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[8.3.1] With that information they could lock an operative's signal - Recursion - 10/4/07
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Jacked Out

Joined: Dec 27, 2006
Messages: 6256
Location: The Real World This is how MxO ends: Not with a bang but a whimper
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Heh, you see Proc.... Self convincing omniscience at it's very best, even if it has gone off in a tangent


Development

Joined: Dec 2, 2005
Messages: 21413
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Ebola wrote:

And all the times Colt died was ignored in the screen shots too! ))

If you take a look at System chat, system broadcasts, team chat, and Colt falling or lying dead on the ground, you'll find clear evidence of four of his deaths visible in the screenshots.



Vindicator

Joined: Aug 21, 2006
Messages: 3158
Location: ALL YOUR AVATARS ARE BELONG TO ME
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I find looking at dead people in the center of the image very interesting.

...

Yeah.

:p




Ascendent Logic

Joined: Mar 16, 2006
Messages: 4809
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Croesus wrote:

The Machines don't intend on using bluepills, as Agents, in suicide missions as their strength will easily overcome a single operative or a few operatives. Ganging up on an Agent is purely your choice, as is killing it. Rooting the Agent thus giving everyone time to escape would prevent unnecessary death of operatives and bluepills alike.

Of course we would welcome your ideas in how we could maintain this function of preventing your activities, but I doubt that you would come forward with solutions.

They knew retaliation would come in that large crowd of operatives. Heck, even stray bullets from their own Agents could have killed other Agents and thus they would have killed their own recources. This "surprise" attack was futile and a waste of life.

I have some ideas on how the Agents should change, which are also quite employable in the simulation. But why should I tell you how to improve your combat strength and minimize casualties? That is your job. But you don't seem to care.

-DD



Systemic Anomaly

Joined: Aug 16, 2005
Messages: 4217
Location: HvCFT Aggregator, The Glitch Society, Syntax
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Croesus wrote:
Heh, you see Proc.... Self convincing omniscience at it's very best, even if it has gone off in a tangent

You got it! That last argument in particular was pretty funny too: equating a simulation with points in a debate. Classic! I really should learn to ignore him, though.



Systemic Anomaly

Joined: Aug 15, 2005
Messages: 1855
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Tytanya_MxO wrote:
((some things do matter a lot to some of us, even if we genuinely wished they didn't and even if others consider them trivial))




Femme Fatale

Joined: Aug 16, 2005
Messages: 2196
Location: HvCFT Ishtar
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The Zionites' killing of a few agents was nothing more than their little tantrum after the Morpheus sim escaped from them.  It's unfortunate that their childish anger led to the deaths of the agents' bluepill hosts, especially when all the Zionites had to do to avoid those deaths would have been to leave the area.  The sim was already gone and there was no real point for Zion to stick around anyway.  But instead they chose to act out and take down a few agents, killing bluepills in the process...and then they say something along the lines of 'we made them do it' because the Machines designed the agents to use bluepills that way. 

The thing is, Zion knows this -- they know that agents were designed that way, and that every time they kill an agent, it's really a bluepill that dies.  But they choose to do it anyway, even when (as in this incident) there is nothing to be gained.  They may claim it's in self defense or whatever to try to justify it, but it really boils down to this...

When an agent kills you, you don't really die.  So it's no big deal when this happens; you just reconstruct and come back, good as new.  So no matter if you fight or jump away, nothing permanent happens to you.

When you kill an agent, the agent doesn't really die, but his bluepill host does.  That bluepill is gone forever. 

You may whine and moan all you want about how it's the Machines' fault for making the agents that way, but you *knew* they were made that way too...you had the choice to jump away or leave the area or even to let the agent send you back to the loading area, but in the end it was *your* choice to take that human life.

 

 

Illyria




Femme Fatale

Joined: Aug 15, 2005
Messages: 11028
Location: Las Vegas, NV
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Ebola wrote:
PS10N wrote:
We killed several level 100s.  Dying a few times while doing so is expected.  It's really pathetic the way the people who aren't fighting try to insult the ones who killed all those Agents.  I have an idea for a Live Event, where level 100 spawns constantly attack Cypherites, then we'll see how much laughing you do.  Or, if you're up to it, go attack the Wasteland Corruptors with less than a full team and if you don't die once, then you can trash talk.  Until then, you're just blowing meaningless hot air.

You must of missed our event fighting the Commandos in the White Room :p All of my jeering is In Character, I was watching my enemy, who vastly out number us, get their *CENSORED* handed to them by Agents... why should Ebola NOT be happy and celebratory by that? We are your enemies, and we were trying to bring down your morale... and it seems to have worked wonderfully. And you know every Zionist including yourself would be doing the same thing if we were in that situation. Especially you, I've heard you chime in your two cents on more than one occasion.  So don't be a hyprocrit.
You do know that, the Commandos are 65/70 right? I can take 2 65s myself.

Illyria22 wrote:

The Zionites' killing of a few agents was nothing more than their little tantrum after the Morpheus sim escaped from them.  It's unfortunate that their childish anger led to the deaths of the agents' bluepill hosts, especially when all the Zionites had to do to avoid those deaths would have been to leave the area.  The sim was already gone and there was no real point for Zion to stick around anyway.  But instead they chose to act out and take down a few agents, killing bluepills in the process...and then they say something along the lines of 'we made them do it' because the Machines designed the agents to use bluepills that way. 

At least we kill in self defense rather than killing for no reason.


Message edited by Roukan on 10/07/2007 11:41:01.



Transcendent

Joined: Aug 15, 2005
Messages: 192
Location: Recursion Server
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Didn't EPN have a way of drawing out the Sim? I might be thinking of something else.  Anyway I agree with a few of the others, I don't think the Sim is the only one we should be looking for. There was another person's neural encryption that was used to seal the data, and he's currently missing too.  Finding him should be a high priority not only for his safety but for the safety of all the operatives out there.



Jacked Out

Joined: Aug 17, 2005
Messages: 1932
Location: In a San Diego (german translation)
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Rarebit wrote:
Ebola wrote:

And all the times Colt died was ignored in the screen shots too! ))

If you take a look at System chat, system broadcasts, team chat, and Colt falling or lying dead on the ground, you'll find clear evidence of four of his deaths visible in the screenshots.


<3

But Rare, the dead body in screenshots gets the point across more that the Machine's absolutely decimated poor Zion and Mr. Colt :p Thats all I was saying.

 

And Rou, we fought a lot more than two at once :p


Message edited by Ebola on 10/07/2007 18:48:50.


Ascendent Logic

Joined: Sep 27, 2005
Messages: 821
Location: Between the Worlds
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*Listens to the crickets chirp while sitting on top of the corpses of Proc's and Croe's goats*



Mainframe Invader

Joined: Dec 19, 2006
Messages: 1167
Location: The wilderness
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PS10N wrote:
*Listens to the crickets chirp while sitting on top of the corpses of Proc's and Croe's goats*


I lol'd

 

Come on, Ghost... it may be your mind that's a useful weapon, but there are other things useful too.

Say... Augumented Redpill Specials, for example?




Ascendent Logic

Joined: Mar 16, 2006
Messages: 4809
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Illyria22 wrote:

The Zionites' killing of a few agents was nothing more than their little tantrum after the Morpheus sim escaped from them.  It's unfortunate that their childish anger led to the deaths of the agents' bluepill hosts, especially when all the Zionites had to do to avoid those deaths would have been to leave the area.  The sim was already gone and there was no real point for Zion to stick around anyway.  But instead they chose to act out and take down a few agents, killing bluepills in the process...and then they say something along the lines of 'we made them do it' because the Machines designed the agents to use bluepills that way. 

The thing is, Zion knows this -- they know that agents were designed that way, and that every time they kill an agent, it's really a bluepill that dies.  But they choose to do it anyway, even when (as in this incident) there is nothing to be gained.  They may claim it's in self defense or whatever to try to justify it, but it really boils down to this...

When an agent kills you, you don't really die.  So it's no big deal when this happens; you just reconstruct and come back, good as new.  So no matter if you fight or jump away, nothing permanent happens to you.

When you kill an agent, the agent doesn't really die, but his bluepill host does.  That bluepill is gone forever. 

You may whine and moan all you want about how it's the Machines' fault for making the agents that way, but you *knew* they were made that way too...you had the choice to jump away or leave the area or even to let the agent send you back to the loading area, but in the end it was *your* choice to take that human life.

 

 

Illyria


GoDGiVeR wrote:
Blame US all you want for the death of blues through Agent kills, ultimately the Military decision to employ them makes you just as much responsible as us, even more so because you are there to PREVENT casualities, not PROVOKE them.

'nuff said. Useless attack = useless death.

The perverted logic you use, Illyria, Vinia too, it's useless in the reflection of reality. Open your eyes, goddamnit.

-DD



MC Photographer

Joined: Nov 17, 2005
Messages: 3758
Location: La Tour de Merovee, Outpost Segur
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PS10N wrote:
Instance: one of the three main power plant tower complexes in close proximity to the Machine City, commonly nicknamed Recursion, Syntax and Vector.

Recon button: a button on the operator console on the main deck of a hovercraft, which the operator presses to initiate the Emergency Jackout Procedure and return a Redpill to the Loading Area.

Gank: common slang from the 20th century, indicating overwhelming numbers in a fight

High Five: two people slapping their flat-palmed hands together in camaraderie, congratulation or celebration

(((Nothing OOC there, people are just trying to cause trouble by pointing out trivial irrelevancies.)))

You and me both... I shrugged it off that Colt might have been a gamer before his awakening, and I'd seen the Instance defined before. Never really phased me in the least.



Perceptive Mind

Joined: Mar 14, 2006
Messages: 486
Location: Germany
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/bumpbutts





Anuk's performance was brought to you by an Apple MacBook. *rawr* SMILEY

Cheers,
Anuk

 
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