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Discussion Thread: Dev Journal 02 - October 12, 2005
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Fansite Operator

Joined: Aug 16, 2005
Messages: 8129
Location: UK -------- Instance: Syntax --- Organisation: Zion - Faction: Omega Syndicate
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Yes, u will be able to send in-game items, it was said in the awakened radio interview with AOK.


Rock on Awakened Radio!







Joined: Sep 8, 2005
Messages: 17
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How about bigger code archives and inventories?? 



As a long time 50, I have every ability in my archive and barely any
room left for frags or other goodies.  Not to mention my inventory
is chock full of all the special stuff we need to carry. 



Bigger is better.





Joined: Sep 2, 2005
Messages: 2
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As an MA, and a MMO noob, I am totally at a loss trying to conceptualize free-fire melee. Isn't that an oxymoron? What happens if I don't carry any guns and don't want to use them? Can anyone explain how it works in other games (I'm assuming they borrowed the concept from something else)?


Also, while I understand that to truly make multi-interlock work like the movies, a whole new set of animations would have to be created. But in the mean time, why couldn't they have implemented multiple combat bars for each opponent, and kept the same animations? It would look a bit weird, admittedly, but it would have been a quick fix to this issue. If I'm fighting two people, I have two bars, and can independently select actions against each one. That way I get two rolls per 10 seconds, not 1. Perhaps I just haven't seen the issues that created this change. 


I am totally perplexed...:smileyindifferent:

Message Edited by SoftCopy on 10-13-2005 10:59 AM
Message edited by SoftCopy on 10/13/2005 09:59:42.





Joined: Aug 16, 2005
Messages: 615
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Sounds very good!



Gave me much hope, where it says the dev team is still driving toward everything from the first journal.







Mainframe Invader

Joined: Aug 15, 2005
Messages: 2218
Location: Vancouver, BC, Canada
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With multi-interlock it wasn't the people you are fighting in interlock that is the problem. You can attack one and only block the second attacker. Not a problem.

But, people outside the interlock battle get twice as many attacks as the people in interlock....

Thus the problem.

I love multi-interlock.

But the outside attackers are at a complete advantage. One tactic is to use two people multi-interlock oppenents that are outnumbered and blast at them with guns and hacks from the extra people ... by the time they  roll out.. a number of people have had double the normal attacks on them than they should...

 

Hang on.. does that makes sense? Hmm. I think so...

 

I'm looking forward to seeing what these changes are, instead of just hints and buzz words though.

 

And Pandora is cool. It was worth the wait. :robotvery-happy:



Jacked Out

Joined: Aug 16, 2005
Messages: 49
Location: Augusta, GA
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I'm glad the devs are working hard.  I love this game...

 

 

Couple things I'd like to touch on:    1.) Constructs


Systemic Anomaly

Joined: Aug 16, 2005
Messages: 1673
Location: Vector-Hostile
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Can't wait to see how the new combat system will be implemented.


Reading about the design process for Pandora's Box was very interesting.  I wish I could watch you guys brainstorm to see how you come up with your ideas.


Thanks Archon, Walrus and the rest of the dev team for all the work you do for us!




Mainframe Invader

Joined: Aug 16, 2005
Messages: 314
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yea i love this game as well cant wait to see the new combat (if there is any) or just the improvement of the already "good one" its good just not the matrix feeling you wana get when you play :smileyhappy:



Jacked Out

Joined: Aug 16, 2005
Messages: 49
Location: Augusta, GA
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I'm glad the devs are working hard.  I love this game...

 

 

Three things I'd like to touch on:      1.) Constructs          2.) Languishing skill trees         3.) Buffs

 

 

1.) Bosses in the constructs are either  a) too hard, or b) the drops are too rare.  Those of us who really enjoy boss-hunting are having a hard time getting teams together, because the reward no longer justifies the effort required.

 

 

 

2.) Data Miner is a joke.  You need to develop a unique, compelling reward for this skill.  Or implement some type of mission where having a leveled skill set in this area is necessary.  Probably both.  Wouldn't it be cool if a Data Miner had a unique and compelling PvP skill?  

 

What about Cryptography??? 

 

Coders in general could use a little bump to make them more useful in PvP.   Anything to convince people to work on being developing something OTHER than an attack hacker or M-A...

 

 

 

3.) You've got this cool Upgrade Maker skill.  I would love to see you develop that into some type of item buffer.  Would solve the "outfit shell" argument bouncing around.  I could see where items will have "buffing slots" so that you can add certain types and levels of buffs to them.  Kind of like the "buff-tape" thread I was reading about.

 

 

  -JP

 

p.s. PLEASE don't penalize those of us who have held onto our RSI hacks from the transition by not giving us that second Attribute Adjustment.  I've been saving my hack for months until I reached at or near L50. 




Joined: Aug 16, 2005
Messages: 214
Location: Where no elevator can go, and no stair can reach.
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I think this is all great, especially the hacker rebalancing, but there are some things that I'd like to see sometime in the future. I know that they'd take a longer time to implement them since the devs are working on, but they're just some suggestions to go off of in the future.

 

- Archives are too small. It would be much more interesting to visit archives if they had more to offer such as more varied enemy types and more scenery. The Ashencourte archive for example could be more than just a graveyard around a broken down cathedral. It could be three small villages (one for each organization to start in) with the cathedral and graveyard in the middle. Each village could have its own NPCs that could tell you about the history of that particular version of the Matrix. The cathedral could be large with many areas inside to explore. There could even be several exile hideouts inside the archive itself and contact missions that could be limited to the archive and that require you to go between it and the Matrix. There could be more varied enemy types such as werewolves (wince we already have them) and maybe other horror monsters. There is just such a large potential for content in the archives being wasted.

 

- One thing that's bothered me about the Matrix since I started playing is the fact that there are no hospitals, fire stations, police stations, schools, post offices, and very few shops that you can actually go into. It would certainly add to the realism of the game if they were added. The shops that are put in could even have vendors that sell things to us, instead of just having all of the vendors out on the street.

 

- The invisibility ability should make players invisible to other players. Stealth detection would determine whether you could see the faint outlines you can see now or see nothing. The disguise ability should make you appear to be an NPC, complete with name if the other player's stealth detection isn't high enough.

 

- Stealth attacks should not automatically draw you into interlock.

 

I'm not sure if any of these have been mentioned (I've probably mentioned them myself sometime before), but it would be nice to see some of them, especially the larger archives.

 

These aside, good work on the features! It's good to see that at least some attempt is being made to improve the game.


Systemic Anomaly

Joined: Aug 16, 2005
Messages: 3287
Location: HvCFT Revenant
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A mail system! Very nice, I like where things are going. Next thing UI
wise that needs to be fixed is the Faction Captain interface. We need
to be able to see all the members in all of the crews, and their
Organization rep points. Faction captain needs to be able to demote or
remove ANY crew in the faction, even other Rank 1 crews. As of now, we
can do nothing to them and it has already caused some problems.






Joined: Aug 16, 2005
Messages: 255
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Nice post above with the no Hospitals, Pollice Stations, Malls and
Schools in the MegaCity. I was going to mention that, they are
strangely absent.



But anyway....



Am I the only one pissed off about the removal of Multi-Fighting Interlock?



I mean, I am intristed in the idea of Free-Fire MA, but Multi-Fighting
was one of the big things in the Movies! That was the whole point of
the Burly Brawl and Cheatue fights for christ sakes!



Personaly, I thought that the idea of the faster timmer rate for Gunmen
and Hackers was an advantage to useing Free-Fire. Because if I ever
interlock a Gunman or a Hacker, they are useualy dead in three rounds.



Maby, if you fire on somebody who is in Interlock, the game could synch the timers to the interloch battle, how about that?



Sorry if I sound bitchy, but I dont want this to turn into another SWG
"Combat Upgrade" were there are 100 Noob Neos running around. -.-;



What would cheer me up, is if they are doing this temporaraly and are
working on a Multi-Fighting Tree for an expantion later on. Now that
would be cool, Combat Upgrade 3.0!



Transcendent

Joined: Aug 21, 2005
Messages: 165
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Nice journal.  I like the progress you've made and thanks for the update. 



While balancing hacker, please dont forget to balance the Kinfe thrower tree.








Vindicator

Joined: Aug 15, 2005
Messages: 5444
Location: In Exilium
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Nice journal. I honestly can't say there's anything I don't like in this one.
Good luck toning down those hacker effects...
Maybe you could ditch the flaming fists as well?

- Void



Jacked Out

Joined: Aug 25, 2005
Messages: 188
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I could not said better.

Why the use of Data miner?! SMILEY

And the Faction menu, why don't make it better, why we can't see all the crew member of our on faction.

I also think it's important.
 
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