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Image Retrieval - September 5, 2007
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Ascendent Logic

Joined: Aug 15, 2005
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I do hope this lets you "learn" the ability so you can execute is as a finisher SMILEY



Systemic Anomaly

Joined: Aug 15, 2005
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Roukan wrote:
MXOMastatec wrote:
i know i would def like to have a perpetual non exhaustable shadow fenix/citadel coder pill as an event reward.  ^_^ 

Event reward would suck, because most people A.) Work when the events are on or B.) Live in a timezone that cannot possibly work for events.

Especially since you cannot ask Rarebit or Brewko to trade event rewards to another player/character.. 

please note the key words highlighted in red.... the regular pills would most likely disappear after consuming them.....k?thx!

EndlessVoid wrote:

I'm hoping that this isn't "yet another pill". It seems like MxO has turned into a game of consumable pills with the last couple content updates. I'm happy to see the return of the wallkicks, but they should be moves or special abilities, not pills.
Devs: DO NOT make this move a consumable pill. That would ruin its "feel"... its style.


- Void

... and why not?  during beta there were pills that allowed hacking, unlocking doors, disable security devices and no one seem to mind about those?  they removed them just like they removed the sneak ability from the shadow coat because people wanted it nerfed... please dont have this pre-existing game content concept that is being re-introduced nerfed as well....

i strongly believe that the dev team is takin its time to do things right or tweak things right so they can remarket the game, i think i heard somewhere that rarebit was working in the mktg dept on top of everything else he is doing now... so... please stop the hate!  rejoice in the little additions/tweaks that we are given....




Vindicator

Joined: Aug 15, 2005
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MXOMastatec wrote:

... and why not?  during beta there were pills that allowed hacking, unlocking doors, disable security devices and no one seem to mind about those?  they removed them just like they removed the sneak ability from the shadow coat because people wanted it nerfed... please dont have this pre-existing game content concept that is being re-introduced nerfed as well....

i strongly believe that the dev team is takin its time to do things right or tweak things right so they can remarket the game, i think i heard somewhere that rarebit was working in the mktg dept on top of everything else he is doing now... so... please stop the hate!  rejoice in the little additions/tweaks that we are given....

You're right. During Beta we had a lot of those things. I STILL have some code for hack grant pills sitting in my inventory. I don't think it's fair to say that no one complained about it back then - I was in Beta, and I didn't like that the grant pills encouraged a strategy of constant pill-popping. Good loadouts are supposed to be made with ability space and supplimented with consumable usage - not the other way around.

Besides, it's not like nerfing those pills removed the abilities entirely. We may not have a sneak-grant coat, but we still have sneak. We may not have hack-grant pills, but we still have hacker. We've still got every one of the abilities which were at one time provided by the various 'grant' pills. I said in my post that wallkicks are a good thing, and should be reintroduced back into the game. I'm not suggesting that anything be 'nerfed'. I'm simply saying that it ruins the ability-style of the wallkick to have it be a consumable. Now, if the pill somehow teaches you the ability, allowing you to use it permanently, I have no complaints, but I'm fimly against crafting a ton of pills simply to use special moves when it SHOULD be included as a particular move in a particular style, as it was under the old combat system.

I'm not trying to hate on anything - for one thing, hate's a strong term, and it's just one piece of content delivery in an online game - possible content at that. However, threads like this are often designed to garner public opinion on the proposed content, and I find myself disliking the thought of the reintroduction of ability usage via pills. I've just never liked the idea of consumables that grant anything other than bonuses or permanent changes. The RSI pills are great because they give you a new look, permanently. If this new pill can function like that, I'm all for it. But I don't want to have a little timer on the top of my screen telling me how long I can perform a wallkick attack for. That just kills it for me.

So... Please, please include the wallkick attack. It's fun to do, fun to watch, and helps make MxO really unique.
And please... Let it come in the form of a permanent ability.
That's all.


- Void

Message edited by EndlessVoid on 09/06/2007 03:54:05.



Jacked Out

Joined: May 20, 2006
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How did the wall kicks work before?


Vindicator

Joined: Aug 15, 2005
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If the interlock system detected that you were near a wall, it would try to set one up sometimes. Wallkicks were a special animation, but did not involve a special move - only proximity to a wall.

Proximity in general was definitely a bigger factor under combat 1.0, since interlock could be fought at close or medium range, and there were a set of animations designed to close or lengthen the distance between fighters. Gunmen had distancing animations, and MAs had closing animations, like flying kicks. (There was this really cool jump kick in the Self Defense style, too). The Wall Kick was just a special wall-proximity MA distance-closing animation.

I never saw the Aikido one, but apparently there was a wallkick for each style.


- Void

Message edited by EndlessVoid on 09/06/2007 03:52:07.



Systemic Anomaly

Joined: Aug 17, 2005
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It looks like the old and rare wall flip attack in CR1 when you were using Speed and Kung  Fu.



Femme Fatale

Joined: Aug 16, 2005
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EndlessVoid wrote:

I never saw the Aikido one, but apparently there was a wallkick for each style.


OMG I tried forever and ever to get the Aikido one to work but never could, or the kung fu one either SMILEY

I know there were at least two different ones in Karate, because I could get them to work! SMILEY




Systemic Anomaly

Joined: Nov 18, 2005
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Are you sure this wasn't implemented covertly?  I swear I just performed this very move, entirely by accident.



Systemic Anomaly

Joined: Aug 16, 2005
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It's in pill form? Hm, I figure It'll work like the old system in that in detects where you are, and if it's near a wall them you perform it, but I'm still filled with trepidation with it being a pill. =/

I think what Roukan said sounds the best: Pill that, when activates, grants the ability, in the right circumstance, until log out.



Jacked Out

Joined: Sep 6, 2006
Messages: 415
Location: Bedford, England
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i know it has a pic of a pill but does that mean it WILL be a pill? i would have thought it would take more effort to put it as a pill than it would than to simply put it back as a MA move.

Also in that youtube vid posted earlier, there seems to be a lot we are now missing that was in CR1 such as when the white fella launched himself at the other fella, flipped over him and sent the other guy flying through the air, and the Chinese stranglehold twist to one side then spin the guy round the other way. I never had the pleasure of playing under CR1 but i would like to see these put back in, to me its new content and more is always better.

You can NEVER please everyone but dont slate the staff

/salute Rarebit & the dev team SMILEY



Jacked Out

Joined: Dec 27, 2006
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I would have thought that bringing it back for MA only would unbalance the combat system wouldn't it? At least with a pill, even proxy coders can get some aerobatics in! So unless there have new moves planned for all loads, I like the idea of a pill. Obviously new abs for each load would be better, but in the end its new content and looks cool as anything! 
Message edited by Croesis on 09/06/2007 05:45:00.


Fansite Operator

Joined: Aug 16, 2005
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I was always kinda saddened that cr2 lost a lot of its proximity checks and animations.

They went on about it in one of the old interviews and its actually a really awesome concept, different animations dependant on your enviroment - liek certain moves for tight corridors and others for spacious halls.

I think one of the main problems the interlock animations have (lets face it, they screw up 90% of the time) today is the fact more daring moves get confused when they run into geometry they arn't expecting like a wall, corner or desk. Its one of the main reasons outdoor fighting works so much better than mission area fighting does.

I mean really, gunmen, that speed single pistol where you walk in one direction shooting em as you go along - how many times you just got stuck in a wall? And the grab dual pistol where you spin around em only to meet a desk and have it skitch out on you?

Yeah, you know what i'm talking about.

I have to agree with void - all for wall kicks and new moves, just not using consumables, it feels far too 'cheap' for lack of a better word.




Transcendent

Joined: Mar 9, 2007
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I think the best way for these to work as consumables would be to have doable quests that you gained one of these as a reward. When you take the pill, you gain the possibility of being able to pull off the move. It's kinda like how Neo and Trinity had 'programs' loaded into their heads so that they knew how to do things.



Jacked Out

Joined: May 20, 2006
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MattRobson wrote:

 Chinese stranglehold twist to one side then spin the guy round the other way.


Thats a spy move. Ive seen it.


Vindicator

Joined: Aug 15, 2005
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Rarebit wrote:





The Assassin would have totally blocked that.

 
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