deviljonny wrote:Grave wrote:Sweet man just send me a tell in game and ill sort you outD/L patch now not long Open dam it! i got work in a bit " width="15" height="15" />lol got up at 2pm yesterday for work. got back at 1pm to day and not going to bed yet need my Mxo fix
Grave wrote:Sweet man just send me a tell in game and ill sort you outD/L patch now not long Open dam it! i got work in a bit " width="15" height="15" />
Sweet man just send me a tell in game and ill sort you outD/L patch now not long
Sweet man just send me a tell in game and ill sort you out
D/L patch now not long
Tytanya, why does all new content need to be related to the story? They are trying to make things that interest normal MMO players, and obviously the storyline stuff is not enough to cut it, evidenced by subscription numbers in the past. FFA is a popular thing in many MMO's. The whole problem with MxO after its launch was the fact that nearly all content was story based through live events, and even though people loved them, there weren't many people that came to play MxO. It's lack of static content unrelated to a current story within the game is what caused it to fail so fast early on. I know a lot of people don't like FFA, some even don't like PVP, but the devs have to create things that most people will like and will perhaps bring in new people.
Yeah Jack said in essence what I would say, what makes you come play the Matrix and not WoW is the simplest summary.
Its really a case of wanting the best for the content that is provided there are clear advantages in content that integrates with the environment and where those integrate with the story, the components of an MMO are like the pieces of a Jigsaw when they fit togther we get an impression of progress and therefore the ultimate reward seems that little bit better. Content can be static and isolated of course but if it goes that bit further to fit with the rp world then its appeal becomes broader, the number of players using it increase, the variety of the challenge therefore increases and the longevity and value of the reward also increase..... a game that uses every facet to reinforce and promote every other facet is firing on all cylinders. On the flipside create something that doesnt really fit or that presents a different set of rules that actually creates contradiction, undermines value and leaves the inevitable sense "this is just a game and can never be any more". If story is considerate of content and content considerate of story then the world we live in becomes more real, the threat more intense, the excitment and fun much greater for every piece of content and every event....
What concerns me most atm is that the design philosophy appears to be to consider physical content as completely seperate from story content and these two elements of the game are fragmenting and moving apart... There is a lack of anyone taking an overall view or of doing that last bit of knitting that makes sense of the bigger picture. The last bit of physical content that actually arose out of the current storyline and make any effect as a result was the Cyph and EPN tags, all other content has really been to consume time or to make a tiny addition to something we already pretty much had. Similarly the story has failed to be considerate of the content it has to live within - abadoning the truce etc, we cant experience the real, we cant really kill or be killed in the matrix, we are forced to work rest and play online yet the story has really taken us to a place where this is the least likely place to do so an example of exactly the same problem in reverse!
In terms of this new construct (leaving aside the fact that its pvp freedom presents a fairly significant pressure on rest of the world credibility), suppose its introduction was staged over a month or several months.... power requirements dictate the building of a new facitlity - a construction site goes in with a security force dropping some special reward (temporary content) - the construct goes up again with high security but with problems in the form of $info leaks really valuable to the orgs as well as individual players etc - machines act to secure area detaching security protocols and sealing it from all but mech operatives - other orgs undergo a number of assignments to find a way in.... evolving content creates events and events in turn create the devlopment of content...suddenly the world is comming alive, its dynamic and real - this is the link I would like to see forged with content credible and logical connections that players can actually see for themselves...............
OMGsh.. Brilliant IDEA.. instead of going to the construct to see it.. How bout just CAMPING Moriah Projects E!!!!
YourEraser wrote:OMGsh.. Brilliant IDEA.. instead of going to the construct to see it.. How bout just CAMPING Moriah Projects E!!!! Good old days " /> but i dont think you can go to the new construct through the book store
33mil in less than 1.5hrs.. not bad!
Um, whoa.
Must code Dataminer.
What kind of XP do these new nodes give in Datamine?? For lower levels I mean. Is it a big improvement just like the increased $i ? Anybody know? " width="15" height="15" />
Thanks!
What kind of XP do these new nodes give in Datamine?? For lower levels I mean. Is it a big improvement just like the increased $i ? Anybody know? " width="15" height="15" /> Thanks!