Systemic Anomaly
Joined: Aug 16, 2005
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Location: Vector Organization: Merv Faction: Dark Evolution Rank: Faction Leader Take the Blackpill, Evolve
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Dont know if its been brought up but with the new Hotbar style, how will be the "logic" for doing macros that point to slots and rows? (ie /use 5 7; /use 6 7....)
Systemic Anomaly
Joined: Oct 23, 2005
Messages: 2697 Offline
I'm not jumping to any conclusions about the system untill QA is up. And the two hotbars is nice, but what I REALLY want is MORE INVENTORY SLOTS! Or at least be able to keep excess items in code storage... Please devs?
did anyone notice the first ability in the hotbar on those pics, looks like a flight ability, can walrus fly? or is that just a area sweep attack, hmmmmmmmmm.
Message Edited by FistsOfFury on 12-24-200502:45 PM Message edited by FistsOfFury on 12/24/2005 11:45:01.
Joined: Dec 3, 2005
Messages: 39
Location: England, UK
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OK I'm not reading any of what anyone else has said. I bet you can guess why.
No?, there's too much.
But here's my opinion, and I don't care if anyone else has said it already. I like the video, the animation does seem to be more enjoyable. However, you cannot tell what you're going to do next, which is a down point.
With the screenshots, the hotbar is horrible. I know its a concept, and I don't like the looks of it. I like the way this one is, it's very nice, it just needs some adjusting in terms of capacity and such. Two lines does seem good, I guess..
I'd rather have it as it is in the video, than the not too nice looking screenshots of hotbar concepts.
There's my 2 cents.
EDIT- Sorry, I just realised watching the video again. That when you click the ability, or attack mode, it flashes until it is done. So scrap my insult on the video hotbar, it rocks! Much better!
-NB
Message Edited by NeroByte on 12-24-200508:43 PM Message edited by NeroByte on 12/24/2005 12:43:51.
Joined: Dec 3, 2005
Messages: 39
Location: England, UK
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Good work FoF. It kind of looks like a person figure, with the arrows pointing to the feet. It could possibly be the fly ability!
Or, it's a gun attack, something like 'Arrow Spray' or 'Arrow Guns' - I first thought that it looked like an arrow. Iunno, it's more exciting to think of it as a fly ability - so lets just say it is.
:smileyvery-happy:
P.S.: Merry Christmas, and a Happy New Year to all members of the MxO Community. Aswell as of course the people who make it happen.
the crashes I am reffering to has to do with this game alone, if your actions are too great too quickly the game says F it, I am crashing
its a long standing bug in the game
now I can be in game for 12 hours if I want to just stay on doing nothing, get into heavy action with fast movement the game will crash, long standing bug, been in game forever
theres many other bugs that have been in the game... forever, litterally the only bug in the game that has EVER been fixed is taking a hardline and not ending up naked, that is the only bug in the game to ever been fixed, all the other bugs from way back IN THE BETA ARE STILL IN THE GAME!!!!
all mmos have bugs, but most do not have the SAME bugs from the early beta still in the game a year after the **bleep** launch
not saying the devs should stop all new content (which again is what exactly?) and just fix bugs, but *CENSORED* they have got to at least make an attempt to fix some of these old *CENSORED* bugs, if you really get into mxo and start digging into what bugs are still in game, and how they have been "forgotten" you would see the truth, and that truth is that mxo is some half assed mmo
before you respond, try recall team member in downtown, go on try it
the freaking ability is not even complete yet, and its already in game
you got useful abilties already in the game that are completely useless if you want to use them outside of the 33% part that actually works, the hell with the other 66% of the uses of the ability, those are not even freaking coded yet
Joined: Aug 16, 2005
Messages: 279
Location: Essex UK
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Nice video and screens, i'm impressed .Judging by SOE's upgrade to certain games i was kinda sweating about this one. The only problem is that it leaves alot of questions in my mind. Although i only have one;
The question:
Considering Walrus was 3 levels higher than the Mob/NPC he was fighting, why did it take so long to kill him?
This of course is not questioning your skills or your loadout, but if it takes that amount of time to kill just one of them, it leads onto other things (such as how long will it take to level up, pandora's box timer limit's etc...).
I'm not saying this (CU 2.0) is unwelcomed but i'm very curious to know how steep the grind is going to be for the redpills that have not reached lvl 50 yet? Yes i'm level 50 and a returning player (well i never left because i forgot to cancel my subs lol), i'm thinking about the future of MxO and new players who once they get past the magic of the game, think "f this i'm sick of this grind".
Joined: Sep 1, 2005
Messages: 37
Location: On the edge of the looking glass
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I´d say it looks promising. It doesn´t show that much i admit. But once we get into the QA and get a feel for it I beleive that it will be really cool stuff. And most of all.. It´s a QA server. We can post our bug reports and thoughts about it. So even though the path is set up, we as a community still can change how it will act.
I agree with Midori. I'm not seeing any 0 sum combat, and aside from
the attack buttons being placed in the hotbar (which I don't
particularly like), it doesn't really look all that different.
I'm not foretelling doom and gloom...I'm still REALLY looking forward
to this update. I just had hoped to see examples of some of the real
meaty changes to the combat system when I saw they had posted a video.
OK, I hate to HAVE to be the voice of reason (well, one of them), but here goes:
1- Let's just make this as clear as possible - zero-sum means that one player wins and the other loses in every round, ie. what's trying to be done for CR2.0 is REMOVE zero-sum, not add it. I know, one person made a mistake and everyone went after his/her words, but let's stop. The idea is to remove zero-sum.
2- I was as disappointed as everyone by zero-sum still being shown, but it might not have been fully introduced yet, or might not be stable, or might've been deactivated for repairs in the build Walrus took the video from, or the rolls might've been unlucky that way. We don't know what's happening, so we'll just have to wait for their saying.. or the playtest server, whichever comes first.
3- Whoever (and I'm noticing many hands up on that one) thought they were completely revamping the animations and abilities, you're in for a sore disappointment. Worse yet, you have nobody to blame for yourself, as I personally figured there wouldn't be that much new stuff in that area in CR2.0 from the time they mentioned they were tweaking the animations in IL to fit the new design. Maybe they'll add some new stuff as well, just don't get your hopes up on there being lots of new stuff. (PS: I'm also not sure how non-zero-sum combat will work without new animations.. if it's something like how an NPC gives us damage when he simply blocks our opening attack, there's some criticism from my part coming when the playtest server opens).
4- I can't stress this one more (heck, I shouldn't have to even say it, it's been said enough already) - the development team is dividided in groups, each with their own separate responsibilities. When they come up with new designs, new UI, even Christmas stuff, it has NO interference on what the dev team is doing about the existing bugs, and that's because each of those goes to a different team! The analists go after the bugs, the programming team solves them, the creatives do the concepts and UI and the engineers come up with new designs (design in the system sense, not the visual one.. as in designing an aspect of the system). They're all different teams! (Oh, and I've been here since Oct'04, and everyone around here knows LOTS of stuff were fixed even before beta ending -including the clothing bug you mentioned-. So, either you're purposefully trying to be extremely dramatic - and succeeding at it-, or you just weren't there.)
5- I also don't like that much the space the combat tactics occupy. Worse, it doesn't make that much sense to have it there since, with the exception of changing the starting combat tactic you have active, those 5 slots are useless everytime you're not ILing. And even worse, with so many IL-less (as in those who can't or have no need to IL)disciplines in-game and the new-coming ability to melee off IL, the uselessness of those 5 slots only increases. (Oh, and seeing as pointing problems without offering possible solutions is, even if helpful -since you get to know we feel there's a problem-, mostly pointless, I suggest that you get something like a tactics UI, for instance, under our character's foto area. That UI would be hide-able and would automatically appear in IL if it was hiding at that moment).
6- Regarding the speed, I LOVE the way it's right now. Much more interesting, both in the visual field, since it's more acting and less posing, and in the gameplay field, where you need to make quick decisions. It starts to better resemble the environment the Matrix movies presented us with. And while Super-Burly-Brawl-like fighting would be wonderful to see, it'd require MUCH more time to be done effectively, if at all possible. Besides, let's all remember that we're FAR below the abilities Neo and Smith possessed at that time, so reflexes that quick would actually be Matrix-unrealistic.
Greetings, - WarIock
PS: Happy Holidays everyone PS2: AFAI am concerned, great job so far to the MxO devs. And grats to SOE for surprising me on the positive side so far. Keep up the good work.
Systemic Anomaly
Joined: Aug 15, 2005
Messages: 2357 Offline
After watching the video for the millionth time , It seems to me that regular tactics have been sped up, while special attacks still remain the same. I don't think this has been pointed out in this thread, but does it seem that way to anyone?
I ran the video at the part where Walrus does Suicidal Butterfly on one monitor, and actually performed Suicidal Butterfly in-game on my other monitor. The animation transitions from the beginning of Suicidal Butterfly to the beginning of the next attack were virtually identical, and actual length was nearly the same. Maybe they haven't adjusted timings for specials (I hope). But, we'll have to wait and see.
But I can definitely tell that regular tactics have been sped up greatly. Good work on that.
Message Edited by ShadowSK on 12-26-200501:21 AM Message edited by Shadow-SK on 12/26/2005 01:21:21.
Joined: Aug 16, 2005
Messages: 118
Location: Murrieta, California
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Kudos to Walrus on the video and pics ive been watching the
video over
and over and trying to gain as much as I can from what little it offers
ive noticed yes it does seem to be like the old combat system but I
also noticed somthing different when refering it to the 0 sum combat,
in the video Walrus interlocks the npc then starts off with power
tactics during the second attack with power tactics he only shoots the
guy twice (rather then the usual 3 hits like normal power tact) and
then the NPC hits back with two hits of his own after the NPC strikes
back the damage numbers showed up on both fighters, I'm not sure if
this
has is the anti-0 sum in action or somthing of the sort since the the
other attacks have two more animations with them maybey the attacker
can hit say 5 times with his speed tactics but fail to hit again and
the other player hits back with two of his own strikes causing the
player to do less base damage in his attacks or somthing of the sort,
anyway good video although it does feel similar but then again we still
have a long road ahead of us to test the new system out and work out
the chinks in CR2.0's armor.
Message Edited by Ubershank on 12-26-200503:36 AM Message edited by Ubershank on 12/26/2005 03:36:24.