The Other Side of the Looking Glass - December 23, 2005

123 posts · 2005-12-23 14:15:56 to 2006-01-15 17:22:43

#10300001914 12/23/2005 17:05:20 Re: The Other Side of the Looking Glass - December 23, 2005



I have to admit i like the new hotbar (though i have to say the buff bar looks a little... out of place and cheesy like it is connecting the 2 hotbars, cant it just be a vertical bar at the side?) but like MM and others, im still watching our current combat system but with a couple of new animations and a new UI...


The main thing i was looking for in CR2.0 was the removal of zero sum... this is still taking turns, this is still CR1.0...



Also another major point brought up was that they were trying to streamline the opponent 'getting up' as much as possible, apparently we wouldnt be standing around in a cool pose waiting for our opponent to get to their feet but again this is exactly what i see.

Not trying to sound harsh or get the devs down its just my input

Message Edited by cloudwol on 12-24-2005 01:12 AM

#10300001915 12/23/2005 17:21:56 Re: The Other Side of the Looking Glass - December 23, 2005
There is public players in that screenie, can i say *CENSORED*?
#10300001916 12/23/2005 17:32:11 Re: The Other Side of the Looking Glass - December 23, 2005
Hotbar was a Concept shot, not a normal screenshot.
#10300001917 12/23/2005 17:33:06 Re: The Other Side of the Looking Glass - December 23, 2005

Not 50 yet, lol


Getting owned by a npc 3 level's lower..


Oh it looked great alright..

#10300001918 12/23/2005 17:39:47 Re: The Other Side of the Looking Glass - December 23, 2005
Double hotbars is a very welcome additition, thank you for adding it! Now you just need to increase the code archive. SMILEY


The video did look a bit the same as it is now, but then again it's an early video, and we were just watching.
#10300001919 12/23/2005 17:47:43 Re: The Other Side of the Looking Glass - December 23, 2005
And the inventory, Remag!!


(I can't quote)
#10300001920 12/23/2005 17:52:54 Re: The Other Side of the Looking Glass - December 23, 2005
I have to say I like the concept bar though I thought that the revamp footage seems almost like the orginal fight moves. I thought that they were making new animation moves.
#10300001921 12/23/2005 17:53:06 Re: The Other Side of the Looking Glass - December 23, 2005
looks awsome mr THEWALRUS SMILEY


cant believe he got a baseball cap SMILEY I WANT ONE. SMILEY


can u get me one for christmas SMILEY
#10300001922 12/23/2005 17:54:09 Re: The Other Side of the Looking Glass - December 23, 2005
It seems pretty obvious that D.P.S was not working. If you pause the movie and zoom in the sections when the combat descripton box comes up you can make out some text. The major things I saw were: Melee D.P.S. and Ranged D.P.S. but looking at the way the health on the NPC was going down I really don't think it was working. Probably another reason QA was canceled.

Message Edited by lithium on 12-23-2005 08:54 PM

#10300001923 12/23/2005 17:57:50 Re: The Other Side of the Looking Glass - December 23, 2005
awesome stuff. Have a great xmas break and see you next year!
#10300001924 12/23/2005 17:59:10 Re: The Other Side of the Looking Glass - December 23, 2005

I have to agree with MoKap: "The devs said they wanted to make interlock faster, but they've added two more animations for the power and speed attacks, which takes it last longer.  It basically looks exactly like the system we have now, except now with no way to tell what your rolls are."


One thing like is seeing my rolls...and how much I outrolled someone, vice versa.  Especially to find out if that person is buffed or not. 


About the attacks...they seem the same to me...a bunch of punches and kicks that take up the same amount of time.


I also have to agree with Betaprimus...why aren't these bugs being fixed?  The evade bug from the NPC's and the CRASHING every 10 minutes or so...and of course not to mention exploits still out there...


-Maz-

#10300001925 12/23/2005 18:03:13 Re: The Other Side of the Looking Glass - December 23, 2005
Thanks for the video Walrus. SMILEY



The UI looks a lot better... can we get a complete update for the
entire UI, not just the hotbar.. more like the beta UI of old? SMILEY



Thanks for posting the OTSOTLG. I totally forgot we were getting one. SMILEY

#10300001926 12/23/2005 18:08:56 Re: The Other Side of the Looking Glass - December 23, 2005
I like how the hotbars can be swapped independently of one another. It'll be easier to configure hybrid loadouts that way.

Nice hat. SMILEY

Oh, and is there any possibility of showing us a video in which free-fire melee is used?

- Void
#10300001927 12/23/2005 18:34:14 Re: The Other Side of the Looking Glass - December 23, 2005

Maybe I missed something..but in the video..he used regular hotbars and switched back and forth..in the pictures..it has two bars..one showing abilities....one showing buffs ..... so...what is the difference?.....as far as the action...they put the attacks into the hotbars.....God knows...I don't have enough room in my hotbars for all the abilities without adding the normal attacks.....I realize this was a taste...what is better with the hotbars...?...and if we can only get excited about the **bleep** baseball hat?...  which has been half of the posts on this topic...




#10300001928 12/23/2005 18:42:16 Re: The Other Side of the Looking Glass - December 23, 2005
Props on the loophole in the word count. SMILEY Wish I would have thought to try that on a few essays back in highschool.

Dual hotbars is an uber plus. Happy holidays!
#10300001929 12/23/2005 20:57:48 Re: The Other Side of the Looking Glass - December 23, 2005
Dang people, stop hating on the combat, you only saw one measly fight with an NPC so far.. lol!
#10300001930 12/23/2005 21:17:24 Re: The Other Side of the Looking Glass - December 23, 2005
lol...zionite SMILEY
#10300001931 12/23/2005 21:57:42 Re: The Other Side of the Looking Glass - December 23, 2005
Yeah... I just have one question, and I think everyone else is agreeing...



How is that NOT zero-sum?  It looks like interlock always has,
only a bit faster in the middle with no "character staring syndrome"
(which is good) but no way to see what your rolls are.  I mean,
Walrus was clearly beating the other guy somehow, because he wasn't
attacking back inbetween, as one would see in nyzyme combat or whatever
it's called.



But, personally, if that's the way it's going to be, I'm not
complaining.  I like the zero-sum combat system, I support
rolling, and well... could we not add our attacks to our hotbar? 
That just looks and sounds really really silly.  I like the WASD
tactics system.

#10300001932 12/23/2005 21:58:49 Re: The Other Side of the Looking Glass - December 23, 2005


Yo,


Before I even start, I want to say, I'm not trying to rag on the devs. or anyone involved with the current "upgrades" that our game is going through. This is just simply my take on things. I would like to applaud the devs. for recognizing that the combat system in this game does need attention and that they are attempting to fix the known problems. However, everything that I have read and seen in regards to Combat 2.0, has left a very bad taste in my mouth. Also, note that my opinions expressed in THIS article are completely based on the media shown in this edition of "The Other Side of the Looking Glass". So hopfully this just wasn't the best first, "solid" piece of Combat 2.0 to be shown and that my feelings are totally wrong about what I got from the media given so far. :smileytongue:


Let's start with the "Concept" screen shots. The idea of adding a 2nd hotbar, awesome idea. This helps my concerns of having to add the "normal" combat maneuvers to my hotbar. I for one (and I'm sure, I'm not alone here) do not have enough hotbar space as things are now, just to fit my abilities and macros in. Not to mention if I had to take up atleast another 5 whole spaces for moves that are already implemented into the game perfectly fine. I don't see why we can't just have that little "side hotbar" that pops up when you enter interlock, become a static image and part of the overall HUD. I do hate how, when you have to many buffs and debuffs active at once they are hidden by the "Pop-up Combat UI". But, I think a better and easier way to fix that, is to just move the location of where your buffs and debuffs are displayed. For example, directly to the right of the hotbar, in that huge empty space between my hotbar and my character info. Another concern I have with the "dual hotbar" is that, those screens are labeled, "concept" screens. Where as the video file says it is Combat 2.0 footage. No where in that video did I see a 2nd hotbar. So is the "dual hotbar" idea being implemented into Combat 2.0 or is it just concept? I also like to use the "Shift + Numkey" shortcut for changing hotbars on the fly. What is the shortcut for changing your secondary hotbars going to be? "Shift + Alt + Numkey"? Sounds like a lot to be worrying about in the midst of combat....


Next, I would like to address some concerns I have with the Combat 2.0 video footage. Mainly the fact that this video showcased nothing new except a cleaner "looking" UI and combat animations. Overall I would say the interlock looked a little smoother and realistic, I don't know if it looked any faster. Also I noticed the use of our standard hotbar, only it was crammed with normal attacks in addition to your normal abilities. I noticed how many times you changed which hotbar you were using, during your short interlock sequence. Honestly, I almost NEVER change my hotbar during interlock, because 10 spaces is usually about enough room to fit all my main, "most often" used abilities for any of my "interlock" loadouts. I do not want to have to be constantly changing hotbars during a heated interlock in PvP. I also did not see the "dual hotbar" shown in the "concept" screenshots. I would like to think to myself, that since it's "concept" it will still be implemented into our QA release of Combat 2.0. Although, considering that the QA server and Combat 2.0 were supposed to be released yesterday and weren't, that makes me think that it will not be included. I hope you pushed back the release for reasons like implementing the "dual hotbars". Also someone stated in an earlier reply, that having the "normal" attacks as part of your hotbar, would make it so that we would no longer be able to use our directional keys to designate which "normal" attack we would like to use. That is a very minor concern, cause yes I know, I could just use number keys to choose a hotbar skill. I just for one like having my right hand choosing my normal attack and my left hand pumping out the special moves.


Now for my biggest concern with Combat 2.0 video footage shown. The HUGE lack of info given to the player. Yes, I agree that things like UI's and displays only clutter up the screen and make things less pretty, but I mean come on. I don't care how pretty my game looks while I'm trying to kill stuff. If I want pretty, I'm gonna hit "Ctrl + U" and remove everything from my screen and just watch or make a video file. When I'm in PvP or any type of combat, I want ALL the data and information I can possibly soak up, to give myself a better understanding of what my situation is and what my best choice to do next is going to be. In that video, obviously it does not show what your current attack VS. your opponents attack was or what either of you rolled. Sure I will know what they chose after they rail me with it. What good does that do me? I like to know what I'm about to get hit with. It lets me know what kind of states or damage I'm about to have inflicted upon me, which in turn helps me make a quicker, more planned out decision about what to do next. Should I ready up an antibiotic or health pill? Should I use one of my toughness enhancing abilities, because this move is about to lower my resistances? Should I call my teammates for help, cause I just got stunned and have become a helpless piece of prey? (lol) These are things that are going through my head every second of interlock and having the ability to efficiently plan ahead as much as I can taken from me after all this time... Well it doesn't make me happy, I can say that much.


Also how do I determine what style my opponent is using against me? Sure after a while of seeing all the animations, I will be able to determine what each style looks like, but for players who are new or do not play very often. It looks like they could be quite overwhelmed or feel confused on why certain things happen to them in interlock. I like to examine what types of attacks my enemy is using on me or try to see if they roll better with a certain one. It once again just helps the player to size up their situation. Also as previously said in one of the replies, I want to know how my opponent's overall rolls are to determine if they are buffed or not. I for one do not buff for duels and also like to keep PvP as fair as I can. If I duel someone and they beat me, how am I going to know if they were buffed or not? Just cause they outroll me almost every turn does not mean they were buffed. I can see MANY arguments starting already over that. If I know I'm being heavily outrolled in PvP, then I know I need to buff up in some manner to even stand a chance.


I'm also very disappointed that the video didn't even show the "Free Fire Melee", or "Damage Per Second", which are supposed to be the main points, not to mention the most "game altering" points of Combat 2.0. Altho, from what I gathered at the outset of the video, seeing the character outside of interlock and still having his normal attacks selectable, leads me to believe that you will always be able to use free fire melee. Which most definitly makes me concerned for the use of interlock in a PvP situation. Why would I want to make it so that I am immobilized and can only target and damage one opponent, when all of the other people around me can hit me, then turn, run over and hit my friend also?


I really don't want to sound so negative here. I just for one love the combat in MxO the way it currently is, even if it is broken. It is different from all other MMOs, very deep, and is very exciting in it's entirety. Other than all of my friends in this community, the combat is the ONLY thing that has kept me coming back and playing the game all this time. I do think some things are broken and need fixing, and/or tweaked. I'm just worried to many and quite possibly even the wrong things will be changed. I think a stronger focus on tweaking/fixing elements of the game rather than "re-inventing the wheel" of our combat system, would be better. As I have said many times before, as things stand, I'm not very optimistic about Combat 2.0. However I will definitly give it the benefit of the doubt and can't wait to try the real thing out for myself, before I pass final judgement on it.


To all of you developers, testers, programmers, and anyone else involved with MxO, enjoy your Holidays and time away from this HUGE project. I hope everyone gets some well deserved relaxation and has a joyful time celebrating whatever holiday they celebrate. :smileyhappy:


Happy Holidays to Everyone! :smileyvery-happy:


Peace!



Message Edited by Maverik770 on 12-24-2005 01:02 AM

#10300001933 12/23/2005 22:56:27 Re: The Other Side of the Looking Glass - December 23, 2005

Sigh....my shor reply is going to look so lame next to this huge essay....oh well.



Just was disapointed with the lack of the Melee Free-fire in the combat shown. Does look smother, but it looks exactly like what's in live, but with the odd new animation :/


#10300001934 12/23/2005 23:07:44 Re: The Other Side of the Looking Glass - December 23, 2005
i have to say , the hotbar looks cool! i didnt like the  idea of no rolls , that is a very important part of interlock.

as far as combat goes, i enjoyed hacker style while it lasted ( i will clarify that i did NOT use it  to exploit the game or other players. i used it in some duels with some friends ). all i ask is that you dont remove the rolls
#10300001935 12/24/2005 00:11:51 Re: The Other Side of the Looking Glass - December 23, 2005
-reply to Maverik770

"What is the shortcut for changing your secondary hotbars going to be? Shift + Alt + Numkey?"

The UI concept art shows "alt+#" text on the second toolbar.



My
friends and I got this game for free at a gamespot.com convention and
are in our first month with it. All of us have played many MMOs
together and think MxO has a lot of potential. We are still on the
fence about subscribing because of the many bugs, but the combat
revision looks promising. I do have a few items on my wishlist for
combat though.

- The ability to see buffs and debuffs on Team
members. Although my friends and I use Ventrilo and communicate buff
and heal requests vocally, it would help a lot if support characters
could see this info.

- A customizeable UI like World Of
Warcraft. Although I have a Saitek Gaming Keyboard and can map just
about any command or macro to my Command Pad my friends who do not have
one are constantly complaining about the lack of UI options. The
additional toolbar concept is a good start though and I like your idea
of blinking ability buttons to show which ability has been queued up.

-
Lock down UI buttons. When running or kiting it is easier for me to
click UI buttons than to move my hand off of the keyboard or mouse to
reach numeric keys. However, it is very annoying when I accidently
remove an ability from my toolbar when trying to click it. Other games
now provide an option to lock down toolbar buttons so  that this
does not happen.



While I'm at it I thought I would just
add my number one request. I understand that it could not be possible
until the new combat system is operational, but here it is. A better
crafting system, sorry but some people are spoiled by SWG's. It would
be great if a Coder could create an item then add enhancements to it.
Imagine crews or factions running around wearing uniforms with the same
look but cutomized to suit each person's abilities. I also think it
would add a lot more diversity to player looks. Coders could also sell
complete matching sets of clothing on the Marketplace, which would be
really nice.

#10300001936 12/24/2005 00:19:54 Re: The Other Side of the Looking Glass - December 23, 2005

I think the reason it appears to be zero-sum is the fact Walrus was taking on an NPC 3 levels lower...


Since, my understanding of the new combat system is that both opponents roll an attack and a defense.  Those rolls are compared, and if both opponents outroll eachother's defense, both hit.  However, the NPC wasn't outrolling walrus' defense rolls... so walrus was doing all the hitting.


Also, showing free-fire melee would probably have required another dev interlocking the NPC and walrus attacking free-fire style.  Probably not something that was plausable as a rush job on the video.


The hotbar is pure concept and won't be on the EPS release... the hope is to squeeze it in before CR2.0 is considered "live-ready".  Ultimately, it should and probably will be considered required for CR2.0 to go live.


Those worried about what your rolls are should still be able to see those numbers in the system messages.  Walrus had that hidden to show off the animations and better fluidness of interlock in general... and his snazzy hat.


All in all... it looks like CR 2.0 is going to take some getting used to... and possibly breathe some new life into the game... making combat more fun and unpredictable.

#10300001937 12/24/2005 00:25:53 Re: The Other Side of the Looking Glass - December 23, 2005





Netizen wrote:


-reply to Maverik770

"What is the shortcut for changing your secondary hotbars going to be? Shift + Alt + Numkey?"

The UI concept art shows "alt+#" text on the second toolbar.







My friends and I got this game for free at a gamespot.com convention and are in our first month with it. All of us have played many MMOs together and think MxO has a lot of potential. We are still on the fence about subscribing because of the many bugs, but the combat revision looks promising. I do have a few items on my wishlist for combat though.

- The ability to see buffs and debuffs on Team members. Although my friends and I use Ventrilo and communicate buff and heal requests vocally, it would help a lot if support characters could see this info.


This would be a really nice feature... but there's all sorts of UI considerations and implementing it could be a royal pain.

- A customizeable UI like World Of Warcraft. Although I have a Saitek Gaming Keyboard and can map just about any command or macro to my Command Pad my friends who do not have one are constantly complaining about the lack of UI options. The additional toolbar concept is a good start though and I like your idea of blinking ability buttons to show which ability has been queued up.


While this would be entertaining... with the way MxO is built, there's too much possiblity for exploits and cheating with giving players access to the control mechanisms.



- Lock down UI buttons. When running or kiting it is easier for me to click UI buttons than to move my hand off of the keyboard or mouse to reach numeric keys. However, it is very annoying when I accidently remove an ability from my toolbar when trying to click it. Other games now provide an option to lock down toolbar buttons so  that this does not happen.

This feature is actually in the game.  It's buried somewhere in the options, but it is there.  Sorry I can't be more precise... I just haven't looked for it in a while.







While I'm at it I thought I would just add my number one request. I understand that it could not be possible until the new combat system is operational, but here it is. A better crafting system, sorry but some people are spoiled by SWG's. It would be great if a Coder could create an item then add enhancements to it. Imagine crews or factions running around wearing uniforms with the same look but cutomized to suit each person's abilities. I also think it would add a lot more diversity to player looks. Coders could also sell complete matching sets of clothing on the Marketplace, which would be really nice.


Sadly, this would require an overhaul of the game even more massive than CR 2.0.  The basic way the inventory/items system works is that each item has the buffs described along with the item itself.  Completely non-modular.  Making the system modular would require a complete rewrite of the entire inventory managment system... and much of the core combat engine that uses the item enhancements.

#10300001938 12/24/2005 00:47:52 Re: The Other Side of the Looking Glass - December 23, 2005
A couple guildmates and I just watched the video a couple of times, and honestly we're confused.


The Combat HUD was removed... ok. There's a big circle at the bottom that shows what you're fighting (like the Quest Location circle in Lineage II). That's it it seems. I can't understand what everyone's so exictied about, I simply don't see the difference.


With the hotbar screenshot, that's cool that we'll have two bars at once, I really missed that from pre-NGE SWG.

Seriously though... I don't see anything truly different, you just hid the combat spam.

Message Edited by Cal on 12-24-2005 12:49 AM

#10300001939 12/24/2005 01:19:17 Re: The Other Side of the Looking Glass - December 23, 2005
mxo is going to hell.
#10300001940 12/24/2005 01:40:18 Re: The Other Side of the Looking Glass - December 23, 2005
Thanks for showing us some teasers of the CR2. 5 starts for Walrus ;-P

#10300001941 12/24/2005 02:53:26 Re: The Other Side of the Looking Glass - December 23, 2005






Cal wrote:
A couple guildmates and I just watched the video a couple of times, and honestly we're confused.


The Combat HUD was removed... ok. There's a big circle at the bottom that shows what you're fighting (like the Quest Location circle in Lineage II). That's it it seems. I can't understand what everyone's so exictied about, I simply don't see the difference.


With the hotbar screenshot, that's cool that we'll have two bars at once, I really missed that from pre-NGE SWG.

Seriously though... I don't see anything truly different, you just hid the combat spam.

Message Edited by Cal on 12-24-2005 12:49 AM






are you  missing everything...have you been reading the updates.....its the backgroud that they have been working on...ie its quicker......both people can attack or roll at once or anytime they feel.....is there anything i missed?....free fire.....you havent seen it yet......well i am more excited about this then i am about christmas SMILEY and thats impressive....two thumbs up guys....keep up the hard work and i look forward to testing in jan 2006!!!
#10300001942 12/24/2005 03:22:02 Re: The Other Side of the Looking Glass - December 23, 2005
It looks fantastic with the 2 hotbars...i hope it comes soon,cause i need it ^^
#10300001943 12/24/2005 03:24:47 Re: The Other Side of the Looking Glass - December 23, 2005


Danger_Frog1471 wrote:


Cal wrote:
A couple guildmates and I just watched the video a couple of times, and honestly we're confused.


The Combat HUD was removed... ok. There's a big circle at the bottom that shows what you're fighting (like the Quest Location circle in Lineage II). That's it it seems. I can't understand what everyone's so exictied about, I simply don't see the difference.


With the hotbar screenshot, that's cool that we'll have two bars at once, I really missed that from pre-NGE SWG.

Seriously though... I don't see anything truly different, you just hid the combat spam.

Message Edited by Cal on 12-24-2005 12:49 AM



are you missing everything...have you been reading the updates.....its the backgroud that they have been working on...ie its quicker......both people can attack or roll at once or anytime they feel.....is there anything i missed?....free fire.....you havent seen it yet......well i am more excited about this then i am about christmas SMILEY and thats impressive....two thumbs up guys....keep up the hard work and i look forward to testing in jan 2006!!!




I have been reading all the Dev notes, which is why I'm so confused. While background changes would be there yes, this video really isn't a demostration of those changes, if this had been prefaced saying the interface wasn't going to be too different then you're used to now, I'd understand. It really doesn't do anything, if it were labeled a teaser, I'd be even more confused.

Considering that we were supposed to be testing this (and are supposed to be in a couple of weeks tops) now, you'd think there would be more changes on the interface side of things. As it stands, the game looks the same, even the all-important Hotbar is still in the mock-up phase.

Sure, a video of a little over a minute won't show much... but it should show a little bit of the changes (rather then simple removals) to at least be effective.
#10300001944 12/24/2005 05:39:19 Re: The Other Side of the Looking Glass - December 23, 2005
i think its about time we got the 2 hotbars like SWG had SMILEY im runnin out of space big time.


i gotta be honest tho the interlock without rolls is confusin, but i only read up to page 5 of this thread coz im kinda in a hurry, so maybe thats been explained.


i feel proud to have been so close to warlus SMILEY lol


good'un fellas
#10300001945 12/24/2005 06:05:11 Re: The Other Side of the Looking Glass - December 23, 2005
well, the changes are there, if you look close enough: people block attacks even if they are not on block tactics, i'ts automatic, you get to know the next move by the flashing surrounding square, in the hotbar, and the active one has the usual effect, the attacks are timed so that it happens that walrus hits twice in a row, then we get to see some new effects and animation, although not many, and we didn't see the double hotbar in the video (I guess that's not in the test server yet) and, most important of all, we didn't see melee free combat, but that can wait...
#10300001946 12/24/2005 06:44:30 Re: The Other Side of the Looking Glass - December 23, 2005
My two cents about the movie:



Interlock really looks faster now, but not in a way of faster fists or
kicks. It's more that the characters are almost always moving and not
just standing around "to look cool" (they still are sometimes in this
little sneak, but I'm sure this is gonna be lowered more and more). The
idea of two hotbars at once also solves many problems and I can't wait
to test it all. Ok, there are no rolls, but weren't rolls an exclusive
thing of zero-sum? I mean, rolls decide which player wins the round,
though in the new combat system noone is supposed to "win a round" or
am I missing something here?



However, there's one thing bugging me since the first day I started
playing: The animations. I don't know, if they will be revamped, but
they really should. I kept forgetting about them, the more I played,
but whenever I see other games, I see how **bleep** smooth they are in these
games. In MxO it always looks like some animation phases or frames or
something are missing. In one second the player is standing with both
feet on the ground and two frames later the kick or whatever is
finished and looked really odd. I can't explain it, but most people I
talked to realize it, when they start with MxO. This "fixed" and the
game would already be a lot better for me.



Hm, now the negative paragraph is bigger than the positive one again.
Ah well, believe me, I like the beginning of the new combat and I'm
sure it's gonna improve. SMILEY

#10300001947 12/24/2005 07:17:45 Re: The Other Side of the Looking Glass - December 23, 2005
To the devs, Walrus and all the comunity: merry Christmas and a happy new year!

The video looks really cool. Some people has asked about the zero sum combat, but if you look carefully, in the second move of the interlock both oponents hit and make damage.  Ok, there are so many open questions, like how free-fire mele combat will look like, i mean, if you start a free-fire move on a player (or npc) interlock by someone else, what will you see? Will the interlock pause for some time? If so, will be interesting jump into zergs with good buffs SMILEY

Because of what we saw because the Hacker Style bug in Live, it seems that hackers now will also be a good IL class, just hitting with hacks instead of fists and kicks.

A lot of questions, but really we weren't expecting to know all the thigs before trying them SMILEY
#10300001948 12/24/2005 08:46:55 Re: The Other Side of the Looking Glass - December 23, 2005
I suppose I was expecting something different from what I've read about
Zero Sum, and what we saw in that video. Someone awhile back had
mentioned the first few exchanges by Neo and Smith in the Super Burly
Brawl; while not that fast and smooth, that's sort of what I
had thought we'd see. Quick punches, dodging, mutual lands, mutual
misses...what I saw in the video was the same run of attack animations,
then stop-type play we have now.



Again, the point was made in this thread already that Walrus was
fighting an NPC 3 levels lower, so non Zero Sum probably would not
occur as much. If he was fighting another level 44, then perhaps we'd
see more mutual hits. In summary, maybe I'm looking too deep for
something that we'll probably see at another point; this was just some
quick initial footage showing a single encounter.

#10300001949 12/24/2005 08:53:15 Re: The Other Side of the Looking Glass - December 23, 2005
wow i like that its more fast and instant that the current version of combat, keep up the good work.............
#10300001950 12/24/2005 08:56:00 Re: The Other Side of the Looking Glass - December 23, 2005

  1. The video still shows zero-sum combat.  Perhaps that's because the mob is 3 levels below the dev and is bugged (causing less than 100 dmg), or perhaps zero-sum doesn't mean what we've been told it means.  Walrus, could you please elaborate on this feature, or at least tell us why it's not apparent from the video?

  2. Free-Fire Melee is also no where to be seen in this clip.  I realize that this footage was supposed to just show off the new Interlock UI, but it would be nice to have another 2,372,000 words or so showing off melee outside of IL SMILEY

  3. Double-hotbars...  /drool.  Double-hotness.  A few questions though.  How will this affect macros?  Will the second set of hotbars be simply numbered 11 through 20, or will there be another parameter to the /use command, e.g. "/use Slot#, Hotbar#, 1/2"?  Of course the former would be much easier, plus it wouldn't require us to redo existing macros.

  4. "Alt+10"?  Perhaps "0" and "Alt+0" would be better labels for the 10th slot on corresponding toolbars.  Otherwise we'll see many "Hey, where's my '10' key?" posts :p
#10300001951 12/24/2005 09:49:25 Re: The Other Side of the Looking Glass - December 23, 2005



UnholyNixon69 wrote:

mxo is going to hell.




Yeah, a 1 minute video fighting a level 40 NPC really outlines the entire system for us, doesn't it?

#10300001952 12/24/2005 09:57:48 Re: The Other Side of the Looking Glass - December 23, 2005





betaprimus wrote:



might sound sarcastic but its really the truth of many players, and pretty sure its on the developer's minds as well




HOW ABOUT FIXING SOME BUGS!?!?!?!?!



the game is eat up with the SAME bugs from way back in the beta, how about erradicating these bugs before possibly adding many more with a whole new combat system which most likely will add a whole hell of alot more bugs



I would so like to play the game for hours on end with out a crash to the desktop every 20 mins, or fight a mob for red frags and not have the entire area just go into evade



a new combat system might be a nice addition, but a bug free game would be 20,000 times better







Well that's your opinion and i'm not saying that you're wrong, a bug free game would be nice...but it's fairly impossible to get rid of 100% of bugs when it's a live game. New updates bring new bugs. The dev's can only remove bugs that are reported, and that takes time too...so what if the new system brings more bugs, at least we have some development on making this one of the best MMORPG's on the market.


I agree the evade bug is annoying, but you just have to struggle with it until they eventually work out what's causing it. As for the fact that you're crashing to the desktop every twenty minutes (a slight exagerattion?) try upgrading your computer. The game crashed for me constantly until i updated my RAM and Graphics Card...now it runs as smooth as a walrus on ice!


A bug free game would be nice...but IMO i believe that new additions to the game...reworking the game into something better is more useful. We can get rid of bugs with every hotfix but this year is really make or break for the game so making it work and look better is probably the way to go!


Oh yeah! I love the new hotbar by the way...and the video was amazing...can't stop watching it, i think this is gonna be a hell of an update. Just didn't like how he knocked him to the floor and waited for him to get up. You should be able to pick them up and continue beating the living crap out of them! (Although maybe i'm just a violent SOB)


-Retro

#10300001953 12/24/2005 10:13:53 Re: The Other Side of the Looking Glass - December 23, 2005
dont  know if you notice this but the guy wit the golden hat in front of him thats me sgtclunk!  i am famous lol.   joknig. but that seriously is me!
#10300001954 12/24/2005 10:20:42 Re: The Other Side of the Looking Glass - December 23, 2005
Dont know if its been brought up but with the new Hotbar style, how will be the "logic" for doing macros that point to slots and rows?  (ie  /use 5 7; /use 6 7....)


If its been mentioned, please post a link.
#10300001955 12/24/2005 10:23:22 Re: The Other Side of the Looking Glass - December 23, 2005
I'm not jumping to any conclusions about the system untill QA is up. And the two hotbars is nice, but what I REALLY want is MORE INVENTORY SLOTS! Or at least be able to keep excess items in code storage... Please devs?
#10300001956 12/24/2005 11:44:14 Re: The Other Side of the Looking Glass - December 23, 2005
did anyone notice the first ability in the hotbar on those pics, looks like a flight ability, can walrus fly? or is that just a area sweep attack, hmmmmmmmmm.

Message Edited by FistsOfFury on 12-24-2005 02:45 PM

#10300001957 12/24/2005 12:35:59 Re: The Other Side of the Looking Glass - December 23, 2005
OK I'm not reading any of what anyone else has said. I bet you can guess why.

No?, there's too much.

But here's my opinion, and I don't care if anyone else has said it already. I like the video, the animation does seem to be more enjoyable. However, you cannot tell what you're going to do next, which is a down point.

With the screenshots, the hotbar is horrible. I know its a concept, and I don't like the looks of it. I like the way this one is, it's very nice, it just needs some adjusting in terms of capacity and such. Two lines does seem good, I guess..

I'd rather have it as it is in the video, than the not too nice looking screenshots of hotbar concepts.

There's my 2 cents.

EDIT- Sorry, I just realised watching the video again. That when you click the ability, or attack mode, it flashes until it is done. So scrap my insult on the video hotbar, it rocks! Much better!

-NB

Message Edited by NeroByte on 12-24-2005 08:43 PM

#10300001958 12/24/2005 12:39:19 Re: The Other Side of the Looking Glass - December 23, 2005
Good work FoF. It kind of looks like a person figure, with the arrows pointing to the feet. It could possibly be the fly ability!

Or, it's a gun attack, something like 'Arrow Spray' or 'Arrow Guns' - I first thought that it looked like an arrow. Iunno, it's more exciting to think of it as a fly ability - so lets just say it is.

:smileyvery-happy:

P.S.: Merry Christmas, and a Happy New Year to all members of the MxO Community. Aswell as of course the people who make it happen.

-NB





#10300001959 12/24/2005 13:04:23 Re: The Other Side of the Looking Glass - December 23, 2005

actually I got 3 gigs of ddr 2700 ram



the crashes I am reffering to has to do with this game alone, if your actions are too great too quickly the game says F it, I am crashing


its a long standing bug in the game



now I can be in game for 12 hours if I want to just stay on doing nothing, get into heavy action with fast movement the game will crash, long standing bug, been in game forever



theres many other bugs that have been in the game... forever,  litterally the only bug in the game that has EVER been fixed is taking a hardline and not ending up naked, that is the only bug in the game to ever been fixed, all the other bugs from way back IN THE BETA ARE STILL IN THE GAME!!!!



all mmos have bugs, but most do not have the SAME bugs from the early beta still in the game a year after the **bleep** launch



not saying the devs should stop all new content (which again is what exactly?) and just fix bugs, but *CENSORED* they have got to at least make an attempt to fix some of these old *CENSORED* bugs, if you really get into mxo and start digging into what bugs are still in game, and how they have been "forgotten" you would see the truth, and that truth is that mxo is some half assed mmo


before you respond, try recall team member in downtown, go on try it


the freaking ability is not even complete yet, and its already in game


you got useful abilties already in the game that are completely useless if you want to use them outside of the 33% part that actually works, the hell with the other 66% of the uses of the ability, those are not even freaking coded yet

#10300001960 12/24/2005 14:24:38 Re: The Other Side of the Looking Glass - December 23, 2005
Wow cool christmas gift SMILEY


thx for the video and the pics Walrus ^^
#10300001961 12/24/2005 16:31:21 Re: The Other Side of the Looking Glass - December 23, 2005
Well, I'd have to say, this stuff is pretty cool SMILEY
And the baseball cap...very nice SMILEY

Looking forward to the combat revamp, and I only have one question. Is bullet time better!? SMILEY
#10300001962 12/24/2005 16:52:47 Re: The Other Side of the Looking Glass - December 23, 2005

Nice video and screens, i'm impressed .Judging by SOE's upgrade to certain games i was kinda sweating about this one. The only problem is that it leaves alot of questions in my mind. Although i only have one;



The question:


Considering Walrus was 3 levels higher than the Mob/NPC he was fighting, why did it take so long to kill him?



This of course is not questioning your skills or your loadout, but if it takes that amount of time to kill just one of them, it leads onto other things (such as how long will it take to level up, pandora's box timer limit's etc...).


I'm not saying this (CU 2.0) is unwelcomed but i'm very curious to know how steep the grind is going to be for the redpills that have not reached lvl 50 yet? Yes i'm level 50 and a returning player (well i never left because i forgot to cancel my subs lol), i'm thinking about the future of MxO and new players who once they get past the magic of the game, think "f this i'm sick of this grind".



Regards



Jiinx


Viral Vendetta (ignore the sig it's an old one)



#10300001963 12/25/2005 03:56:42 Re: The Other Side of the Looking Glass - December 23, 2005

I´d say it looks promising. It doesn´t show that much i admit. But once we get into the QA and get a feel for it I beleive that it will be really cool stuff. And most of all.. It´s a QA server. We can post our bug reports and thoughts about it. So even though the path is set up, we as a community still can change how it will act.



/WaVeShifT