Greetings
Ladies and Gents,
This is
the third installment of The Matrix Online developer journal. Todays
journal is pretty big, so go grab a cup of your favorite beverage and settle
in for a good read.
Im
pleased to say that the team has been making great progress. Weve 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 todays 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 Im
going to explain the nuts and bolts of the combat revision. I may create more
questions than answers with this journal, but thats to be expected. After
all, were 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 were 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. Im
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
theres 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. Its 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 youre 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.
Weve
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. (Editors 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 youre 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 Vitalityare
the most effective way of affecting a characters 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 isnt a wrong choice when increasing a characters
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. (Editors Note: RARH! Walrus)
The
average score for a bluepills 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 arent 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.
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Passive Abilities
Passive Abilities
provide the second largest contribution to a characters Influences. Passive
Abilities contribute to fewer specific Influences than a Stats do; however,
the grouping is different and contains Influences specific to the characters
current loadout.
Enhanced Items
Enhanced items provide the smallest
contribution to a characters 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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