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Archived News for December 2005

Friday December 23 2005
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:

Well, it's the last Other Side of the Looking Glass for 2005, so I'm going to make it a long one. They say "a picture is worth 1,000 words," so here's my first 2,000.

CR2.0 Hotbar Concept: 800x600
CR2.0 Hotbar Concept: 1024x768

Given my poor video editing skills, it took me quite some time to capture a useful piece of footage and get it prepped. However, it's my little gift to you for the holidays--sorry you don't get to see it for yourseves, yet. By popular request: CR2.0 Footage (10MB). (I know the quality isn't that great, but the original file was almost 1GB and we had to compress it in house.) And, before anyone says it: Yes, the NPC does do more than 1 point of damage. However, a level 41 Boss that does less than 100 points per hit is still broken.

Let's see, that's 79 seconds at 30 frames-per-second, so another 2370 pictures for a total of 2,372,000 words (not counting what I actually wrote). ;)

Have a happy holiday and I'll see you on the Other Side of 2005!

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Friday December 16 2005
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:

Too...much...going...on...to...keep...track...of...*gasp*

Yet another busy week here in Seattle. I know everyone here is looking forward to the week off around the holidays, although we have plenty to keep us busy for the next week.

Combat Revision 2.0
I'm not going to spend too much time on Combat Revision 2.0 this edition, even though I know you're just burning for some more information. We won't keep you on ice much longer, I promise.

Though it may seem he's been giving me the cold shoulder, Archon has been hammering away at the next piece of the dev journal and I now have a rough copy in my hands. After some editing and fact checking, I'll be able to get it out to you.

In fact, the beginning of next week will be chock-full of CR2.0 goodness. We've been reviewing the progress of the changes and are close to releasing it on the playtest server. We could be opening up the test server as early as Wednesday of next week.

That means you'll be seeing a lot of information on Monday and Tuesday about the playtest server: How to access it, how copying characters will work, and what you're going to see what you get there. Stay tuned to Data Node One for an avalanche of important information beginning on Monday! You don't want to get left out in the cold.

Update 39
Update 39 is scheduled to release next Tuesday, December 20. Among other things, we finally have a fix for the client crash that's been plaguing us for the last month. We're sorry it took so long to finally nail this one down and will be happy to put it on permanent holiday.

Also included will be a new cinematic and critical missions as Episode 3.3 leads us into the winter of our discontent.

Full notes on Update 39 will be available on Monday, December 19.

Other Community Happenings
I'm behind on the community happenings, although we have had quite a few developments this week.

Our first round of Live Event Special Interest Group folks have been invited into the group. What do I get for taking so long? Two forums full of posts to review! As soon as they got in, the unleashed a blizzard of ideas upon us and we're hard-pressed to keep up.

We've also added HCFrog, Rarebit, and Pex to the list of devs and admins visiting the forums these days. HCFrog and Rarebit are two of our designers with a special interest in LESIG and other content-related information. Pex is the SWG Events Coordinator and is checking out what our community is up to when it comes to events. It's a regular dev party on the forums these days and I'd like to thank everyone for welcoming them.

Okay, I suppose that's enough with the subtle hints. It's time to talk about something I've spent most of this week focusing on. Er, outside of the external playtest server, that is.

The Matrix Online 2005 Winter Holiday
That's right--it's time for a little holiday in the Mega City. The Matrix Online Winter Holiday begins with Update 39 on December 20 and ends on January 17, 2006. And what's the Winter Holiday about?

Hats. Lots of hats. You see, we've done studies that show that people aren't wearing enough hats and we're going to change that.

Snowman Vendors
In each of the four Districts, you'll find four different snowman Vendors. Each one sells a different kind of snowball: Icy, Slushy, Powdery, or Rocky. There are two uses for snowballs: throwing at Festive players or buying hats.

Before you start getting Festive and slinging snowballs, you're going to need the right kind of hat. Get yourself at least one of each type of snowball (they stack in fives) and head to the nearest club.

Holiday Helpers
Outside of each club you'll find one of our Holiday Helper Collectors. Unfortunately, elves would be a bit out of place in the Matrix and we don't have dogs available at this time, either. We just had to make due with something more...appropriate.

The Holiday Helpers have five different types of hats for trade: two colors of Holiday Hats and three colors of Party Hats. Each hat costs one of each type of snowball.

The two Holiday Hats (red and green) are for your snowball-pwnage pleasure. You can only have one of each color at any time. The colors themselves are simply to help divide players into teams if you want. What they're really for is to make you Festive.

Holiday of Fights
Once you put on a Holiday Hat, you're put into the Festive state. At that point, you can throw snowballs (of any type) at any other player wearing a Holiday Hat. Of course, you can also be hit by snowballs, as well. (By the way, I suggest you avoid targeting yourself before throwing a snowball.) Each time you're hit with a snowball, your Holiday Hat will lose Stability. Eventually, your Holiday Hat will disappear completely--making snowball fights a matter of "last hat standing" being the winner.

To throw a snowball, you can either activate it from the Actions panel or add the stack to your hotbar. Just point and click!

Party On, Dudes!
The three types of Party Hats (black, silver, and gold) are for your holiday celebrations. Each one can be equipped and then activated to fire off confetti and party sound effects. Don't worry: Snowballs don't break these items.

Along with all of the above, we'll be changing the normal rain effects into snowfall all across the Mega City. Sorry, it won't be piling up--we used all our snow to make snowmen and snowballs. ;)

We hope you enjoy the first-ever Winter Holiday in The Matrix Online. And remember to keep checking back next week for more information on Combat Revision 2.0 and updates on the opening of the external playtest server!

See you next week on the other side.

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Friday December 9 2005
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:

We’re interrupting your regularly scheduled article for a special Combat Revision 2.0 information update. Since I know you’re all itching for more information about CR2.0 and the opening of the playtest server, I figured you’d rather get more about that than my normal weekly ramblings.

Answers from Archon

Archon had a chance to put together a few info-bits based upon feedback and questions from his most recent article. We’ll be gathering up more questions and getting back to you with answers as we can.

Increasing Stats

The only 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.

Total Number of Stat Points

A level-50 character will have a total of 89 Stat points, including the base Stat scores from character creation. 40 base points (5+8+8+8+11) and 49 additional points from leveling.

Level-Based Damage Mitigation

Some damage is mitigated based on character level. 10 level-10 characters wouldn’t do much damage to a level 50, but would occasionally hit. 10 level-40 characters would probably make a level 50 have a bad day.

The key is that even the lowest-level character has a chance to hit. When it comes to characters of similar levels, it is all about the choices they make. Style and Tactics choices have a definite affect on the outcome of a fight.

The 100-point Barrier

With CR2.0, the Accuracy range is much broader than it used to be. A Tactics-score difference of 100 points will not shut someone down like it does in the current live game. However, since damage will be DPS based, just because someone can hit you it doesn’t mean they can beat you.

Capping Stats

It takes a total of 150 Stat points to cap all Stats. The most points a player can currently earn is 89 points by level 50, which is roughly 18 points per Stat if evenly distributed. Capping a Stat has nice bonuses, but not increasing all Stats to some degree has a definite downside.

Meet “Oar” Engineer

I also got one of our engineers to write up a bit of information on his experience so far in working on CR2.0. Shane “Oar” Whitfield is our primary engineer on the revisions, yet seems to still be sane. I guess we’re not working him hard enough. ;)

Hey everyone! My name is Shane “Oar” Whitfield and I am the Abilities and Combat Engineer on The Matrix Online.

As most of you know, we have been working on Combat Revision 2.0 for the last several months and let me tell you, it’s been quite the ride.  Animators and artists and designers. Oh my! I’ve gotten a chance to not only work with all of these folks, but also helping them find bad animations, analyze and create design formulas, and prepare art needs.  I’m really excited to see all of these new changes hit LIVE. Till then, here are some things I think you’ll enjoy in the Experimental Branch.

Yumm…Nzymes

It was my pleasure to finally remove Zero-Sum Combat from The Matrix Online and introduce Non-Zero Sum Combat, or “Nzymes” as us full-time combat revisionists like to call it. However, this change caused snowballing in Interlock exchange scenarios, animations, and combat calculations. Suddenly we were faced with Interlock scenarios that never occurred before and “more cowbells” was not the cure.

We needed an updated Interlock tool and new animations to help complete the nearly 4000 new exchanges. What happens when two Interlocked players kill one another at the same time? (Editor’s Note: Yes, with CR2.0 it is possible for both opponents to die at the same time. –Walrus) Martial Artists always disarm at short range, but the Pistoleer still needs his chance to hit. So what happens? You’ll have to find that one out once we ship these changes. =) Month after month we beat our heads against these problems and as a result combat feels and looks hundreds of times better.

Smoother Combat Exchanges

Interlock exchanges used to have a defined beginning and end. We really wanted to smooth out the exchanges and give Interlock more flow. We made the intros and exits to each Interlock exchange much faster while adding more attacks per exchange for Speed and Power and more twists and turns for Grab. When a character is thrown to the ground, now she gets up immediately instead of waiting until the attacker is finished looking cool. These aren’t the only visual changes to Interlock, but I can’t leak everything.

Designer Friendly Calculations

I took some liberty to ensure that these new combat calculations we added can be changed easily by the designers. This means designers will be able to react quickly to player input from the playtest server.

Closing Words

It has been a pleasure giving you a small view of what has been going on behind the scenes. I hope to see you all on the playtest server and I hope that everyone is as excited about these new changes as I am.

Take care,

Oar

Playtest Server Status

While we know you’re all dying to get in and start testing, we’ve had some issues to overcome on CR2.0 before making it available to you. Probably the largest task is the revision of Abilities—without certain changes made, combat simply isn’t fun. (Granted, only causing 1 point of damage makes for long Interlock sessions, but so few people enjoy that type of thing.) Our team continues to hammer on this and when QA says we’ve taken care of the most egregious bugs, we’ll push it out to you.

My Side of the Looking Glass, Again

AOK gets back from his vacation next Monday, so I’ll get to drop some of my producerification then. (I think they have shots for that, now.) While I’m sure to be helping out on a lot of internal tasks, I’ll be able to focus a more on the community again. I feel bad about my general absence this week, but I gained a lot of valuable insight into the production side of The Matrix Online.

For example:

·        Production servers are imbued with spirits who have nothing better to do than make developers’ lives hell.

·        When things are going well, you get an itchy feeling between your shoulder blades that you’re forgetting something important.

·        Any producer that has hair that isn’t grey uses dye. (Assuming s/he still has hair.)

·        There is no such thing as “off-the-clock” when you’re the producer on a live game.

·        The executive washroom does have Perrier in the toilets!

But, seriously, I think the most valuable thing I learned is that it helps being surrounded by dedicated folks who know their stuff. I have an even deeper appreciation for my team than I did two weeks ago.

Now I just have to figure out how I get Andy’s salary for the last two weeks…

One Last Note

I want to thank everyone for sending me their updated forums handles for LESIG. I have to set up the first task and will then let all previous applicants I can find into the special forums. (Yes, I’m doing some work over the weekend, assuming I can’t get it done before having to leave tonight.) I appreciate everyone’s patience in this matter. Home stretch, folks.

Once I know how much active participation we have, I’ll look into adding more folks. There will be an announcement about it when it happens.

See you on the other side next week.

-Walrus

 

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Wednesday December 7 2005
Designer Journal 03 – Part One (Archon)Return to TopSubmit News!Visit Our Forums
  Official News - 11:00 PM EST | Posted By: Brekkee
 
From the Official Matrix Online Site:

Greetings Ladies and Gents,

This is the third installment of The Matrix Online developer journal. Today’s journal is pretty big, so go grab a cup of your favorite beverage and settle in for a good read.

I’m pleased to say that the team has been making great progress. We’ve had a busy month working on game improvements including the SOE mail system and the first phase of the content revamp. And now, as we head into the last month of 2005, our hard work on the combat revision is paying off. The main focus of today’s journal is to explain the first part of the combat revision and I think you will love the changes.

Combat Redux

In my first journal I mentioned that we started working on improving the combat system shortly after launch. We needed to create a system where player versus environment (PvE) and player versus player (PvP) combat are both balanced. That, with our varying combat modes such as Interlock and free attack, makes our combat system more complex than most other massively multiplayer games. Interlock alone uses somewhere on the order of 16,000 animations (Yes. 16,000). Keeping it fun, exciting, and balanced is a real challenge.

Today I’m going to explain the nuts and bolts of the combat revision. I may create more questions than answers with this journal, but that’s to be expected. After all, we’re asking you to throw out everything you know about combat in MxO and look at this with fresh eyes.

We have worked toward our goals for many months so we can bring a better gameplay experience to everyone. To help ensure that we’re successful we are planning to release the combat revision on the soon-to-be revived external playtest server before we take the revision live. Walrus will update you on the full details for the playtest server later. I will say that, yes, we plan to allow character copies to make it easy for players to check out our improvements.

Design Requirements

The easiest way to present the combat revision is to explain what combat system is rather than a list of changes about what it used to be.

You may recall from my previous journal that I mentioned we had specific design requirements we used to frame the combat revision. We derived the design requirements from meetings that analyzed the current combat system and created goals. Design requirements serve as a sort of checklist that helps us keep the design focused, and ultimately achieve what we set out to do. I’m pretty confident that everyone will find a handful of items in the list that they really like.

  • Improve gameplay through Interlock, melee free-attack, and ranged free-attack using Styles, Tactics, and Abilities.
  • Provide a consistent combat implementation. For example, Hackers use the same combat rules as other character types do when using Abilities in Interlock.
  • Simplify the presentation of the combat data to make it easier for players to understand what is going on in combat.
  • Provide players with more control over character customization using Stats, items, passive Abilities, and buffs.
  • Provide adequate information to allow players to make smart choices that suit them.
  • Provide players with valuable strategic options in combat.
  • Remove as much zero-sum combat as possible and create a standard round length. (“Zero sum” means there’s one winner and one loser each round; never two hits or two misses.)
  • Convert the combat system to a damage-per-second (DPS) model.
  • Ensure the combat length is appropriate.
  • Mitigate state and effect durations based on level deltas. (“Level delta” means the difference between opponents’ levels.)
  • Ensure that players always have a chance to hit another player or NPC.
  • Ensure that players never have 100% chance to hit another player or NPC.
  • Ensure players have a fair chance of hitting another player or NPC with a delta of 10 levels.
  • Create a point of critical mass where a group of players can effectively take down an NPC or player 10 levels higher than they are. (6 vs. 1)
  • Tune Abilities to reflect new combat values and gameplay.
  • Tune Ability caps to meet the above requirements.
  • Tune item bonuses to meet above requirements.
  • Balance NPC and encounter difficulty using new rules.

 Attributes and Influences

Attributes and Influences form the base of the new combat system. It’s the combination of their effects that allows us to create lots of interesting choices for characters.

Attributes

Attributes are things like damage type, healing (not the Ability, but the property on the Ability), max Inner Strength, and effect duration. Attribute values are always numbers and are sometimes upgraded when a character gains a level or when certain "levelable" Abilities are loaded. Styles, Abilities, Tactics and the base characteristics of your RSI are made up of Attributes. As characters go up in level they can also load Abilities with higher Attribute values.

Almost all the things characters do in the game activate something with Attributes. Obvious examples are Styles and Abilities, but there are many which work behind the scenes; such as health and inner strength regeneration rates which change depending on whether you’re sitting, in combat, or standing.

Influences

Influences are a multiplier for Attributes and their values are always percentages. Characters increase their Influence percentages as they increase their Stats, equip items with specific bonuses, or load passive Abilities.

Influences are called whenever the player activates/uses anything that has Attributes and, as mentioned above, almost anything you do in the game has Attributes associated with it.

We’ve designed the Influence system to prevent characters from maxing all of their Influences. This design methodology adds weight to every choice, because characters cannot be great at everything. This makes it possible to create two characters with identical loadouts that play differently.

Because Influences adjust Attributes directly, different Influences will change different Attributes of an Ability. Two characters with the same Abilities will play completely differently if they spend points raising different Stats. One Martial Artist might have a higher maximum damage and the other might be better at defense. One Hacker might have longer DOTs, while the other is more effective at crowd control.

Increasing Attributes

Characters increase Attributes through the following methods:

Using Styles

Styles provide increases to many of the basic Attributes that are important to characters in combat. There are eight styles: Self Defense, Viral, Karate, Aikido, Kung Fu, Hand Guns, Rifles, and SMGs.

Tactics

There are four types of Tactics that players may choose between: Speed, Power, Grab, or Block. Tactics affect the following Attributes: Accuracy, Defense, Damage, and Contested Withdraw. (Editor’s Note: Let me repeat that for emphasis. Contested Withdraw. –Walrus) Certain Tactics are more valuable in certain situations than others, so it pays to be alert.

Tactics come into play anytime a combat action uses accuracy, defense, damage, or withdraw. However, except for Block, Tactics are constantly active even when a character is not in combat. You can also select a different Tactic outside of combat, which means you’re no longer stuck with the last Tactic you used in the last combat.

Tactics have the following Attributes:

·         Speed – medium accuracy boost, medium defense reduction, normal damage, chance to cause Dazed state, normal contested withdraw

·         Power – medium accuracy reduction, normal defense, medium damage boost, chance to cause Staggered state, normal contested withdraw

·         Grab – small accuracy boost, medium defense boost, large damage reduction, chance to cause Off-Balance state, normal contested withdraw

·         Block – normal accuracy, large defense boost, normal damage, increase to IS regeneration, small chance to clear any state, normal contested withdraw

Activated Abilities (Buffs)

Toggled Abilities and buffs can increase various Attributes on a player.

Increasing Influences

Characters increase Influences through the following methods:

Increasing Stats

Increasing the 5 character Stats--Focus, Perception, Reason, Belief, and Vitality—are the most effective way of affecting a character’s Influences. Stats make the largest contribution to Influence bonuses and Influences have been distributed amongst the five Stats in way that encourages characters to increase more than one Stat. However, all of the Stats are useful to a character, so there really isn’t a wrong choice when increasing a character’s Stats.

When the revision goes to the playtest server we are planning to provide documentation that lists the Influences affected by each Stat. We also intend to implement a way for test-server players to reallocate stats on a more frequent basis. (Editor’s Note: RARH! –Walrus)

The average score for a bluepill’s Stats is 5; but players begin with only one score of 5, three at 8, and one at 11. Since Influence bonuses begin at a score of 6, players aren’t “only human”. Once a Stat is 6 or higher, all Influences associated with that Stat get a bonus.

The only way to increase Stats after awakening is by leveling your character. Players gain a total of 49 points to spend on increasing their Stats as their characters level from 1 to 50.

As a character grows, his or her Stats can increase to a cap of 30, which means you can spend points on several Stats to diversify your character. Not only does this cap make it beneficial to diversify a bit, it also keeps characters from being “crippled” in an area because too many points were spent on one Stat.

Loading Passive Abilities

Passive Abilities provide the second largest contribution to a character’s Influences. Passive Abilities contribute to fewer specific Influences than a Stats do; however, the grouping is different and contains Influences specific to the character’s current loadout.

Enhanced Items

Enhanced items provide the smallest contribution to a character’s Influences. The contribution is still significant enough that items cannot be ignored. Items increase specific Influences and may increase more than one Influence.

 Conclusion

That covers most of the backend changes to the combat system. The second part of the journal should be out in a much shorter timeframe than this one and will detail how all the pieces tie together.

--Archon

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Friday December 2 2005
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:

My Own "Other Side"
With Andy K. out for a few weeks, I'm helping the team manage ongoing development of The Matrix Online. I am now thoroughly convinced that producers must have the mind of an octopus to keep track of so many things. Maybe I should've picked a better handle.

And it's never just ongoing work that needs tracking--it's all the unexpected issues that come up, as well. That includes everything from the increase in reported client crashes to one of the artists being out to have his first kid. (Congrats, Brian.) Nothing ever goes just right--especially not game development.

Recent Crashes
Speaking of crashes: The team is investigating the increased client crashes and will work as quickly as possible to fix the issue(s). If you are experiencing client crashes since last week, you can help us a great deal by describing what was going on when the crash occurred using the Crash Reporter. Your input gets appended to the logs our engineers receive, so your details may give us important information about the root cause.

LESIG News
I've finally completed reviewing the LESIG applications and have the initial list of invitees. I'd like to get folks into the LESIG forums as quickly as possible, so I will be looking for names on the forums and adding them to the LESIG group directly. If you suddenly see new forums appear in the coming week, that's why.

If you sent an application in to Aether back in the day and your forum name has changed, send me a private message on the forums and let me know what your new name is. If your name is in the list I now have, it will make it easier for me to track you down quickly.

Moderator Signature Winners
We have the winners of the Forum Moderator Sig Competition! CooliceT certainly showed off his skillz by getting 3 out of 5 signatures picked by the community. I'll be harassing Sync_Routine and Ryujin to pick their five and get mine up for voting as well as soon as I can.

Serenity by CooliceT
Steelrose by CooliceT
Mad_Hatter by Aquatium
Root7 by CooliceT
Penguin by RogueA

Thanks to everyone who took the time to deck out our new moderators!

Show Off MxO Movie Contest: Entries Closed
The deadline for the "Show Off MxO Movie Contest" ended on Thursday, December 1 (with a little extension for late entries). As mentioned on the thread, we'll be taking a look at what everyone has submitted and deciding exactly what we're going to do with them to show off the game to the rest of SOE. Stay tuned for more information in the next couple weeks.

Thanks to everyone for your hard work!

In Conclusion...
Normally, I'd put some links to threads on the forums in this section. However, I'm planning to split Other Side and an overview of community doings into two separate articles. Yes, this increases my article count, but it also means I can dedicate more space to interesting forum topics. I plan on beginning this in the next week or two (once Andy's holding the reins again).

But what would the Other Side be without a teaser? So, let's finish off with some talk about Combat Revision 2.0.

The first half of the dev journal will go up next week--and it's all about CR2.0. I'll also be bugging Archon for the second half, in the hopes of having it ready for publishing the week after.

Why? As someone is sure to point out, our target for the Test Server is December, which is suddenly this month. (My how time flies.) While we always would like progress to go faster, things are going well so far. At this time, we're working to reach a state where your participation and feedback will be useful.

What does "useful" mean? Any time you implement a complex system like this, there are a lot of issues. What we want is to take care of as many of the larger known issues as we can before you get your hands on it. That way your feedback can concentrate on issues that we aren't aware of or on how we could better polish the system.

Though the Test Server isn't ready for business yet, it is close. How close? Well...

Combat Revision 2.0 is currently slated for Update 40 (hence the numbering), which is dependant upon internal and community testing. I hope you're all as anxious to dig into it as we are to let you see it.

Until next week, I'll see you on the other side.

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