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The Other Side of the Looking Glass - February 3, 2006
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Jacked Out

Joined: Nov 26, 2005
Messages: 230
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cloudwol wrote:

Great stuffWalrus! I actually really love that idea for combat feedback, why didnt i think of that? *doh*

Keeps ya eyes on the combat itself and numbers dont really mean that much to me anyway, besides, those who do like to know that sort of thing can check their system chats (tho a seperate battle channel would definatly be nice)




Now that's an idea that I haven't thought up! A Battle Channel! Not sure of its feasability level, but I also think it'd be a great implementation for those of us who like to see numbers--- in my mind it would resemble the kind you see in City of Heroes (that game has a whole bunch of Chat/Action Channels).

Message Edited by PyRo_X1 on 02-04-200612:18 PM


Message edited by PyRo_X1 on 02/04/2006 12:18:30.


Systemic Anomaly

Joined: Aug 17, 2005
Messages: 5033
Location: JoKeRz
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  Everything looks good guys.   Cept the lack of baseball hats.

 

 It always feels good when you can see them listen to feedback and they obviously are doing so.

 

/devhug




Jacked Out

Joined: Aug 17, 2005
Messages: 1461
Location: Vector (E)
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"You take #" is the total amount of damage you took that round. "(# absorbed)" is the amount of damage you resisted that round, which is already included in the total. So, when you see a negative number in the parenthesis, it means your Damage Resistance was overcome and you took additional damage that round (still included in the total).
So is this spose to happen?  It's rare in interlock, but in free fire there's almost always a 2 or 1 point difference between the system chat and what is stated on the character.  Your first free-fire is generally good with the damage dealt, it's the second one and so on.

My special Machingun Fist Combo delivers 469 damage yet in system chat I deal 488 damage.
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When I finished this NPC off in interlock, the damage dealt in system chat reads zero.
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My standard power attack during this volley in interlock was 19 points off the system chat.
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The system chat read 2 dmg points above the actual dmg dealt during free fire.
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The NPC subtracts 2 dmg points from my total in system chat during free-fire.
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I receive no damage, yet the text for damage dealt by NPC is in red during interlock.
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oops... I think I get the last one.  I absorbed all his 82hp in his attack.... cool.  8]



Systemic Anomaly

Joined: Aug 16, 2005
Messages: 11597
Location: New Zion
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I think it's safe to say that we haven't seen the last of the "eyes of March."



Jacked Out

Joined: Aug 27, 2005
Messages: 58
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Yes please take your time.. even if it takes months.. and months... and months....


Jacked Out

Joined: Aug 17, 2005
Messages: 102
Location: USA - CA
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Wow, it almost going to be 1year of game play… cant wait… hopefully we get cool clothes… like we got the 3 New Year hats… Well keep up the good work and hopefully see you all on the other side of the looking glass when the party comes…



Transcendent

Joined: Aug 16, 2005
Messages: 150
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Well ya did it again... I never even gave a second thought to the interlock dancemove cirlces for interlock tohit feedback. still no number outward cept for systemchat. Making a combat channel in the chat windows might be nice. Somewhere that we can review our last battles.

I have one concern which needs to be addressed. The issue is similar to the codeflow that rises from npcs that are lootable, which has been fixed, so i dont think this will be hard to do. But these interlock footpedals we have now, they seem to get stuck lingering during and after interlock sometimes. and often after our toon drops in a duel, our circle is still there, pointing towards our opponents last position. A \bug has been done, but I just want to mention it again on this thread.

P.S. Awesome movement in CR2.0 Lets give the devs a hand for their effort


Jacked Out

Joined: Sep 1, 2005
Messages: 69
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i notice that walrus is fighting Tengu at lvl 44 in Sakura. and i notice how he is wearing the baseball cap listed in the guide. has anyone ever found the baseball cap?

i just think its quit unfair how things are held back and not put into the game. i think its unfair the rate of drops in the archives. the re-spawn times in hideouts. there isnt any increase in drop rates that i have seen. they might as well release some new enhanched items like all the shades and caps. when the new system takes over the items may turn out to be junk.

people love the clothing and items in this game. and it adds to the experience of the game by finding or aquiring them. when you have worked your butt off to beat Tengu or Gargoyle he wont drop what you want. you have to beat him for hours and hours. and then you level past the limit and never get an item. it really sucks!!  i dont know who has tighter pockets, Tengu or the Devs....



Femme Fatale

Joined: Aug 16, 2005
Messages: 3415
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I am extremely excited about the coming changes!



Code Breaker

Joined: Jan 9, 2006
Messages: 1320
Location: The Source Faction: My Own Organization: None
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We are aware that the interlock circles occassionaly become unstuck to the players and are working to resolve the issue.

Bsingin64 wrote:
Well ya did it again... I never even gave a second thought to the interlock dancemove cirlces for interlock tohit feedback. still no number outward cept for systemchat. Making a combat channel in the chat windows might be nice. Somewhere that we can review our last battles.

I have one concern which needs to be addressed. The issue is similar to the codeflow that rises from npcs that are lootable, which has been fixed, so i dont think this will be hard to do. But these interlock footpedals we have now, they seem to get stuck lingering during and after interlock sometimes. and often after our toon drops in a duel, our circle is still there, pointing towards our opponents last position. A \bug has been done, but I just want to mention it again on this thread.

P.S. Awesome movement in CR2.0 Lets give the devs a hand for their effort






Systemic Anomaly

Joined: Aug 22, 2005
Messages: 3274
Location: Lost in La Mancha
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Devs take your time with CR2....take your time....I hope the Man isn't breathing too hard down your neck.  :smileywink: 
 
When Walrus mantioned the intended target date of Feb. 14th I almost fell over.



Systemic Anomaly

Joined: Aug 22, 2005
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Oh by the way, I thought I'd point something out.  I fear the insanely intense focus on CR2.0 is being made at the expense of live server stability.  I've crashed at least 20-30 times in the past few days.  Yes, I fill out crash reports and /ccrs.  My mates are having the same problems.  Someone explain to me the point of playing a game that crashes every 5-10 minutes.  It reminds me of the saying that the definition of insanity is to continue to make the same mistake over and over again but expecting a different result.  I always get the same result...a nice fat crash....and I am not insane enough to keep wasting time on a bugged-to-the-point-of unplayability game.

Mark my words.  I'm going to take a break from this game for a short while to see if the stability improves.  When I get back, if the stability hasn't improved, you have lost another customer.  One who has been a loyal player and loyal member of the MxO community since Beta (November 2004).




Development

Joined: Aug 15, 2005
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Cognoscente wrote:



"You take #" is the total amount of damage you took that round. "(# absorbed)" is the amount of damage you resisted that round, which is already included in the total. So, when you see a negative number in the parenthesis, it means your Damage Resistance was overcome and you took additional damage that round (still included in the total).

So is this spose to happen?  It's rare in interlock, but in free fire there's almost always a 2 or 1 point difference between the system chat and what is stated on the character.  Your first free-fire is generally good with the damage dealt, it's the second one and so on.



Oar sez: The reason for the discrepancy is that you're finishing these opponents off. The chat text is showing the total amount of damage you're doing, but the effect only shows how much it took to kill your opponent--nothing over the amount it takes to kill your opponent will show in the damage effect.



Perceptive Mind

Joined: Aug 19, 2005
Messages: 537
Location: Recursion (formally Method) - ITR Washington, DC
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"External Playtest Update 5
As I mentioned on the forums, we've been testing Update 5 for release this week. There is a problem with the current version that has kept us from releasing it, however. Since I know you like the gory details, we were having a region-server stability problem. As it turns out, some NPCs were attempting to use weapons they didn't have in their inventory. The team is working to fix that issue, so we should have it out early next week."

 

Walrus, this item with the NPCs using weapons that they do not have or abilities that
use weapons that they do not have has been going on for quite a while.  I reported this
bug ages ago, and it seemed to of been fixed, but it came back and I reported it again
and never heard anything about it.  This was on the normal servers before the CR 2.0 was
even thought of.

Message Edited by DelstarDotstar on 02-07-200602:08 PM


Message edited by DelstarDotstar on 02/07/2006 11:08:39.





Joined: Sep 1, 2005
Messages: 37
Location: On the edge of the looking glass
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I´d like to thank the Dev. team for their great work on the CU2.0

I do have some things that I feel need to be adressed

*The Overall understanding on what is happening in Interlock has dropped to a minimal
compared to the old Interlock

*this is not a CU2.0 Issue but here it comes. Myself as many other MxO players are die hard fans of the franchise. The reason we still stick with this game is because of the tight knit community that we have.
I would like to state this, I truly hope you will add way more content into the game (endgame, contested areas, construct and more) otherwise I feel this game will fail in the end.

Dev team and players.
Nothing but love for u all.

Peace in 2006 and the future

/WaVeShifT

 
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