Thanks for the update Warlus, firstly enjoy your break
Also I would guess that dropping team and adding players would help to bring more and more people in. Just want to also confirm that this white hallways "mission" doesnt have a 1 hour "add to mission" timer, and that its unlimited in that regard. That way the whole purpose of this becomes better for us and factions/orgs can have large scale meetings. On that same note, were not likely to see agent spawns
The delay on the update is no issues because well, you adding some very key fixes and even waiting a few extra days is worth it for them.
From what i can tell from all the official references the halls will work like this:
Buy a key, 100 mill, from your organisational archivist vendor (meaning their are 3 versions of the white hall key)
Use said key (mission leader must have min 100 rep) in the appropriate district for your org.
You will be directed to one of the districts white hall doors. (only a few per district)
You will then be taken to one of the multiple non-mission area white halls for that district.
You find the correct teleportation door in said halls.
You will enter one of multiple mission area org specific area. With normal mission restrictions (half hour timer before agent spawn, 6 people per team).
NOTE: Said restrictions can be worked around by normal means (dropping team members, inviting new ones, team recall).
I have a song stuck in my head that isn't from my generation.
Curse you.
*pictures Walrus in a pink one-piece bathing suit . . . *
*shudder*
Anamodiel wrote: What's the issue with the white hallways? "The" issue? Where did... Oh, wait a sec... Ah yes, the Looking Glass. I think the one he was thinking of was the one where, depending on where you went into the White Hallways, when you come out, you may be in a dead-end room. If you try leaving through the one available door, and the mission is still active (ie you went back to the city without leaving the mission team or aborting the mission), you'll be teleported back to the White Hallways--so basically, you can't get out until you leave the mission team, or die and reconstruct. While looking at that today (they were going to try to make me fix it by moving the doors--ha! we found there are way more than we thought), I found another fun issue, whereby if you stumble through a door that is one of the doors in the world that can take people to the white hallways, while on a white hallway mission of your own that was started in a different district, you get teleported to your current district's white hallways, with nowhere to go. While these are easily avoidable and escapable if you know what's going on, Walrus is concerned that they'd result in a lot of confusion, ccrs, etc. So he wants to see if we can get those fixed.
Anamodiel wrote:
What's the issue with the white hallways?
"The" issue? Where did... Oh, wait a sec... Ah yes, the Looking Glass. I think the one he was thinking of was the one where, depending on where you went into the White Hallways, when you come out, you may be in a dead-end room. If you try leaving through the one available door, and the mission is still active (ie you went back to the city without leaving the mission team or aborting the mission), you'll be teleported back to the White Hallways--so basically, you can't get out until you leave the mission team, or die and reconstruct. While looking at that today (they were going to try to make me fix it by moving the doors--ha! we found there are way more than we thought), I found another fun issue, whereby if you stumble through a door that is one of the doors in the world that can take people to the white hallways, while on a white hallway mission of your own that was started in a different district, you get teleported to your current district's white hallways, with nowhere to go. While these are easily avoidable and escapable if you know what's going on, Walrus is concerned that they'd result in a lot of confusion, ccrs, etc. So he wants to see if we can get those fixed.
No edit. I just found this that does seem to suggest that the Org Construct are just mission areas. Rarebit talks about 5 or 6 different floorplans for the Merv area alone. Link here: http://forums.station.sony.com/mxo/...274#10400145326
That's perhaps the most disappointing news I've heard all week. It won't even look the same when you visit it again. My advice is save 100 mil and find a location that spawns cool mission areas (there are plenty). What a waste of cash!
Whys it dissapointing? It still fufills its purpose perfectly. Like you said, its an area where factions/orgs can meet up in private. That is exactly what is achieved.
If anything having multiple instances is a good thing since you reserve your instance for who ever you wish to invite. If it was a persistant area then anyone who had a key and 100rep could come in and easedrop on and/or crash your meeting.
i'd prefer the org area's to be non-mission area's.... like an orgs personal mara c, LET could hold meetings etc....
this is dissapointing news indeed... very very dissapointing... coupled with the watering down of org specific abilities.... i've lost hope of any new content that is NOT ruined by this games engine... poor devs... they try so hard... *CENSORED* YOU SOE!!!