WhatIsTheMatrix.IT – Il Sito Italiano su Matrix
WhatIsTheMatrix.IT – Il Sito Italiano su Matrix
WhatIsTheMatrix.IT – Il Sito Italiano su MatrixHome // Forum
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Cita da Konte su 17 Gennaio 2006, 12:33Beh...è anche vero che c'è stato in mezzo un importante passaggio di proprietà e gestione del gioco che inevitabilmente ha comportanto alcuni ritardi nell'implementazione dello sviluppo.
Beh...è anche vero che c'è stato in mezzo un importante passaggio di proprietà e gestione del gioco che inevitabilmente ha comportanto alcuni ritardi nell'implementazione dello sviluppo.
Cita da bongo su 17 Gennaio 2006, 21:47comunque raga le chiacchiere stanno a zero in quanto stùcess 'e QA l'han tenuto aperto qualke ora poi l'han chiuso per il weekend siamo a mercoledì quasi e non lo riaprono...alura''
comunque raga le chiacchiere stanno a zero in quanto stùcess 'e QA l'han tenuto aperto qualke ora poi l'han chiuso per il weekend siamo a mercoledì quasi e non lo riaprono...alura''
Cita da Jestas su 17 Gennaio 2006, 22:13nemack, può essere pure che quel dev sul forum non sia in realtà al corrente dell'eventuale espansione che hanno magari già progettato, chi lo sa, o semplicemente non possono dichiararlo fino a che non arrivano a un certo turning point in cui è tutto certo al 100%, chi lo sa...
e bongo, basta chiamarlo QA, ora si chiama EPS 😛
nemack, può essere pure che quel dev sul forum non sia in realtà al corrente dell'eventuale espansione che hanno magari già progettato, chi lo sa, o semplicemente non possono dichiararlo fino a che non arrivano a un certo turning point in cui è tutto certo al 100%, chi lo sa...
e bongo, basta chiamarlo QA, ora si chiama EPS 😛
Cita da Jestas su 17 Gennaio 2006, 22:29oh, è apparso un altro articolo interessantissimo sul cr 2.0
Attributes, stats and influences explained
mi appresto a leggerlo ora!
oh, è apparso un altro articolo interessantissimo sul cr 2.0
Attributes, stats and influences explained
mi appresto a leggerlo ora!
Cita da Hagakure193c su 17 Gennaio 2006, 22:57Ecco il post in questione:
CR2.0: Attributes, Stats, and Influences Explained- 01/17/2006
Under Combat Revision 2.0, it's important to understand the terminology and how each aspect relates to the others. There are three terms you should know when it comes to CR2.0: Stats, Attributes, and Influences.Attributes (Properties)
On the code-side of The Matrix Online, Attributes and Properties have somewhat distinct flavors. Attributes are associated with Abilities and are expressed in numbers. Properties are essentially the same, except they are associated with inherent properties of the game, such as characters and the combat system, instead of with Abilities. However, from the player perspective, it's easier to consider everything that falls in this group 'Attributes'.
Each Ability is made up of several Attributes, such as Damage and Area of Effect.
Stats
Your five character Stats (Focus, Perception, Reason, Belief, and Vitality) give you bonuses based on their scores. You get one point to add to any Stat each time you go up a level'the higher your score in a Stat, the larger the bonus.
For point a Stat is above 5, you get a +2% bonus. Note: This bonus is subject to change during testing. This is our team's biggest 'lever' for balancing combat and Abilities, so this is the initial value.
Each Stat has a number of Influences associated with it, which tell you what bonuses raising that Stat will give you.
Influences
Each Influence carries the same name as the Attribute it gives a bonus to. Influences are expressed as percentages that are added to the Attribute when an Ability is used.
Putting it All Together
Here's an example that should help you understand how this all works. We'll see how scores in two different Stats can change the effect of a single Ability.
Ability Name: Despoiler
Attributes:
Melee Damage: -14 points, 20 seconds
Ballistic Damage: -14 points, 20 seconds
Melee Accuracy: -39 points, 20 seconds
Ballistic Accuracy: -39 points, 20 secondsStat Name: Focus
Influences:
Ballistic Accuracy
Ballistic Resistance
Melee Damage
Melee Defense
Force Combat
Heal Damage
Root Duration
Stun Duration
Stat Name: BeliefInfluences:
Melee Accuracy
Melee Resistance
Viral Damage
Viral Defense
Movement Speed
Buff Area Radius
Debuff Area Radius
Blind Duration
Pacify DurationNow, let's say you had scores of 15 in Focus and 20 in Belief. That translates to a +20% bonus from Focus Influences and a +30% bonus from Belief Influences. Focus has both Ballistic Accuracy and Melee Damage Influences, while Belief has a Melee Accuracy Influence.
Your use of the Despoiler Ability would now look like this:
Ability Name: Despoiler
Attributes:
Melee Damage: -16 points, 20 seconds
Ballistic Damage: -14 points, 20 seconds
Melee Accuracy: -50 points, 20 seconds
Ballistic Accuracy: -46 points, 20 secondsNote: When calculating the percent bonuses, The Matrix Online truncates any decimals.
Now, if we reverse the scores to 20 Focus and 15 Belief, Despoiler would look like this:
Ability Name: Despoiler
Attributes:
Melee Damage: -18 points, 20 seconds
Ballistic Damage: -14 points, 20 seconds
Melee Accuracy: -46 points, 20 seconds
Ballistic Accuracy: -50 points, 20 secondsCharacter Bonuses
While the above is an example of how Influences affect the Attributes of an Ability you use on someone else, they also affect Attributes that are inherent to your character. For example, combat Styles are essentially Abilities that give buffs to your character. When you have an active combat Style, any Influence bonuses you have based on your Stats will be applied to matching Attributes of that Style.
Let's look at the same example using Self Defense.
Ability Name: Self Defense
Attributes:
Ballistic Accuracy: +1/level
Ballistic Defense: +0.96/level
Ballistic Damage: 2+0.2/level
Melee Accuracy: +1/level
Melee Defense: +0.96/level
Melee Damage: 4+0.42/level
Thrown Defense: +0.96/level
Viral Defense: +0.96/levelYou'll notice that the Attributes of Self Defense are based on the level of the Ability. So, let's say you have Self Defense at level 20. That would make your base Attributes:
Ability Name: Self Defense
Attributes:
Ballistic Accuracy: +20
Ballistic Defense: +19
Ballistic Damage: 6
Melee Accuracy: +20
Melee Defense: +19
Melee Damage: 12
Thrown Defense: +19
Viral Defense: +19Let's assume again that you have 15 Focus (+20%) and 20 Belief (+30%). Focus has Ballistic Accuracy, Melee Damage, and Melee Defense Influences, while Belief has Melee Accuracy and Viral Defense Influences.
Applying these bonuses to the appropriate Attributes results in the following:
Ability Name: Self Defense
Attributes:
Ballistic Accuracy: +24
Ballistic Defense: +19
Ballistic Damage: 6
Melee Accuracy: +26
Melee Defense: +22
Melee Damage: 14
Thrown Defense: +19
Viral Defense: +24
Ecco il post in questione:
CR2.0: Attributes, Stats, and Influences Explained- 01/17/2006
Under Combat Revision 2.0, it's important to understand the terminology and how each aspect relates to the others. There are three terms you should know when it comes to CR2.0: Stats, Attributes, and Influences.
Attributes (Properties)
On the code-side of The Matrix Online, Attributes and Properties have somewhat distinct flavors. Attributes are associated with Abilities and are expressed in numbers. Properties are essentially the same, except they are associated with inherent properties of the game, such as characters and the combat system, instead of with Abilities. However, from the player perspective, it's easier to consider everything that falls in this group 'Attributes'.
Each Ability is made up of several Attributes, such as Damage and Area of Effect.
Stats
Your five character Stats (Focus, Perception, Reason, Belief, and Vitality) give you bonuses based on their scores. You get one point to add to any Stat each time you go up a level'the higher your score in a Stat, the larger the bonus.
For point a Stat is above 5, you get a +2% bonus. Note: This bonus is subject to change during testing. This is our team's biggest 'lever' for balancing combat and Abilities, so this is the initial value.
Each Stat has a number of Influences associated with it, which tell you what bonuses raising that Stat will give you.
Influences
Each Influence carries the same name as the Attribute it gives a bonus to. Influences are expressed as percentages that are added to the Attribute when an Ability is used.
Putting it All Together
Here's an example that should help you understand how this all works. We'll see how scores in two different Stats can change the effect of a single Ability.
Ability Name: Despoiler
Attributes:
Melee Damage: -14 points, 20 seconds
Ballistic Damage: -14 points, 20 seconds
Melee Accuracy: -39 points, 20 seconds
Ballistic Accuracy: -39 points, 20 seconds
Stat Name: Focus
Influences:
Ballistic Accuracy
Ballistic Resistance
Melee Damage
Melee Defense
Force Combat
Heal Damage
Root Duration
Stun Duration
Stat Name: Belief
Influences:
Melee Accuracy
Melee Resistance
Viral Damage
Viral Defense
Movement Speed
Buff Area Radius
Debuff Area Radius
Blind Duration
Pacify Duration
Now, let's say you had scores of 15 in Focus and 20 in Belief. That translates to a +20% bonus from Focus Influences and a +30% bonus from Belief Influences. Focus has both Ballistic Accuracy and Melee Damage Influences, while Belief has a Melee Accuracy Influence.
Your use of the Despoiler Ability would now look like this:
Ability Name: Despoiler
Attributes:
Melee Damage: -16 points, 20 seconds
Ballistic Damage: -14 points, 20 seconds
Melee Accuracy: -50 points, 20 seconds
Ballistic Accuracy: -46 points, 20 seconds
Note: When calculating the percent bonuses, The Matrix Online truncates any decimals.
Now, if we reverse the scores to 20 Focus and 15 Belief, Despoiler would look like this:
Ability Name: Despoiler
Attributes:
Melee Damage: -18 points, 20 seconds
Ballistic Damage: -14 points, 20 seconds
Melee Accuracy: -46 points, 20 seconds
Ballistic Accuracy: -50 points, 20 seconds
Character Bonuses
While the above is an example of how Influences affect the Attributes of an Ability you use on someone else, they also affect Attributes that are inherent to your character. For example, combat Styles are essentially Abilities that give buffs to your character. When you have an active combat Style, any Influence bonuses you have based on your Stats will be applied to matching Attributes of that Style.
Let's look at the same example using Self Defense.
Ability Name: Self Defense
Attributes:
Ballistic Accuracy: +1/level
Ballistic Defense: +0.96/level
Ballistic Damage: 2+0.2/level
Melee Accuracy: +1/level
Melee Defense: +0.96/level
Melee Damage: 4+0.42/level
Thrown Defense: +0.96/level
Viral Defense: +0.96/level
You'll notice that the Attributes of Self Defense are based on the level of the Ability. So, let's say you have Self Defense at level 20. That would make your base Attributes:
Ability Name: Self Defense
Attributes:
Ballistic Accuracy: +20
Ballistic Defense: +19
Ballistic Damage: 6
Melee Accuracy: +20
Melee Defense: +19
Melee Damage: 12
Thrown Defense: +19
Viral Defense: +19
Let's assume again that you have 15 Focus (+20%) and 20 Belief (+30%). Focus has Ballistic Accuracy, Melee Damage, and Melee Defense Influences, while Belief has Melee Accuracy and Viral Defense Influences.
Applying these bonuses to the appropriate Attributes results in the following:
Ability Name: Self Defense
Attributes:
Ballistic Accuracy: +24
Ballistic Defense: +19
Ballistic Damage: 6
Melee Accuracy: +26
Melee Defense: +22
Melee Damage: 14
Thrown Defense: +19
Viral Defense: +24
Cita da Hagakure193c su 17 Gennaio 2006, 23:24E' evidente come adesso le Stats influenzino molto di più i valori rispetto a quello che facevano i vecchi attributi, mentre una volta modificando gli attributi si aggiàngevano pochi punti ai nostri bonuses e quindi si andava ad influire in maniera molto leggera sui risultati e sulle prestazioni del nostro pg, adesso portando una stat al massimo ovvero a 30 punti andiamo a modificare del 50% i valori effettivi.
Se lancio un virus che al mio livello fa 50 punti di viral damage posso arrivare a fare fino a 75 grazie alle stat BELIEF e quindi è chiaro che le stats vanno ad influenzare i valori in maniera evidente quasi quanto il livellamento.I valori indicati sulle varie abilità diventano quindi la nuova chiave di lettura per calcolare i valori massimi raggiàngibili grazie ai 50 livelli e il 50% dato dalla relativa stat.
esempio se una abilità mi da:
Melee Damage: 4+0.42/level
significa che al massimo riusciro a portarla a
4 + 0,42X50=21 grazie al livellamento=25 + ancora un 50%(dato dalla stat) = 37.5 arrotondato= 37
E' evidente come adesso le Stats influenzino molto di più i valori rispetto a quello che facevano i vecchi attributi, mentre una volta modificando gli attributi si aggiàngevano pochi punti ai nostri bonuses e quindi si andava ad influire in maniera molto leggera sui risultati e sulle prestazioni del nostro pg, adesso portando una stat al massimo ovvero a 30 punti andiamo a modificare del 50% i valori effettivi.
Se lancio un virus che al mio livello fa 50 punti di viral damage posso arrivare a fare fino a 75 grazie alle stat BELIEF e quindi è chiaro che le stats vanno ad influenzare i valori in maniera evidente quasi quanto il livellamento.
I valori indicati sulle varie abilità diventano quindi la nuova chiave di lettura per calcolare i valori massimi raggiàngibili grazie ai 50 livelli e il 50% dato dalla relativa stat.
esempio se una abilità mi da:
Melee Damage: 4+0.42/level
significa che al massimo riusciro a portarla a
4 + 0,42X50=21 grazie al livellamento=25 + ancora un 50%(dato dalla stat) = 37.5 arrotondato= 37
Cita da Hagakure193c su 19 Gennaio 2006, 14:44Pare che finalmente il TEST server abbia raggiànto la stabilità voluta e che sarà disponibile regolarmente, rimarrà offline solo per i vari update previsti:
http://mxoboards.station.sony.com/matrix/board/message'board.id=test_notes&message.id=7
Update: External Playtest Stability Update Options
We applied an update to the External Playtest server today that seems to have solved the stability issues we were having. The External Playtest server will remain online until the next planned update.
Pare che finalmente il TEST server abbia raggiànto la stabilità voluta e che sarà disponibile regolarmente, rimarrà offline solo per i vari update previsti:
http://mxoboards.station.sony.com/matrix/board/message'board.id=test_notes&message.id=7
Update: External Playtest Stability Update Options
We applied an update to the External Playtest server today that seems to have solved the stability issues we were having. The External Playtest server will remain online until the next planned update.
Cita da Marcomun su 19 Gennaio 2006, 18:35qualcuno è riuscito a capire come funziona l'interlock'
qualcuno è riuscito a capire come funziona l'interlock'
Cita da bongo su 19 Gennaio 2006, 18:39Ah guarda è molto semplice, praticamente non c'è +
Ah guarda è molto semplice, praticamente non c'è +
Cita da Marcomun su 19 Gennaio 2006, 18:57si ,ma quando ti chiudo in close... come si fa a capire quando mettere le abilità...porca ***** è tuttoa caso veramente come diceva hagakure'!
non si capisce una ****......
uno non può capire se non ha uno stralcio di indizio....EDIT:usiamo termini più adeguati per favore 😉
si ,ma quando ti chiudo in close... come si fa a capire quando mettere le abilità...porca ***** è tuttoa caso veramente come diceva hagakure'!
non si capisce una ****......
uno non può capire se non ha uno stralcio di indizio....
EDIT:usiamo termini più adeguati per favore 😉