with the new Combat Upgrade as many (including myself) had hoped or thought. From reading that post it sounded like they are still a long way away - 6 months at the least I'd say.
#10300001619 12/08/2005 05:59:34 Re: Developer Journal 03 - Part One (Archon) - 12/07/2005 Discussion Thread





satiricon wrote:
Walrus, could you let us know on the status of the new abilites? (Zen master etc.) When can we expect them to emerge? (and not snatched back from us)







Hmmmm.  Maybe you could check the 7 billion other threads concerning this topic by using the search function instead of trying to take this thread off topic.  Please and thank you.


I am really excited about this upgrade and cannot wait to test it on the QA server.  The contested withdrawl is going to be a welcomed change to keep all of the *hit, rollout, call in faction mates to do the same, rinse, repeat* PvP crews out there. **ahem quattuor equus homo** (not literal but it works)


#10300001620 12/08/2005 06:01:51 Re: Developer Journal 03 - Part One (Archon) - 12/07/2005 Discussion Thread


Archon wrote:

Styles
provide increases to many of the basic Attributes that are important to
characters in combat. There are eight styles: Self Defense, Viral, Karate,
Aikido, Kung Fu, Hand Guns, Rifles, and SMGs.



What is with sneak attacks? Do you had forget them only in your yournal?