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Image Retrieval - November 15, 2006
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Jacked Out

Joined: Jul 8, 2006
Messages: 572
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Anamodiel wrote:
Why did we opt for adding a trail to Hyperjump rather than getting rid of the Mario jump?

-_-
Perhaps because:
a) People clamoured for "Mario Jump" in beta when it didn't exist
b) It's actually useful for moving around the city doing missions, hardline tagging, node tagging, and tonnes of other stuff

I mean, those are just things off the top of my head ...


Jacked Out

Joined: Jul 8, 2006
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broin wrote:
Rarebit wrote:
Dagonet wrote:
So any plans to remove the glitch where you can hyperjump in reverse?
I don't think we know about that one. I remember a certain rodent saying something about being able to jump, then jump back to where you started just before landing, and I mentioned that to NoRepro, but he said he couldn't...repro it. But I don't know if he's ever had definite steps to follow for it.

Wow.... I've been lowered down to the rank of a rodent.  Well, anyways I sent a /ccr in as a bug on that ctrl+space hyperjump exploit.  I'll send another in again or if NoRepro wants a detailed description you can just send him my way.  I'll be in the small hole in the wall next to the Oracle's apartment. 

Zippy said it.


Systemic Anomaly

Joined: Oct 10, 2005
Messages: 2461
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Looks a little like.....superwoman on the pictureSMILEY. Actually, i think it's cool when they do change some of the graphics in the game so they are updated to the ongoing story. But i guess it also depends on how you play the game, like Fen said.

Next is lazer eyes!!!




Systemic Anomaly

Joined: Oct 29, 2005
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Location: Shinjuku Organization: Mero Faction: Les Enfant Terribles Server: Vector
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oh *poop* no ! :O



Jacked Out

Joined: Aug 21, 2005
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Anamodiel wrote:
Why did we opt for adding a trail to Hyperjump rather than getting rid of the Mario jump?

-_-

what  would u guys do in a 1 on 1 ?



Jacked Out

Joined: Oct 23, 2006
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Mario jump? Which one is that?


Ascendent Logic

Joined: Aug 21, 2005
Messages: 800
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Sneaker wrote:
Anamodiel wrote:
Why did we opt for adding a trail to Hyperjump rather than getting rid of the Mario jump?

-_-

Nope, no Zerg Easy Mode for you folks SMILEY
I'm actually curious and not trying to flame you here.

How does taking out the Mario jump and only using the reticle to HJ make it "easy Zerg mode"? I personally think it would add a dynamic to PVP. You would have to anticipate where the person would jump next. We would have to work together to catch the person and it wouldn't be as easy. You wouldn't have to worry about the buggy Mario jump (reverse HJ, anyone?) when tracking someone, either.

Or make it so you can only use the Mario jump when you're not in the combat state for those that absolutely love the buggy HJ system. I think that'd be better than trails that disappear at the top of the hyperjump arc.



Ascendent Logic

Joined: Sep 27, 2005
Messages: 820
Location: Between the Worlds
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Offer some clarification please.   Are /face and /follow to be removed completely from the game or are they merely going to be disabled for targeted hostile players? (like /addwaypoint was disabled only for hostile players.) If the slash commands are to be removed completely, will the key bindings still work?

/face and /follow are invaluable for team play and role-playing.  For role-play, quickly targeting and facing your target adds a touch of realism and focus for both the speaker and the audience.  /follow is needed for team play.  If you can’t follow the leader, it makes things a lot harder for new players. I can understand how /face and /follow should be disabled for PvP, and possibly for the unique event characters, but they should definitely not be removed from the game.  Just today I was on /follow all the way down into a hideout.  I can’t imagine being tied to manual running for such a purpose. 

Don’t remove /face and /follow for friendly players.  Just don’t do it; it will ruin several aspects of game play, including applying upgrades and other abilities while automatically following a teammate.  I get enough of “where did you go?” from new players who haven’t figured out that they can track with Team, Map and Atlas and the answer is always, “/follow me!”

Contrails: eh, OK…. six of one kind, half dozen of another

Reverse HyperJump: I discovered this for myself just a couple of days ago.  I have HyperJump bound to my mouse wheel click, and by clicking it repeatedly it is possible to land back where you started after many arc-jumps.  I’m not sure how this could be fixed easily because of how the choice of the landing spot of a ctrl-space HyperJump works.  I hardly ever use the hotbar targeted HyperJump, preferring the ctrl-space (or mousewheel click for me.)  It’s much faster and it’s easy to choose a landing spot once you get the hang of it. 

Message edited by PS10N on 11/16/2006 04:02:26.



Ascendent Logic

Joined: Sep 12, 2005
Messages: 653
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Anamodiel wrote:
Or make it so you can only use the Mario jump when you're not in the combat state

MY GOD, A GOOD IDEA?!



Mainframe Invader

Joined: Aug 15, 2005
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Dagonet wrote:
Anamodiel wrote:
Or make it so you can only use the Mario jump when you're not in the combat state

MY GOD, A GOOD IDEA?!


HEY WHY NOT JUST MAKE IT SO YOU CAN'T HYPER JUMP AT ALL!!. WHAT A GREAT IDEA!!!

 

 

 

 

 

 

 

 (see sarcasm)


Message edited by eliXor on 11/16/2006 04:17:37.



Systemic Anomaly

Joined: Aug 27, 2005
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Dagonet wrote:
Anamodiel wrote:
Or make it so you can only use the Mario jump when you're not in the combat state

MY GOD, A GOOD IDEA?!

the response i always get for that one is...what about NPC's, events etc etc



Systemic Anomaly

Joined: Nov 18, 2005
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More to aid vastly overwhelming numbers, peachy.



Systemic Anomaly

Joined: Aug 16, 2005
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Ctrl+space is the ONLY way you can reliably get out of a Zerg situation, when you are being attacked from 6 different sides (which isnt unusual if the Zerg is Zion) you dont have time to select the rectcle, zoom out find a place that you can land (assuming you dont go throught the usual 360degree turn that uncontrollably grips your rsi, and assuming that in that momnet you havent had your evade broken and been IL'ed) etc.

There is a curious, dissapointing and ignorant determination to reduce all fights to the level of duels..... pvp is about more than just the fight it is about hunting and being pursued, its is about stealth, timing, oppertunity and much more than just nobly facing your foe and going toe to toe (I say nobly but duels only work to emphasise the fact this is a game - in the real world a duel to the death=the stupidest descision you could ever take).

The trails look pretty good to me, are far from intrusive and will nice bridge the gap left by the loss of /follow and /face. 



Ascendent Logic

Joined: Aug 21, 2005
Messages: 800
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Yasamuu1 wrote:
Dagonet wrote:
Anamodiel wrote:
Or make it so you can only use the Mario jump when you're not in the combat state

MY GOD, A GOOD IDEA?!

the response i always get for that one is...what about NPC's, events etc etc

NPC's should be dangerous. When dealing with NPC's, you should at least have to worry a LITTLE about being caught and killed. Mario jump is a cheap escape from there if you're in the combat state.

As for events, you can still use the reticle. It isn't like they're entirely taking out Hyperjump. I don't see what the big deal is... Maybe someone can enlighten me a bit more?

Tytanya_MxO wrote:

Ctrl+space is the ONLY way you can reliably get out of a Zerg situation, when you are being attacked from 6 different sides (which isnt unusual if the Zerg is Zion) you dont have time to select the rectcle, zoom out find a place that you can land (assuming you dont go throught the usual 360degree turn that uncontrollably grips your rsi, and assuming that in that momnet you havent had your evade broken and been IL'ed) etc.

There is a curious, dissapointing and ignorant determination to reduce all fights to the level of duels..... pvp is about more than just the fight it is about hunting and being pursued, its is about stealth, timing, oppertunity and much more than just nobly facing your foe and going toe to toe (I say nobly but duels only work to emphasise the fact this is a game - in the real world a duel to the death=the stupidest descision you could ever take).

The trails look pretty good to me, are far from intrusive and will nice bridge the gap left by the loss of /follow and /face. 

It's not that hard to jump up 10 ft from the Mara hardline to the bridge. That would then mean that everyone would have to follow you, too, by using the same HJ reticle. Then, while they're jumping up, you could start targetting the next building to jump to. This would add to the dynamic of anticipating where your enemy will land.

If they do take out the Mario jump, they need to fix the 360 thing. But they can't just give us the trail (which disappears at the crux of the HJ, btw) and have a bugged Mario Jump. SOMETHING needs to be done to HJ. That's all I'm saying.


Message edited by Anamodiel on 11/16/2006 06:09:35.



Jacked Out

Joined: Aug 28, 2006
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Well I like the ideas... stops the pvp fags from HJing away...
 
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