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News: The Other Side of the Looking Glass



While most of the crew is packing off to E3, I'll be minding the store and watching Aether run around finishing preparations for The Hunt for Morpheus. After seeing everything going into the game to support this event, I can say it should be a blast. Anyway, here are the hot topics around the house this week.

Character Migration

I'm beginning this week with a reminder that, if you're interested in moving a character to another server, you've got until this Sunday, May 22 to submit a petition for a free move. We don't have any current plans to do this on a regular basis yet, so make sure you take advantage of this one-time opportunity if you want your character on a different world.

Full details on the character migration are available here.

Focus Questions

As I mentioned in Friday's dev chat on IGN, we're going to take a different track on Focus Groups than we did in beta. Instead of gathering a small group of players to discuss specific aspects of the game, we'll be posing questions to Broadcast Depth on a weekly basis to gather feedback on.

Like the discussions on Spy issues and Hacker balancing, information from these threads will be gathered and passed on to the team. This information along with what comes from the Feedback petitions and general forums reading will help the dev team in their continuing work on the game.

While we may pull smaller groups aside at times to get more directed feedback, we want to make sure the entire community has the chance to speak up about issues the dev team is looking into.

The first question we're asking is: What would get you to play on the QA Test server on a regular basis? Is the draw of seeing future updates to the game enough? Would you be more likely to playtest if you weren't starting over with a brand new character? For those of you who have been so helpful finding bugs, reporting exploits, and suggesting changes; we want to know what would get you to playtest on the QA Test server regularly.

You can reply to this week's topic here.

The Next Patch

The next patch is being tested right now for deployment later this week. While there are many changes specifically for this weekend's live event and the advancing storyline, many other items concerning the community have been addressed as well. Here's a list of some of the top items in the upcoming patch:

  • Deadly Aim, Clear Mind, and Siphon Data Node will cost the correct (reduced) amount to level up.
  • Taunt now has a chance to draw aggro from any NPC within 4m of the player, regardless of whether the player is using Taunt in free attack or Interlock. When Taunt is used, it will perform a check Combat Tactics check for success.
  • Bug allowing players to create an unbreakable Evade Combat shield has been fixed.
  • Bug causing ranged weapons to have excessive Damage Over Time (DoT) enhancements has been fixed.
  • The Metro World Atlas will be available in game. (Hotkey: ";")
  • Live Events team members will have the ability to restrict entry to areas by Organization.

These are just some of the top items. Make sure to check out the patch notes when the update goes live for more details.

Movement Changes

In the continued quest to fix game balance, the designers are making some significant changes to movement speed. As many of you have noted, the top end of the possible movement speed bonus is ridiculously high. Not only is it out of proportion with other MMOs, but you can literally move so fast the game engine can't keep up with your character.

The first major change will be a reduction in the overall movement speed cap to 160% of normal running speed. This both puts it in line with other MMOs and gives the designers some wiggle-room to increase it at a later date if they find reason to.

Many items with movement enhancements will have to be replaced with items that have more reasonable or different buffs. Movement enhancements will also be restricted to footwear only, so non-footwear clothing items with movement buffs will be replaced as well. Code structures (recipes) you have for items that are being changed will point to the items created to replace them.

Movement Abilities have also been adjusted to take into account the new movement cap. In most cases, this means a reduced speed enhancement, but an increased duration. In the case of Movement Accelerator 2 and 3, there's also an increase to movement speed while using a stealth Ability.

Ability Bonus Duration
Hyper Sprint +15 25 IS every 5 seconds
Hyper Speed +0.6 per level 600 seconds
Desperate Speed +60 15 seconds
Movement Accelerator 1 +15 600 seconds
Movement Accelerator 2 +25 (+5 while stealthed) 720 seconds
Movement Accelerator 3 +45 (+10 while stealthed) 960 seconds

 

Hacker Statistic-Modification Caps

Due to some modifications to how the game handles statistic-modification caps (how much a single item/Ability can increase an overall statistic), some Hacker Abilities have been adjusted. Most of these changes are actually only on the backend and have no gameplay effect. However, one visible adjustment has been made:

  • Advanced Damage Resistance, Effective Code, Repel Combat, Clear Mind, Total Dedication, Infection Immunity, Attack Programming, and Supreme Damage Resistance: Bonuses will be based on the Ability level, not the character level

Note: This information has been corrected from yesterday's post. For those of you who read about changes to Hacker Abilities yesterday: The caps are actually the same as they always have been. The only adjustment has been to Abilities whose effects were based on character level, which are now based on the Ability level. I apologize for any confusion. - Walrus

Other Balancing Changes

  • Karate Focus, Aikido Redirection, and Kung Fu Perfection now only increase damage when using the associated style (not all Melee Damage)
  • Martial Arts Initiate now gives a bonus to Melee Combat Tactics, not general Combat Tactics
  • Maximum per-level bonus for Invisibility and Disguise has been increased from 0.5 to 3.0
  • Bug allowing a Sneak, Invisibility, or Disguise effect to remain after taking damage has been fixed
  • Spinning Backsweep now does 200 points of damage

We continue balancing the trees so we can eventually add some cool features we're looking into. Without a better overall balance, some of what we'd like to do would simply break the game. So everyone is going to feel a bit of the pain and, hopefully, get a little love back in return.

Future Developments

I'm working with the design team to get more information about features being investigated for future implementation. They've been spending a good deal of time working out improvements to current systems, so there's nothing I can talk about yet. However, given the ideas I've heard being tossed about, I'll be working to extract some details from them for an upcoming article.

No wonder they're all are sneaking off to E3 this week. Who's going to screw in the light bulbs around here now?

See you next week on The Other Side of the Looking Glass.

 

Want to chat about this article? Head over to Broadcast Depth.

Posted by The Matrix Online Team




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