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Developer Journal 03 - Part One (Archon) - 12/07/2005 Discussion Thread
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Development

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I was going to get out the community happenings article today, but figured you all would rather see this. Post your comments and questions about Developer Journal 03 - Part One on this thread. I'll collect some of the more common questions and pass them along to Archon for answers.

Message Edited by Walrus on 12-07-2005 04:10 PM


Message edited by mxomod004 on 10/02/2008 20:41:28.



Mainframe Invader

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HAHAHA THANK U ARCHON!


Jacked Out

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cool A like the new strategy with fighting.  I never seen much difference between speed and Power. So the new revision will basically allow me to hit a lvl 50 at lvl 20?

Message Edited by DontEatRawHagis on 12-07-2005 04:20 PM
Message edited by Zelon on 12/07/2005 16:20:12.



Clairvoyant

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Elb Likes :smileyhappy:



Test server We WANT YOU!




Systemic Anomaly

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Sounds like some really interesting stuff. I'm looking forward to helping test it out on the QA server! SMILEY



Systemic Anomaly

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Im speechless.  Forget what you know about combat now because this is a brand new game.  I cant wait to test this on QA.



Jacked Out

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DontEatRawHagis wrote:
So the new revision will basically allow me to hit a lvl 50 at lvl 20?

You
now atleast have the chance to make a difference by not being level 50
when massive PvP'ing is going down. You still won't have a chance as a
level 20 against a level 50, but now you may take down a bit of his HP,
rather than getting your *CENSORED* handed to you while he has full HP. That's
what I read from it anyway.



And aslo, I love the "remove as much zero-sum combat as possible" part. :smileyhappy:

It seems that they've gotten this right. I'm looking forward to see it.



RARH!

Message Edited by Septimius on 12-07-2005 04:32 PM
Message edited by Septimius on 12/07/2005 16:32:41.



Systemic Anomaly

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Jacked Out

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So the new revision will basically allow me to hit a lvl 50 at lvl 20?

"Ensure players have a fair chance of hitting another player or NPC with a delta of 10 levels."

As the so called "delta" will be around 30, you will have to be fairy lucky I guess to land a hit. And the damage caused, I would expect, wouldn't be very much - 20 or 30 points at most perhaps. But:

"Create a point of critical mass where a group of players can effectively take down an NPC or player 10 levels higher than they are. (6 vs. 1)"

Get a team together and get a 50 on their own, and if you're all good enough, you may be able to take him down or at least, do considerable damage.

But this is all just speculation, we'll have to see it in effect before we know the real rules of all this and how it actually works.

I am curious about the caps on stats now and the new point at which bonuses are awarded. The old system seemed not to have a cap at all (which is why people place all their points in one stat) but the bonus kicked in with the 12th point and every 10th after that IIRC. Now it kicks in at the 6th point... But how many points do we need to spend to get the next bonus? Is it every 5, or every 1 or something else?

The current stat cap on clothing/items is 17 (at 50) is this also changing? This too, is something to keep in mind for when distributing stats I would assume...


Systemic Anomaly

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great journal thanks!


looking forward to the new combat changes...


**interesting you can only cap an attribute all lvl 30 now for this..


Message Edited by Aquatium on 12-07-2005 04:44 PM
Message edited by Aquatium. on 12/07/2005 16:44:27.




Jacked Out

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It would seem that Stat are going to play a bigger role in your character's performance that it is right now.

 


Jacked Out

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Chuul I believe this answers some of your questions.


"The average score for a bluepill’s Stats is 5; but players begin with only one score of 5, three at 8, and one at 11. Since Influence bonuses begin at a score of 6, players aren’t “only human”. Once a Stat is 6 or higher, all Influences associated with that Stat get a bonus. "


and


"As a character grows, his or her Stats can increase to a cap of 30, which means you can spend points on several Stats to diversify your character. Not only does this cap make it beneficial to diversify a bit, it also keeps characters from being “crippled” in an area because too many points were spent on one Stat."



Jacked Out

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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
Message edited by Chuui on 12/07/2005 17:02:52.



Ascendent Logic

Joined: Aug 21, 2005
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*Jumps out of his chair, and yells with pure happiness* HELL YES! This is what combat should be.



Good God.. This looks amazing. I seriously can't wait. Get the QA up - NOW! :smileysurprised: :smileyvery-happy:




Femme Fatale

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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?

 
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