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<title>Latest posts for the topic &quot;The Other Side of the Looking Glass - December 23, 2005&quot;</title>
<ttl>10</ttl>
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<description>Latest messages posted in the topic &quot;The Other Side of the Looking Glass - December 23, 2005&quot;</description>
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<item>
<title>Re: The Other Side of the Looking Glass - December 23, 2005</title>
<description>Hah! I knew Walrus preferred Syntax.&lt;br&gt;
&lt;br&gt; &lt;br&gt;
&lt;br&gt; That is one smokin&apos; hot hotbar! I love it.&lt;br&gt;
&lt;br&gt; &lt;br&gt;
&lt;br&gt; An interesting video too--I like how combat is actually visible though I didn&apos;t see too many changes to how it functioned...&lt;br&gt;
&lt;br&gt; &lt;div&gt;&lt;/div&gt;</description>
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<pubDate>Sun, 25 Dec 2005 13:20:15 GMT</pubDate>
<author>Sykin</author>
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<title>Re: The Other Side of the Looking Glass - December 23, 2005</title>
<description>&lt;div&gt;&lt;/div&gt;&lt;div&gt;&lt;/div&gt;&lt;div&gt;&lt;/div&gt;After watching the video for the millionth time &lt;img src=&quot;/mxo/images/smilies/8a80c6485cd926be453217d59a84a888.gif&quot; border=&quot;0&quot; alt=&quot;SMILEY&quot; /&gt;, It seems to me that regular tactics have been sped up, while special attacks still remain the same.&amp;nbsp; I don&apos;t think this has been pointed out in this thread, but does it seem that way to anyone?&lt;br&gt;&lt;br&gt;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.&amp;nbsp; 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.&amp;nbsp; Maybe they haven&apos;t adjusted timings for specials (I hope).&amp;nbsp; But, we&apos;ll have to wait and see.&lt;br&gt;&lt;br&gt;But I can definitely tell that regular tactics have been sped up greatly.&amp;nbsp; Good work on that.&lt;p&gt;Message Edited by ShadowSK on &lt;span class=date_text&gt;12-26-2005&lt;/span&gt; &lt;span class=time_text&gt;01:21 AM&lt;/span&gt;</description>
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<pubDate>Mon, 26 Dec 2005 01:19:57 GMT</pubDate>
<author>Shadow-SK</author>
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<title>Re: The Other Side of the Looking Glass - December 23, 2005</title>
<description>&lt;div&gt;&lt;/div&gt;Kudos to Walrus on the video and pics ive been watching the
&lt;br&gt; video over
&lt;br&gt; and over and trying to gain as much as I can from what little it offers
&lt;br&gt; ive noticed yes it does seem to be like the old combat system but I
&lt;br&gt; also noticed somthing different when refering it to the 0 sum combat,
&lt;br&gt; in the video Walrus interlocks the npc then starts off with power
&lt;br&gt; tactics during the second attack with power tactics he only shoots the
&lt;br&gt; guy twice (rather then the usual 3 hits like normal power tact) and
&lt;br&gt; then the NPC hits back with two hits of his own after the NPC strikes
&lt;br&gt; back the damage numbers showed up on both fighters, I&apos;m not sure if
&lt;br&gt; this
&lt;br&gt; has is the anti-0 sum in action or somthing of the sort since the the
&lt;br&gt; other attacks have two more animations with them maybey the attacker
&lt;br&gt; can hit say 5 times with his speed tactics but fail to hit again and
&lt;br&gt; the other player hits back with two of his own strikes causing the
&lt;br&gt; player to do less base damage in his attacks or somthing of the sort,
&lt;br&gt; anyway good video although it does feel similar but then again we still
&lt;br&gt; have a long road ahead of us to test the new system out and work out
&lt;br&gt; the chinks in CR2.0&apos;s armor.&lt;br&gt;
&lt;br&gt; &lt;div&gt;&lt;/div&gt;&lt;p&gt;Message Edited by Ubershank on &lt;span class=date_text&gt;12-26-2005&lt;/span&gt; &lt;span class=time_text&gt;03:36 AM&lt;/span&gt;</description>
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<pubDate>Mon, 26 Dec 2005 03:22:26 GMT</pubDate>
<author>Ubershank</author>
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<title>Re: The Other Side of the Looking Glass - December 23, 2005</title>
<description>also to those of u who think the #1 ability on the screenie of the
&lt;br&gt; Hotbar is flight I doubt it would be MxO color codes abilities based on
&lt;br&gt; its nature for example Red = Attack ability (does damage and what not)
&lt;br&gt; Yellow = Upgrade (either self or others) Purple = Downgrade (the basis
&lt;br&gt; of this attack is to downgrade the opponent damage is a secondary
&lt;br&gt; factor) Green = Healing ability, the ability is colored Red this means
&lt;br&gt; it is an attack of some sort but we dont know for sure its still good
&lt;br&gt; to hope as I&apos;m really curious as what this ability is &lt;img src=&quot;/mxo/images/smilies/69934afc394145350659cd7add244ca9.gif&quot; border=&quot;0&quot; alt=&quot;SMILEY&quot; /&gt;&lt;br&gt;
&lt;br&gt; &lt;div&gt;&lt;/div&gt;</description>
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<pubDate>Mon, 26 Dec 2005 03:51:58 GMT</pubDate>
<author>Ubershank</author>
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<title>Re: The Other Side of the Looking Glass - December 23, 2005</title>
<description>Also note if you watch the video carefully and slow it down you notice
&lt;br&gt; that when Walrus selects Kung-fu there is a host of new Upgrades that
&lt;br&gt; it has on it as it no longer just provides &quot;Kung-fu&quot; but other things
&lt;br&gt; too, also when he selects his special abilities it shows in the details
&lt;br&gt; a DPS number: Piston kicks Damage: Melee DPS (100) Suicidal Butterfly
&lt;br&gt; Damage: Melee DPS (25) Pistol Barrage: Ranged DPS (1&lt;img src=&quot;/mxo/images/smilies/b2eb59423fbf5fa39342041237025880.gif&quot; border=&quot;0&quot; alt=&quot;SMILEY&quot; /&gt;. Well thats all
&lt;br&gt; the data I could come up with after watching the video atleast a
&lt;br&gt; thousand times &lt;img src=&quot;/mxo/images/smilies/283a16da79f3aa23fe1025c96295f04f.gif&quot; border=&quot;0&quot; alt=&quot;SMILEY&quot; /&gt; but anyway I hope this info can shed new light on the
&lt;br&gt; upcoming revision and put some of our doubts to rest.&lt;br&gt;
&lt;br&gt; &lt;br&gt;
&lt;br&gt; P.S. This is after all a new thing thats in testing and most of us beta
&lt;br&gt; players should know better by now that when somthing new comes along it
&lt;br&gt; takes extensive testing and player feed back to smooth out all the
&lt;br&gt; wrinkles and try to get what ever it is working properly so I would
&lt;br&gt; hope most folks would cool it on the negativity of course productive
&lt;br&gt; critisism would be apreciated but dont go bananas over a video that
&lt;br&gt; shows very little of what we should expect to see in the coming weeks
&lt;br&gt; especialy since it is still in testing and is not ready for Live
&lt;br&gt; servers just yet that means there is still tons of improvments that can
&lt;br&gt; be made.&lt;br&gt;
&lt;br&gt; &lt;div&gt;&lt;/div&gt;</description>
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<pubDate>Mon, 26 Dec 2005 04:42:27 GMT</pubDate>
<author>Ubershank</author>
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<title>Re: The Other Side of the Looking Glass - December 23, 2005</title>
<description>&lt;DIV&gt;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 &quot;W/A/S/D&quot; keys to fight. I very much so like the way it is now, but another hotbar would definately be the shizznit.&lt;/DIV&gt;</description>
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<pubDate>Tue, 27 Dec 2005 13:33:33 GMT</pubDate>
<author>Tsunada</author>
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<title>video&apos;s and pics of coming adventures.</title>
<description>&lt;DIV&gt;&lt;/DIV&gt;
&lt;br&gt; &lt;DIV&gt;I&amp;nbsp;have to say i love the video if this is a taste of what is to come this is looking really good.&amp;nbsp;&amp;nbsp;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 !&amp;nbsp&lt;img src=&quot;/mxo/images/smilies/8a80c6485cd926be453217d59a84a888.gif&quot; border=&quot;0&quot; alt=&quot;SMILEY&quot; /&gt;.&amp;nbsp; They looked a lot smoother and faster as well as being different to the setup we have now.&amp;nbsp; The flashing hotbar icons was good as it didn&apos;t seem to interfere with the game and the coolness of watching the characters fight.&amp;nbsp;&amp;nbsp;I like watching the reactions with my friends when I show them the fight sequences in-game when they come over.&amp;nbsp; This seems to clean-up the whole viewing area a lot and give more space to see what&apos;s going on as well.&amp;nbsp; What intrigued me was the &quot; can&apos;t see enemy &quot;.&amp;nbsp; Normally it says not in range.&amp;nbsp; Nice touch.&amp;nbsp; What can I say the small things are what make the big things great !!!&amp;nbsp; The hat looked very S.W.A.T !!!!&amp;nbsp; Bonus points for that as well.&amp;nbsp; :smileytongue:&amp;nbsp; Am intrigued what the logo on the back of the shirt was thou ?&lt;/DIV&gt;</description>
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<pubDate>Wed, 28 Dec 2005 08:30:02 GMT</pubDate>
<author>Harl-E-quin</author>
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<title>Re: video&apos;s and pics of coming adventures.</title>
<description>&lt;i&gt;Am intrigued what the logo on the back of the shirt was thou ?&lt;br&gt;&lt;br&gt;&lt;/i&gt;What your seeing is the beta logo.&amp;nbsp; Everyone who played during beta got a full set of beta clothing.&lt;br&gt;&lt;div&gt;&lt;/div&gt;</description>
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<pubDate>Wed, 28 Dec 2005 09:16:05 GMT</pubDate>
<author>Renesis13B</author>
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<title>Re: video&apos;s and pics of coming adventures.</title>
<description>Well everyone got a standard set of beta clothing, some people got a full outfit which included a jacket as well. &lt;img src=&quot;/mxo/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif&quot; border=&quot;0&quot; alt=&quot;SMILEY&quot; /&gt;&lt;br&gt;&lt;br&gt;Jeffers</description>
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<pubDate>Wed, 28 Dec 2005 17:08:14 GMT</pubDate>
<author>jeffers</author>
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<item>
<title>Re: video&apos;s and pics of coming adventures.</title>
<description>&lt;DIV&gt;&lt;/DIV&gt;
&lt;br&gt; &lt;P&gt;Hey Walrus!&lt;/P&gt;
&lt;br&gt; &lt;P&gt;One of these days I was gonna PM you and offer to let you come mission with the DoE, but it seems you&apos;ve got a handle on things as it is. *Grin*&lt;/P&gt;
&lt;br&gt; &lt;P&gt;I was really afraid of the second combat revision, but it doesn&apos;t look so bad now, time will tell. I hope your poor testing RSI didn&apos;t get hit on by Clunk, he&apos;s rather infamous for that at this point...&lt;/P&gt;
&lt;br&gt; &lt;P&gt;Anyway, happy holidays. /salute&lt;/P&gt;
&lt;br&gt; &lt;P&gt;P.S. Though you may be Zion, come join the Machines! We have better candy... really.&lt;/P&gt;
&lt;br&gt; &lt;P&gt;-AlicethePattern, Head Archivist, Mega City Department of Energy&lt;/P&gt;</description>
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<pubDate>Wed, 28 Dec 2005 18:24:27 GMT</pubDate>
<author>MxOAlicethePattern</author>
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<item>
<title>Re: video&apos;s and pics of coming adventures.</title>
<description>is the beta clothing like the eye jacket I have ?&amp;nbsp; ( well I have the code for it but wasn&apos;t able to use it in time unfortunatly !)&amp;nbsp; would love to know the stats on what the eye jacket did for you too if anybody knows them ?
&lt;br&gt; &lt;DIV&gt;&lt;/DIV&gt;</description>
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<pubDate>Thu, 29 Dec 2005 06:39:32 GMT</pubDate>
<author>Harl-E-quin</author>
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<item>
<title>Re: video&apos;s and pics of coming adventures.</title>
<description>&lt;BLOCKQUOTE&gt;
&lt;br&gt; &lt;HR&gt;
&lt;br&gt; Harl-E-quin wrote:&lt;BR&gt;is the beta clothing like the eye jacket I have ?&amp;nbsp; ( well I have the code for it but wasn&apos;t able to use it in time unfortunatly !)&amp;nbsp; would love to know the stats on what the eye jacket did for you too if anybody knows them ?
&lt;br&gt; &lt;DIV&gt;&lt;/DIV&gt;&lt;BR&gt;
&lt;br&gt; &lt;HR&gt;
&lt;br&gt; &lt;/BLOCKQUOTE&gt;
&lt;br&gt; &lt;P&gt;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.&lt;/P&gt;
&lt;br&gt; &lt;P&gt;Also, the beta clothing is different then that.&lt;BR&gt;&lt;/P&gt;
&lt;br&gt; &lt;DIV&gt;&lt;/DIV&gt;</description>
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<pubDate>Thu, 29 Dec 2005 11:16:09 GMT</pubDate>
<author>RemagDiv</author>
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<item>
<title>Re: video&apos;s and pics of coming adventures.</title>
<description>I guess we just have to wait and see for QA, but aside from removing zero-sum (which we really didn&apos;t get to see), or balance issues that have supposedly been fixed (which we didn&apos;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...&lt;br&gt;
&lt;br&gt; &lt;br&gt;
&lt;br&gt; From that video...it just doesn&apos;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.
&lt;br&gt;
&lt;br&gt; But one thing I cared about more than anything with this CR2.0 was the fighting. The fighting doesn&apos;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&apos;s just we can&apos;t see the rolls anymore.&lt;br&gt;
&lt;br&gt; &lt;br&gt;
&lt;br&gt; We will have free-fire melee, which probably won&apos;t be appealing because the animations will be typical MMO &quot;hack and slash,&quot; and interlock is not any more impressive, and bullet time has yet to be seen...&lt;br&gt;
&lt;br&gt; &lt;br&gt;
&lt;br&gt; Hate to say it, but the CR2.0 is a make it or break it for me...&lt;p&gt;Message Edited by {SoG}Esky on &lt;span class=date_text&gt;12-30-2005&lt;/span&gt; &lt;span class=time_text&gt;01:36 AM&lt;/span&gt;</description>
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<pubDate>Thu, 29 Dec 2005 23:34:17 GMT</pubDate>
<author>{SoG}Esky</author>
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<title>Re: The Other Side of the Looking Glass - December 23, 2005</title>
<description>&lt;DIV&gt;&lt;/DIV&gt;
&lt;br&gt; &lt;DIV&gt;&lt;/DIV&gt;
&lt;br&gt; &lt;P&gt;Ok right away, even before i read anyone elses posts, im giving my first impression.&lt;/P&gt;
&lt;br&gt; &lt;P&gt;A: the concept for the combat hud looked cool, but also complex. You weren&apos;t using it in the video, and it seems our combat hud has been removed.&lt;/P&gt;
&lt;br&gt; &lt;P&gt;B: The video. System was not up. We couldn&apos;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&apos;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 &quot;high rolls&quot;. I&apos;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&apos;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&apos;t have to click&amp;nbsp;5 times to reach them. &lt;/P&gt;
&lt;br&gt; &lt;P&gt;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&apos;d you have to remove the combat hud? Why make it even harder for people who don&apos;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... &lt;img src=&quot;/mxo/images/smilies/9d71f0541cff0a302a0309c5079e8dee.gif&quot; border=&quot;0&quot; alt=&quot;SMILEY&quot; /&gt;. In the end, i don&apos;t like the way this is going, but i&apos;ll have to test it, or find out more info, before i can make up my mind.&lt;/P&gt;
&lt;br&gt; &lt;P&gt;Edit: I definately agree with eskys post, just above ^&lt;/P&gt;&lt;p&gt;Message Edited by Radar6590 on &lt;span class=date_text&gt;12-30-2005&lt;/span&gt; &lt;span class=time_text&gt;11:41 AM&lt;/span&gt;</description>
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<pubDate>Fri, 30 Dec 2005 11:39:08 GMT</pubDate>
<author>Radar6590</author>
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<title>Re: The Other Side of the Looking Glass - December 23, 2005</title>
<description>Well the Beta clothing set wasn&apos;t complete - there was no hat. I&apos;m thinking Walrus is wearing the Beta Cap in the movie &lt;img src=&quot;/mxo/images/smilies/8a80c6485cd926be453217d59a84a888.gif&quot; border=&quot;0&quot; alt=&quot;SMILEY&quot; /&gt;&lt;br&gt;&lt;br&gt;Looks sweet anyway, it&apos;ll be fun to see the difference in PvP combat.&lt;br&gt;&lt;div&gt;&lt;/div&gt;</description>
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<pubDate>Fri, 30 Dec 2005 21:21:29 GMT</pubDate>
<author>O-Link</author>
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<title>Re: The Other Side of the Looking Glass - December 23, 2005</title>
<description>&lt;P&gt;Ohh!, &amp;nbsp;no beta-cap :smileytongue:&lt;/P&gt;
&lt;br&gt; &lt;P&gt;but good movie&lt;/P&gt;
&lt;br&gt; &lt;DIV&gt;&lt;/DIV&gt;</description>
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<pubDate>Sat, 31 Dec 2005 11:06:10 GMT</pubDate>
<author>Goox</author>
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<title>Re: The Other Side of the Looking Glass - December 23, 2005</title>
<description>&lt;DIV&gt;&lt;/DIV&gt;
&lt;br&gt; &lt;P&gt;Ok I looked at the video and i noticed that it does show a bug in the combat.&lt;BR&gt;Right at the very begining as the two combatants are closing and both stop.&lt;BR&gt;TheWalrus tries to attack and is told &quot;You Cannot See Your Target&quot;, but if you&lt;BR&gt;notice the target is able to see and fire at him.&amp;nbsp; Now I will need to check it out&lt;BR&gt;more to see if the bug is actually there when they open the test server.&lt;/P&gt;
&lt;br&gt; &lt;P&gt;First impressions&lt;BR&gt;Well without the combat HUD at least some of the combat icons won&apos;t be &lt;BR&gt;blocked out like they were before.&amp;nbsp; Noticed another bug in that the Speed gun&lt;BR&gt;attack is used yet the off-balance state was shown on the target.&lt;/P&gt;
&lt;br&gt; &lt;P&gt;Having the standard attacks taking up hotbar space is not good.&amp;nbsp; I keep all&lt;BR&gt;my special there and don&apos;t like to switch back and forth between hotbars.&lt;BR&gt;Now if we can show 2 hotbars up at once it may work, but with multiple attack&lt;BR&gt;skills loaded then it could still take up too much space.&amp;nbsp; The blinking to show the&lt;BR&gt;next attack is ok, but what happens if it is a special state (Dazed etc) attack &lt;BR&gt;and the special state wears off on the opponents?&lt;/P&gt;
&lt;br&gt; &lt;DIV&gt;&lt;/DIV&gt;&lt;p&gt;Message Edited by DelstarDotstar on &lt;span class=date_text&gt;01-03-2006&lt;/span&gt; &lt;span class=time_text&gt;03:27 PM&lt;/span&gt;</description>
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<pubDate>Tue, 3 Jan 2006 12:16:11 GMT</pubDate>
<author>DelstarDotstar</author>
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<title>Re: The Other Side of the Looking Glass - December 23, 2005</title>
<description>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.</description>
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<pubDate>Tue, 3 Jan 2006 19:29:48 GMT</pubDate>
<author>Khayl</author>
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<title>Re: The Other Side of the Looking Glass - December 23, 2005</title>
<description>&lt;div&gt;&lt;/div&gt;Alright, alright, alright. Enough about the two hotbar and &amp;quot;How is it going to work&amp;quot;, I don&apos;t know if anyone said this, yet, because I&apos;m NOT going to read 12 pages, but apparently, none of you looked closely enough at the images. If you notice, the second hotbar has the numbers, but with AL in front of them, which PROBABLY means that we&apos;ll press ALT+1-0 for the second bar.&lt;br&gt;&lt;br&gt;It&apos;s common sense, people. They&apos;re not going to make us click them all, and nor are they going to make two functions share a button. Of COURSE they&apos;re going to add a key infront of the numbers, shesh. :smileytongue:&lt;br&gt;&lt;br&gt;-Ambs</description>
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<pubDate>Sun, 8 Jan 2006 16:30:29 GMT</pubDate>
<author>Ambs</author>
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<title>Re: The Other Side of the Looking Glass - December 23, 2005</title>
<description>yeah i notice it also... im jest worry that the alt number is for the chat system change... to change faction chat to area chat... &lt;br&gt;&lt;div&gt;&lt;/div&gt;</description>
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<pubDate>Sat, 14 Jan 2006 18:28:04 GMT</pubDate>
<author>NumberXVI</author>
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