|
|
|
 | Deadly
|
Posts: 1,113
Join Date: |
May 2003 |
Location: |
San Diego, CA |
Job: | IT |
Homepage: | Click Here |
| 21st March 2010 |
|
|
I've been playing a little over a week now, and can agree with a lot of what was said above. here's my impressions though (post "big patch", which fixed/added a lot of stuff)
Missions:
Always fun w/friends, and decent enough solo. It's very AO/CoH, using a contacts system to put you into instanced missions inside buildings. the layouts are somewhat repetitive, but they fit the matrix feel as far as locals go (from banks, to slums, to normal middle class condos) Enemy placement is random and sometimes a little odd. Sometimes there will be guards scattered across the map with nothing between you and your objective, and sometime ALL the enemies will spawn on your objective making for one tough fight. Random "treasure" objects such as desks and boxes are searchable, adding to your loot and the fun of a mission. Some profession specific items are added into missions as you move along, such as alarm systems that can be disabled by some people (otherwise they summon more guards) computers that can be hacked, and doors that are locked and can be picked... assuming someone in your party has said abilities.
After a few missions you may choose specific faction missions (machines, zion, exiles) and gain favor with one of the 3. after a bit more, you start to get story-arc missions and may even interact with special chars from the movies (I've met niobe and agent gray so far) some story items are lootable too randomly, I’ve found emails pertaining to commander lock and morpheus.
Enemies:
So far I’ve only run into fairly generic sets of enemies, though i guess it makes sense. faction-based ones (zion soldier, zion patcher, zion hacker, etc) and street thugs that belong to various gangs. all humanoid, with somewhat varied styling based on who they are. You can loot silver bullets, stakes, and holy water in the game, so it's assumed you may encounter some of the more powerful exiles later in the game.
Landscape:
Everything, so far, takes place in the "megacity". travel is accomplished by using "hardlines" to teleport between them. new hardlines are acquired by just finding one and uploading to it to add it to your map. a subway system is also present to get into places where you have no listed hardlines. there are also archives, which i have not seen. they are described as "older versions of the matrix" that have been stored as constructs, and people can buy keys to them. I assume these are the dungeons, or possibly PvP zones.
Combat/Abilities:
Melee combat is done using an "interlock" system. You get point blank, and "lock" your opponent in close combat. it then goes to a turn-based system where your stats, specials, etc are combined with a random roll. if you beat the enemy's roll, you win the "round" and execute the desired attack. if you fail, the enemy counters and executes their attack. This has an interesting effect, in that with good stats, specials, and luck, you can win melee combats without taking any damage at all. the downside is if you have horrible luck, the enemy might win every "round" and defeat you the same way.
Ranged Combat is done 2 ways, using a free-fire system where you target someone, and auto-attack, adding specials as you go. If the enemy tries to engage you in close combat, you can still get interlocked, but will continue to fight with your weapon, but using the turn-based style of interlock. It works a little differently though. as it becomes attack/defense instead of attack/attack. i.e.- if i jump in with my guns into CC, the enemy will make a defence roll that round. if they succeed, they'll jump, dodge, spin, etc to evade my bullets. If I win, I'll jump, spin, etc and hit them, doing damage. then when he attacks in melee, I’ll either block/dodge etc or be hit and take damage. armed chars can be disarmed temporarily as a benefit to those specializing in martial arts.
Hacking (spells) - hackers can transmit viruses for the same effect of a "wizzard nuke" or other appropriate damage type. they also have debuffs and some minor healing ability.
Healing is similar to any other MMO, a "patcher" loads the appropriate programs and has the ability to buff and heal other chars.
Pet's are used by the Coder class, who programs simulacrums to fight for them, in Patcher (heal/buff), Proxy (melee/guns) and Logic Deamon (Hacker) varieties.
Classes/Skills/Crafting :
There are no classes in MxO, at least not like in other MMO's. What you can do is only limited by your level and cash flow. How well you do it is limited by the stats you choose to raise each "level." When you start the game, you choose your basic look and profile, which will give you a small boost in a certain stat, and small deficit in another as a trade off. Every level you get, you get one more point to put into whatever stat you want, so theoretically you can even them all out if you wanted. Specializing, as in any MMO, is more "effective" however.
Skills and abilities are simply programs that you purchase or craft, upload at a hard line, and have your operator download to your head. What programs can be loaded are limited by whatever their prerequisites are. For example, a high level hacking program will probably have multiple prerequisites for other lower level hacking programs to be loaded, as well as a level requirement. Your head only has so much space as well, so you may only load a certain amount of "memory" slots at a time. This increases with level.
The main ability trees are:
Coder: splits into Code Shaper which is a pet class (there are 2 more branches for that) and Programmer which is the crafting class (there are 5 branches for that i think)
Hacker: splits into Virologist nuke classes and subclasses (9?) and Patcher healing/buffing classes and subclasses (4?)
Operative: splits into Spy classes and subclasses (2?) and Soldier classes and subclasses (6) these are the main fighter classes, and involve martial arts, guns, etc
Crafting is done by taking looted 'bits' from mobs and other things and compiling them into items. You can also decompile existing items to get either a blueprint so you can replicate it, or some of the code bits that it was made from. I haven’t messed with this too much so i can't say for sure
IMPORTANT NOTE: Because all the abilities are programs, they can be loaded, unloaded, at will while you are at a hardline. This will allow any char to instantly change trees and abilities as long as you have the money to finance buying all the skills. Changing similar trees (i.e.- Virologist to Patcher) is pretty easy, while changing entire trees (hacker to operative) will prove very expensive.
Graphics:
The graphics are good, but not "amazing" they fit the matrix feel and run relatively smoothly. I've had no crashes (so far...) animations and emotes are up to par w/any other MMO.
Sound:
Once again, about average. Not amazing, but (usually) not annoying either
Overall
I think this one has some promise to it. The engine seems able to display a convincing environment, and fairly fluid animation. If the dev's support the storyline and the community continues to grow, I think this could be really fun.
EDIT: now spellchecked for freshness
|