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Image Retrieval - September 27, 2006
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Jacked Out

Joined: Aug 15, 2005
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But these are story-breaking 'fun' items, as such they should have restrictions on spamming. Which the timers do.

Story breaking? In all honesty, who actually cares? This is, at the very core, a game. The key point to a game is "fun." So these "fun" items should actually be that; fun. Pointlessly high timers with a pointlessly low usage time do not make these items fun. It makes them a novelty. One that soon gets old. Not good for the effort put in to earning them, and not good for the wasted development time used up to make them. So the choice is rather simple: revise the timers on the current items, or don't make future items that have equally pointless timers. Preferably, do both.

Message edited by Chuui on 09/29/2006 01:49:03.


Fansite Operator

Joined: Aug 16, 2005
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Whats 5 minutes wait?

Go run a mission, or get a snack or just do something else.

You dont have to sit there and wait to re-use your novelty.

They're meant as pretty little effects as a reward for experiencing the story. Thats what they are. Thats what they do. And they're fine.

They shouldnt be reduced to mindless 'fun' running around willy nilly with code flowing eyes, while on fire with a cloud of flies over your head. Not in this game, not in this universe, not in this story.




Jacked Out

Joined: Aug 15, 2005
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What is 5 minutes wait? It's two and a half minutes too long for a one minute effect.

You dont have to sit there and wait to re-use your novelty.

I never said I did, but I also don't expect an item that takes so much effort to get to expire in the same time span as a sneeze. For what they are right now, they are not worth the time it takes to run 45 missions (at least) to obtain them.

Half the problem here is the development time *wasted* to make such an item with usage and cool down timers that do not make any sense whatsoever from the points of view of the majority of players. This is something the developers should have learnt from the mistakes with the timers on the Awakened items.

Blah blah blah... Not in this game, not in this universe, not in this story.

Then the very thing these items portray should not exist in this game, universe or story, but sadly for you, they do. Code dripping from an unlimit eyes lasts a lot longer than 60 seconds - and there's far more of them to lag out the server while wrapped around with AOE hack spam. If the items weren't supposed to be in this game, universe or story, then quite simply, they wouldn't have been offered up as items in the first place. They were. And as such, now need to be modified to be an item that is more worthy of the effort it takes to gain it.

So I'll ask you, what's 150 second wait for a 60 second effect? Apart from being a darn sight better than 300 seconds.


Femme Fatale

Joined: Aug 15, 2005
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Chuui wrote:
What is 5 minutes wait? It's two and a half minutes too long for a one minute effect.

You dont have to sit there and wait to re-use your novelty.

I never said I did, but I also don't expect an item that takes so much effort to get to expire in the same time span as a sneeze. For what they are right now, they are not worth the time it takes to run 45 missions (at least) to obtain them.

Half the problem here is the development time *wasted* to make such an item with usage and cool down timers that do not make any sense whatsoever from the points of view of the majority of players. This is something the developers should have learnt from the mistakes with the timers on the Awakened items.

Blah blah blah... Not in this game, not in this universe, not in this story.

Then the very thing these items portray should not exist in this game, universe or story, but sadly for you, they do. Code dripping from an unlimit eyes lasts a lot longer than 60 seconds - and there's far more of them to lag out the server while wrapped around with AOE hack spam. If the items weren't supposed to be in this game, universe or story, then quite simply, they wouldn't have been offered up as items in the first place. They were. And as such, now need to be modified to be an item that is more worthy of the effort it takes to gain it.

So I'll ask you, what's 150 second wait for a 60 second effect? Apart from being a darn sight better than 300 seconds.
As much as I hate this item's idea, I agree with you Chuui. For this simple fact, I have yet to do past 3.1 machine archive..



Systemic Anomaly

Joined: Oct 29, 2005
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<3



Jacked Out

Joined: Oct 26, 2005
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I actually agree with Chuui it is ALOT of work for an item which lasts for 60seconds, and break the storyline? One of my own personal events involved using the flame virus to show something, and  found the flame virus effects timer was vey annoying when it came to it. What would be so wrong with making the timers on these unlimited lasting or at least be able to reappply the items when they are about to run out? would it destroy th game? would it make baby neo cry? what?

 

 

-Hutchie



Systemic Anomaly

Joined: Aug 17, 2005
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cloudwolf wrote:
But these are story-breaking 'fun' items, as such they should have restrictions on spamming. Which the timers do.


Agreed.

If you don't want them you don't have to do the missions.  No one is forcing you to.  You can, instead, get the System Glasses and Demon Coat.  They are a Novelty that is all and I'm glad I did the x amount of missions to get mine, no matter what timer they have on them.




Systemic Anomaly

Joined: Aug 16, 2005
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Chuui wrote:
Story breaking? In all honesty, who actually cares?

I do.  I care more about the storyline than I do about game mechanics.  I'm sure there are others who feel the same way.

 

Chuui wrote:

Pointlessly high timers with a pointlessly low usage time do not make these items fun. It makes them a novelty. One that soon gets old.

They would get older even quicker if everyone were running around constantly on fire, and you know that's what would happen.  The only people that would seem "unique" would be the people that weren't on fire.  The current re-use timer helps prevent this. 

The "Virus" rewards are already a novelty.  Giving us the ability to use them whenever we want, for however long we want, would cause them to lose their novelty more than anything.

Five minutes really isn't that long.

Edited for formatting.


Message edited by ManicV on 09/29/2006 12:12:12.



Jacked Out

Joined: Sep 22, 2006
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IM COMMING BACK SOON GUYS.....i know i know you all are excited save some for when i get back ^_^ well see yall soon


Jacked Out

Joined: Aug 15, 2005
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They would get older even quicker if everyone were running around constantly on fire, and you know that's what would happen.

Please show me exactly where I even said there should be no timer on the current items. The point I am making is that a five minute cool down timer is far too long for a one minute effect. Either the effect duration needs increasing to two minutes, or the timer needs reducing to two and a half minutes. Exactly how is either of those going to allow players to always be running around constantly on fire? It isn't. What it will do is make the items a little more attractive to players who don't like the current effort required for such a low pay out.

Would you like to run missions if you knew that at level 50 the info payout you'd get was only 100 info per mission? This is pretty much the same thing. Make the items more appealing and more players would want to put the time into playing the content on offer. Furthermore with the exceedingly limited developer time that this game has every patch cycle, making the items last longer (either with a longer effect duration or shorter cool down timer) would further justify the time used up on those items - time that could be better spent on other things.

At the moment, the current timer settings just scream wasted opportunity, wasted development time and lack of player appeal.


Fansite Operator

Joined: Aug 16, 2005
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ManicV wrote:
Chuui wrote:
Story breaking? In all honesty, who actually cares?

I do.  I care more about the storyline than I do about game mechanics.  I'm sure there are others who feel the same way.


*raises hand*

Also, on the subject of the items, they were never intended as the 'goal' of the mission archive. They were there as a novelty, as a little 'congrats' gift, as a nice FX which is somewhat significant to the story chapter.

The point of the archive isnt to get these little items, the point of the archive is to experience the story already past.




Jacked Out

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The point of the archive isnt to get these little items, the point of the archive is to experience the story already past.

Then remove the rewards completely from the game. If you're going to have rewards, they need to be worthwhile to justify all the work put in to making them and the effort put in to getting them. They were obviously placed in the game to get players to run the old missions again - thus making, for some players, the point of the archives to earn little rewards. Again, as they are in the game and they are in there, in part, for that reason, revising the timers (doubling the effect duration or halving the cool down timer) would see a lot more players actually wanting to run old missions that they otherwise wouldn't care about.


Fansite Operator

Joined: Aug 16, 2005
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Wait, what? You want the devs to remove the little gifts because you think players should have a better reason to run the missions? So there being nothing 'hard', not even rarebit's little 'yay you did it' items, is motivating for players now?

The point of the items, the reason rarebit added them, was to have some cool little effects for people to pick up for experiencing the story from all angles and they fufill that perfectly fine the way they are while at the same time preventing effect spam.


Message edited by cloudwolf on 09/29/2006 16:45:01.



Jacked Out

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Wait, what? You want the devs to remove the little gifts because you think players should have a better reason to run
the missions? So there being nothing 'hard', not even rarebit's little 'yay you did it' items, is motivating for players now?

No. No. No. *sigh* You are missing the point entirely. And I have already explained the point in more posts than I care to repeat.

The point of the items, the reason rarebit added them, was to have some cool little effects for people to pick up for experiencing the story from all angles and they fufill that perfectly fine the way they are while at the same time preventing effect spam.

Again you are purposely failing to comprehend the point I am making. And again I no longer care to try and explain it to you. Even the wall to my left understands the point I am making better than you. And it too doesn't agree. (it thinks the items should have a 5 minute usage timer and a one minute cool down timer. I think it's being unrealistic).

So until a time that you actually bother to comprehend the points at hand, I will no longer further this discusion with you.


Fansite Operator

Joined: Aug 16, 2005
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Well sorry for apparently not understanding what you're trying to get across.

So far all i've got is you want timers changed, you think it will make the items more worthwhile, you think that effect spamming won't increase for some reason, you dont care about the story repurcussions (the recent live event posts filled with people mysterious on fire anyone?) and you think if the timers arn't changed the items should be removed from the game.

I disagree on all accounts.

What is there to not understand?


 
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