March 28, 2006
New Update Coming for The Matrix Online
Sony Online Entertainment has been hard at work
on The Matrix Online since adding the game to their roster of titles late in
2005. Now, they are pleased to announce that the first major enhancement to the
game is coming on March 28: Combat Revision 2.0.
Combat Revision 2.0 is designed to take The
Matrix Online combat experience to a next level of excitement. The modified
player-interface allows players to feel more “in the moment” by making it easier
to focus on the fight itself. Players can see who is going to take damage and
whether a special attack succeeds or fails without having to look away from the
on-screen action. These are just a few of the new features and gameplay
enhancements that players will see beginning in late March.
These new combat features go live just in time
for the first anniversary of The Matrix Online. In honor of the occasion, Sony
is introducing some exciting new game adventures wrapped around the “Piece of
Blue Sky” in-game concert. As part of the special in-game celebration, all
current, active players who attend the concert event can get a great anniversary
gift in-game: Special concert T-shirts and baseball caps—the first time
baseball-cap style objects have been offered.
A more detailed breakdown of Combat Revision 2.0 follows:
-
Faster Combat
A major goal of Combat Revision 2.0 was to “speed up” combat by eliminating
pauses in the action. Rounds have been shortened along with animations with
the result of smoother, faster combat rounds. -
New Combat UI
The combat user-interface has been updated to give better feedback without
having to take your eyes off the combat itself. Interlock rings appear under
both opponents’ feet while in Interlock that flash red when that character is
going to be hit that round. Slot numbers in the hotbar flash red when an
Ability has been selected and go solid red when that Ability will be used in
the next combat round. When an Ability is used, a special effect plays on the
hotbar icon: red for a miss and green for a hit. -
New Combat Styles
Each branch of the Discipline tree now has
access to special Styles that grant combat bonuses appropriate for that
branch. While the combat-focused branches get their own Styles (such as Aikido
or Handguns), Hackers, Coders, and Spies also get their own Styles. -
Modified Weapon Classes
Since Combat Revision 2.0 rates everything on a
Damage Per Second (DPS) basis, we’ve made some modifications to available
weapon classes. Handguns, Rifles, and Sub-Machine Guns (SMGs) now have varying
rates of fire that significantly affect they way they play. Rifles do the most
“up-front” damage, SMGs have the highest rate-of-fire, and Handguns are the
best Interlock weapons. -
Melee Free-Attacks
Under the original combat system, Martial Art
specialists (Karate, Kung Fu, and Aikido) were only left with one option
outside of Interlock; to pull out a weapon and fire. The addition of Melee
Free-Fire attacks allows martial artists to use their primary strengths to
affect combat from outside Interlock. -
More Customization from Stat Development
Character Stats (Focus, Perception, Belief,
Reason, and Vitality) used to have little impact on character development and
putting all your points into one could leave your character “crippled” at high
levels. Now, each Stat has a list of Attributes (such as Melee Damage,
Ballistic Resistance, and Maximum Health) that they impact, giving players the
opportunity to focus development on what they want their characters to excel
at. In addition, players may now take a special mission at any time to earn an
item that allows them to reconfigure their Stats at any time. -
Second Hotbar
The original user interface had one hotbar with
ten slots for players to put links to frequently used Abilities and items.
Combat Revision 2.0 adds a second hotbar with an additional ten slots for
quick access. -
More Hotbar Space
With the extra usable hotbar comes additional
hotbar space. Ten more rows have been added for a total of twenty possible
hotbar configurations. Players now have enough room to make specific hotbars
for almost any Ability loadout imaginable. -
No More Zero-Sum Combat
Under the old system, there was one loser and
one winner in any Interlock round; both attack numbers were compared with the
highest number winning. Now, attack numbers are compared to the opponent’s
appropriate Defense score. Each round, both opponents have the opportunity to
deal damage. -
No More “Always Hit/Always Miss” Scenarios
Because the attack numbers are directly compared
in the current combat system, a high-level character can effectively “lock
out” a lower-level character because his attack numbers are so high. Changes
in the combat formula now make it possible for even a level-one character to
hit a level-fifty character. Everyone can contribute something in any combat
scenario.