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Update 40 Discussion Thread
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Jacked Out

Joined: Nov 11, 2005
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zeroone5069 wrote:

So here's my question again, will every night be darker or will they just be included into the cycle and not completely replace the brighter nights? Walrus, anyone? SMILEY


With Update 40, every single night will be darker.

Depending upon how the community feels about it, we can tweak them brighter or darker, or add some variation.

Personally I'm in the same boat as Stack; with a place like the Matrix, I think gritty, dark nights are called for. Previously I found it hard to tell if it was night or overcast day unless I actually looked up at the sky.

But what matters most is what the general player consensus is. Bug me with your feedback please! SMILEY


Systemic Anomaly

Joined: Aug 15, 2005
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I agree, darker is better, and it didn't really feel like night with the current version. The Halloween darkness was the best though! SMILEY



Jacked Out

Joined: Aug 16, 2005
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HCFrog wrote:

zeroone5069 wrote:

So here's my question again, will every night be darker or will they just be included into the cycle and not completely replace the brighter nights? Walrus, anyone? SMILEY


With Update 40, every single night will be darker.

Depending upon how the community feels about it, we can tweak them brighter or darker, or add some variation.

Personally I'm in the same boat as Stack; with a place like the Matrix, I think gritty, dark nights are called for. Previously I found it hard to tell if it was night or overcast day unless I actually looked up at the sky.

But what matters most is what the general player consensus is. Bug me with your feedback please! SMILEY



Loving the dev support and feedback. Big props to you guys.

Another decent patch, I'm still trying to get over the excitement of the CU and then you guys throw in this patch. Pleasure overload.


Transcendent

Joined: Aug 16, 2005
Messages: 228
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Dark nights FTW!

I also love the idea of spreading out the crits.  It was extremely frustrating for me to be sitting at work on patch day while people were out running the missions and solving the clues before I even got a chance to login.

/tiphat




Virulent Mind

Joined: Oct 27, 2005
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the more darkness we have, the greater the value of streetlights, fires, and building lighting effects...

that little bit of blindness you get from going from a night on the street into your factions meeting place just adds to the atmosphere and realism of it all.


Systemic Anomaly

Joined: Nov 17, 2005
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HCFrog wrote:
 
With Update 40, every single night will be darker.

Depending upon how the community feels about it, we can tweak them brighter or darker, or add some variation.

Personally I'm in the same boat as Stack; with a place like the Matrix, I think gritty, dark nights are called for. Previously I found it hard to tell if it was night or overcast day unless I actually looked up at the sky.

But what matters most is what the general player consensus is. Bug me with your feedback please!

 
 

Stack wrote:
 
How can you not like Sati's sunrises? They're the best part of the day/night cycle.

And I see no reason why having the nights darker all the time "definitely isn't a solution." They already said it's not going to be as dark as it was on Halloween, and right now having nighttime look like an overcast, cloudy day just doesn't cut it. The nights need to be darker, especially for a game based on The Matrix.

 
Well, of course I never thought every night would be like during the Halloween event. They rocked, I agree.
 
As about Sati's purple-sky days, I really love the sunrises and sunsets with the whole Mega City in purple since they're really fantastic. But whereas the sky itself continues looking great during the actual day, the city graphics themselves start looking a little boring, if not horrible. Even Downtown loses a lot of atmosphere in those days, and as about Richland... I really try to be as far away from the Slums as I can at such days SMILEY. As I said, the sunrises and sunsets are beautiful, the rest of it needs some work.
 
I actually appreciate the darker nights, but I also enjoyed the brighter ones. I mean no matter if it looks like night or "cloudy day" (although the street lights and the light aura emanating from the RSI was always an indicator for what daytime it was) the colors and the atmosphere just rocked, and I feel sad about those nights being completely reset from the game. Maybe the majority voted for darker nights, but what was so wrong about making a sort of compromise and including the darker nights without removing the others completely, since the day has this sort of variation, too?
 
I'm open to that improvement and as I said, the darker nights look pretty good, but to me it's all about variation, so I really hope this will change in one of the next patches.
 
PS: By the way, HCFrog, your signature rocks! "Highway Crossing Frog" ... absolutely ingenious!

Message Edited by zeroone5069 on 01-13-200602:43 PM

Message Edited by zeroone5069 on 01-13-200602:45 PM


Message edited by zeroone506 on 01/13/2006 14:45:21.




Joined: Nov 4, 2005
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I think the darker nights will be great and I think that the pace missions are a good idea.


Systemic Anomaly

Joined: Nov 17, 2005
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OK, I think I've left out an important aspect, i.e. why I'm not a huge fan of the darker nights.

The brighter nights had the same quality as the days, since you could see the city quite as good as at daytime but the colors, the atmosphere and the whole feeling was different. It was still much darker than day, of course, but it was fun exploring the city during night time.

The darker nights just seem more like a "night version" of the city where much less can be seen using an argument "hey, it's night, of course you can't see too much". So while it appears more logical and realistic on the one hand, the world itself looks less desirable, so whenever you go exploring the city's details and sights, you better wait till the night is over. Of course, if tourists explore a real city they mostly do it at day, since that's the time where the most can be seen properly, but as a tourist I also wouldn't go to a stinky slum district or a place that looks like it had bombs being dropped at it, still I enjoy Richland and especially Westview. Maybe it's a little off-topic, but it's simply a comparison to our night-time discussion, since realism doesn't automatically mean quality (what doesn't mean the new nights don't have any quality!).

I hope I haven't expressed myself in a too confusing way SMILEY



Jacked Out

Joined: Aug 17, 2005
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Nice patch.  Better loot drops!?!?!  YAY!
 
But can I comment on the CR 2.0 Attribute Definitions?
 
Where are the Atributes for
  • Stealth (Affects how well your stealth abilities keep you hidden from view.)
  • Stealth Attack (Affects your tactic points when using a Stealth Ability.)
  • Stealth Damage (Affects how much damage you cause when using a Stealth Ability.)
  • Stealth Detection (Affects how well you can detect a Stealthed Enemy.)
  • Stealth Resistance (Affects the amount of damage you take when attacked from a Stealthed Enemy.)

Is the Spy tree getting removed from the game?  According to these definitions, there is no modifier for the abilities of a spy.



Jacked Out

Joined: Aug 15, 2005
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I couldent have said it better myself :smileyhappy:
Also
the Darker the better for the Night time plz
HCFrog !!

RemagDiv wrote:
Excellent patch.

- Halloween Masks are now tradable! This means we can e-mail them and store them on alts! Finally I will have 7 more inventory slots! SMILEY




Systemic Anomaly

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lol you trying to outvote me? SMILEY

nah, just kidding



Jacked Out

Joined: Nov 11, 2005
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I appreciate the amount of thought you've put into your posts, 01! We certainly could look at making some nights brighter again, or maybe try to get kind of a "moonlit" feel to some of them (that might take a little experimentation SMILEY ). And I totally understand where you're coming from with realism doesn't necessarily mean quality, or fun. That reminds me, I have to implement permadeath next week... j/k

oh and P.S., I have our great players to thank for my kickin' sig, I love it too SMILEY

Message Edited by HCFrog on 01-13-200604:04 PM


Message edited by HCFrog on 01/13/2006 16:04:19.


Systemic Anomaly

Joined: Aug 16, 2005
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shame you coudlnt make the floors icy that would of been hilarious to go with the snow, peoepl flying on there arse all over the place



Fansite Operator

Joined: Aug 16, 2005
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Well good patch imo.

It actually shows the devs listen! i mean the higher construct drop rate, the darker nights and the black slacks are all player side. w00t devs! rock on my brothers (and sisters?)

On the night thing, i have to say i personally agree that the nights shoudl be darker, like frog i currently find it hard to distinguish between night and overcast. However, i see where zeros coming from and his concerns are legit, i think they should deffenatly be some sort of variation (tho nothing as bright as we have now) also loving the idea of proper moonlight effect.

The paced missions are also a good move imo, it a) stops the 'criticals released and i do em in 5 minutes, mxo soxors!' whiners and b) also could help the storyline flow and add many opportunities for the continuation by what details can be released and when.

All in all, Kick *CENSORED*.




Systemic Anomaly

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Thanks for the great feedback, Frog, and to all of you out there, just keep ignoring all those hypocritical "Devs don't care!!!" threads, what they try to say simply hasn't anything to do with the reality.
 
And yea, I used a lot of confusing comparisons in my last message, but I just brought a little order into my thoughts: The new night time concept shows much more the night itself than the city at night time. I think this pretty much sums it up.
 
But I'm not going to force my opinion on everyone around, I'm kinda open to these improvements and I'll just watch the whole thing develop.

Message Edited by zeroone5069 on 01-13-200604:49 PM


Message edited by zeroone506 on 01/13/2006 16:49:47.
 
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