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Ask the Devs an MXO design question v.7
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Development

Joined: Dec 2, 2005
Messages: 21413
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Here you can ask questions about MXO design, and the dev's'll consider answering them. Only the first valid question in the first post after the last dev answer will be answered, so if someone's already posted a new question, don't bother trying yours until a dev has replied to the other one.

We mere devs don't answer questions about Customer Service issues, Technical Support issues, release schedules, story spoilers, or other hard things like that, and those questions will be skipped or removed.

If you want to discuss something that comes up here at greater length with your fellow players, please take that discussion to its own separate thread.

Edited posts will not be answered (this is mainly to avoid people posting a placeholder just to get their post in first).

Posts that can't get along with the other posts will be removed and possibly reported to the friendly moderators.



MC Photographer

Joined: Nov 17, 2005
Messages: 3758
Location: La Tour de Merovee, Outpost Segur
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When -- roughly -- will this year's Hallowe'en hijinks start and are there any new tricks and treats in store for us?

PS. Thanks for bringing this back, Rare!




Development

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

When -- roughly -- will this year's Hallowe'en hijinks start and are there any new tricks and treats in store for us?

PS. Thanks for bringing this back, Rare!

Did I just say no schedule questions, or did I just imagine that?

New treats, dunno about new tricks.



Systemic Anomaly

Joined: Dec 20, 2005
Messages: 6423
Location: SC|Sentience -973069242
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Was there a "useropts guy" on the original team who specified in adding options to the client, or was it a more split up process? I'm curious about useropt history really.



Development

Joined: Dec 2, 2005
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Bayamo wrote:
Was there a "useropts guy" on the original team who specified in adding options to the client, or was it a more split up process? I'm curious about useropt history really.
Not that I know of. I think engineers tend to add options pertaining to their own part of the project. Following that theory, then probably it was the graphics engineer who added most of them.



Jacked Out

Joined: Sep 29, 2005
Messages: 5031
Location: HvCft Transom
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Did I put to much time into analyizing the weapon in your current signature?

It struck me as odd because of the stark contrast to the lack of any serious "soviet" hardware inside MxO.


Jacked Out

Joined: Sep 29, 2005
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To avoid editing and voiding the question, the link: http://forums.station.sony.com/mxo/...mp;#36300332303


Mainframe Invader

Joined: Aug 21, 2005
Messages: 365
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NightTrace wrote:
Did I put to much time into analyizing the weapon in your current signature?

It struck me as odd because of the stark contrast to the lack of any serious "soviet" hardware inside MxO.
It's just a silenced LaLone, from what i can tell. or one of the BR class Rifles.



Jacked Out

Joined: Sep 29, 2005
Messages: 5031
Location: HvCft Transom
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Mobyias wrote:
NightTrace wrote:
Did I put to much time into analyizing the weapon in your current signature?

It struck me as odd because of the stark contrast to the lack of any serious "soviet" hardware inside MxO.
It's just a silenced LaLone, from what i can tell. or one of the BR class Rifles.
Aw, I hope hot. I got this random urge to really spend some time into figuring out the weapons classification, based on the fact that its design was much different then what we have readily available in MxO, and Rarebits way of hinting about things in his sketches.


Development

Joined: Dec 2, 2005
Messages: 21413
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NightTrace wrote:
Did I put to much time into analyizing the weapon in your current signature?

It struck me as odd because of the stark contrast to the lack of any serious "soviet" hardware inside MxO.
Yes. Everything I know about guns I learned from MXO.



Jacked Out

Joined: Sep 29, 2005
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Location: HvCft Transom
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*CENSORED*.

I got my hopes up.

Read my story and give me some feed back?

http://forums.station.sony.com/mxo/..._id=36300017379

SMILEY


Veteran Operator

Joined: Aug 11, 2006
Messages: 31
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What were the intentions for those accesible areas in some buildings that are only reachable by hyperjumping to them? SMILEY




Ascendent Logic

Joined: Mar 16, 2006
Messages: 4814
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Mobyias wrote:
NightTrace wrote:
Did I put to much time into analyizing the weapon in your current signature?

It struck me as odd because of the stark contrast to the lack of any serious "soviet" hardware inside MxO.
It's just a silenced LaLone, from what i can tell. or one of the BR class Rifles.

There are no in-game sniper rifle models. And yeah, NightTrace, it's kinda russian. It resembles a version of the Dragunov.



Development

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

What were the intentions for those accesible areas in some buildings that are only reachable by hyperjumping to them? SMILEY

You mean like balconies or something? I don't think those had a particularly special intent behind them.



Jacked Out

Joined: Sep 29, 2005
Messages: 5031
Location: HvCft Transom
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Would it be possible to tie the "free for all" zone to something as specific as a fight club basement?
 
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