What a week! Things have been rocking and rolling on our side of the looking glass. As most of you have seen, we announced the addition of in-game advertising to The Matrix Online. On the development front, the QA team has been pounding away at Update 38 and it looks like its ready for next Tuesday. (Click here for information on Update 38.)
Ive been busy following up on a lot of ongoing projects here, so Im going to focus on some of the questions Ive seen on the forums regarding the combat revision and test server.
Combat Revision 2.0 Questions
How will free-fire melee animations work?
As some have brought up, the free-fire melee animations will be similar to what you see in other MMOs. Youll make your move, hit or miss, but there wont be a scripted reaction from your target. Meanwhile, Interlock will continue using the scripted act/react animations youre used to seeing.
This allows more than one player to participate in combat without the delays created by multi-on-one Interlock.
What do you mean by speeding up Interlock?
The biggest change youll see that will speed up Interlock is elimination of pauses between rounds. Animations are being reworked to make transitions between attacks fluid. This not only makes the combat seem faster, but also reduces the time for an Interlock round to take place to match the time for a free-fire round to take place. Interlock will be just as fast as free fire.
Why should a level-1 character be able to hit a level-50 character?
Yes, Ive seen the argument that a newly awakened redpill shouldnt be able to touch an experienced one. While that makes sense in some ways, its also not really fun to know you have no chance to help out against a high-level target. A group of lower-level characters should have a chance to take out a much higher-level opponent. It wont be easy, but why penalize players for taking the risk?
Why not just fix multi-on-one Interlock?
As Archon has mentioned, we looked in to what it would take to fix multi-on-one. (It seemed an obvious answer to me, as well.) As it turns out, there are two major issues with fixing multi-on-one Interlock.
The first is the massive amount of animation tasks it would generate. To make multi-on-one just look right (were not even talking work right, yet), wed have to create an immense number of new animations. Simply put: Theres too much for us to do in a reasonable amount of time.
The second is that building and balancing the mechanics of multi-on-one Interlock is amazingly complex. Figuring out a ruleset that makes it work in an understandable manner would take a considerable amount of time, as well. In the end, free-fire melee was the better option.
Test Server Questions
How do we access the test server?
Accessing the new test server will be almost exactly like accessing the old QA Test World. Youll need a separate installation of the game, an active account, and the correct settings for your useropts.cfg file.
For the separate installation, all you have to do is copy your current game installation folder. Simple as that.
Well be generating a script that will do all this for you. The same restriction will apply, however: The script will only work if you used the default installation path (C drive). For those of you who cant use the script, well be publishing step-by-step directions on how to get set up to access the test server.
How will copying characters work?
Were adding an in-game command that will allow you to log on to a normal world, jack in with a character, then copy that character over to the test world. It will take up to 24 hours for that character to appear on the test world, however.
Each player will have three character slots to copy characters in to or create new characters with. Once you have characters in all three slots, the next time you copy a character, the character that has been on the test server longest will be overwritten. However, if you use the copy command on a character that has already been copied to the test server, the test-server version of that character will be overwritten.
Coming Soon
The majority of our time here in the next few weeks (other than stuffing ourselves silly over the holiday) will be preparing the test server for deployment. The team is already inputting data into the Experimental Branch in preparation for external testing of Combat Revision 2.0. Were looking forward to your feedback.
Ill personally be crushing to get LESIG off the ground before I depart for exotic Ohio for Thanksgiving. I know well certainly be thankful to get you in and talking about events in The Matrix Online.
Head on over to Broadcast Depth to discuss this article.