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
The Other Side of the Looking Glass - December 23, 2005
Search inside this topic:
The Matrix Online » Top » News and Announcements » Broadcast Depth Previous Topic  |  Next Topic      Go to Page: Previous  1  ... 3 , 4 , 5 , 6 , 7 , 8 , 9  Next
Author Message


Virulent Mind

Joined: Aug 16, 2005
Messages: 118
Location: Murrieta, California
Offline

also to those of u who think the #1 ability on the screenie of the
Hotbar is flight I doubt it would be MxO color codes abilities based on
its nature for example Red = Attack ability (does damage and what not)
Yellow = Upgrade (either self or others) Purple = Downgrade (the basis
of this attack is to downgrade the opponent damage is a secondary
factor) Green = Healing ability, the ability is colored Red this means
it is an attack of some sort but we dont know for sure its still good
to hope as I'm really curious as what this ability is SMILEY




Virulent Mind

Joined: Aug 16, 2005
Messages: 118
Location: Murrieta, California
Offline

Also note if you watch the video carefully and slow it down you notice
that when Walrus selects Kung-fu there is a host of new Upgrades that
it has on it as it no longer just provides "Kung-fu" but other things
too, also when he selects his special abilities it shows in the details
a DPS number: Piston kicks Damage: Melee DPS (100) Suicidal Butterfly
Damage: Melee DPS (25) Pistol Barrage: Ranged DPS (1SMILEY. Well thats all
the data I could come up with after watching the video atleast a
thousand times SMILEY but anyway I hope this info can shed new light on the
upcoming revision and put some of our doubts to rest.



P.S. This is after all a new thing thats in testing and most of us beta
players should know better by now that when somthing new comes along it
takes extensive testing and player feed back to smooth out all the
wrinkles and try to get what ever it is working properly so I would
hope most folks would cool it on the negativity of course productive
critisism would be apreciated but dont go bananas over a video that
shows very little of what we should expect to see in the coming weeks
especialy since it is still in testing and is not ready for Live
servers just yet that means there is still tons of improvments that can
be made.




Jacked Out

Joined: Sep 4, 2005
Messages: 57
Location: -=Default Setting=-
Offline

i like the two hotbars idea, but as far as putting the fighting styles (speed/power/grab attacks) in the hotbar.... well i think thats just a waste of space. Its fine the way it is because you can fit your best attacks on one bar and still use the "W/A/S/D" keys to fight. I very much so like the way it is now, but another hotbar would definately be the shizznit.




Joined: Sep 4, 2005
Messages: 22
Location: Sydney AUSTRALIA
Offline


I have to say i love the video if this is a taste of what is to come this is looking really good.  I liked the different animations for the gun fights ( one or two of the moves looked like it was a cat playing with a mouse )as well as the kungfu animations ( especially liked the flying wire fu crouching dragon style multi-kicks to the chest ! SMILEY.  They looked a lot smoother and faster as well as being different to the setup we have now.  The flashing hotbar icons was good as it didn't seem to interfere with the game and the coolness of watching the characters fight.  I like watching the reactions with my friends when I show them the fight sequences in-game when they come over.  This seems to clean-up the whole viewing area a lot and give more space to see what's going on as well.  What intrigued me was the " can't see enemy ".  Normally it says not in range.  Nice touch.  What can I say the small things are what make the big things great !!!  The hat looked very S.W.A.T !!!!  Bonus points for that as well.  :smileytongue:  Am intrigued what the logo on the back of the shirt was thou ?


Systemic Anomaly

Joined: Aug 15, 2005
Messages: 1181
Location: Vector
Offline

Am intrigued what the logo on the back of the shirt was thou ?

What your seeing is the beta logo.  Everyone who played during beta got a full set of beta clothing.



Systemic Anomaly

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

Well everyone got a standard set of beta clothing, some people got a full outfit which included a jacket as well. SMILEY

Jeffers



Mainframe Invader

Joined: Aug 19, 2005
Messages: 352
Offline


Hey Walrus!


One of these days I was gonna PM you and offer to let you come mission with the DoE, but it seems you've got a handle on things as it is. *Grin*


I was really afraid of the second combat revision, but it doesn't look so bad now, time will tell. I hope your poor testing RSI didn't get hit on by Clunk, he's rather infamous for that at this point...


Anyway, happy holidays. /salute


P.S. Though you may be Zion, come join the Machines! We have better candy... really.


-AlicethePattern, Head Archivist, Mega City Department of Energy






Joined: Sep 4, 2005
Messages: 22
Location: Sydney AUSTRALIA
Offline

is the beta clothing like the eye jacket I have ?  ( well I have the code for it but wasn't able to use it in time unfortunatly !)  would love to know the stats on what the eye jacket did for you too if anybody knows them ?


Systemic Anomaly

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




Harl-E-quin wrote:
is the beta clothing like the eye jacket I have ?  ( well I have the code for it but wasn't able to use it in time unfortunatly !)  would love to know the stats on what the eye jacket did for you too if anybody knows them ?





The Burning Eye Trench was to my knowledge the only article of clothing from a promotional code, which I believe was from PCGamer magazine. It looks pretty cool, but it has no buffs.


Also, the beta clothing is different then that.







Joined: Aug 15, 2005
Messages: 706
Offline

I guess we just have to wait and see for QA, but aside from removing zero-sum (which we really didn't get to see), or balance issues that have supposedly been fixed (which we didn't get to see), new animations outside of extending the amount of blows per type of attack (which is not really a new animation), and I could go a few more...



From that video...it just doesn't seem like much was done with the CR2.0, aside from removing our Combat HUD, and taking up a few more spaces in our hotbars... Sure there is probably balancing issues that were addressed, and zero-sum was supposed to be removed.

But one thing I cared about more than anything with this CR2.0 was the fighting. The fighting doesn't seem any more fluid to me, because I ran the video while fighting in IL ingame (the current system) and the fighting was practically identical, minus the HUD. The rolls are still happening, and the pauses are still there, it's just we can't see the rolls anymore.



We will have free-fire melee, which probably won't be appealing because the animations will be typical MMO "hack and slash," and interlock is not any more impressive, and bullet time has yet to be seen...



Hate to say it, but the CR2.0 is a make it or break it for me...

Message Edited by {SoG}Esky on 12-30-2005 01:36 AM
Message edited by {SoG}Esky on 12/29/2005 23:36:51.



Jacked Out

Joined: Aug 29, 2005
Messages: 355
Offline



Ok right away, even before i read anyone elses posts, im giving my first impression.


A: the concept for the combat hud looked cool, but also complex. You weren't using it in the video, and it seems our combat hud has been removed.


B: The video. System was not up. We couldn't see what was going on. The animations looked smoother, but there was no way to tell the rolls. I mean, i suppose you don't need to see them. As long as one person wins, and rolls are behind the scenes, but it was still nice, and i will miss seeing if im going to win or being able to get screenies of "high rolls". I'm absolutley hating the removal of the combat hud. Having speed, power, grab, block, and run (was block even in there..? im not sure) in your hotbar seems like a waste. I never have enough hotbar room as it is, without having another 5 buttons to fill it up. And, i'll have to change the hotbar based on those 5 icons, or be restricted by having to put them on multiple hotbars so i don't have to click 5 times to reach them.


Overall: I like the animations, but it seems like you just released a bait to keep people interested. You may be making progress, and the animations looked better, but why'd you have to remove the combat hud? Why make it even harder for people who don't just throw on a tree and leave it at that to have a hotbar? some of my loads require two hotbars to function as it is... SMILEY. In the end, i don't like the way this is going, but i'll have to test it, or find out more info, before i can make up my mind.


Edit: I definately agree with eskys post, just above ^

Message Edited by Radar6590 on 12-30-2005 11:41 AM
Message edited by Radar6590 on 12/30/2005 11:41:56.



Jacked Out

Joined: Aug 15, 2005
Messages: 2235
Offline

Well the Beta clothing set wasn't complete - there was no hat. I'm thinking Walrus is wearing the Beta Cap in the movie SMILEY

Looks sweet anyway, it'll be fun to see the difference in PvP combat.




Joined: Dec 31, 2005
Messages: 1
Offline

Ohh!,  no beta-cap :smileytongue:


but good movie




Perceptive Mind

Joined: Aug 19, 2005
Messages: 537
Location: Recursion (formally Method) - ITR Washington, DC
Offline


Ok I looked at the video and i noticed that it does show a bug in the combat.
Right at the very begining as the two combatants are closing and both stop.
TheWalrus tries to attack and is told "You Cannot See Your Target", but if you
notice the target is able to see and fire at him.  Now I will need to check it out
more to see if the bug is actually there when they open the test server.


First impressions
Well without the combat HUD at least some of the combat icons won't be
blocked out like they were before.  Noticed another bug in that the Speed gun
attack is used yet the off-balance state was shown on the target.


Having the standard attacks taking up hotbar space is not good.  I keep all
my special there and don't like to switch back and forth between hotbars.
Now if we can show 2 hotbars up at once it may work, but with multiple attack
skills loaded then it could still take up too much space.  The blinking to show the
next attack is ok, but what happens if it is a special state (Dazed etc) attack
and the special state wears off on the opponents?


Message Edited by DelstarDotstar on 01-03-2006 03:27 PM
Message edited by DelstarDotstar on 01/03/2006 12:27:13.






Joined: Dec 23, 2005
Messages: 21
Offline

I know this would take a lot of work on a lot of the interlock animations, but I think that a great way to fix the problem with the fights stopping so one person can get back up again after being knocked down would be to make it so that, unless it was a killing blow or a skill like Bulldog, when someone is knocked down in interlock they catch themselves and jump back up immediately. I think Combat would look a lot cooler with that added.
 
The Matrix Online » Top » News and Announcements » Broadcast Depth Go to Page: Previous  1  ... 3 , 4 , 5 , 6 , 7 , 8 , 9  Next
Go to:   

Version 2.2.7.43