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Archived News for January 2006

Tuesday January 31 2006
Community UplinkReturn to TopSubmit News!Visit Our Forums
  Official News - 11:00 PM EST | Posted By: Brekkee
 
From the Official Matrix Online Site

Been testing Combat Revision 2.0 on the External Playtest server? Make sure to check out the new Combat Revision 2.0 feedback forums!

Animation:

http://mxoboards.station.sony.com/matrix/board?board.id=cr20anim

UI:

http://mxoboards.station.sony.com/matrix/board?board.id=CR20UI

Abilities:

http://mxoboards.station.sony.com/matrix/board?board.id=CR20Abil

PvE:

http://mxoboards.station.sony.com/matrix/board?board.id=CR20PvE

PvP:

http://mxoboards.station.sony.com/matrix/board?board.id=CR20PvP

Items:

http://mxoboards.station.sony.com/matrix/board?board.id=CR20Items

Flood introduces liaison Inundiation on Syntax:

http://mxoboards.station.sony.com/matrix/board/message?board.id=general&message.id=74514

Podcast by DataGh0st and KingJamesIII:

http://mxoboards.station.sony.com/matrix/board/message?board.id=general&message.id=74437

Glitch Society submits surveillance report on commando activities to Agent Gray:

http://mxoboards.station.sony.com/matrix/board/message?board.id=live_events&message.id=210#M210

"Simple Visual Representation of the Three Orgs" thread on Vector General:

http://mxoboards.station.sony.com/matrix/board/message?board.id=vectorgeneral&message.id=41488

Sykin's "Free Verse" player event intro recap:

http://mxoboards.station.sony.com/matrix/board/message?board.id=nextren&message.id=1558

The Great Wyrm's "Manifesto of a Merovingian Operative":

http://mxoboards.station.sony.com/matrix/board/message?board.id=NR_Recursion&message.id=1405

Agent Gray's first post, confirming receipt of surveillance report from the Glitch Society:

http://mxoboards.station.sony.com/matrix/board/message?board.id=live_events&message.id=218#M218

Sykin's Enhanced Images tutorial:

http://mxoboards.station.sony.com/matrix/board/message?board.id=rsi&message.id=10027

Agent Pace meets Starschwar & Co on Syntax:

http://mxoboards.station.sony.com/matrix/board/message?board.id=Events_Syntax&message.id=1146

Agent Gray invites Recursion Machinists to an event on Friday:

http://mxoboards.station.sony.com/matrix/board/message?board.id=live_events&message.id=236

Pyraci made himself a gorgeous MXO screenshot wallpaper:

http://mxoboards.station.sony.com/matrix/board/message?board.id=rsi&message.id=9789#M9789


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Friday January 27 2006
The Other Side of the Looking GlassReturn to TopSubmit News!Visit Our Forums
  Official News - 11:00 PM EST | Posted By: Brekkee
 
From the Official Matrix Online Site:

A (Somewhat) Normal Looking Glass
While I'll still be talking about Combat Revision 2.0 today, I'll spend some time talking about the dev side of things along with a bit about what else is going on around here. As always, work on The Matrix Online is a nonstop, multifaceted subject.

It seems many of you agree that Update 4 improved CR2.0 significantly. While there's still a lot to be done, the team did tackle many issues. If you haven't checked it out yet, you can get the details on what went in here.

There are a lot of upcoming changes that you'll be excited to know about. The team is hammering away at the updated Spy tree and hopes to have the first pass ready sometime next week. In addition, we've also been considering the comments about combat feedback and are working on some improvements. One that I can't wait to see is our take on helping players know when they and their opponents land hits during Interlock. That is also slated for next week, we hope.

I can't tell you how important your feedback has been so far. The team takes a lot of time to peruse your feedback on the forums and QA is gathering and checking all of your reported bugs. We appreciate all your help--keep it coming!

Ouch! Stop That! (Or "Why do I get Hit So Much?")
One point of confusion we've seen is players feeling like they're getting hit an awful lot during combat. Well, you are.

Under Combat Revision 2.0, two players of equal level (ignoring buffs of any kind) will hit each other roughly 66% of the time. This is the high point of the bell curve, which never gets below 1% or above 100% of the time. Given that we're used to a system in which one player always hits and the other always misses, it's going to seem like you're being hit too often.

In the new system, your Resistance bonuses (Ballistic, Melee, and Thrown) are going to play an even more important role than your Defense bonuses. While it's still important to raise your Defense bonuses, you're still going to be hit by players and NPCs of a similar level. Your Resistance bonuses will help reduce the amount of damage you take, so enhancing those Influences is important.

What Else The Team is Up To
Well, since I just posted a picture for the designers of Ookami Bull-Dogging Mercio (how appropriate), the in-game character appearances continue. HCFrog and Rarebit just had me update a bunch of character forum accounts, so you'll be seeing more of them around the forums, as well.

For everyone participating on the External Playtest server (you are participating, right?), we've added several forums for feedback on specific elements of Combat Revision 2.0. Please make sure to post in the appropriate place. General comments can still be placed in the External Playtest Discussion forum.

When not working on CR2.0, the team has been making some minor tweaks to the game. I'll be featuring some images related to those changes in the upcoming weeks. However, I figured I'd give you a head's up that you better be packin' like Neo if you're going to walk into the Kalt lobby after this upcoming change:

I'll be featuring some other tweaks in the coming weeks leading into Update 41, currently scheduled for February 14. More details on Update 41 will be posted soon.

Looking Ahead
As you all know, Combat Revision 2.0 is our primary focus right now. We're targeting Update 41 for Live release, but that all depends on testing and changes. That's why your input is so vital to this project: The more feedback we get from you, the quicker we get the revision done.

Even with the ongoing work on CR2.0, there's plenty else for us to focus on: Such as the new cinematic style we'll introduce in Episode 5.1, activating the Archival Missions, and the Critical Mission Completion rewards. As things progress, I'll keep you updated about them on Data Node One. (I personally can't wait to show off some stills from the 5.1 cinematic when they're ready!)

Oh, yeah. We also have The Matrix Online First Anniversary coming in March, not that we have any plans for that or anything...

See you on the other side next week.

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Tuesday January 24 2006
Community UplinkReturn to TopSubmit News!Visit Our Forums
  Official News - 11:00 PM EST | Posted By: Brekkee
 
From the Official Matrix Online Site:

Ghost does some missions and a duel on Recursion:

http://mxoboards.station.sony.com/matrix/board/message?board.id=general&message.id=67824

http://mxoboards.station.sony.com/matrix/board/message?board.id=general&message.id=67850

http://mxoboards.station.sony.com/matrix/board/message?board.id=general&message.id=68424

Niobe on Syntax with the Commandos:

http://mxoboards.station.sony.com/matrix/board/message?board.id=generalsyntax&message.id=9866

http://mxoboards.station.sony.com/matrix/board/message?board.id=Events_Syntax&message.id=1041

Seraph appears at Sykin's "Free Verse" intro fiction event:

http://mxoboards.station.sony.com/matrix/board/message?board.id=nextren&message.id=1558

Arachnis' "who looks most like their RSI" contest:

http://mxoboards.station.sony.com/matrix/board?board.id=rsi&page_of_message_id=9024

Niobe on Vector:

http://mxoboards.station.sony.com/matrix/board/message?board.id=Events_Vector&message.id=1551

http://mxoboards.station.sony.com/matrix/board/message?board.id=vectorgeneral&message.id=40385

http://mxoboards.station.sony.com/matrix/board/message?board.id=Events_Vector&message.id=1560

Agent Gray on Vector:

http://mxoboards.station.sony.com/matrix/board/message?board.id=Events_Vector&message.id=1578

http://mxoboards.station.sony.com/matrix/board/message?board.id=Events_Vector&message.id=1578

Agent Gray on Recursion:

http://mxoboards.station.sony.com/matrix/board/message?board.id=generalrecursion&message.id=24311

Agent Pace on Recursion:

http://mxoboards.station.sony.com/matrix/board/message?board.id=generalrecursion&message.id=24507

Want to keep on top of activities inside The Matrix Online? Make sure to check out the Live Events forum.


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Monday January 23 2006
Station.Com Blog Now AvailableReturn to TopSubmit News!Visit Our Forums
  Official News - 11:00 PM EST | Posted By: Brekkee
 
From the Official Matrix Online Site:

John Smedley ("Smed"), president of Sony Online Entertainment, kicks off the new SOE company blog with his thoughts on the PC gaming industry as a whole, as well as PC Gamer's recent decision to stop accepting ads from unsanctioned online game auction sites.  The blog will feature insight and commentary on the video game industry from a more personal perspective from multiple SOE contributors.

 

You can read the blog, and subscribe to it for updates, at blog.station.sony.com.


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Wednesday January 18 2006
SWG House of Commons TonightReturn to TopSubmit News!Visit Our Forums
  Network News - 3:39 PM EST | Posted By: Teresk
 

Please join us for tonight's Star Wars Galaxies House of Commons at 5pm PsT / 8pm EsT in the #StraticsHoC channel on Stratics IRC.

You can connect to one of our IRC servers through the use of your favorite IRC client, such as mIRC, ircle, xchat, or whichever you prefer. Connect to irc.stratics.com port 6668 or whichever server is closest to you:

stratics.frws.com port 6668, USA - Colorado
irc.glowfish.de port 6668, EU - Germany
stratics.afraidyet.net 6668, USA - Atlanta
irc.epaxsys.net port 6668, USA - Colorado

You may also connect through our handy Java link which may be found right here. You must have Java installed to use this which can be downloaded from the Java homepage.

General chat relating to SWG will take place before, during, and after the chat in room #starwars. We hope to see you there!


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Thursday January 5 2006
Designer Journal 03 – Part TwoReturn to TopSubmit News!Visit Our Forums
  Official News - 11:00 PM EST | Posted By: Brekkee
 
From the Official Matrix Online Site:

Click here for Part 1.

Introduction

I have to say that The Matrix Online community is the best one I have worked with in all my time making Massively Multiplayer Online Games. I’ve been reading the comments everyone has been making on the forums and it seems you’re all as excited as we are. It’s not surprising that everyone has so many questions for us—this is a big revision and requires a lot of clarification. Your positive attitude is inspiring to me and the rest of the team, keep it up.

Items Post CR2.0

The biggest question I’ve seen is what do we plan to do with your hard-earned items? We’ve given it a lot of thought and have been refining our plans.

Locking Stats into the leveling process ensures that no one can ever raise all of their Stat scores to 30, so Stats are a “sacred cow” in CR2.0. Therefore, removing Stats from equipment is important to the new combat system balance. This vital mechanic preserves and protects all character choices you’ll have with this revision. Because everyone gains 1 Stat point per level, there is always a valuable reward when you increase your level that you can’t get anywhere else.

On launch day (makes me happy just saying it), you’ll see that all items that previously had Stat bonuses now have Influence bonuses. (Virtually all item bonuses are Influence related.) Even though items no longer change your Stats, the resulting values are roughly equal to what you’re currently used to.

You’ll also find that weapons have damage values that appear as DPS and a firing rate. The firing rate is based on the weapon type not individual weapons. For example, shotguns have a slower firing rate than rifles. However, all shotguns have the same firing rate.

And we aren’t increasing the decay rate on any items. Painless no, interesting yes (Huu-zah!).

Ability Codes Post CR2.0

Surprisingly, I haven’t seen anyone asking about Abilities and Ability Codes. The decisions regarding Abilities were more difficult than those about items. Simply put, we are refunding the Information values of all the Abilities on your characters and the cost of leveling them (if they are levelable).

I understand this is not an ideal choice for everyone, but it is the most logical and feasible. All Abilities with any combat value have been touched, so the odds are that a few players may no longer want a particular Ability for one reason or another. Refunding Information gives everyone a clean slate to make new choices.

Styles Expanded

In the previous journal I said that we had 8 Styles:

Basic

Self Defense

Advanced Melee

Aikido

Karate

Kung Fu

Advanced Weapon

Pistol

Rifle

SMG

Advanced Coding

Hacker

All Abilities are linked to Styles. Style switching is automatic—you don’t have to switch a Style before you can use an associated Ability, although you can if you wish. For example, using a Karate Ability causes you to auto-magically switch to the Karate Style. If you were to use a Rifle Ability in the next round, you would switch to the Rifle Style. All combat Abilities that aren’t associated with one of the advanced Discipline trees will switch you to the Self-Defense Style.

This has a few implications that I need to cover.

Self Defense is an everyman’s Style. It is used exclusively from levels 1 to10 for all combat Abilities and then as a fall back for levels 11 to 50. Self Defense values continue to advance all the way to level 50 but lack the punch that the advanced Styles have in specific areas. There may be additional Abilities for those wishing to specialize more in Self Defense but that’s not final at the moment.

We would have loved to create new animations for the Hacker Style, but we couldn’t fit that into the scope of the changes. However, the subject is not closed, and it is possible that we’ll update animations for the Hacker Style as time and resources allow.

As I mentioned in the previous journal, Styles largely define what your combat Attributes are and what your character is capable of doing in combat. Switching Styles causes Attributes defined by the Style to switch as well, so in certain situations it’s wise to alter the order you’re executing Abilities so that your enemies cannot exploit your weaknesses. This is especially true of Player vs. Player combat where being predictable is a weakness.

There isn’t a penalty to switching between melee and viral Styles. However, there is a one round penalty associated with drawing or stowing a weapon. So switching from a melee or viral Style to a weapon-based Style and visa versa does have a drawback: You effectively lose one round of DPS.

Abilities Expanded

All combat in The Matrix Online is now under a DPS (Damage Per Second) system, which means calculations are based on how much damage is caused in a single second. This might confuse some people but the methodology actually quite simple. We’ve looked at every conceivable attribute and property in combat and gave it a weight in DPS.

Example

How much damage is one second of being Rooted worth?

First we break the root attribute down the subjective values, which looks something like this:

  1. Root effects don’t shut down another player, but do limit damage cap Abilities if the character is melee based.
  2. Root effects make it easier for you or your group to escape.
  3. Root effects make it easier for you or your group to attack from range.
  4. Root effects can park multiple targets so that the group can focus on one target.
  5. A Root effect that can’t be broken by damage is more powerful than one that has a chance of breaking. A Root effect that has a chance of breaking with damage is more powerful than one that always breaks.
  6. Root effects can be countered by Antibiotics or some Patcher Abilities.

Then we give this a weight, say, .5 or half of a second of pure damage. Then when we build Abilities, 2 seconds of Root equals 1 second of damage. Taking #5 into account, some Abilities with Root effects may be weighted more or less than .5 DPS.
We also take other properties into account when building Abilities that are less subjective but important nonetheless.

  1. How much Inner Strength does the Ability cost to use?
  2. How long is the Range?
  3. How long is the Reuse timer?
  4. How long is the Activation timer?

All of these things are incorporated into Abilities based on their level. So as level increases, damage and other Ability properties also increase. As you can see, DPS is a common value that we can base pretty much everything on.

Don’t worry if this seems a bit complex; all the hard stuff is handled in the background so you don’t have to deal with any of it. The explanation above is meant to show you that all Abilities are treated equal within the new system and that we have taken a lot of steps to ensure that all Abilities are balanced. We also have “handles” built into the system that allow us to adjust Ability Attributes when something isn’t balanced correctly.

We’ve implemented Influences and Styles in a way that makes it easy for players to check the modified attributes on their Abilities using mouseover and definition text. In the text, you’ll see values listed like this:

Damage 440(560)

In this example, 440 is the base value and 560 is the value with all bonuses, such as additional damage from the Style and Influences, applied. So as you play around with Influences you can immediately check the impact of your changes to find what you like and don’t like.

I love this implementation for two reasons. First, micromanager-type players have more tweaking goodness at their fingertips than they have ever had before. Second, players who just want to play the game can ignore the detailed underpinnings and just play the game, building their characters as they see fit.

Combat Modes

There are three combat modes which we sometimes refer to as rings: Interlock, Melee Free Attack, and Ranged Free Attack. Picture Interlock as a center ring around which the other two rings are attached. Each ring has specific gameplay associated with it, but all three now share a common rate at which combat progresses.

Interlock

  • One opponent versus another opponent only.
  • Highest melee damage.
  • Opponents locked in a localized area unless one Withdraws.
  • Synchronized combat moves (Wire-fu combat).
  • Ability usage accuracy-based.
  • Ability usage initiative-based.
  • Interlock-only Abilities available.
  • Tactics choice affects results.

Melee Free-Attack

  • Less melee damage than Interlock.
  • Higher probability of generating combat states such as Staggered, Off Balance, and Dazed.
  • Hit or miss accuracy based.
  • Targets in Interlock combat may be attacked.
  • No synchronized combat moves.
  • Melee Free-Attack Abilities can be used to help allies.
  • Players can move freely.
  • Tactics choice affects results.
  • Must be within 2 meters of target.

Ranged Free-Attack

  • Ranged Free-Attack Abilities can be used.
  • Ability use accuracy-based.
  • Weapon use accuracy-based.
  • Players can move freely.
  • Longer Ability activation reuse times.
  • Tactics choice affects results.
  • Range based on weapon or Ability range.

Combat Miscellany

All attacks are considered directed and require an accuracy roll including things such as melee attacks, debuffs, and viral attacks. Your accuracy roll is compared to the appropriate Attribute to see if you succeed. For example, your Melee Free-Attack will succeed if your accuracy roll exceeds your target’s Defense score.

Your Style and Tactics choices modify your combat Attributes. Even more than before, The Matrix Online is about choice.

Bullet Time is not changed but the frequency is higher. You’ll also see the blurring dodge effect occur more often while you’re in Interlock combat.

We still have some more details to release and will get them out as we can. My hope is that both veteran and new players enjoy this period of discovery as you get your feet wet in the new combat and Ability system. I’m excited about how this will change gameplay and character growth and hope you all will be, too.

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