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The Other Side of the Looking Glass - Friday, May 19, 2006
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Jacked Out

Joined: Aug 15, 2005
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Question: Why not take the rolling animation and make a few new emotes?


/frontroll


/backroll


/leftroll


/rightroll


 


<= definately looking forward to the new cinematics. And cant wait to see this 'plot twist' in C5.1


 


 

Message Edited by AmbrielSyntax on 05.20.2006 06:11 PM
Message edited by AmbrielSyntax on 05/20/2006 14:11:51.



Systemic Anomaly

Joined: Aug 17, 2005
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What I want to know, is as we now have 2 abils to level simultaneously, is their levelling cost halved?


 


  Anyone else think of this?




Jacked Out

Joined: Aug 15, 2005
Messages: 1041
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Ntrails wrote:




What I want to know, is as we now have 2 abils to level simultaneously, is their levelling cost halved?


 


  Anyone else think of this?







Someone did....


 


Walrus wrote:

"The memory and leveling costs for these separated Abilities have been divided between the two. So loading and leveling both with be the same as with the current, single Abilities."


Jacked Out

Joined: Aug 18, 2005
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Yes. Oh yes:







That's going to be extremely cool.



And with double-tap rolling gone... Can we get a /cartwheel emote? Hehe.



Ascendent Logic

Joined: Aug 21, 2005
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I officially can't wait for the weekend to end. Man, I never thought I'd say those words in the same sentence.

Everything about this patch sounds cool. What kinds of problems were the dive rolls producing?



Jacked Out

Joined: Aug 15, 2005
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AmbrielSyntax wrote:

Question: Why not take the rolling animation and make a few new emotes?

/frontroll

/backroll

/leftroll

/rightroll


While it would be awesome, judging by what Rarebit said I don't think we're going to have new emotes in a long time.

Disclaimer:
I don't have a clue as to what it might take to actually create a new
emote but it seems to require motion capture actors & software
& installations to make it happen which with current ressources
would be a big no-no.



Jacked Out

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Sykin wrote:
Yes. Oh yes:



That's going to be extremely cool.


might finally be the time for me to get one of those nifty mega city sigs from Void.

anyone know if they are going to redo the old cinematics using this technique?


Vindicator

Joined: Aug 15, 2005
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The current cinematics will stay as they are.  This was asked before in the Ask a Dev thread.

I think it will be cool, I mean Chadwicks Assassin drawings made me /drool



Jacked Out

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fluke72 wrote:





AmbrielSyntax wrote:



Question: Why not take the rolling animation and make a few new emotes?


/frontroll


/backroll


/leftroll


/rightroll




While it would be awesome, judging by what Rarebit said I don't think we're going to have new emotes in a long time.

Disclaimer: I don't have a clue as to what it might take to actually create a new emote but it seems to require motion capture actors & software & installations to make it happen which with current ressources would be a big no-no.






Thats all true, but I wouldnt think the animations would need to be recaptured. We already know the animation works, since it has since forever. Hopefully it would be easier than making a new emote from scratch.


Systemic Anomaly

Joined: Aug 19, 2005
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eh...I liked the old cinamatics more



Jacked Out

Joined: Aug 15, 2005
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First one in while that gets a WooHoo!


And...Data Node Suggestions.


1.  Make data miner a part of the mission system linking computers with outside datablobs.


2.  Create mobs (agents) that activate when Data Goggles turned on.  Data Miner is part of the spy tree.


3.  Change the outcome so that mobs can also result from data mining.


last but not least.


4.  If you remember the penguin game where the yeti throws the penguin up and it bounces from side to side.  The better the angle, the higher the penguin went as it bounced from side to side.  Well, do something similar where the harder datablobs have to be retrieved by bouncing a single off the sides of buildings.


Anyway, 5.1 woohoo!





Joined: Oct 19, 2005
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BloodWork wrote:



eh...I liked the old cinamatics more


How can you not like it? No more dumb annoying old emotes etc.

I'm loving this! So original, so unique.
I've always loved Comic Noir's, it's reminding me of Max Payne. SMILEY
I like how MXO is sticking true to it's predecessor's, like Animatrix and Matrix Comic. Finally Matrix Online will feel like Matrix, in one way at least. SMILEY

In other words; Paul Chadwick FTW.


Jacked Out

Joined: Nov 17, 2005
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Wait... so the Animatrix and the Comics were "Matrixy", but the movies and EtM weren't? Is the photo-realistic look of MxO "unMatrixy"? Hmmm...


Jacked Out

Joined: Dec 21, 2005
Messages: 894
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TPaine wrote:


Walrus wrote:
After Update 44, all event items will grant a 10% bonus for players who posses them.


Holy **bleep**!  My question in the Ask Rarebit thread actually got a bug fix!  I feel so...listened to.


Walrus wrote:
In our continuing desire to make Data Node Tapping worthwhile, we are increasing the $Information payout by quadrupling it.


And Phrog's!  Excellent!



I know man... whoever out there wants to say that the devs aren't listening around here hasn't tried talking to them SMILEY

For the record, the new cinematics style looks AWESOME. The in-game style engine never ever did it for me. It was like watching people play the game, and thus, not terribly exciting. Having a new, hand drawn animation cinematic every now and then will not only be very awesome but unique and make them feel like *something special*.


Systemic Anomaly

Joined: Aug 17, 2005
Messages: 5033
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AmbrielSyntax wrote:






Ntrails wrote:




What I want to know, is as we now have 2 abils to level simultaneously, is their levelling cost halved?


 


  Anyone else think of this?







Someone did....


 


Walrus wrote:

"The memory and leveling costs for these separated Abilities have been divided between the two. So loading and leveling both with be the same as with the current, single Abilities."



Someone didn't read the article thoroughly.... *ahem* Sorry

 
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