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Development

Joined: Dec 2, 2005
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Any long-term method of making more $info than there was previously will inflate the economy eventually, that's inevitable.

Atem's probably on the money that it has to be more like around x3 base to remove serious inflation threat. At that rate, there's still incentive to try it solo (you can make x3 times the cash that you can missioning or tapping in the high level areas of DT), and even when you take a guard in with you, you still come out ahead, since you're both up for 150% payoff for time invested--if you're good at avoiding ganks.

That's probably what I'll end up going with, although if I do, then I'd put the say two "super taps" at x3, instead of just x2. That way, there's always the chance that if you go in there, you can make x9 for a while, but since it's limited to just a few people at a time (and possibly under heavy fire), that should put a pretty effective bottleneck on its damage to the overall economy.

One thing that I think is interesting about this FFA mining thing is that it actually benefits those who play in low-population hours more than those who play during US prime-time, since there's less competition for the area.

And there will be several more reasons to want to go in there besides the node tapping, at least...hmm...at least one of which should be along for update 59.

I'm not too worried about people making x10 for 3 more weeks (until the Anniversary Event update). It will create a bit of an economic "bubble," but that'll work its way out of the system after a little time goes by.


Message edited by Rarebit on 02/29/2008 10:17:19.



Jacked Out

Joined: Sep 29, 2005
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Is it possible that we might see some more "high end" info priced items sooner then later Rare?


Systemic Anomaly

Joined: Nov 18, 2005
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Rarebit wrote:

Any long-term method of making more $info than there was previously will inflate the economy eventually, that's inevitable.

 

BUT 

I'm not too worried about people making x10 for 3 more weeks (until the Anniversary Event update). It will create a bit of an economic "bubble," but that'll work its way out of the system after a little time goes by.



Thank you.  Now, can that be the final word, people, or does the "OMG..Z...ZOMGZLOLZ... NONOTLOLZ...OMG...*CENSORED*, THE ECONOMY WILL KILL US ALL...OH GOOOOOOOOOOOOOOOD...AGGGGGHHHHHHHHHH." need to continue?

No?  Awesome.




Jacked Out

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Quote: Executing instant abilities while in the wrong style will now change styles and invoke the ability. This also fixes the problem with NPCs where sometimes their instant and delayed abilities wouldn't go off, which is especially noticeable in Nuker-types.

Not working in IL. Style still switches AFTER the win/lose calculation is done so karate bites the dust again....and the kung fu whores will keep running around using abs with bigger acc bonus...

Message edited by The Leo on 02/29/2008 13:37:27.


Systemic Anomaly

Joined: Dec 20, 2005
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I think "instant" means like, no timer, which 4 second interlock moves have?



Jacked Out

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Bayamos wrote:
I think "instant" means like, no timer, which 4 second interlock moves have?
as do all hacker moves I am aware which are offensive and were bugged and now "fixed"


Ascendent Logic

Joined: Mar 16, 2006
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The Leo wrote:
Quote: Executing instant abilities while in the wrong style will now change styles and invoke the ability. This also fixes the problem with NPCs where sometimes their instant and delayed abilities wouldn't go off, which is especially noticeable in Nuker-types.

Not working in IL. Style still switches AFTER the win/lose calculation is done so karate bites the dust again....and the kung fu whores will keep running around using abs with bigger acc bonus...

Yes, I approve.



Code Breaker

Joined: Jan 9, 2006
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The Leo wrote:
Quote: Executing instant abilities while in the wrong style will now change styles and invoke the ability. This also fixes the problem with NPCs where sometimes their instant and delayed abilities wouldn't go off, which is especially noticeable in Nuker-types.

Not working in IL. Style still switches AFTER the win/lose calculation is done so karate bites the dust again....and the kung fu whores will keep running around using abs with bigger acc bonus...

Your reading to much into this Patch note. The fix doesn't address the scenario you are describing nor was it intended to.

The fix is intended to correct an order of operation problem that had the ability start to be used then cancelled when the style switched. In this case the style should switch then the ability invoked.

The problem you are expressing is another bug entirely.


Message edited by 9mmfu on 02/29/2008 14:05:25.



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9mmfu wrote:
The Leo wrote:
Quote: Executing instant abilities while in the wrong style will now change styles and invoke the ability. This also fixes the problem with NPCs where sometimes their instant and delayed abilities wouldn't go off, which is especially noticeable in Nuker-types.

Not working in IL. Style still switches AFTER the win/lose calculation is done so karate bites the dust again....and the kung fu whores will keep running around using abs with bigger acc bonus...

Your reading to much into this Patch note. The fix doesn't address the scenario you are describing nor was it intended to.

The fix is intended to correct an order of operation problem that had the ability start to be used then cancelled when the style switched. In this case the style should switch then the ability invoked.

The problem you are expressing is another bug entirely.

Well hope it's being noted then. I /bug-ed it LONG time ago but maybe I should again.


Jacked Out

Joined: Sep 1, 2005
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Rarebit wrote:
Any long-term method of making more $info than there was previously will inflate the economy eventually, that's inevitable.

Atem's probably on the money that it has to be more like around x3 base to remove serious inflation threat. At that rate, there's still incentive to try it solo (you can make x3 times the cash that you can missioning or tapping in the high level areas of DT), and even when you take a guard in with you, you still come out ahead, since you're both up for 150% payoff for time invested--if you're good at avoiding ganks.

That's probably what I'll end up going with, although if I do, then I'd put the say two "super taps" at x3, instead of just x2. That way, there's always the chance that if you go in there, you can make x9 for a while, but since it's limited to just a few people at a time (and possibly under heavy fire), that should put a pretty effective bottleneck on its damage to the overall economy.

One thing that I think is interesting about this FFA mining thing is that it actually benefits those who play in low-population hours more than those who play during US prime-time, since there's less competition for the area.

And there will be several more reasons to want to go in there besides the node tapping, at least...hmm...at least one of which should be along for update 59.

I'm not too worried about people making x10 for 3 more weeks (until the Anniversary Event update). It will create a bit of an economic "bubble," but that'll work its way out of the system after a little time goes by.

Rare, ya hit it right on the "money."  I think leaving the info at 10x until the Anniversary will be fine, sure there'll be a bubble, but like all bubbles (ie, tech bubble, real estate bubbles in RL) they burst and values will become normalized over time.  I love the fact everyone is becoming an economic analyst in Mega City, lol.  As long as there'll be no more than 2 Super Taps on each server, the 9x rate will be a great incentive for people to mine, and the "hunters" will be happy seeing that shining rabbit run around.  I'm excited when Rare makes suggestions that there'll be more content coming in Data Mine, you rock!  Phase 2 should be interesting....


Perceptive Mind

Joined: Aug 25, 2005
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Rarebit wrote:
Any long-term method of making more $info than there was previously will inflate the economy eventually, that's inevitable.

Atem's probably on the money that it has to be more like around x3 base to remove serious inflation threat. At that rate, there's still incentive to try it solo (you can make x3 times the cash that you can missioning or tapping in the high level areas of DT), and even when you take a guard in with you, you still come out ahead, since you're both up for 150% payoff for time invested--if you're good at avoiding ganks.

That's probably what I'll end up going with, although if I do, then I'd put the say two "super taps" at x3, instead of just x2. That way, there's always the chance that if you go in there, you can make x9 for a while, but since it's limited to just a few people at a time (and possibly under heavy fire), that should put a pretty effective bottleneck on its damage to the overall economy.

One thing that I think is interesting about this FFA mining thing is that it actually benefits those who play in low-population hours more than those who play during US prime-time, since there's less competition for the area.

And there will be several more reasons to want to go in there besides the node tapping, at least...hmm...at least one of which should be along for update 59.

I'm not too worried about people making x10 for 3 more weeks (until the Anniversary Event update). It will create a bit of an economic "bubble," but that'll work its way out of the system after a little time goes by.

 

I like Datamine.  I like that when theres not many people on late at night,  I can farm easy info for a little while.  Then when I run across someone,  I can punt them and keep farming lol  And when theres alot of people on,  I can just hunt people or gank them if there are other Exploits logged on.  I think if alot of new npc drops and Boss drops are added into Datamine over time,  it will only get better. 

My main idea for datamine is this......BRING BACK THE ASSASSIN AND MAKE HIM THE BOSS OF DATAMINE!!!  Since its only a construct it wouldnt effect the storyline at all.  Make him the construct boss, and you also could have LET play his character  too.  How cool would it be to be farming info,  or busy ganking people, and all of a sudden the Assassin jumps infront of you and beguns kicking everyones *CENSORED*.  It was ALOT of fun back in the day when he would be around doin that - totally pwning everyone in sight.  And then when he dies,  he just comes back cuz hes the Datamine Boss. 

Anyways either that......... or let us wear our Assassin halloween masks in there, and we will do it ourselves lol


Message edited by Keppen on 02/29/2008 18:34:04.

XXT


Ascendent Logic

Joined: Sep 14, 2005
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When you are dead, the /release command is supposed to take flag away, but it says unrecognized command? I thought patch notes said /release would take flag away.

"It will still time out as normal after death, and is removed by /release and reconstruct."

Message edited by XXT on 02/29/2008 19:05:29.



Systemic Anomaly

Joined: Aug 15, 2005
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Yeah, that's something that needs to be addressed, not being able to rez reds is a bit harsh...



Perceptive Mind

Joined: Aug 19, 2005
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Players won't pvp in Datamine as long as they know there's a nerf coming. Once the nerf hits it'll be a dead zone, especially if you time the nerf with the Anniversary event.

Perhaps the Datamine info rate does need to be lowered. But the impact of nerfing it is going to have three times the impact you think it will because everyone's mining their *CENSORED* off knowing it's going to be nerfed. Interest in mining will drop significantly after it's nerfed and everyone already has a fat bankroll.

It would be better to leave it as it is and focus on making it more dangerous. More spawns would make it more dangerous. A roaming boss would make it more dangerous. High level node areas where hyperjump is not possible would make it more dangerous. I'm sure you could find other ways to make it more dangerous too.

Even as good as the info rate is, not everyone is in there. And if players knew it wasn't going to be nerfed, they'd be more laid back about it. As it is, the current rate IS what it takes to get players to go into Datamine regularly. But they're not going to pvp as long as they know it's too good to last.

MxO has no economy. That's a seperate problem. Any 50 who's been around for any length of time has info grow on them without trying because there's really not much to spend it on.

I make 10 million info an hour in Datamine. Drop that to 3 million info an hour and seriously, what's the point? I can make that datamining in Downtown where I can fight the spawns and not worry about getting ganked, yes, even on Vector.

Making a supertap that shines like the sun doesn't make it any more obvious that someone is datamining. Sure it's a bonus tool but it's not going to make lots of players go into Datamine to fight for it. Nor is it going to be the priority target of pvpr's who aren't there to datamine. Anyone using goggles is a pvp target in Datamine because of the weakened hybrid load it suggests.

And why is there no dataming bonus to XP? 



Perceptive Mind

Joined: Aug 19, 2005
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Brommerz77 wrote:
Yeah, that's something that needs to be addressed, not being able to rez reds is a bit harsh...

OIC you mean dying means something bad now?

Good.

 
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