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If you were Dev for a month (or two)
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Vindicator

Joined: Oct 22, 2005
Messages: 8296
Location: Ye Olde Hole Ine The Tree
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I know there's already a thread about this, but, considering the circumstances, I'm thinking people's ideas on what they'd do would be best kept in a seperate thread.

If you were Dev for a month or two, what would you try to do?

Me, I'd work exclusively on making story access more open to players by putting the actualy physical condition of the Matrix into their hands, using conditionals and player tools that affect how buildings look, where missions are more likely to take you, and even the general atmosphere.

For example, a bomb tool that, if activated and nobody heeds its warning, will destroy part or the entirety of a building. Debris would be spawned all around the area until the weekly maintenance, where the texture of the building will be changed (or the building replaced by a pile of rubble) to signify the change. Over time, the Machines would rebuild the building until it's useable again, and obviously some buildings can't be destroyed. This could result in some fanatical evil doers laying waste to a city whilst the goody two shoes work to stop them.

Amongst other things, one-player-item types that would seriously affect the environment (change the color of the skies, for example) and give that player some special powers, and it would be up to other players to either aid him or destroy his power (or take it for themselves).

And a special blog on the official website recapping stunts like this every week!

It's all very vague, and actual details would have to be extremely specific to avoid exploiting the system and whatnot, but after all, it's supposed to just be a vague "If I were God for a day" type dream.


Message edited by ZippyTheSquirrel on 02/18/2009 13:42:13.



MC Photographer

Joined: Nov 17, 2005
Messages: 3758
Location: La Tour de Merovee, Outpost Segur
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Create new side-stories and introduce new Exiles, either as gang spawn, hideout mobs or mission contacts. I've got a dozen ideas as to what might be lurking the Merv's subdomain and waiting to sneak out.




Systemic Anomaly

Joined: Oct 10, 2005
Messages: 2461
Location: SyntaxXx
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I would hire a 50 dev's from WoW.

 




Mainframe Invader

Joined: Dec 19, 2006
Messages: 1167
Location: The wilderness
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I'd ban everyone




Vindicator

Joined: Aug 15, 2005
Messages: 3484
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I would refine the storyline and implement something to resolve certain things such as the Oligarchy before moving on.

I would work with all available resources to determine canon as it relates to source material and mxo.

I would implement my plans to allow for more varied ways to level up.

I would reflow the loot tables along with clothing so that there is a clear pattern to be seen.

I would continue the storyline with much room for player involvement and recognition.

I would make the best possible use of any resources at my disposal and listen to the community.


odj


Vindicator

Joined: Oct 5, 2006
Messages: 2254
Location: UK - Wales
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I would break the game to a point where it is non-salvagable so they would have to shut it down with what little-to-no dignity it has left.




MC Photographer

Joined: Aug 15, 2005
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My time as dev would probably be spent a lot like Zane's... without knowledge of what would happen as far as future developments, my first interest would be trying to establish a gameworld that would support future player story development while not having things stuck in middle of a story arc like we are now.

- Resolve the Oligarch storyline as quickly and succintly as possible (We've already started it so, while we don't have to finish it the way Rare had originally intended, it does need to be finished and not simply forgotten or skipped over)

- Use player input to determine what sort of gameworld they would like to see moving forwards; one that would be open to future dev movement while still supporting, or even focusing on, player created story efforts

- Examine to what extent, if any, Storyteller Tools, clothing creation tools and/or animation creation tools could be put in the players hands and, if possible, move forward in making it happen

- Examine the feasibility of implementing an altered crafting system and, if possible, implement it

- Examine the feasibility of implementing the long desired changes to the marketplace and, if possible, implement them

- Continue to open the MxO experience to new players by fixing the broken difficulty curve, adding more low level quest/signpost NPCs, possibly changing the starting location for new players, and looking into providing tangible benefits for experienced players who assist new players (a simple one would be get a referral from a new player who subscribes at least one month and get a period of free game time)

- Bring back the old animations lost in the transition from CR1 to CR2, as well as the 2 different ranges in IL combat

- Make some of the old animations, Zen Master animations, and the shadow pill moves part of a new structuring of the MA trees such that MAs have a more intricate and visually interesting series of standard moves as they advance through their chosen tree.  MAs need to spend so much of their time in IL anyway, may as well make it less repetitious.

- Seek advice from the top active PvPers in how to balance and/or improve PvP

- Run at least a few live events and look into the possibility of running an event like the Government Building battle once a month on each server, with some sort of reward or benefit for the winning side until the next battle

... I could probably go on, but I'll stop there heh


Message edited by Shinryu on 02/18/2009 21:12:02.



Free Mind

Joined: Oct 12, 2008
Messages: 51
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Seriously I would fix the god**** fact you cant kick R1 crews even if your FL.

And add the ability to look into crews and see inactivity by days.

And then with my remaining time of....2 months I would follow Shin's examples(Very nice)



MC Photographer

Joined: Aug 15, 2005
Messages: 2226
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Gien wrote:

Seriously I would fix the god**** fact you cant kick R1 crews even if your FL.

And add the ability to look into crews and see inactivity by days.

Gah.. how could I forget the absolutely terrible faction controls.  Might even be able to revisit something from the alpha/pre-alpha days here since it seems we used to at least have more faction options if not a better system altogether.




Jacked Out

Joined: Aug 15, 2005
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I'd ban Zippy.



Systemic Anomaly

Joined: Aug 22, 2005
Messages: 3275
Location: Lost in La Mancha
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Create a new coder ability or subset of abilities that would enable experienced coders to pull buffs from one style of clothing and move them to another unbuffed article of clothing.




Systemic Anomaly

Joined: Dec 20, 2005
Messages: 6421
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Could prolly make a larger list if I thought about it a little more, but brief first ideas (I do this with all programming projects, never can stop brainstorming new features to add @_@). These design ideas are not pipe-dreams (i.e. team duels, modifying the crafting system, modifying the marketplace, modifying the world on the fly, etc), but what I think is genuinely possible in this game's engine with not too much effort required.

____________________________

- Hijack the currently existing client-side clothing shell feature to be used as an "outfit shell." Add validation so that players would be required to have a clothing item model in their inventory in order to claim a particular model/texture, then broadcast an additional "appearance" packet from which looks are derived, instead of getting the equipped outfit state and determining how to render the clothes from there.

- Along the same train of thought, add a good deal of the unreleased clothing items -- there's several hundred. Add them in the city in various ways: Some would be buyable from vendors for a set number of Clothing red fragments. Add a "The Tailor" NPC who spawns randomly around Downtown. When killed, his loot table contains a random recipe for a previously unreleased item. Make a special Data Tap that would spawn Clothing Recipe Clusters. Add these as drops from Dungeon Bosses, with buffs that are useful to both low-level and high-level players alike.

- If possible, see about adding extra hotbar(s) that could be turned on and off with useropts or keybind combos.

- Add more keybind functionality: allow players to specify keybinds for all commands within the range of their permissions, i.e. create a keybind Ctrl+H for /handstand. The validation for if you're allowed to activate a particular command-id or not is done on the server, so there would be no danger here.

- Allow players to specify a "savedMacros.txt," from which they could reference slashcommands, rather than requiring hotbar space to be used.

- Add a UIConfig folder in /profiles/. Make new rezids pointing to (nonexistent) .pngs in this folder, which would override existing textures. In this way, if players make and add new .png textures to the folder, they could make their own custom hotbar icons for abilities and items.

- Add a more friendly UI to the autodetect_settings.exe, which would utilize the ingame config change through auto_exec cfgs. Add more preset configs, such as the Bazmans variants. Hijack this with an ingame UI/slash command, via which you could change your useropts simply by typing the parameter and new value into a window.

- Add selection and copy features into email and system chat.

- Give players the ability to name and specify the model of their Simulacrum.

- Add a Crafting-based quest, with non-breakable reward Decompile tools bound to your character, with +points or time reduction bonuses based on the number of how many recipes you have in your /codestructs.

- Turn the stair-world .metr into a construct with multiple stairwells, with King of the Hill or Capture the Flag PVP modes for three orgs. To start a game, a team leader would have to /challenge, enabling a bit that turned their base on. If another team of another org was present, and also /challenge'd, then play would initiate. To take control of another team's base, one would have to disable their defense mechanism (all timers would be re-scaled to equality). For Zion: Code Bomb defuse, Machines/CYPH: Searchlight de-activate, Merv: red code pulse defuse. Each team would be able to repair their base defense through similar means. If one team were to deactivate their enemy's base, a code cluster for each team member would appear, with a "Proficiency Token": tradeable to a PVP collector for special gear and consumables.

- Make the bridge-world .metr into another construct. Like the stair-world construct, you would enter by activating a mission token that would create a summoning portal like an Archivist Proxy. It would have a re-use timer of 5 minutes, and automatically port you into one of dozens of little pocket mission areas surrounding the edges of the construct. We know this is possible because the tutorial executes random porting from mission area to mission area. You would leave those mission areas and enter the construct. This bridge world would have its TSEC (weather map) set to the DOTD flies, and have Complete Corruptor and Corrupted spawns in some areas. Players would be able to earn a special Flit Gun to kill these NPCs, which would not drop items for a headgear, but for other shiny loot. Also, players would have their model set to the Assassin when they entered the construct, and their ability grant-tree would have toned down versions of the Assassin's abilities, like Fly Virus, Corrupting Bile, Corruption Wave, Crush, et cetera. These abilities would be removed/unusable outside of this construct.

- Similarly, add a "RP construct" that sold storyline character disguises, only usable within. Add a /meatwad emote, where, if the target accepts, they are meatwadded by you. Add non-PVP flagging Code bombs, Code pulses, Searchlights, etc., which could be used in the construct and obtained by collector trades for Archive mission completion tokens.

- Add vendors with pseudo-random vendor tables, varying week to week. If possible, add a system like WoW, where the vendor becomes "sold out" of an item after selling a set number.

- Add missions, "Calm of the Zen Master," "Ride The Trojan Horse." The player would defeat a boss, who would drop consumable pills like Shadow Wallkick, which would allow the player to use toned-down versions of the abilities in those trees.

- The elevator system appears to port players from coordinates A to coordinates B. If possible, hijack this in conjunction with the helicopter routes throughout the city, to add scenic "flight paths," a la WoW, by slowly porting players along the path, with a small step size.

- Add spots of invisible navmesh near 10,000 meters up into the air. A special /duel command would propel both players to the zone. The loser of the duel would automatically come back to life; the winner would automatically activate a temporary /repel field, knocking his opponent off the edge, sending him falling to his death 10,000 meters below.

- Re-add /face and /follow to hostile targets, to properly balance fleeing and chasing.


Message edited by Bayamos on 02/19/2009 12:21:24.



Free Mind

Joined: Oct 12, 2008
Messages: 51
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Bayamos wrote:

- Re-add /face and /follow to hostile targets, to properly balance fleeing and chasing.

You could always just do /point and your char points in the fleeing players direction. Not as effective as /follow but hey it helps somewhat.



Vindicator

Joined: Aug 1, 2006
Messages: 3144
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I'd be tempted to have a go at reverting the doors to work with the White Halls the way they were originally planned. 

I'd also make it possible for certain interlock moves to knock a character out of IL and off the NavMesh so that people can be kicked or pushed off buildings.  I'd probably make animations for falling (and Sniper Shot) in the process.




Mainframe Invader

Joined: Aug 19, 2005
Messages: 441
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I love it when devs delete my posts, anyway. I would fix everything, lets put it that way SMILEY


 
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