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Ascendent Logic

Joined: Aug 15, 2005
Messages: 851
Location: The Shadows of Vector
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Saddle up.. log to Vector .. debate over.

nuff said.




Systemic Anomaly

Joined: Aug 19, 2005
Messages: 1143
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NightTrace wrote:
Midnight wrote:
No,
My post was quite clear.
If someone dies in pvp its the person's choice whether or not they want to continue pvp. They should not have to be flagged after they die. If your on a hostile server then that's fine, our server is not.
Blue rezzing is what I was agreeing too. They should be flagged when rezzing.
Please stop attacking every post I ever write, its getting old.
I have a right to voice my opinion and it doesn't need to be picked apart everytime I do so.
You don't agree?So what?
Im not attacking you every post you make. Check the record. I barely get involved in discussions with you. In this case I do not agree with you, and found your post to be misleading, and I posted as such. Just because you dont like me, dont try and accuse me under false pretences. Kthx.

I guess you're another "FH Hater," Nighttrace. SMILEY

Message edited by BloodWork on 12/28/2006 22:41:54.



Ascendent Logic

Joined: Aug 15, 2005
Messages: 933
Location: Ontario, Canada
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Spadz wrote:

Saddle up.. log to Vector .. debate over.

nuff said.


There's a lot more to MxO then PvP, which is why I'm on Recursion.

But, if someone is PvPing, they should stay red until they're done. Not before.

It's not a hard concept.




Systemic Anomaly

Joined: Aug 27, 2005
Messages: 8669
Location: Lost in Translation.
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Sneaker wrote:
Spadz wrote:

Saddle up.. log to Vector .. debate over.

nuff said.


There's a lot more to MxO then PvP, which is why I'm on Recursion.

But, if someone is PvPing, they should stay red until they're done. Not before.

It's not a hard concept.

There's alot more to vector than pvp also.



Mainframe Invader

Joined: Aug 15, 2005
Messages: 355
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Stolkletta wrote:

And whiny BS like that is why the devs will never make this change. They shot themselves in the foot by creating the game as they did and in turn created a bunch of pansies.

Dude, if you have 4 people around your dead body waiting for you to rez, guess what? YOU LOOSE.

/gasp


Don't make this personal. Perhaps the devs would change things if the people wanting flagged rezzers didn't attack other people for their opinions.


Message edited by zdn16 on 12/31/2006 10:53:40.



Jacked Out

Joined: Sep 3, 2006
Messages: 21
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[interject]

Pardon me for returning to the original topic of this thread for a moment.  Please feel free to skip over this post and continue with your drama.

Remote Proxy Changes
Remote Proxy Abilities will now randomly generate one of the following Soldier types: Aikido, Karate, Kung Fu, Pistol, Rifle, or SMG. If you don't like the one you get, you can dismiss it and create a new one.


I recall the devs asking for our opinions on the new Proxies, and hinting that the other types of Simulacra and the entire coder tree may have a good looking at soon.  After having a good deal of time to play around with the new Proxies, I'd like to add my two cents.  Or three.

Overall, the new Proxies seem to be a hit.  I am seeing more and more people using the proxy branch and, although it is somewhat annoying when you are looking for that handgun simulacra and pot luck just won't give it to you, overall I think most people are satisfied with the changes to the Proxies.

My concern, however, since I use the Utility Master branch almost exclusively, is for the Patch Daemons and Nuker Simulacra.  I sincerely hope you do not plan to upgrade the Nuker Simulacra in the same manner in which you upgraded the Proxies.  Although it worked out very well for the proxies, I do not believe creating a Nuker for each Hacker branch will maintain the balance that has existed up to this point.  I do not have the Hacker tree, so I can not say for certain which branch it is, but there is a branch which focuses on debuffs.  And while it may be neat to have different types of Nukers, this puts the Daemon owner at a serious disadvantage.  You see, for the most part, the offensive capabilities of the new Proxies, whether it be a handgun or a karate sim, are equal.  So, in a pinch, it doesn't really matter which Proxy you randomly code up.  However, I do not believe that a howitzer daemon and a debuffing daemon are even close to being equal offensively.  Daemons take a great deal of time and IS to create, and this is the key issue.  In the heat of combat, especially during a PvP situation, there simply is no time to create several Daemons (regenerating IS inbetween instances) in search of the offensively superior Daemon.  If, however, the interface were modified to allow for selecting the type of Daemon, then a debuffing Daemon would be welcome SMILEY .

That issue aside, at the top of my list for improvements to the Utility branch would be updating the Patch Daemons.  The new buffs are great, but it leaves us in a peculiar situation.  The Patch Daemons have a mind of their own, and frequently buff or heal the wrong person, or not at all.  They buff when they should heal, and they heal when they should buff.  More control is neccessary.  I'd like to be able to select a target, and tell my Daemon to either buff or heal that target.  Oh, and please make that "Passive" button turn off the Daemon's buffing and healing! They just don't stop!

Secondly, it would be awful nice to be able to see my Daemon on my map SMILEY


Because I know you're looking for feedback from coders, here are a few threads I've found over the past few months that coders have been using to dump suggestions into:

"Your sim and you" -- http://forums.station.sony.com/mxo/..._id=36300005929

"Coder Tree Improvements" -- http://forums.station.sony.com/mxo/..._id=36300005915

"Coder class overlooked?" -- http://forums.station.sony.com/mxo/..._id=34700004829



[/interject]


Mainframe Invader

Joined: Aug 15, 2005
Messages: 355
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Frostbit wrote:
[interject]

Pardon me for returning to the original topic of this thread for a moment.  Please feel free to skip over this post and continue with your drama.

Remote Proxy Changes
Remote Proxy Abilities will now randomly generate one of the following Soldier types: Aikido, Karate, Kung Fu, Pistol, Rifle, or SMG. If you don't like the one you get, you can dismiss it and create a new one.


I recall the devs asking for our opinions on the new Proxies, and hinting that the other types of Simulacra and the entire coder tree may have a good looking at soon.  After having a good deal of time to play around with the new Proxies, I'd like to add my two cents.  Or three.

Overall, the new Proxies seem to be a hit.  I am seeing more and more people using the proxy branch and, although it is somewhat annoying when you are looking for that handgun simulacra and pot luck just won't give it to you, overall I think most people are satisfied with the changes to the Proxies.

My concern, however, since I use the Utility Master branch almost exclusively, is for the Patch Daemons and Nuker Simulacra.  I sincerely hope you do not plan to upgrade the Nuker Simulacra in the same manner in which you upgraded the Proxies.  Although it worked out very well for the proxies, I do not believe creating a Nuker for each Hacker branch will maintain the balance that has existed up to this point.  I do not have the Hacker tree, so I can not say for certain which branch it is, but there is a branch which focuses on debuffs.  And while it may be neat to have different types of Nukers, this puts the Daemon owner at a serious disadvantage.  You see, for the most part, the offensive capabilities of the new Proxies, whether it be a handgun or a karate sim, are equal.  So, in a pinch, it doesn't really matter which Proxy you randomly code up.  However, I do not believe that a howitzer daemon and a debuffing daemon are even close to being equal offensively.  Daemons take a great deal of time and IS to create, and this is the key issue.  In the heat of combat, especially during a PvP situation, there simply is no time to create several Daemons (regenerating IS inbetween instances) in search of the offensively superior Daemon.  If, however, the interface were modified to allow for selecting the type of Daemon, then a debuffing Daemon would be welcome SMILEY .

That issue aside, at the top of my list for improvements to the Utility branch would be updating the Patch Daemons.  The new buffs are great, but it leaves us in a peculiar situation.  The Patch Daemons have a mind of their own, and frequently buff or heal the wrong person, or not at all.  They buff when they should heal, and they heal when they should buff.  More control is neccessary.  I'd like to be able to select a target, and tell my Daemon to either buff or heal that target.  Oh, and please make that "Passive" button turn off the Daemon's buffing and healing! They just don't stop!

Secondly, it would be awful nice to be able to see my Daemon on my map SMILEY


Because I know you're looking for feedback from coders, here are a few threads I've found over the past few months that coders have been using to dump suggestions into:

"Your sim and you" -- http://forums.station.sony.com/mxo/..._id=36300005929

"Coder Tree Improvements" -- http://forums.station.sony.com/mxo/..._id=36300005915

"Coder class overlooked?" -- http://forums.station.sony.com/mxo/..._id=34700004829



[/interject]


Totally agree; these are needed improvements for sims. They definitely need to be smarter - the Zion ones keep buffing machines >.< I don't see why adding a targeter (like you said, select a person for them to buff) would be difficult - all sims use the same exact system with the attack button.

I also still see the problem where patch sims attempt to buff...and just don't. It goes through the whole animation and nothing happens, and the keep trying and trying to buff. This is almost always when they're standing still. However, the buffs seem to go through more often when they start moving right at the end of the buff...or following. Not only do I notice this with the sims, but also with patcher NPCs that follow you in missions, which are just as bad for buffing right now as the sims, IMO.

 




Jacked Out

Joined: Sep 3, 2006
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The reason for the buffs not taking effect is usually because the target's buffer is full and can't take the buff the Patch Daemon is trying to apply.  And that's yet another reason why we need to be able to choose the Daemon's buffing target.  They continue trying to buff somebody even when their buffer is full! What a waste.  In my mind, just being able to select a buffing/healing target and being able to tell the Daemon to pause their buffing and healing would be such a huge improvement.  I'd actually start using my Patch Daemon again!  I've met others who have the coder branch but never use it because of all the control shortcommings.  I really do hope these suggestions are taken into consideration.


Ascendent Logic

Joined: Aug 16, 2005
Messages: 771
Location: Atlanta
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zdn16 wrote:
Stolkletta wrote:

And whiny BS like that is why the devs will never make this change. They shot themselves in the foot by creating the game as they did and in turn created a bunch of pansies.

Dude, if you have 4 people around your dead body waiting for you to rez, guess what? YOU LOOSE.

/gasp


Don't make this personal. Perhaps the devs would change things if the people wanting flagged rezzers didn't attack other people for their opinions.

Don't be so sensitive. Everything I posted was factual. Your post did contain whiny BS. SOE does indeed have to live with Monolith's mistake of not handling flagging on non-hostile servers properly. It IS factual that pansies galore were created by this mistake. It IS true that if 4 people are waiting around your dead body for you to res, you probably loose. And finally, your comment could be taken a not factual, as I spent months of polite requests and post on this very subject, without ever getting one reponse. Remember, my sig is well over a year old.

Now really this is no longer THAT big of a deal to me, since I no longer have the urge to play MxO. But I still seem to stick around anyway, I have VERY good memories playing MxO, made some good friends, and this is one of the primary reasons why I quit. Finally, I just enjoy discussing this issue SMILEY

What gets me about this regarding some people's opinion is, have some of you guys even played any other MMO in which 'flagging' occurs? It seems not. While I realize the makers of MxO can choose to do things their own way, this is one of those gaming issues that has already been SOLVED. If Monolith had handled this properly to begin with, NOT ONE OF YOU would be arguing against the way I and others have argued for. What we've argued for is simply the way it should be. Death simply shouldn't be an ON/OFF swith for flagging. Death is simply your state in the game in which you can't move, attack, or be attacked and your health has been reduced to zero. It means nothing else! Dead or alive, that is simply your state in the game and the PvP flag should remain as such until no action that causes the flag to turn ON for a specified period of time. If you choose to to quit PvP, well, do like 323409623 other games do and wait 5 minutes before you rez.




Perceptive Mind

Joined: Aug 15, 2005
Messages: 2081
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ive been looking at the above sig for a year now and ive been wondering when its gonna come to pass. and now i realize, never.

anyone who knows eyepopper knows that im more about the competition than the outcome. id rather wait until my opponent is at his best before fighting, because im not interested in winning for its own sake.

blue rezzing flies in the face of that concept. blue rezzing is for people who cant bear to lose. blue rezzing is for people who have to win at any cost, however cheesy or cheap.

the DoE does not rez in combat using a blue rezzer; never have, never will. we are ordered to recon and rejoin the fight from the hardline. this is partly due to our combat philosophy, but also due to our disdain for cheesy tactics (/face-/follow, anti-stacking, style-stacking.... any of this sound familiar?).

SOE/rarebit/whoever the hell is in charge of mxo needs to take a peep at the other games out there with good pvp systems. the blue rezzing mechanic is enough for me not to even play mxo. after all, pvp is all there is left.





Femme Fatale

Joined: Aug 15, 2005
Messages: 11028
Location: Las Vegas, NV
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Sneaker wrote:
Spadz wrote:

Saddle up.. log to Vector .. debate over.

nuff said.


There's a lot more to MxO then PvP, which is why I'm on Recursion.

But, if someone is PvPing, they should stay red until they're done. Not before.

It's not a hard concept.

Yet, you want to make pvp just like Vector. We were told the rules when we joined, and that's why we joined. I don't want to teleport to some other hardline after I die or log out for my flag to go away, if I die and I've had my fun, I want to pop up right there and converse with the patrons of Mara C or Camon C, or wherever else. I still don't believe in punishing blue rezzers, some of us pvp for fun against the zerg and some of us can't reconstruct without our computer going down. Even red Zion rez me for fighting against them, that's honor.

Both TC and MCDoE have NEVER had a problem shooting down the people that just get back up, and never before used to complain about small things like this. If you want different rules, delete your character and move to Vector, or go play some other game.

eyepopper wrote:
blue rezzing flies in the face of that concept. blue rezzing is for people who cant bear to lose. blue rezzing is for people who have to win at any cost, however cheesy or cheap.

Blue rezzing and reconstructing are the exact same thing, one is just faster. If you want to *CENSORED* about something, do it for Death Effect.

Message edited by Roukan on 01/03/2007 07:15:24.



Perceptive Mind

Joined: Aug 19, 2006
Messages: 1102
Location: The Code Server: Recursion Operative Level: 50 Organisation: Zion Faction: The Dragoon Brotherhood
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Btw: No winter event disscussion??



Jacked Out

Joined: Sep 29, 2005
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Blue rezzing and reconstructing are in no way the same thing. -Unless-

Your fighting right next to the hardline.

Thats it, thats when they are the same. Other then that, blue rezzing and then the subsequent blue buffing do nothing but destory the ebb and flow of combat, and make it impossible for one side to tottally clear the area of combatents. There is no feeling of victory, because someone who refuse to let you have the ability to shoot them, has rezzed all of the people who you -were- fighting, and then subsequently has then buffed them enough that their Death effect is a non-issue.


Jacked Out

Joined: Aug 15, 2005
Messages: 475
Location: Matrix World Instance Recursion
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Roukan wrote:
Sneaker wrote:
Spadz wrote:

Saddle up.. log to Vector .. debate over.

nuff said.


There's a lot more to MxO then PvP, which is why I'm on Recursion.

But, if someone is PvPing, they should stay red until they're done. Not before.

It's not a hard concept.

Yet, you want to make pvp just like Vector. We were told the rules when we joined, and that's why we joined. I don't want to teleport to some other hardline after I die or log out for my flag to go away, if I die and I've had my fun, I want to pop up right there and converse with the patrons of Mara C or Camon C, or wherever else. I still don't believe in punishing blue rezzers, some of us pvp for fun against the zerg and some of us can't reconstruct without our computer going down. Even red Zion rez me for fighting against them, that's honor.

Both TC and MCDoE have NEVER had a problem shooting down the people that just get back up, and never before used to complain about small things like this. If you want different rules, delete your character and move to Vector, or go play some other game.

First, I have been a proponent of fixing blue rezzing since the beginning.  Even back when you remained PvP hot after death.  They should have fixed it then, and should still fix it now.  Yeah, and those other games, they have this mechanic, where when a player dies, they are considered PvP hot until they leave the game world either to spirit run back to their corpse or resurrect themselves via a Spirit Healer or other item.  As such, any player who assists them is flagged as PvP hot.  Thats one of the consequences of being flagged as PvP, those who are unwilling to PvP won't assist you.  It is this way on every PvP and non-PvP server in almost every other MMO.

eyepopper wrote:
blue rezzing flies in the face of that concept. blue rezzing is for people who cant bear to lose. blue rezzing is for people who have to win at any cost, however cheesy or cheap.

Blue rezzing and reconstructing are the exact same thing, one is just faster. If you want to *CENSORED* about something, do it for Death Effect.

Blue rezzing and reconstructing are not the same thing.  Blue rezzing assures that there will be no additional item stability loss because you do not have to travel back through the hardline.  Also, the top level rezzes in the Doctor and Trauma Surgeon trees reduce the duration of Death Effect when used (or at least they USED to, haven't tested this yet).  So they are not the same thing, they are two entirely different things.  It also allows a buffer who isn't going to be a combatant that you can eliminate to be a factor in the battle, which is unbalancing for people who don't want to be so cheap as to blue buff.  Don't say we could do the same thing, we know we could.  I don't do it because we usually need as much offensive power as we can get, and can't sacrifice for a healer.  When we do have a healer, he's 99.999% of the time flagged red.



Systemic Anomaly

Joined: Aug 15, 2005
Messages: 2650
Location: --Everywhere-- Server: Vector - Hostile Faction: The Duality Organization: Zion
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That is why I'm on Vector, we don't have to debate about stuff like this.

 

Laters


 
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