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

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This issue of the Attribute cap brings up a similar issue with regards to the archive drops I suppose with the large attribute increases some of these provide. SMILEY

Jeffers





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Raineo wrote:
So...
either the cap on clothing will be reduced, or clothing will not give
as many attribute points anymore (uhm, bye-bye Troll's Hide, hello
wardrobe variety)... either of which creates conflicting choices and
possibly a total buffed clothing rehaul, destruct, re-farm... What
not... Heck, I have no idea how they will deal with that aspect, but I
know one thing for a fact - it will change somehow. (And
though I fear the answer is not nearing in any way, I would still love
for Walrus to address this. (doesn't hurt to ask... usually))





I would love nothing more than all attribute-buffing clothing to have
those buffs stripped off them. It' goes some way towards the Matrix
that we SHOULD be in - i.e. clothing is for style, not combat.




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davemusic wrote:
16.000 animations sounds too much for ranged and melee Interlock moves only.
Are there new animations for hackers?
Maybe a speedattack of an hacker no more looks like a selfdefense punch but more like a small hack?
hm....

dave




No what they're saying is - there are ALREADY 16,000 animations.

That's something that people don't take into account when they spam
"Hay guys give us Jujitsu/any other martial art/melee weapon style" all
the time.




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WRT to clothing again and Chuui's point.



I may be way off base, but can't they just alter stats of an item by
updating our client-side code with new descriptions and then change the
actual effects on our characters server-side in the database?

That would allow them to easily tweak attribute bonuses on clothing without us all having to get new ones all over again.



It does beg the question though, why they didn't just do that the first time around.



Walrus?





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I don't think the DEV team is so large that the left hand doesn't know
what the right hand is doing.  I'd place a safe wager that either
the items were redesigned with the new reflow in mind (That attribute
cap of 30 could just mean that's how high it can be levelled, and says
nothing for the +17 that we can add through equipment), or that they
have a plan in the works where the attribute numbers on all items will
change proportionally (like when they changed CT buffs on
clothing).  I doubt they'd make us have to farm for a third time
in a few months.



Vindicator

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What I'm saying is, did any of the recently changed items add significantly to attribute points.  A couple of them add a lot to a single attribute, but not to all.  I think if they change those items again they must let us trade them with a collector or something.





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sounds like a long download..




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Chuui wrote:

Think about it, you just wasted 2 weeks trying to get drop X1 only to have it phased out (in a matter of hours of use) a day later via update 38, waste three more weeks getting its replacement X2 only to have that phased out in the same manner in update 40. How are you going to feel while trying to get the third replacment X3? Exceedingly annoyed I expect. Perhaps even to the point where you no longer wish to play the game and cancel (worst case scenario). As such, it sounds like a very poor plan to then phase out X2 given its very short time in the game. Still we can speculate about this concern all day and all night, but we won't get any nearer to an answer unless the devs clear this one up.




Oh, this again.  I really wish people in MMOGs would realize that the *only* thing they're entitled to for their 'work' playing the game is enjoyment.


Nobody is entitled to have whatever item be always the game-defining item it was, or have the class choice (something MxO isn't burdened with) they picked always be 'uber,' or have any other assurance of that sort.


Now, especially since we here have been long warned that dramatic changes are coming, nobody should have any excuse to (female dog) that they 'invested' time or $i in item X or skill tree Y which was 'wasted.'


A 'poor plan' would be to go about collecting items based on their present status knowing full well that things are about to change.


Caveat camper, you might say.


 



 






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thenightmare wrote:
I don't think the DEV team is so large that the left hand doesn't know what the right hand is doing.  I'd place a safe wager that either the items were redesigned with the new reflow in mind


(That attribute cap of 30 could just mean that's how high it can be levelled, and says nothing for the +17 that we can add through equipment), or that they have a plan in the works where the attribute numbers on all items will change proportionally (like when they changed CT buffs on clothing).


 I doubt they'd make us have to farm for a third time in a few months.





Can't really tell if you posted before the Other Side of the Looking Glass came out, but it definitely clarifies by saying - quote:


The only way to increase Stats (Focus, Perception, etc.) is by spending points on them when you gain levels. Abilities, items, buffs, etc. do not affect Stat scores.


So that, right there, tells you that there will be NO MORE ATTRIBUTE BUFFS FROM CLOTHING and/or ITEMS. While the clothing rehaul will probably take some time, we may still have items in the game that have attribute point buffs in their description but don't increase those in actuality.


Please don't ask me and don't argue on the point of new buffs that resulted from the districts reflow. I personally don't think that the devs changed the buffs keeping in mind the CR2.0. Let's just drop this subject for right now.

Allow me to point this out - with the test server coming out we will find out the state of things and we will have time to make proper decisions on the Production servers. So let's just give it time for now.

 

To address the comments made by Masterkiller and Aiolos about unsynchronized animations - as I was reading both posts regarding the CR2.0 it seems clear to me that the devs were actually working on a way to animate both people involved in combat in such a way that it seems more fluid and thus new animations were introduced (or current ones adjusted).

 

And the last point is that the way I see it - if level 50 fights with level 30 (for example), then level 50 does WAY more damage while level 30 is doing his damage as well, but not as much. I imagine that this way a level 10 has a chance to hit level 50. Both opponents are dealing damage to each other on the same roll, at the same time, while a higher level does more damage, a lower level does way less damage.

 

Imagine fighting the PB's angels... or ANYBODY for that matter. If before, when you successfully hit your opponent, he can't hit you, now you are both going to get damage all the time. Hence the DPS. Hence faster dying imo. Hence more work for the SHADOW BUFFERS!! (Hint-Hint: start spending money on that tree)

 

I imagine the fights are going to be much faster this way. Which has already been pointed out in devs posts.

 

Stay frosty guys!


Jacked Out

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The way it is now, NPCs start using an ability against a target., and even if the target disappears from the view of the NPC during the time it takes for the ability to execute, the ability is still executed on the target. Will this glitch be fixed with CR 2.0?


 




Jacked Out

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So if 10 level 10's can get a few hits in on a level 50 - does this mean 10 level 50's can take down a level 255 Agent?



Jacked Out

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So if 10 level 10's can get a few hits in on a level 50 - does this mean 10 level 50's can take down a level 255 Agent?


I'm glad we're only focusing on the really important questions here....

SMILEY


Jacked Out

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Looking forward to seeing how this revision comes together in the next one
 
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