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Ascendent Logic

Joined: Dec 3, 2005
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S-p-a-w-n-p-i-l-l-s a-l-l  f-i-v-e  o-r-g-s... s-i-n-g-l-e-t-o-n. = Event tool = Events.



Systemic Anomaly

Joined: Aug 16, 2005
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Bayamos wrote:

Funny how "the database" always gets brough into this, when for many cases it's not even applicable. For something not to be possible is one thing. But for something to be possible and just telling us that it's not because most people will believe it... that's something else. /shrug $0.02

Heh, it may not always be the database that makes something impossible (or at least daunting), but the same concept applies: it's an apparently rickety system that no one really wants to risk breaking by trying something too complex.


Fen


Systemic Anomaly

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Procurator wrote:

Bayamos wrote:

Funny how "the database" always gets brough into this, when for many cases it's not even applicable. For something not to be possible is one thing. But for something to be possible and just telling us that it's not because most people will believe it... that's something else. /shrug $0.02

Heh, it may not always be the database that makes something impossible (or at least daunting), but the same concept applies: it's an apparently rickety system that no one really wants to risk breaking by trying something too complex.


And let's not even get into the issue of the mainframe goblins...




Jacked Out

Joined: Dec 27, 2006
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Location: The Real World This is how MxO ends: Not with a bang but a whimper
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Fen wrote:

Procurator wrote:

Heh, it may not always be the database that makes something impossible (or at least daunting), but the same concept applies: it's an apparently rickety system that no one really wants to risk breaking by trying something too complex.


And let's not even get into the issue of the mainframe goblins...

No, please god no..



Jacked Out

Joined: Aug 15, 2005
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Procurator wrote:

MxO doesn't have the people to make them.

Fixed.

phi


Systemic Anomaly

Joined: Aug 18, 2005
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Enjoy paying to make your own content...

I've discovered that the vast, nigh-boundless, emptiness of eve-space is not only less depressing but more populated.

 

I feel like I just ran into an old friend that I hadn't seen since childhood, back when they showwed all the promise of becoming a great scientist, musician, sportsperson, etc. and discovering they are now a wasted shell of a human addicted to heroin and living in filth.

 

as for RP... I don't have to pay to do that.

 

Sometimes you just have to abandon a friend to save yourself to avoid being draged down into the depths.
The question is, where do you draw the line?




Perceptive Mind

Joined: Oct 1, 2006
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Bayamos wrote:

"If they're justifiable" is the right term. They won't happen for the same reason new patches won't happen. We're no longer worth the investment, but boy, it's great getting our money regardless.

Consider the fact that it takes about a minute to make an item... add name and description pointers in the string tables to a field in zmisc.pkb, point it to a mga or composite mgas, base txa, optional alpha/bump/specular txa, optionally point to a FX in rezmap, optionally add to the Cookbook of craftable items, give it a GoID, else add to collector, vendor tables, or loot table(s), add to gameobjects packmap with buffs and such. Restart the server, which loads the new GameObjects. Pretty much good to go. If you have a model and texture already made, like I dunno, the several hundred unreleased clothing items that work for all body types (we see some of them on NPC models, the most glaring example would be several dozen colors of Hosh Riding Pants and dozens of unreleased shoes) then it would take next to NO time to make these.

But at the end of the day, it comes down to what they want to make. Why did Rarebit take his time to make a new texture for the Valshymar, when we already had a white suit texture from the White Agents from PB4? Personal fulfillment, I suspect, or a relatively challenge free todo-list. It would have taken very little time to put out all the unreleased stuff, but he never did... either to save it for a possible new replacement so it could be postured as the product of hard work modeling/texturing.

Funny how "the database" always gets brough into this, when for many cases it's not even applicable. For something not to be possible is one thing. But for something to be possible and just telling us that it's not because most people will believe it... that's something else. /shrug $0.02

Not to discredit you are say that any of this isn't true, but how could you know all that?




Vindicator

Joined: Nov 30, 2005
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monkeymanx8 wrote:

Bayamos wrote:

"If they're justifiable" is the right term. They won't happen for the same reason new patches won't happen. We're no longer worth the investment, but boy, it's great getting our money regardless.

Consider the fact that it takes about a minute to make an item... add name and description pointers in the string tables to a field in zmisc.pkb, point it to a mga or composite mgas, base txa, optional alpha/bump/specular txa, optionally point to a FX in rezmap, optionally add to the Cookbook of craftable items, give it a GoID, else add to collector, vendor tables, or loot table(s), add to gameobjects packmap with buffs and such. Restart the server, which loads the new GameObjects. Pretty much good to go. If you have a model and texture already made, like I dunno, the several hundred unreleased clothing items that work for all body types (we see some of them on NPC models, the most glaring example would be several dozen colors of Hosh Riding Pants and dozens of unreleased shoes) then it would take next to NO time to make these.

But at the end of the day, it comes down to what they want to make. Why did Rarebit take his time to make a new texture for the Valshymar, when we already had a white suit texture from the White Agents from PB4? Personal fulfillment, I suspect, or a relatively challenge free todo-list. It would have taken very little time to put out all the unreleased stuff, but he never did... either to save it for a possible new replacement so it could be postured as the product of hard work modeling/texturing.

Funny how "the database" always gets brough into this, when for many cases it's not even applicable. For something not to be possible is one thing. But for something to be possible and just telling us that it's not because most people will believe it... that's something else. /shrug $0.02

Not to discredit you are say that any of this isn't true, but how could you know all that?


Coz' he's studying Game design programming plus why ya think where he'd get ways around with them useropts? SMILEY




Systemic Anomaly

Joined: Aug 22, 2005
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Bay for Dev!




Vindicator

Joined: Jan 19, 2006
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CODEMAN wrote:

Croesis wrote:

CODEMAN wrote:

I have a friend in the industry who now works for Blizzard. He helped develop PotBS.  He's told me the same thing.  It's not a stretch.

Has your friend ever worked on MxO? Has he got a decent knowledge of the Lithtech: Discovery game engine? It's fine if a Dev team has in depth knowledge of their game like the SWG Devs, which was developed by SOE by the way, but considering that MxO was not developed by SOE and we only have one, perhaps two Dev's left, I'd say that it's a lot harder than he gives credit.

I'd like to see where it said the dev tools were user friendly, if your talking about what the Dev's gave LESIG to spawn NPC's, that probably just the tip of the iceberg. But what would I know, I don't have a friend in the industry.

Well putting your sarcasm aside, no he didn't work on MxO. If he had, I would've mentioned it.  I was referring to the storyteller tools implemented in SWG as being user friendly. Walrus was around during the Monolith days of development. I'd imagine he knows more about the game engine than we think.  Personally I don't hold out high hopes for tools being handed to players on this game.  Essentially they already have with the exception of creating actual missions or NPC spawns.

Storyteller tools are worthless like i said in the other thread there were quite a few exploits found with them weeks/months after release, ontop of that on SWG they are used in player made cities and random spots on large planets, so where do you plan to use them if you were to even get them at all?

Whats to stop me and other PvP'ers griefing you guys with terminator/runtime bits,Force flagging people, and dropping tokens myself to ruin your so called "Content", apart from the force flagging which could be considered harrasment im well within my right to do the others.




Vindicator

Joined: Oct 22, 2005
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A thread that originally tells people to stop complaining and lighten up ultimately turns into a thread for people to complain in.

Hmm.. yup, that's a Fail Thread, alright.




Development

Joined: Aug 15, 2005
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Let's keep the flames down, folks. And, please, pick thread titles that are a little less inflammatory on first read. SMILEY

There are some serious assumptions about the knowledge of members of the live team. Creating items with new models and textures isn't that difficult for a game artist--which was never Rarebit's expertise: He's a game designer. That is why he repurposed so much in the game to generate "new" content. Anything he did beyond that was because he wanted to do everything he could for the game.

And me? Know the Lithtech engine? Over the years I've certainly learned a bit about what it's capabilities are, but I'm not a game programmer. I went from managing community relations to managing the team--my skills are in dealing with people and listening to their opinions.

I understand the concerns you all have and am doing what I can to see that we address them. In the meantime, we are looking at ways to improve the game with what resources we have. With the upcoming anniversary, I owe Virrago an article, so you'll be hearing more from me soon.




Jacked Out

Joined: Aug 15, 2005
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Walrus wrote:

Let's keep the flames down, folks. And, please, pick thread titles that are a little less inflammatory on first read.

There are some serious assumptions about the knowledge of members of the live team. Creating items with new models and textures isn't that difficult for a game artist--which was never Rarebit's expertise: He's a game designer. That is why he repurposed so much in the game to generate "new" content. Anything he did beyond that was because he wanted to do everything he could for the game.

And me? Know the Lithtech engine? Over the years I've certainly learned a bit about what it's capabilities are, but I'm not a game programmer. I went from managing community relations to managing the team--my skills are in dealing with people and listening to their opinions.

I understand the concerns you all have and am doing what I can to see that we address them. In the meantime, we are looking at ways to improve the game with what resources we have. With the upcoming anniversary, I owe Virrago an article, so you'll be hearing more from me soon.

Check your e-mail.  

EDIT:  And thank you for a little much-needed clarification.  A little bit goes a long way, you know.


Message edited by Phrack on 03/04/2009 06:57:58.


Vindicator

Joined: Aug 20, 2005
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Thanks for the words, Walrus. I cross my fingers at the hope that you'll be keeping us posted daily on developments???? /hopesprays




MC Photographer

Joined: Aug 15, 2005
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Walrus wrote:

I understand the concerns you all have and am doing what I can to see that we address them. In the meantime, we are looking at ways to improve the game with what resources we have. With the upcoming anniversary, I owe Virrago an article, so you'll be hearing more from me soon.

Thanks for wading back into the waters with this one Walrus.  I'm looking forward to hearing what you and Virrago have to say about not only the Anniversary but also future changes.


 
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