Station.com
Sign In Join Free Why Join?
Sony Online Entertainment
Community Store My Account Help
  Search   |   Recent Topics   |   Member Listing   |   Back to home page
Developer Journal 03 - Part One (Archon) - 12/07/2005 Discussion Thread
Search inside this topic:
The Matrix Online » Top » News and Announcements » Broadcast Depth Previous Topic  |  Next Topic      Go to Page: Previous  1 , 2 , 3 , 4 , 5 , 6  Next
Author Message


Jacked Out

Joined: Aug 15, 2005
Messages: 290
Offline

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



Systemic Anomaly

Joined: Aug 24, 2005
Messages: 1112
Location: Enumerator 2.0
Offline

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.


 




Jacked Out

Joined: Aug 17, 2005
Messages: 102
Location: USA - CA
Offline

WOW Nice




Joined: Nov 30, 2005
Messages: 351
Location: Passed out on the lawn.
Offline

Looks pretty good, but lets just wait and see if what they say will corespond to the ingame action.


Vindicator

Joined: Aug 15, 2005
Messages: 3484
Offline

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.



Jacked Out

Joined: Aug 16, 2005
Messages: 920
Location: Stuttgart, Germany
Offline






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



Jacked Out

Joined: Aug 16, 2005
Messages: 920
Location: Stuttgart, Germany
Offline






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.






Jacked Out

Joined: Aug 16, 2005
Messages: 920
Location: Stuttgart, Germany
Offline






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.




Jacked Out

Joined: Aug 16, 2005
Messages: 920
Location: Stuttgart, Germany
Offline






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.


Systemic Anomaly

Joined: Aug 15, 2005
Messages: 8892
Location: The Indutiae Faction: Fallen Horizon Organisation: Zion Server: Recursion Operative Level: 50
Offline

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



Systemic Anomaly

Joined: Aug 15, 2005
Messages: 4429
Location: The Darrius Organization: Machines Faction: The Collective Server: Recursion
Offline

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.



Perceptive Mind

Joined: Aug 15, 2005
Messages: 2015
Offline

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



MC Photographer

Joined: Aug 15, 2005
Messages: 2226
Location: Syntax
Online

"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.



Systemic Anomaly

Joined: Aug 19, 2005
Messages: 3804
Location: UK
Offline

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



Jacked Out

Joined: Aug 15, 2005
Messages: 4278
Offline

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)...
 
The Matrix Online » Top » News and Announcements » Broadcast Depth Go to Page: Previous  1 , 2 , 3 , 4 , 5 , 6  Next
Go to:   

Version 2.2.7.43