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<title>Latest posts for the topic &quot;Developer Journal 03 - Part One (Archon) - 12/07/2005 Discussion Thread&quot;</title>
<ttl>10</ttl>
<link>http://forums.station.sony.com/mxo/</link>
<description>Latest messages posted in the topic &quot;Developer Journal 03 - Part One (Archon) - 12/07/2005 Discussion Thread&quot;</description>
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<item>
<title>Re: Developer Journal 03 - Part One (Archon) - 12/07/2005 Discussion Thread</title>
<description>Esky: ...&lt;br&gt;Devs: So, is that good or bad?&lt;br&gt;Esky: ... *falls over dead*&lt;br&gt;&lt;br&gt;I think...&lt;br&gt;&lt;br&gt;Holy crap...&lt;br&gt;&lt;br&gt;Yes, yes...&lt;br&gt;&lt;br&gt;Combat...will be fun...again... &lt;br&gt;&lt;br&gt;Thank you devs, Walrus, SOE, all of you...Thank you...</description>
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<pubDate>Thu, 8 Dec 2005 11:27:13 GMT</pubDate>
<author>{SoG}Esky</author>
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<item>
<title>Re: Developer Journal 03 - Part One (Archon) - 12/07/2005 Discussion Thread</title>
<description>Ok I have a question, if there can be multiple winners per round, and
&lt;br&gt; I&apos;m guessing rounds will still be 5 seconds?&amp;nbsp; Does that mean the
&lt;br&gt; animations won&apos;t line up? Are we doing to lose our old CC animations
&lt;br&gt; and it&apos;ll look more like SWG&apos;s melee animations? That would blow.&lt;br&gt;
&lt;br&gt; &lt;br&gt;
&lt;br&gt; &lt;br&gt;
&lt;br&gt; &lt;div&gt;&lt;/div&gt;</description>
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<pubDate>Thu, 8 Dec 2005 12:36:52 GMT</pubDate>
<author>ChambersOfShaolin</author>
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<item>
<title>Re: Developer Journal 03 - Part One (Archon) - 12/07/2005 Discussion Thread</title>
<description>&lt;DIV&gt;&lt;/DIV&gt;
&lt;br&gt; &lt;DIV&gt;&lt;/DIV&gt;
&lt;br&gt; &lt;P&gt;&lt;FONT face=Garamond size=3&gt;Yeah I agree. One of the coolest things about (well probably the &lt;EM&gt;only &lt;/EM&gt;cool thing) the current combat system is its animations. While it isn&apos;t as Matrix-y as I would want it to be, the current system still is one of the coolest looking I&apos;ve seen in an RPG (FFXI anybody?)&lt;BR&gt;&lt;BR&gt;That two winners per round really caught my attention though. Think about it, two people hitting each other in the same round. Now that is more like the Matrix, or martial arts in general, than anything this current system uses. Just think, two level 50&apos;s square off on a street in down town, they run at each other, interlock, and both throw punches which land, sending both players flying backwards (think super burly brawl). Now that would be an amazing fight in and of itself right there. &lt;BR&gt;&lt;BR&gt;There&apos;s so many new oppurtunities with this revamp, but without the right presentation, all that work will be for naught because it won&apos;t look good. I would love to see the environment and its obstacles being used more for or against combat. This current system, you see so many times characters doing some major clipping through doors, walls, and buildings. With this revamp, if you kick somebody through a door, &lt;STRONG&gt;you kick them through a door&lt;/STRONG&gt;. Basically more environment-specific fights, with all the animations the Matrix would entail, would be the ultimate experience for me and definitely would revive this game. (Would also love to ki-charged foot sweep somebody through a window in say the Government building but that might be pushing it lol) And yes, by being environment-specific I am talking more than just simply jumping off a wall lol Think about the Lobby scene; fights like that should be happening everyday with this new revamp. &lt;BR&gt;&lt;BR&gt;I like the idea of faster combat, as real life combat is both fast and intense, and I think that this is what the devs are doing here. Faster combat equals more realism which equals more fun, and if you set that all within the parameters of the Matrix universe, you have one hell of a good game, as the story is always there thanks to the players. Now, along with the great storyline from all angles, we finally, hopefully, have a combat system that complements the great imagination involved with this universe.&lt;BR&gt;&lt;BR&gt;Here&apos;s to a successful revamp.&lt;BR&gt;&lt;BR&gt;&lt;/FONT&gt;&lt;/P&gt;&lt;p&gt;Message Edited by aiolos on &lt;span class=date_text&gt;12-08-2005&lt;/span&gt; &lt;span class=time_text&gt;04:13 PM&lt;/span&gt;</description>
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<pubDate>Thu, 8 Dec 2005 13:11:12 GMT</pubDate>
<author>aiolos</author>
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<title>Re: Developer Journal 03 - Part One (Archon) - 12/07/2005 Discussion Thread</title>
<description>&lt;P&gt;&amp;nbsp;I don&apos;t think i have been this excited since I last saw a naked woman,&lt;/P&gt;
&lt;br&gt; &lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;br&gt; &lt;P&gt;&amp;nbsp; Or heard a man saying &apos;please remove all metal objects&apos;&lt;/P&gt;
&lt;br&gt; &lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;br&gt; &lt;P&gt;&amp;nbsp; EVERY complaint i have heard often shouted seems to have been dealt with - CONTESTED withdrawls especially.&lt;/P&gt;
&lt;br&gt; &lt;P&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; It is gonna be a whole new game!!!!&amp;nbsp; w00t!&lt;/P&gt;
&lt;br&gt; &lt;DIV&gt;&lt;/DIV&gt;</description>
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<pubDate>Thu, 8 Dec 2005 14:42:58 GMT</pubDate>
<author>Ntrails</author>
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<title>Re: Developer Journal 03 - Part One (Archon) - 12/07/2005 Discussion Thread</title>
<description>&lt;DIV&gt;&lt;/DIV&gt;
&lt;br&gt; &lt;P&gt;From what I just read, this is everything I&apos;d hoped for in the combat revision.&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;</description>
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<pubDate>Thu, 8 Dec 2005 18:11:31 GMT</pubDate>
<author>Prisoner</author>
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<title>Re: Developer Journal 03 - Part One (Archon) - 12/07/2005 Discussion Thread</title>
<description>&lt;i&gt;So... either the cap on clothing will be reduced, or clothing will not give as many attribute points anymore (uhm, bye-bye Troll&apos;s Hide, hello wardrobe variety)... either of which creates conflicting choices and possibly a total buffed clothing rehaul, destruct, re-farm... What not... Heck, I have no idea how they will deal with that aspect, but I know one thing for a fact - it will change somehow. (And though I fear the answer is not nearing in any way, I would still love for Walrus to address this. (doesn&apos;t hurt to ask... usually))&lt;/i&gt;&lt;br&gt;&lt;br&gt;This again raises one problem. We just had a reflow of Richland and Westview and as many know, part of that reflow was the old hideout drops getting changed. But here&apos;s the problem, instead of decreasing the attribute points (levels to which ever stat) several of the new items actually award more.&lt;br&gt;Example: Old Perception shades gave six levels to perception (as well as other buffs not important to this problem) but the new Perception shades give nine levels to perception. An increase of three levels. Now, one would have thought that this reflow had been done with the combat revamp in mind... So, where *do* these items and their level buffs stand? Are we going to see all the new items now grandfathered again to the huge annoyance of the community? Or... what?</description>
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<pubDate>Thu, 8 Dec 2005 19:58:58 GMT</pubDate>
<author>Chuui</author>
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<title>Re: Developer Journal 03 - Part One (Archon) - 12/07/2005 Discussion Thread</title>
<description>But they haven&apos;t reflow&apos;d Downtown yet and that where the Troll&apos;s Hide is, it is the single most likely item to be effected by the changes.&lt;br&gt;&lt;div&gt;&lt;/div&gt;</description>
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<pubDate>Thu, 8 Dec 2005 21:01:15 GMT</pubDate>
<author>ZaneZavin</author>
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<title>Re: Developer Journal 03 - Part One (Archon) - 12/07/2005 Discussion Thread</title>
<description>&lt;i&gt;Troll&apos;s Hide is, it is the single most likely item to be effected by the changes&lt;/i&gt;&lt;br&gt;&lt;br&gt;I beg to differ. It is one of two items that are most likely to be effected =) But that is beside the point. As they haven&apos;t reflowed that district yet, there is no current problem. We already know that the old items (the current version of those drops) will be phased out in the future. The problem here is that they already phased out the old Richland and Westview items, in such a manner that they &quot;vanished&quot; within hours, forcing people to waste hours on end camping those hideouts again. Now only mere weeks later, are the newly obtained items going to die in the same manner? *THAT* is the real problem here. &lt;br&gt;&lt;br&gt;Think about it, you just wasted 2 weeks trying to get drop X1 only to have it phased out (in a matter of hours of use) a day later via update 38, waste three more weeks getting its replacement X2 only to have that phased out in the same manner in update 40. How are you going to feel while trying to get the third replacment X3? Exceedingly annoyed I expect. Perhaps even to the point where you no longer wish to play the game and cancel (worst case scenario). As such, it sounds like a very poor plan to then phase out X2 given its very short time in the game. Still we can speculate about this concern all day and all night, but we won&apos;t get any nearer to an answer unless the devs clear this one up.</description>
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<pubDate>Thu, 8 Dec 2005 23:18:27 GMT</pubDate>
<author>Chuui</author>
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<item>
<title>Re: Developer Journal 03 - Part One (Archon) - 12/07/2005 Discussion Thread</title>
<description>This issue of the Attribute cap brings up a similar issue with regards to the archive drops I suppose with the large attribute increases some of these provide. &lt;img src=&quot;/mxo/images/smilies/9d71f0541cff0a302a0309c5079e8dee.gif&quot; border=&quot;0&quot; alt=&quot;SMILEY&quot; /&gt;&lt;br&gt;&lt;br&gt;Jeffers</description>
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<pubDate>Thu, 8 Dec 2005 23:53:09 GMT</pubDate>
<author>jeffers</author>
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<item>
<title>Re: Developer Journal 03 - Part One (Archon) - 12/07/2005 Discussion Thread</title>
<description>&lt;span&gt;&lt;br&gt;&lt;blockquote&gt;&lt;hr&gt;Raineo wrote:&lt;br&gt;&lt;div&gt;&lt;/div&gt; &lt;div&gt;&lt;/div&gt;&lt;div&gt;So...
&lt;br&gt; either the cap on clothing will be reduced, or clothing will not give
&lt;br&gt; as many attribute points anymore (uhm, bye-bye Troll&apos;s Hide, hello
&lt;br&gt; wardrobe variety)... either of which creates conflicting choices and
&lt;br&gt; possibly a total buffed clothing rehaul, destruct, re-farm... What
&lt;br&gt; not... Heck, I have no idea how they will deal with that aspect, but I
&lt;br&gt; know one thing for a fact - &lt;strong&gt;it will change somehow. &lt;/strong&gt;(And
&lt;br&gt; though I fear the answer is not nearing in any way, I would still love
&lt;br&gt; for Walrus to address this. (doesn&apos;t hurt to ask... usually))&lt;/div&gt;&lt;br&gt;
&lt;br&gt; &lt;hr&gt;&lt;/blockquote&gt;&lt;br&gt;
&lt;br&gt; I would love nothing more than all attribute-buffing clothing to have
&lt;br&gt; those buffs stripped off them. It&apos; goes some way towards the Matrix
&lt;br&gt; that we SHOULD be in - i.e. clothing is for style, not combat.&lt;br&gt;&lt;/span&gt;&lt;div&gt;&lt;/div&gt;</description>
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<pubDate>Fri, 9 Dec 2005 01:33:47 GMT</pubDate>
<author>[CoZ]LostProphet</author>
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<title>Re: Developer Journal 03 - Part One (Archon) - 12/07/2005 Discussion Thread</title>
<description>&lt;span&gt;&lt;blockquote&gt;&lt;hr&gt;davemusic wrote:&lt;br&gt;16.000 animations sounds too much for ranged and melee Interlock moves only.&lt;br&gt;Are there new animations for hackers? &lt;br&gt;Maybe a speedattack of an hacker no more looks like a selfdefense punch but more like a small hack?&lt;br&gt;hm....&lt;br&gt;&lt;br&gt;dave&lt;br&gt;&lt;br&gt;&lt;hr&gt;&lt;/blockquote&gt;&lt;br&gt;
&lt;br&gt; No what they&apos;re saying is - there are ALREADY 16,000 animations.&lt;br&gt;
&lt;br&gt; That&apos;s something that people don&apos;t take into account when they spam
&lt;br&gt; &quot;Hay guys give us Jujitsu/any other martial art/melee weapon style&quot; all
&lt;br&gt; the time.&lt;br&gt;&lt;/span&gt;&lt;div&gt;&lt;/div&gt;</description>
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<pubDate>Fri, 9 Dec 2005 01:34:55 GMT</pubDate>
<author>[CoZ]LostProphet</author>
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<title>Re: Developer Journal 03 - Part One (Archon) - 12/07/2005 Discussion Thread</title>
<description>WRT to clothing again and Chuui&apos;s point.&lt;br&gt;
&lt;br&gt; &lt;br&gt;
&lt;br&gt; I may be way off base, but can&apos;t they just alter stats of an item by
&lt;br&gt; updating our client-side code with new descriptions and then change the
&lt;br&gt; actual effects on our characters server-side in the database?&lt;br&gt;
&lt;br&gt; That would allow them to easily tweak attribute bonuses on clothing without us all having to get new ones all over again.&lt;br&gt;
&lt;br&gt; &lt;br&gt;
&lt;br&gt; It does beg the question though, why they didn&apos;t just do that the first time around.&lt;br&gt;
&lt;br&gt; &lt;br&gt;
&lt;br&gt; Walrus?&lt;br&gt;
&lt;br&gt; &lt;div&gt;&lt;/div&gt;</description>
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<pubDate>Fri, 9 Dec 2005 01:39:49 GMT</pubDate>
<author>[CoZ]LostProphet</author>
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<title>Re: Developer Journal 03 - Part One (Archon) - 12/07/2005 Discussion Thread</title>
<description>I don&apos;t think the DEV team is so large that the left hand doesn&apos;t know
&lt;br&gt; what the right hand is doing.&amp;nbsp; I&apos;d place a safe wager that either
&lt;br&gt; the items were redesigned with the new reflow in mind (That attribute
&lt;br&gt; cap of 30 could just mean that&apos;s how high it can be levelled, and says
&lt;br&gt; nothing for the +17 that we can add through equipment), or that they
&lt;br&gt; have a plan in the works where the attribute numbers on all items will
&lt;br&gt; change proportionally (like when they changed CT buffs on
&lt;br&gt; clothing).&amp;nbsp; I doubt they&apos;d make us have to farm for a third time
&lt;br&gt; in a few months.&lt;br&gt;
&lt;br&gt; &lt;div&gt;&lt;/div&gt;</description>
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<pubDate>Fri, 9 Dec 2005 03:28:14 GMT</pubDate>
<author>thenightmare</author>
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<title>Re: Developer Journal 03 - Part One (Archon) - 12/07/2005 Discussion Thread</title>
<description>What I&apos;m saying is, did any of the recently changed items add significantly to attribute points.&amp;nbsp; A couple of them add a lot to a single attribute, but not to all.&amp;nbsp; I think if they change those items again they must let us trade them with a collector or something.&lt;br&gt;&lt;div&gt;&lt;/div&gt;</description>
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<pubDate>Fri, 9 Dec 2005 08:50:59 GMT</pubDate>
<author>ZaneZavin</author>
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<title>Re: Developer Journal 03 - Part One (Archon) - 12/07/2005 Discussion Thread</title>
<description>&lt;DIV&gt;sounds like a long download..&lt;/DIV&gt;</description>
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<pubDate>Fri, 9 Dec 2005 09:19:02 GMT</pubDate>
<author>blungasmic</author>
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<item>
<title>Re: Developer Journal 03 - Part One (Archon) - 12/07/2005 Discussion Thread</title>
<description>&lt;BR&gt;
&lt;br&gt; &lt;BLOCKQUOTE&gt;
&lt;br&gt; &lt;HR&gt;
&lt;br&gt; Chuui wrote:&lt;BR&gt;&lt;BR&gt;Think about it, you just wasted 2 weeks trying to get drop X1 only to have it phased out (in a matter of hours of use) a day later via update 38, waste three more weeks getting its replacement X2 only to have that phased out in the same manner in update 40. How are you going to feel while trying to get the third replacment X3? Exceedingly annoyed I expect. Perhaps even to the point where you no longer wish to play the game and cancel (worst case scenario). As such, it sounds like a very poor plan to then phase out X2 given its very short time in the game. Still we can speculate about this concern all day and all night, but we won&apos;t get any nearer to an answer unless the devs clear this one up.&lt;BR&gt;
&lt;br&gt; &lt;HR&gt;
&lt;br&gt; &lt;/BLOCKQUOTE&gt;
&lt;br&gt; &lt;P&gt;Oh, this again.&amp;nbsp; I really wish people in MMOGs would realize that the *only* thing they&apos;re entitled to for their &apos;work&apos; playing the game is enjoyment.&lt;/P&gt;
&lt;br&gt; &lt;P&gt;Nobody is entitled to have whatever item be always the game-defining item it was, or have the class choice (something MxO isn&apos;t burdened with) they picked always be &apos;uber,&apos; or have any other assurance of that sort.&lt;/P&gt;
&lt;br&gt; &lt;P&gt;Now, especially since we here have been long warned that dramatic changes are coming, nobody should have any excuse to (female dog) that they &apos;invested&apos; time or $i in item X or skill tree Y which was &apos;wasted.&apos;&lt;/P&gt;
&lt;br&gt; &lt;P&gt;A &apos;poor plan&apos; would be to go about collecting items based on their present status knowing full well that things are about to change.&lt;/P&gt;
&lt;br&gt; &lt;P&gt;&lt;EM&gt;Caveat camper&lt;/EM&gt;, you might say.&lt;/P&gt;
&lt;br&gt; &lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;br&gt; &lt;P&gt;&lt;BR&gt;&amp;nbsp;&lt;/P&gt;
&lt;br&gt; &lt;DIV&gt;&lt;/DIV&gt;</description>
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<pubDate>Fri, 9 Dec 2005 09:47:38 GMT</pubDate>
<author>Prisoner</author>
</item>
<item>
<title>Re: Developer Journal 03 - Part One (Archon) - 12/07/2005 Discussion Thread</title>
<description>&lt;DIV&gt;&lt;/DIV&gt;&lt;BR&gt;
&lt;br&gt; &lt;BLOCKQUOTE&gt;
&lt;br&gt; &lt;P&gt;&lt;FONT face=Verdana size=1&gt;&lt;/FONT&gt;&lt;/P&gt;
&lt;br&gt; &lt;HR&gt;
&lt;br&gt;
&lt;br&gt; &lt;P&gt;&lt;FONT face=Verdana size=1&gt;thenightmare wrote:&lt;BR&gt;I don&apos;t think the DEV team is so large that the left hand doesn&apos;t know what the right hand is doing.&amp;nbsp; I&apos;d place a safe wager that either the items were redesigned with the new reflow in mind &lt;/FONT&gt;&lt;/P&gt;
&lt;br&gt; &lt;P&gt;&lt;FONT face=Verdana size=1&gt;(That attribute cap of 30 could just mean that&apos;s how high it can be levelled, and &lt;STRONG&gt;says nothing&lt;/STRONG&gt; for the +17 that we can add through equipment), or that they have a plan in the works where the attribute numbers on all items will change proportionally (like when they changed CT buffs on clothing).&lt;/FONT&gt;&lt;/P&gt;
&lt;br&gt; &lt;P&gt;&lt;FONT size=1&gt;&lt;FONT face=Verdana&gt;&amp;nbsp;I doubt they&apos;d make us have to farm for a third time in a few months.&lt;BR&gt;&lt;/FONT&gt;&lt;BR&gt;&lt;FONT face=Verdana&gt;&lt;/FONT&gt;&lt;/FONT&gt;&lt;/P&gt;
&lt;br&gt; &lt;HR&gt;
&lt;br&gt; &lt;/BLOCKQUOTE&gt;
&lt;br&gt; &lt;P&gt;&lt;FONT face=Verdana size=2&gt;Can&apos;t really tell if&amp;nbsp;you posted before the Other Side of the Looking Glass came out, but it definitely clarifies by saying - quote:&lt;/FONT&gt;&lt;/P&gt;
&lt;br&gt; &lt;P&gt;&lt;EM&gt;The &lt;STRONG&gt;only &lt;/STRONG&gt;way to increase Stats (Focus, Perception, etc.) is by spending points on them when you gain levels. Abilities, items, buffs, etc. do not affect Stat scores.&lt;/EM&gt;&lt;BR&gt;&lt;FONT face=Verdana size=2&gt;&lt;/FONT&gt;&lt;/P&gt;
&lt;br&gt; &lt;P&gt;&lt;FONT face=Verdana size=2&gt;So that, right there, tells you that there will be NO MORE ATTRIBUTE BUFFS FROM CLOTHING and/or ITEMS. While the clothing rehaul will probably take some time, we may still have items in the game that have attribute point buffs in their description but don&apos;t increase those in actuality.&lt;/FONT&gt;&lt;/P&gt;
&lt;br&gt; &lt;DIV&gt;&lt;FONT face=Verdana size=2&gt;Please don&apos;t ask me and don&apos;t argue on the point of new buffs that resulted from the districts reflow. I personally don&apos;t think&amp;nbsp;that the devs changed the buffs keeping in mind the CR2.0. Let&apos;s just drop this subject for right now.&lt;/FONT&gt;&lt;/DIV&gt;
&lt;br&gt; &lt;DIV&gt;&lt;FONT face=Verdana size=2&gt;Allow me to point this out - &lt;STRONG&gt;&lt;FONT size=3&gt;with the test server coming out we will find out the state of things and we will have time to make proper decisions on the Production servers&lt;/FONT&gt;.&lt;/STRONG&gt; So let&apos;s just give it time for now.&lt;/FONT&gt;&lt;/DIV&gt;
&lt;br&gt; &lt;DIV&gt;&lt;FONT face=Verdana size=2&gt;&lt;/FONT&gt;&amp;nbsp;&lt;/DIV&gt;
&lt;br&gt; &lt;DIV&gt;&lt;FONT face=Verdana size=2&gt;To address the comments made by Masterkiller and Aiolos about unsynchronized animations - as I was reading both posts regarding the CR2.0 it seems clear to me that the devs were actually working on a way to animate both people involved in combat in such a way that it seems more fluid and thus new animations were introduced (or current ones adjusted).&lt;/FONT&gt;&lt;/DIV&gt;
&lt;br&gt; &lt;DIV&gt;&lt;FONT face=Verdana size=2&gt;&lt;/FONT&gt;&amp;nbsp;&lt;/DIV&gt;
&lt;br&gt; &lt;DIV&gt;&lt;FONT face=Verdana size=2&gt;And the last point is that the way I see it - if level 50 fights with level 30 (for example), then level 50 does WAY more damage while level 30 is doing his damage as well, but not as much. I imagine that this way a level 10 has a chance to hit level 50. Both opponents are dealing damage to each other on the same roll, at the same time, while a higher level does more damage, a lower level does way less damage.&lt;/FONT&gt;&lt;/DIV&gt;
&lt;br&gt; &lt;DIV&gt;&lt;FONT face=Verdana size=2&gt;&lt;/FONT&gt;&amp;nbsp;&lt;/DIV&gt;
&lt;br&gt; &lt;DIV&gt;&lt;FONT face=Verdana size=2&gt;Imagine fighting the PB&apos;s angels... or ANYBODY for that matter. If before, when you successfully hit your opponent, he can&apos;t hit you, now you are both going to get damage all the time. Hence the DPS. Hence faster dying imo. Hence more work for the SHADOW BUFFERS!! (Hint-Hint: start spending money on that tree)&lt;/FONT&gt;&lt;/DIV&gt;
&lt;br&gt; &lt;DIV&gt;&lt;FONT face=Verdana size=2&gt;&lt;/FONT&gt;&amp;nbsp;&lt;/DIV&gt;
&lt;br&gt; &lt;DIV&gt;&lt;FONT face=Verdana size=2&gt;I imagine the fights are going to be much faster this way. Which has already been pointed out in devs posts.&lt;/FONT&gt;&lt;/DIV&gt;
&lt;br&gt; &lt;DIV&gt;&lt;FONT face=Verdana size=2&gt;&lt;/FONT&gt;&amp;nbsp;&lt;/DIV&gt;
&lt;br&gt; &lt;DIV&gt;&lt;FONT face=Verdana size=2&gt;Stay frosty guys!&lt;/FONT&gt;&lt;/DIV&gt;</description>
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<pubDate>Fri, 9 Dec 2005 21:28:21 GMT</pubDate>
<author>Raineo</author>
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<title>Re: Developer Journal 03 - Part One (Archon) - 12/07/2005 Discussion Thread</title>
<description>&lt;P&gt;The way it is now, NPCs start using an ability against a target., and even if the target disappears from the view of the NPC during the time it takes for the ability to execute, the ability is still executed on the target. Will this glitch be fixed with CR 2.0?&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>Sat, 10 Dec 2005 11:19:15 GMT</pubDate>
<author>AmbrielSyntax</author>
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<title>Re: Developer Journal 03 - Part One (Archon) - 12/07/2005 Discussion Thread</title>
<description>So if 10 level 10&apos;s can get a few hits in on a level 50 - does this mean 10 level 50&apos;s can take down a level 255 Agent?&lt;br&gt;
&lt;br&gt; &lt;div&gt;&lt;/div&gt;</description>
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<pubDate>Sun, 11 Dec 2005 14:01:30 GMT</pubDate>
<author>O-Link</author>
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<title>Re: Developer Journal 03 - Part One (Archon) - 12/07/2005 Discussion Thread</title>
<description>&lt;div&gt;&lt;/div&gt;&lt;hr&gt;So if 10 level 10&apos;s can get a few hits in on a level 50 - does this mean 10 level 50&apos;s can take down a level 255 Agent?&lt;br&gt;&lt;hr&gt;&lt;br&gt;I&apos;m glad we&apos;re only focusing on the really important questions here....&lt;br&gt;&lt;br&gt;&lt;img src=&quot;/mxo/images/smilies/8a80c6485cd926be453217d59a84a888.gif&quot; border=&quot;0&quot; alt=&quot;SMILEY&quot; /&gt;&lt;br&gt;&lt;div&gt;&lt;/div&gt;</description>
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<pubDate>Sun, 11 Dec 2005 15:12:32 GMT</pubDate>
<author>Miggesch</author>
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