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<title>Latest posts for the topic &quot;Discussion Thread: Dev Journal 01 - August 24, 2005&quot;</title>
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<description>Latest messages posted in the topic &quot;Discussion Thread: Dev Journal 01 - August 24, 2005&quot;</description>
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<title>Re: Discussion Thread: Dev Journal 01 - August 24, 2005</title>
<description>&lt;div&gt;&lt;/div&gt;I have to agree with you prisoner reading about the new DPS system SOE plans and the&amp;nbsp;
&lt;br&gt; idea of attacking with melee outside of combat sounds awfully alot like
&lt;br&gt; WoW wich is a game I played for 358 hrs but I left because it bored me
&lt;br&gt; over time so I jumped back onboard MxO because I love this game and
&lt;br&gt; played it since earlyer beta and I loved interlock and the I miss the
&lt;br&gt; really old bullet time sequences that were longer and made the fighting
&lt;br&gt; more exciting now its alittle on the blah side with unsync bullettime
&lt;br&gt; anims and odd animation movments to Interlock. there are many ways of
&lt;br&gt; fixing the problems of interlock and your idea is perfect but unfortunatly SOE is taking a very&amp;nbsp; direct
&lt;br&gt; and predicable approach to fixing problems rather then fully
&lt;br&gt; understanding what makes this game tick. I understand many people are
&lt;br&gt; anxious to get everything fixed up but things like this take time and
&lt;br&gt; if people rush it you&apos;ll get horrible problems that can plague the
&lt;br&gt; community for months and drop the population but I will stick around
&lt;br&gt; and see what comes of these new features, if it works great! if not
&lt;br&gt; well I had a great time playing this game and its time for me to find
&lt;br&gt; another MMO to play.&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;08-29-2005&lt;/span&gt; &lt;span class=time_text&gt;09:18 PM&lt;/span&gt;</description>
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<pubDate>Mon, 29 Aug 2005 20:16:22 GMT</pubDate>
<author>Ubershank</author>
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<title>Re: Discussion Thread: Dev Journal 01 - August 24, 2005</title>
<description>&lt;DIV&gt;&lt;/DIV&gt;
&lt;br&gt; &lt;P&gt;Man you are my hero, you know that? Hackers are NOT MEANT TO BE IN THIS GAME. We dont want freakin pills that fix us up from the standard hacker stun blast( OH WAIT! We have that anyway hmmm.. what are they called? Antibios.. maybe...? &lt;img src=&quot;/mxo/images/smilies/69934afc394145350659cd7add244ca9.gif&quot; border=&quot;0&quot; alt=&quot;SMILEY&quot; /&gt;), we shouldnt have hackers at all. The movies were a good way to go. I Havent been in this game for as long as some of the Beta people, but ive already hit 50, and ive got to say, theres nothing to do. You can sit around and build other trees, but why bother, they&apos;re just gonna trash em anyway. Live events are badly needed, it was one of the things i was looking forward to when i bought this game, and how many have i seen since i got here? I think one, maybe, and it wasnt a major event anyway. What happened to the assassin? He used to come into mara and trash someone then run off when i was like level 15, but now we dont even get that. At least we saw somethin...&lt;/P&gt;
&lt;br&gt; &lt;P&gt;As for the actually update, it sounds dumb. The interlock IS the best part about this game. To only have one on one fights is ludicrus. Plus how could you impliment the &quot;more than one 40 can take&amp;nbsp;a 50&quot; thing if its only one on one?&amp;nbsp;The Matrix movies were all about martial arts and guns, There werent any knife throwers, there werent any hackers, there werent even any patchers. I can tolerate those things, and i respect other people who use em, though not the trees themselves. Nobody in the matrix was &quot;RSI revitalized&quot; its ok that you dotn ACTUALLY DIE but noone was gettin healed by their special buddy. And no one had lightnig shoot from the shy on their opponent. It was Kung Fu, and guns guys comon.&lt;/P&gt;
&lt;br&gt; &lt;P&gt;Im intrigued about pandoras box--but i dont really know about it...&lt;/P&gt;
&lt;br&gt; &lt;P&gt;In the end, the update was refreshing to see, but the content didnt make me pleased. Interlock should stay, make the fights longer and cooler, and fix the animation bugs, dont make them shorter with NEW animations with MORE problems. and lastly, the pill sounds ok, but it doesnt really help in the long run. If it has a long reuse timer, you could still be killed by a second hacker, if you have to make em, its just another thing to farm. What a waste.&lt;/P&gt;
&lt;br&gt; &lt;DIV&gt;&lt;/DIV&gt;</description>
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<pubDate>Mon, 29 Aug 2005 21:10:41 GMT</pubDate>
<author>Radar6590</author>
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<title>Re: Discussion Thread: Dev Journal 01 - August 24, 2005</title>
<description>&lt;P&gt;Long Comments II:&amp;nbsp; Guns&lt;/P&gt;
&lt;br&gt; &lt;P&gt;Although the MMOGs we play are not always simulations, part of what makes something “science fiction” and not “fantasy” is a credible (if sometimes tenuously credible) attachment to known reality.&lt;/P&gt;
&lt;br&gt; &lt;P&gt;For instance, the Matrix is based on the premise that the Machines found a ‘unique form of fusion’ using humans to power themselves.&amp;nbsp; Obviously this is not known tech, and based on what we now know it’s a blatant violation of the laws of physics (you never get &amp;gt;100% output from something), but it’s plausible enough that you can suspend disbelief and enjoy the rest of the film.&amp;nbsp; After all we nod and smile at ‘warp speed’ or ‘hyperspace’ in other SF.&lt;/P&gt;
&lt;br&gt; &lt;P&gt;But, within the Matrix, it’s supposed to be 1999.&amp;nbsp; Guns work as they do now.&amp;nbsp; They cause quite a lot of damage to humans; barring body armor a large-caliber pistol or a shotgun is going to take someone out; and a rifle-caliber round usually punches through all but the very latest military body armor.&lt;/P&gt;
&lt;br&gt; &lt;P&gt;This is reflected in the films.&amp;nbsp; The police in the opening sequence of The Matrix, the SWAT team Apoc and Switch fight in the hotel basement after the trap, even Agent Brown is dead from one bullet as long as he can’t “dodge this.”&amp;nbsp; In M:Revolutions Trin is slain by one round; the one that hits.&lt;/P&gt;
&lt;br&gt; &lt;P&gt;The only exception in the films is Neo almost-dodging Agent Brown’s shots on the rooftop in The Matrix.&amp;nbsp; There he sustains two lacerations (“not fast enough”) but they don’t appear to cause him any serious damage.&lt;/P&gt;
&lt;br&gt; &lt;P&gt;On the other hand guns do not carry infinite ammunition.&amp;nbsp; They carry 6, or 15, or 30 rounds, and then you either reload, or throw the gun away.&amp;nbsp; In the films it’s usually the latter; Neo didn’t carry two guns and six clips into the Lobby, but six guns and no extra clips.&amp;nbsp; That’s the ‘canon’ of the Matrix films.&amp;nbsp; Agent Smith says to Neo, “you’re empty.”&amp;nbsp; Neo does not reply, “Tank, load me up another clip!”&lt;/P&gt;
&lt;br&gt; &lt;P&gt;Now I know in RPGs since early D&amp;amp;D characters have had hit points of some sort or another, and an arrow ‘hits’ for 4 points or a sword ‘hits’ for 7 points, and this represents a blow that might have slain a less-skilled persona (like an orc), but we’re talking guns.&amp;nbsp; Fists and feet are great for this chip-away-at-hitpoints method.&amp;nbsp; Guns usually kill, or they miss.&lt;/P&gt;
&lt;br&gt; &lt;P&gt;Guns should do potentially tremendous damage (MMOG-terminology:&amp;nbsp; burst DPS) but should be very limited by their ammunition.&amp;nbsp; If you want a ‘wizard’ analogy EQ-style this is it; lots of boom but when the boom is gone that’s it.&lt;/P&gt;
&lt;br&gt; &lt;P&gt;So, when revamping the Operative tree I’d take the gun abilities in place and exponentially increase their damage.&amp;nbsp; On the other hand I’d &lt;BR&gt;a)&amp;nbsp;make ‘regular’ free-fire automatically degrade a gun by one status level (using ammunition);&lt;BR&gt;b)&amp;nbsp;make special attacks remove the gun entirely from inventory&amp;nbsp;(using all the ammunition)&lt;BR&gt;c)&amp;nbsp;Allow characters (NPC and PC) to carry only one to three gun items at once (depending on type and for game balance)&lt;BR&gt;d)&amp;nbsp;Allow PCs to loot additional guns occasionally from NPCs (e.g. Neo picks up the M-16 from a fallen soldier in the Lobby)&lt;BR&gt;e)&amp;nbsp;Make common guns, and special earned guns, quickly ‘loadable’ for a nominal $i charge as with coded items in the Loading Area (“guns … lots of guns…”).&amp;nbsp; Game balance might determine whether a gun item could be instantiated in the Loading Area a limited or unlimited number of times.&amp;nbsp; &lt;/P&gt;
&lt;br&gt; &lt;P&gt;So, if you’re a Gunman, and you’re out of guns, you need a hardline or a fallen foe to restore your burst DPS.&lt;/P&gt;
&lt;br&gt; &lt;P&gt;On the flip side, there are quite a lot of guns in the Matrix films but the Awakened and combat-trained Machines and Exiles are very very hard to actually hit.&amp;nbsp; Trin runs walls to dodge bullets; Agents just stand in place and move around them; Merv’s vampires aren’t vulnerable to them at all.&lt;/P&gt;
&lt;br&gt; &lt;P&gt;Right now there’s one ‘Hyper-Dodge’ ability which is marginally useful.&amp;nbsp; The exciting gun scenes in the films are great because the redpills and Exiles are jumping off walls, doing impossible dodges, even standing on the ceiling.&amp;nbsp; &lt;/P&gt;
&lt;br&gt; &lt;P&gt;I’d advocate expanding this, so that each discrete branch (MA, gunmen, spies, coder/hackers) has several abilities dedicated to not being shot.&amp;nbsp; &lt;BR&gt;-&amp;nbsp;The first, of least defensive power, might be a permanent buff as with Empty Mind; the only real cost is the space to load it&lt;BR&gt;-&amp;nbsp;The second, more powerful, might be a (relatively expensive) IS-per-tick cost as with the present Hyper-Dodge; this should come with an animation (preferably the ‘agent-dodging’ animation).&lt;BR&gt;-&amp;nbsp;The third should be a short-term buff, just a few seconds as with Improve Damage, which dramatically increases the ability to not be hit, but requires significant IS, the loading space to use it, and correct tactics to use it at the right time; it should have a refresh timer so as to prevent players from being invulnerable to gunfire.&amp;nbsp; These definitely need animations.&amp;nbsp; Spies should roll out, or use a flash device to evade.&amp;nbsp; MA characters can jump off walls.&amp;nbsp; Hackers/Coders could displace themselves, or create doubles of themselves (and the animation could show the double being hit).&lt;BR&gt;-&amp;nbsp;There might be postulated a fourth such ability which simply stops bullets as The One did, but at the present this isn’t a player ability in my opinion.&lt;/P&gt;
&lt;br&gt; &lt;P&gt;Lastly, the range of guns really ought to be increased somewhat (particularly rifles/sniper rifles), BUT when someone is disarmed, the gun’s gone for good.&amp;nbsp; Draw a backup or resort to hand-to-hand.&lt;/P&gt;
&lt;br&gt; &lt;P&gt;The upshot of this suggestion is:&lt;BR&gt;-&amp;nbsp;Gunmen are not merely Operatives in free-fire mode, since everyone’s in free-fire mode now;&lt;BR&gt;-&amp;nbsp;Guns are deadly, if they hit&lt;BR&gt;-&amp;nbsp;Guns run out of uses quickly, and are replenished sparingly or at hardlines&lt;BR&gt;-&amp;nbsp;Tactical PvE and PvP choices need to be made about when to use guns, and when to use evasive abilities.&amp;nbsp; Choose wrong and get a lead enema.&lt;/P&gt;
&lt;br&gt; &lt;P&gt;Oop, forgot to write about the other distance weapon, knives.&amp;nbsp; I’d think the same evasive abilities apply to knives as to guns; knife-throwers ought not to be limited by ammunition (throwing knives are small); knives shouldn’t do as much damage as guns, but they have the advantage of surprise (it’s more likely that you’ll catch the target not using all his dodge abilities, since you’re stealthed); and knives ought to carry the special effects (stunned/rooted/bleeding) as they presently do in the ability tree.&lt;/P&gt;
&lt;br&gt; &lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;br&gt; &lt;P&gt;Next up in my craziness:&amp;nbsp; Hackers and Coders.&amp;nbsp; Hopefully this piece will tie my whole thought process together as a system that&apos;s based primarily in the Matrix canon but also workable within MMOG methods.&lt;/P&gt;
&lt;br&gt; &lt;P&gt;&amp;nbsp;&lt;/P&gt;</description>
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<pubDate>Tue, 30 Aug 2005 09:40:12 GMT</pubDate>
<author>Prisoner</author>
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<title>Re: Discussion Thread: Dev Journal 01 - August 24, 2005</title>
<description>&lt;DIV&gt;&lt;/DIV&gt;Prisoner, those are all great ideas, but you also must think of all the work it would take to make those things happen. They would need a tremendously large patch just for the animations alone. They would have to remake the trees, and Change all the code, which, to the average consumer sounds easy enough due to the product they see, but to the programmer, could make a very difficult situation. Theyd need to render new animations, and impliment those in the game as well. Even IF they considered these ideas, they would not come into effect for a year at least, maybe more. I would have to agree with you on the points themselves, but the difficulty level to do all those things would be to great to just &quot;patch &apos;em up&quot;. :smileyindifferent:</description>
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<pubDate>Tue, 30 Aug 2005 11:25:16 GMT</pubDate>
<author>Radar6590</author>
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<title>Re: Discussion Thread: Dev Journal 01 - August 24, 2005</title>
<description>&lt;DIV&gt;&lt;/DIV&gt;
&lt;br&gt; &lt;DIV&gt;I agree.&amp;nbsp; However IF as I remember the whole Operative tree is being re-looked at, including the whole idea of Interlock, we&apos;re already talking about tearing the game apart and putting it back together.&amp;nbsp; Maybe I misread the article on DN1, which I don&apos;t have access to at the moment, but it certainly looked like the scope was large enough to encompass these sort of thoughts.&lt;/DIV&gt;
&lt;br&gt; &lt;DIV&gt;&amp;nbsp;&lt;/DIV&gt;
&lt;br&gt; &lt;DIV&gt;If not, then&amp;nbsp;I enjoyed writing them anyway. &lt;img src=&quot;/mxo/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif&quot; border=&quot;0&quot; alt=&quot;SMILEY&quot; /&gt;&lt;/DIV&gt;</description>
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<pubDate>Tue, 30 Aug 2005 11:52:49 GMT</pubDate>
<author>Prisoner</author>
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<title>Re: Discussion Thread: Dev Journal 01 - August 24, 2005</title>
<description>&lt;DIV&gt;&lt;/DIV&gt;True, they do seem to be tearing the game apart. And SOE IS a big company &lt;img src=&quot;/mxo/images/smilies/8a80c6485cd926be453217d59a84a888.gif&quot; border=&quot;0&quot; alt=&quot;SMILEY&quot; /&gt; lol. They should seriously consider your ideas, as they are good ones, even if it takes a long time to do.</description>
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<pubDate>Tue, 30 Aug 2005 12:45:43 GMT</pubDate>
<author>Radar6590</author>
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<title>Re: Discussion Thread: Dev Journal 01 - August 24, 2005</title>
<description>&lt;DIV&gt;&lt;/DIV&gt;
&lt;br&gt; &lt;DIV&gt;The prob with the reloading is two fold, space and time.&amp;nbsp; Space, I don&apos;t have enough of it in my inv as it is, I can&apos;t fill it up even more with numerous guns.&amp;nbsp; Time, I&apos;m not going to stop half way through a mission to run to a HL and download another 30 rounds that will prob last me 2 attacks.&amp;nbsp; Maybe if we could code clips and have them in our inv, they could be stacks of 20 like everything else.&lt;/DIV&gt;</description>
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<pubDate>Tue, 30 Aug 2005 12:53:17 GMT</pubDate>
<author>Warwraith</author>
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<title>Re: Discussion Thread: Dev Journal 01 - August 24, 2005</title>
<description>&lt;BR&gt;
&lt;br&gt; &lt;BLOCKQUOTE&gt;
&lt;br&gt; &lt;HR&gt;
&lt;br&gt; Warwraith wrote:&lt;BR&gt;
&lt;br&gt; &lt;DIV&gt;&lt;/DIV&gt;
&lt;br&gt; &lt;DIV&gt;The prob with the reloading is two fold, space and time.&amp;nbsp; Space, I don&apos;t have enough of it in my inv as it is, I can&apos;t fill it up even more with numerous guns.&amp;nbsp; Time, I&apos;m not going to stop half way through a mission to run to a HL and download another 30 rounds that will prob last me 2 attacks.&amp;nbsp; Maybe if we could code clips and have them in our inv, they could be stacks of 20 like everything else.&lt;/DIV&gt;&lt;BR&gt;
&lt;br&gt; &lt;HR&gt;
&lt;br&gt; &lt;/BLOCKQUOTE&gt;
&lt;br&gt; &lt;P&gt;&lt;BR&gt;That&apos;s my point exactly!&amp;nbsp; Guns are, in the real world, much more effective than fists, and also in the Matrix films; but in neither real life nor the films do people carry around 18 guns and 36 magazines.&amp;nbsp; They use their guns until they have no ammo, then resort to other means, including getting more guns from their enemies.&lt;/P&gt;
&lt;br&gt; &lt;P&gt;If gunfire is increased in effectiveness to a realistic power, you shouldn&apos;t expect to be able to shoot indefinitely.&lt;/P&gt;
&lt;br&gt; &lt;P&gt;You have a point, though.&amp;nbsp; Maybe many players would be upset to only use their favored attacks part of the time, so from a &apos;player desire&apos; standpoint maybe more people feel as you do, and well hey, I do want the subscriber base to increase.&lt;/P&gt;
&lt;br&gt; &lt;P&gt;I just have in mind a system where gunfire is powerful but limited in use, after which gunmen, who are still Operatives, resort effectively to unarmed combat until they can find another firearm.&lt;/P&gt;
&lt;br&gt; &lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;br&gt; &lt;DIV&gt;&lt;/DIV&gt;</description>
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<pubDate>Tue, 30 Aug 2005 14:54:07 GMT</pubDate>
<author>Prisoner</author>
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<title>Re: Discussion Thread: Dev Journal 01 - August 24, 2005</title>
<description>&lt;DIV&gt;&lt;/DIV&gt;
&lt;br&gt; &lt;DIV&gt;Good idea prisoner.&amp;nbsp; Basically take the gunman tree and make it nearly as powerful (&quot;&lt;EM&gt;nearly&quot;&lt;/EM&gt; because of their combat toughness) as the hacker tree, with a 1,000 dmg ability.&amp;nbsp; Then implement the ZOC idea to decrease a hacker&apos;s ability to escape close combat.&amp;nbsp; &lt;U&gt;If operative became THE ability tree to use... I don&apos;t think MxO would hear a lot of complaining.&lt;/U&gt;&amp;nbsp; Hacker&apos;s should not be as powerful as mages in other MMOGs.&amp;nbsp; This is a movie-game... not just another game.&lt;/DIV&gt;
&lt;br&gt; &lt;DIV&gt;&amp;nbsp;&lt;/DIV&gt;
&lt;br&gt; &lt;DIV&gt;&lt;STRONG&gt;RE ZOCs:&lt;/STRONG&gt;&lt;/DIV&gt;
&lt;br&gt; &lt;DIV&gt;At first I was picturing evade bubbles as ZOCs... but then I realized the ZOC bubbles would purposely have a 3/4 second, or longer,&amp;nbsp;delay in keeping with the player.&amp;nbsp; Then&amp;nbsp;the system would make sense having player A at a disadvantage because he entered into player B&apos;s&amp;nbsp;ZOC; A wouldn&apos;t have his own ZOC helping him against B.&amp;nbsp; =)&amp;nbsp; And two players running by each other would negate the ZOC defenses since neither one was stationary or walking.&lt;/DIV&gt;&lt;p&gt;Message Edited by Cognoscente on &lt;span class=date_text&gt;08-31-2005&lt;/span&gt; &lt;span class=time_text&gt;09:47 PM&lt;/span&gt;</description>
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<pubDate>Wed, 31 Aug 2005 17:46:28 GMT</pubDate>
<author>Cognoscente</author>
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<title>Re: Discussion Thread: Dev Journal 01 - August 24, 2005</title>
<description>&lt;DIV&gt;I really love all of your ideas, Prisoner, but I had a slightly different idea. Instead of just a ZOC around a player, It&apos;s more like a ZOI (Zone of Interlock). If a player strays into the ZOI, They are automatically considered to be in interlock with the player that owns the zone. Inside interlock, players can move in a limited way. They can move side to side using the run left/right buttons we already have, causing them to strafe around the other player, and they can move back causing them to disengage from Interlock.&lt;/DIV&gt;
&lt;br&gt; &lt;DIV&gt;&amp;nbsp;&lt;/DIV&gt;
&lt;br&gt; &lt;DIV&gt;It would require a great deal more animation to do this, as players that are landing a hit against a player that is trying to move backwards out of interlock would become a jumping punch or a flying punch towards them to land. There would now be no need for force combat, resist combat, or any of those things, as players in a certain ranmge are considered to be in close combat, and are able to leave it whenever they wish. Martial artists are just as able to pursue the player and keep them in. Fights can spontaneously break out between one player and four opponents, with different animations depending on the number of opponents, and also allowing for more opponents to join in the fight on either side, allowing for massive brawl type situations which fit very well with team dueling.&lt;/DIV&gt;
&lt;br&gt; &lt;DIV&gt;&amp;nbsp;&lt;/DIV&gt;
&lt;br&gt; &lt;DIV&gt;Something else I wanted to touch on with the Interlock is when they say that Interlock is going to go much faster. I believe that is a good thing, as in real life, when you are fighting someone and you land a punch, are you going to stand there and wait for them to get back into a fighting stance before hitting them again? No. You&apos;re going to hit them again. See, most of my problems with the Interlock system at the moment have to do with the fact that there aren&apos;t enough animations for all of the different situations. Say I hit a guy and he staggers a bit from the hit. Why would I wait for him to stand back up before attacking? He&apos;s vulnerable. I would attack him while he&apos;s staggering for a second trying to find his footing. There could be an animation for me hitting him, and for him recovering his balance first and countering if he wins the roll. There can be animations for trying to kick someone while they&apos;re down, while they are staggered or stunned, while they are trying to aim a gun at me, etc. etc. The period between attacks needs to be cut out so that the sequences flow into each other.&lt;/DIV&gt;
&lt;br&gt; &lt;DIV&gt;&amp;nbsp;&lt;/DIV&gt;
&lt;br&gt; &lt;DIV&gt;The possiblities are even greater against more than one opponent. You could have a player dodge one opponent&apos;s attack, and then land a kick to the other square in the jaw. That opponent could then pull a gun out of a holster, only to have the player gram that arm and toss him into the other opponent.&lt;/DIV&gt;
&lt;br&gt; &lt;DIV&gt;&amp;nbsp;&lt;/DIV&gt;
&lt;br&gt; &lt;DIV&gt;With the large amounts of animations I&apos;m proposing for various situations, and there could even be multiple variations on the same animation, the result is that you will never have a fight that is the same, or at least if you do, it will be at time intervals great enough that you likely wouldn&apos;t remember it. Every fight is new and interesting and the player never gets bored. Even if no new content is added (which I desperately hope there is), players wouldn&apos;t find the grind of missions to be so boring since they will almost always see something new.&lt;/DIV&gt;
&lt;br&gt; &lt;DIV&gt;&amp;nbsp;&lt;/DIV&gt;
&lt;br&gt; &lt;DIV&gt;But regardless of what happens or whether its even possible to implement something like this, I know that what the game doesn&apos;t need is to get rid of multiperson interlock. What it needs is a way for players to do more than just block the other opponents. Maybe a way of changing opponents on the fly like a hot key. As each opponent enters interlock, they are assigned a hotkey. You hit that hotkey, and your main target changes to that opponent. You can then change you attacks or use special attacks. The other opponents&apos; attacks will be remembered so when their rolls come up, you&apos;ll automatically use the attack you chose last, as it&apos;s done with the current one on one system.&lt;/DIV&gt;
&lt;br&gt; &lt;DIV&gt;&amp;nbsp;&lt;/DIV&gt;
&lt;br&gt; &lt;DIV&gt;As far as the other changes in the game go, the Pandora&apos;s box seems great, but there are some issues I have with Spy tree. The main problem is that when you are invisible or disguised, you are still visible to other players as what you actually are: a player. When you are invisible, you are the only one who should be able to see you. When you are disguised, you should appear to other players to be an NPC (or another player if it was possible to disguise ourselves as other). Everything should be copied, including name when we are targetted, profile, etc. When I click on myself wearing a Blood Drunk disguise, I should see &quot;You target Blood Drunk&quot; and not &quot;You target Xytheril, the level 28 Error.&quot;&lt;/DIV&gt;
&lt;br&gt; &lt;DIV&gt;&amp;nbsp;&lt;/DIV&gt;
&lt;br&gt; &lt;DIV&gt;If it were up to me, I would get rid of hackers completely, but since it isn&apos;t, I think the length for a stun attack should be the the exact length it takes for them to use one of their hacks. Like a &quot;You get one free shot, but after that, you&apos;d better hope they aren&apos;t within running distance so you can stun them again.&quot; Hackers should be support characters, not uber powerful destroyers-of-all-they-see.&lt;/DIV&gt;</description>
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<pubDate>Wed, 31 Aug 2005 19:42:29 GMT</pubDate>
<author>NeoXytheril</author>
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<item>
<title>Re: Discussion Thread: Dev Journal 01 - August 24, 2005</title>
<description>&lt;P&gt;Long Comments III:&amp;nbsp; Hackers&lt;/P&gt;
&lt;br&gt; &lt;P&gt;Personally, I never understood the inclusion of the Hacker and Coder branches into the ability tree.&amp;nbsp; I always saw it as a concession to the traditional fantasy-based RPG roles, and to the ‘tradeskilling’ MMOG player contingent.&amp;nbsp; As such, I think they were a decision made in weakness, in not really trusting that the Matrix mythos was a sufficient background for a MMOG.&lt;/P&gt;
&lt;br&gt; &lt;P&gt;I feel even more strongly about this as Hackers have proven to be the dominant ability tree both in PvE and PvP settings in MxO.&lt;/P&gt;
&lt;br&gt; &lt;P&gt;But they’re here, so let’s take a look at the films and see where actions we might call hacking and coding occur.&lt;/P&gt;
&lt;br&gt; &lt;P&gt;The Matrix:&lt;BR&gt;-&amp;nbsp;Trinity is in-Matrix to watch Neo through her laptop.&amp;nbsp; Apparently this is something that can’t be done from the Operator’s chair.&amp;nbsp; It also requires the use of an in-Matrix computer.&lt;BR&gt;-&amp;nbsp;The Agents use a trace program to find Trinity.&lt;BR&gt;-&amp;nbsp;Trinity is obviously back in-Matrix controlling Neo’s PC&lt;BR&gt;-&amp;nbsp;The Agents use a bug to trace Neo’s location.&lt;BR&gt;-&amp;nbsp;Trin, Apoc, Switch use a debugging tool to remove the bug.&lt;BR&gt;-&amp;nbsp;The red and blue pills are obvious examples of code hacks; one initiates a carrier drop for the target so that the Machines disconnect Neo and so that the Neb can trace his location to pick him up; the other is a memory wipe tool.&lt;BR&gt;-&amp;nbsp;Operators put *whatever* they like into Constructs.&amp;nbsp; Dojos, jump simulations, guns, even women in red dresses.&amp;nbsp; These items can translate into the Matrix carried by redpills.&amp;nbsp; Items (e.g., bullets) are not created out of thin air inside the Matrix.&lt;BR&gt;-&amp;nbsp;The Oracle bakes cookies of indeterminate effect (that could be a thread of its own).&amp;nbsp; Code can be embedded into things created through the normal process of the Matrix.&lt;BR&gt;-&amp;nbsp;Trinity brings Neo back to life with a kiss; is this due to her, to him, to his destiny as seen by the Oracle, or did the Oracle have a more direct role in this?&lt;BR&gt;-&amp;nbsp;The One possesses unique abilities to alter time and other physical elements of the Matrix.&amp;nbsp; As we’ll see later, even so there are limits.&lt;BR&gt;-&amp;nbsp;The One directly hacks, and apparently destroys, Agent Smith.&lt;BR&gt;-&amp;nbsp;The One can stop trace programs.&lt;/P&gt;
&lt;br&gt; &lt;P&gt;Matrix: Reloaded&lt;BR&gt;-&amp;nbsp;Pocket spaces outside the Matrix exist and can be manipulated.&lt;BR&gt;-&amp;nbsp;The Oracle dispenses more code-pills&lt;BR&gt;-&amp;nbsp;Merv also demonstrates the ability to create code-food, although he uses his for … less altruistic purposes.&lt;BR&gt;-&amp;nbsp;The unplugged Agent Smith can hack anyone in the Matrix and duplicate his personality into them.&amp;nbsp; Neo possesses the unique power to stop this process.&lt;BR&gt;-&amp;nbsp;Embedded in Bane, Agent Smith can operate in the “real world.”&lt;BR&gt;-&amp;nbsp;The power of even the One is limited; bullets can be stopped but a sword at full swing cannot be fully checked.&lt;BR&gt;-&amp;nbsp;Certain Exiles (e.g., the Keymaker) can create items pertaining to their purpose on the fly.&lt;BR&gt;-&amp;nbsp;The One possesses healing power.&lt;BR&gt;-&amp;nbsp;The One exerts power over the “real world” as well as in the Matrix.&lt;/P&gt;
&lt;br&gt; &lt;P&gt;Matrix:&amp;nbsp; Revolutions&lt;BR&gt;-&amp;nbsp;Other pocket spaces exist, including pathways between the Machine code-world and the Matrix.&amp;nbsp; The One has no power in at least one of these.&lt;BR&gt;-&amp;nbsp;Certain artifacts may exist; both Merv and Agent Smith desire the Oracle’s Eyes.&lt;BR&gt;-&amp;nbsp;The Oracle again offers code-pills.&lt;/P&gt;
&lt;br&gt; &lt;P&gt;More telling than this list (and I’m sure I’ve left off some things) is what’s not on it.&amp;nbsp; Except for the very unique Neo/Smith power to invade and destroy a target, nobody inflicts ‘direct damage’ through Matrix power.&lt;BR&gt;&amp;nbsp;&lt;BR&gt;There also exists no fantasy-cleric like healing, except for the unique power of the One; and it only applies with the unique bond between Neo and Trin.&lt;/P&gt;
&lt;br&gt; &lt;P&gt;What power there is is manifested through the RSI and is reflected in powers to move, to block or dodge, to punch, to shoot.&amp;nbsp; That’s what I’d like to see Hackers evolve into.&amp;nbsp; Not fantasy wizards who directly ‘zap’ targets, but operatives who have an understanding of the Matrix that allows them to help their allies become more powerful, or lessen the abilities of their opponents.&amp;nbsp; If a MMOG analogy exists, think of EQ shamans, who haste or slow, buff and debuff.&amp;nbsp; Many more possibilities exist with a more free-fire melee system than with the present zero-sum system, so not everything has to be + or – CT or a stun.&lt;/P&gt;
&lt;br&gt; &lt;P&gt;If there’s another aspect of hacking, it involves manipulating in-Matrix items, bugs, computers, and relatively mundane things like keys to accomplish tasks.&amp;nbsp; As presently situated MxO has almost zero role for this sort of thing.&amp;nbsp; But since the city zones are being looked at, maybe something can be done here.&amp;nbsp;&amp;nbsp; Not every mission necessarily has to mean punch-and-blast past everything; although as with the early release days, care has to be taken to prevent an easy shortcut from being the path of least resistance.&lt;/P&gt;
&lt;br&gt; &lt;P&gt;I’m personally hoping that the Mission system evolves so that Team missions will be the sort of thing where multiple, differing resources are required, rather than at present being the same mission a single Operative might receive.&amp;nbsp; That’s a long-term goal, though.&lt;/P&gt;
&lt;br&gt; &lt;P&gt;The animations associated with the Hackers also need serious looking at in any revamp.&amp;nbsp; The waving hands about routine moving blocks is only used by Zion controllers, who are manipulating an interface for doors and for auto-defenses.&lt;/P&gt;
&lt;br&gt; &lt;P&gt;It’d be much more in-genre for manipulators of the Matrix to use a martial-arts motif.&amp;nbsp; Since there are plenty of fighting animations from the external arts for the MA types, consider borrowing some chi-gung techniques!&amp;nbsp; Think of Johnny Mnemnonic (the movie), trying to focus to get his mind under control in the hotel bathroom.&lt;/P&gt;
&lt;br&gt; &lt;P&gt;There’s plenty of coding.&amp;nbsp; A pill, a cookie, a piece of cake, each have effects on people in the Matrix, with widely differing effects.&amp;nbsp; Abilities are quite obviously loaded and unloaded by Operators.&amp;nbsp; Guns and “anything we need” is created in the Loading Area.&lt;/P&gt;
&lt;br&gt; &lt;P&gt;These disposable items (and in part II, I advocated making guns essentially disposable items in line with how they’re treated in the movies) are great for balance.&amp;nbsp; They provide a market for tradeskillers, they’re easily balanced, removed, revamped, improved and (eek) nerfed as needed.&lt;/P&gt;
&lt;br&gt; &lt;P&gt;One of the things about the Matrix is the unique clothing style of the various redpills and Exiles.&amp;nbsp; I strongly advocate dissociating the enhancement of clothing from the appearance of that clothing.&amp;nbsp; A + to MCT may only appear on pants, but it should be embeddable in anything from red cowboy pants to generic black slacks.&amp;nbsp; This is something already known by the design team, so no more on that subject.&lt;/P&gt;
&lt;br&gt; &lt;P&gt;In my opinions, permanent items ought to be rare.&amp;nbsp; The Matrix films are not about how Neo finds the magic sword which allows him to save humanity; it’s about how he himself has this ability.&amp;nbsp; This is in stark contrast with most fantasy RPGs where a dread or mighty item rules the fate of nations.&amp;nbsp; It also differs from most MMOGs where aside from one’s personal power (level, stats, etc) the goal of the game is to find and accumulate the best swords and armor, or wands and robes.&lt;/P&gt;
&lt;br&gt; &lt;P&gt;I can’t think of a better scene to demonstrate this point than Neo’s fight against the many Exiles in Merv’s chateau.&amp;nbsp; It really doesn’t matter to Neo, or to the exiles, whether they’re holding a sword, a spear, an enormous mace, a pair of sai or just sticks.&amp;nbsp; When Neo holds sticks he does Kali-style actions; when he has a sword he hacks and stabs.&amp;nbsp; He isn’t concerned about finding the best weapon in the chateau.&amp;nbsp; When one is no longer useful, he takes another; and when he’s finished he takes none of them with him.&lt;/P&gt;
&lt;br&gt; &lt;P&gt;This one’s by far the longest rant of my three, but I think it’s the most important.&amp;nbsp; Apart from the game balance troubles, the Hacker/Coder tree is the one most out of line with the Matrix films and supporting elements (Animatrix, ETM, comics, etc).&lt;/P&gt;
&lt;br&gt; &lt;P&gt;I don’t think these three articles are the only way of doing things, nor are they all-encompassing; but I think they present a schema that fits within the Matrix mythos and hopefully will provoke some thoughts in the Seattle studio so that sooner rather than later MxO will not only be fully immersive for players but fun, balanced, popular and of course profitable.&amp;nbsp; &lt;img src=&quot;/mxo/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif&quot; border=&quot;0&quot; alt=&quot;SMILEY&quot; /&gt;&lt;BR&gt;&lt;/P&gt;</description>
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<pubDate>Thu, 1 Sep 2005 11:45:19 GMT</pubDate>
<author>Prisoner</author>
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<title>Re: Discussion Thread: Dev Journal 01 - August 24, 2005</title>
<description>I think that this free-fire melee will open the doors to new weapons like the swords that everyone wants. But I don&apos;t think that its necessasarily a good thing. I like the interlock system as it is now maybe they could expand it out to make it a multi-lock system like maybe&amp;nbsp;3 or&amp;nbsp;4&amp;nbsp;ppl fighting that would be fine with me. I agree with some of the others on the board as far as I dont want another MMO style of fighting or I would be playing another MMO.
&lt;br&gt; &lt;DIV&gt;&lt;/DIV&gt;</description>
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<pubDate>Thu, 1 Sep 2005 12:23:27 GMT</pubDate>
<author>esac</author>
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<title>Re: Discussion Thread: Dev Journal 01 - August 24, 2005</title>
<description>&lt;P&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp; Prisoner, I couldnt agree with you more. The hacker tree as it stands now is so Un-Matrix, that its gotten to the point where i have to literally ignore it mentally. I cannot find a single justifiable reason for its placement in the game. Its distracting, stupid looking, way overpowered, and has no precedence whatsoever in the films.&lt;/P&gt;
&lt;br&gt; &lt;P&gt;&amp;nbsp; I was just having this conversation with my faction mates earlier, as I have soloed to level 30, and they were asking me why i went through all the effort of putting in so much work all by myself. (And yes, I have been here since beta)&amp;nbsp;The reason is that every time I see an avatar waving his hands rediculously and then shooting lightening at a player/mob, it makes me want to throw up/start a drug habit...and I would rather play all by myself and try and immerse myself in the game environment I originally, and with every bit of logical expectation, expected.&lt;/P&gt;
&lt;br&gt; &lt;P&gt;&amp;nbsp;&amp;nbsp; And yes, maybe thats pathetic, maybe I should just quit playing and move on to another game, but guess what? Im playing this game because its&amp;nbsp;based&amp;nbsp;on certain consistencies between what I saw and loved in the movies. I am more than able to ignore that aspect of the game should i need to and mean no disrespect to any one of any kind. Once again my apologies for any offense this may be causing.&lt;/P&gt;
&lt;br&gt; &lt;P&gt;&amp;nbsp;I am also a former SWG player, and Jedi, and can appreciate the well they are here now so theres nothing we can do about it argument. However, even though its the wrong timeline, there are still Jedi in the SW universe, and they do use lightsabers and wield the force, so there is a degree of consistency there.&lt;/P&gt;
&lt;br&gt; &lt;P&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp; I am sure that this opinion is going to get flames. But the hacker tree as it stands now needs a complete 100% revamp. I know that there are many players who have dedicated large amounts of time and effort into creating characters based around these skill sets, but frankly, and I am so very sorry, This game is supposed to be set in the Matrix. Why is it that we have players running around with Gaundalf like ablities causing direct damage at range without weapons. Not even Neo does this. Prove me wrong. Oh wait, he does it once that I can think of, to sentinels outside The Matrix, and then promptly falls unconcious.&lt;/P&gt;
&lt;br&gt; &lt;P&gt;&amp;nbsp;&amp;nbsp; I am not saying that there shouldnt be a hacker tree.&amp;nbsp;But&amp;nbsp;Prisoner has already discussed the reasons for serious &amp;nbsp;rethinking of this skill set, and I wont bother repeating more than I already have. Players would be more than able to switch thier skill sets to something else, and compensation should definately be dispensed.....but the Hacker tree is an immersion breaking&amp;nbsp;problem, and that frankly, is unacceptable.&amp;nbsp; &lt;/P&gt;
&lt;br&gt; &lt;DIV&gt;&lt;/DIV&gt;</description>
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<pubDate>Sun, 4 Sep 2005 13:11:23 GMT</pubDate>
<author>Paragonith</author>
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<title>Re: Discussion Thread: Dev Journal 01 - August 24, 2005</title>
<description>&lt;P&gt;Overall though, I am very very excited about the changes mentioned here, and although Im wearing a little bit of skepticism regarding thier implementation, I cant wait to see what we have coming.&lt;/P&gt;
&lt;br&gt; &lt;P&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp; Sorry for any spelling errors, bad sentence structure, or shocked eyebalss my comments have caused. &lt;/P&gt;
&lt;br&gt; &lt;P&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; Mord&lt;/P&gt;
&lt;br&gt; &lt;DIV&gt;&lt;/DIV&gt;</description>
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<pubDate>Sun, 4 Sep 2005 13:13:13 GMT</pubDate>
<author>Paragonith</author>
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<title>Re: Discussion Thread: Dev Journal 01 - August 24, 2005</title>
<description>i play swg at the moment as well as this right now in mxo the combat really does need to be changed cuz the interlock system now sucks who in their right mind would wait to attack someone who is dazed or staggered.&amp;nbsp; Hopefully they make this game more like the movies.
&lt;br&gt; &lt;DIV&gt;&lt;/DIV&gt;</description>
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<pubDate>Tue, 20 Sep 2005 10:08:23 GMT</pubDate>
<author>jacob_mw</author>
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<title>Walrus, an update please.</title>
<description>&lt;DIV&gt;Can we have an update on this????&lt;/DIV&gt;</description>
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<pubDate>Wed, 21 Sep 2005 22:23:48 GMT</pubDate>
<author>RainKingX</author>
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<title>Re: Walrus, an update please.</title>
<description>&lt;DIV&gt;yeah I must agree there needs to be an update on this as we have pandoras box and the pill I just want to see this list thined out if anything seeing as we have seen a few of these improvements now.&lt;/DIV&gt;</description>
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<pubDate>Tue, 4 Oct 2005 15:50:04 GMT</pubDate>
<author>Anarcist</author>
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<title>Re: Discussion Thread: Dev Journal 01 - August 24, 2005</title>
<description>And I&apos;m still disappointed that bug fixes are still not a priority. How bad does it have to get?&lt;br&gt;
&lt;br&gt; &lt;div&gt;&lt;/div&gt;</description>
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<pubDate>Fri, 7 Oct 2005 17:17:10 GMT</pubDate>
<author>PhaseMod</author>
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<title>Re: Discussion Thread: Dev Journal 01 - August 24, 2005</title>
<description>i don&apos;t think hackers are impossible or wierd in the world of the
&lt;br&gt; matrix. true, they didn&apos;t exisist in the movies, but that isn&apos;t the
&lt;br&gt; biggest problem. i think that if you take a world which is a
&lt;br&gt; simulation, it is entirely possible to damage the simulated people
&lt;br&gt; inside it by adding lines of code. in the movies this didn&apos;t happen,
&lt;br&gt; but i guess all factions have been clever and gained enough insight in
&lt;br&gt; the code of the matrix, so they found different ways to manipulate it.
&lt;br&gt; see it as a way of evolving. you will find more and more ways to use
&lt;br&gt; and manipulate the matrix to do what you want. &lt;br&gt;
&lt;br&gt; &lt;br&gt;
&lt;br&gt; about the animations: in most concept art of hackers you see them with
&lt;br&gt; some sort of keyboard on their arm, and part of the animation looks
&lt;br&gt; like typing in the air, but with extremely dramatic arm movements added
&lt;br&gt; to it. &lt;br&gt;
&lt;br&gt; &lt;div&gt;&lt;/div&gt;</description>
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<pubDate>Sat, 8 Oct 2005 10:29:46 GMT</pubDate>
<author>Anmaja</author>
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<title>Re: Discussion Thread: Dev Journal 01 - August 24, 2005</title>
<description>&lt;P&gt;I dont know about the ol melee free fire thing(which but the way is what a range toon roll is),&amp;nbsp;&amp;nbsp;the changes to interlock interms of speed may be welcome but it wont be long till there are long drawn out battles again(which I kind of like)....multi interlock yes would be fine but a nightmare to code for proper dps....I understand a solo player may have trouble taking on 2 to 3 people wilst interlock with someone else but in those instance you should have very slim odds to come out on top...&lt;/P&gt;
&lt;br&gt; &lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;br&gt; &lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;br&gt; &lt;P&gt;The interlock I like I love the viceral feel of hitting and the the graphics in it are top rate IMO...I played SWG as a melee toon and not ONCE EVAR before CU or AFTER CU did I go Whoa....on the graphics wilst fighting...I still find my self doing so after playing beta for 5 monthes and then coming back this month&lt;/P&gt;
&lt;br&gt; &lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;br&gt; &lt;DIV&gt;&lt;/DIV&gt;</description>
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<pubDate>Thu, 20 Oct 2005 14:42:02 GMT</pubDate>
<author>verbal</author>
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