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The Lounge
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Off-Topic Discussion
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Sightseeing is over...
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Sightseeing is over...
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Chuui
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0
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01/09/2009 23:41
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Well, I'm sorry to say but I've reached the decision to once again cancel and leave the Matrix indefinitely. When I first heard of the new changes as to how the story was to be handled, I was interested to see if it would solve the problem of never being able to be a part of the story. The original problem being down to live events never happening at the time of day I played. Sadly the new system is no better. And again, it's the time of day that's the real problem. That and the severe lack of suitable players also playing at that time of day. It is just not feasibly possible now, to enjoy the high level content when you are forced to group during a time of day when there is literally no one to group with. So I guess this game is destined to be only for people playing in the "popular time zones", the ones that saw all the live events of the past few years too. I doubt this problem will ever be solved and will only become more serious as it slowly causes other players to also leave. It's a shame. This game had and still has such promise. But only if the right decisions were made for once. And while I'd like to say I'll be back to check out the anniversary event, etc., to see if any changes for the better have been made, I seriously doubt I'll actually bother again. I just don't feel this game is worth the 1730 yen ($19.13) that SOE now charge me for per month. It was already a stretch to justify the price when it was $15 a month. So, this is me signing out again. Sorry. For those inclined to, you can always find me at bansama.com.
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Syntax
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Marketplace - Syntax
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WTT Info from Recursion to Syntax
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WTT Info from Recursion to Syntax
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Chuui
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0
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12/30/2008 19:34
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I have 300 mil. info on Recursion that I would like to transfer to Syntax. If you can help, please send an ingame email to syntax.Chuui for more information. Thanks.
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Community
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Redpill Rescue
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Barthary Row wasteland corrupted...
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Barthary Row wasteland corrupted...
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Chuui
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0
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12/04/2008 04:19
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Basically, I have a level 50 character and jack in when pretty much no other players are online =( So I'm wondering, is it actually possible to solo these darn things? Are there any methods for a player forced to solo to get the level 53 corrupted to spawn away from the level 100 corruptor? What sort of abilities should I load up? (I'm usually a Karate Grandmaster with a little bit guns thrown in, so I know little about the other trees in terms of combat). So yeah to sum up, any tips on being able to successfully solo this or am I SOL as it's bascially impossible to find a group?
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Community
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General Discussion
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Returned to do some sightseeing, getting a little lost.
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Returned to do some sightseeing, getting a little lost.
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Chuui
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0
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11/27/2008 06:36
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Yeah, so after what feels like a break of 2 years or so, I've decided to give good ol' MxO another try. After such a long break though, I find myself completely lost, while the place looks the same, it certainly feels different. And so I need my mind jogging and little bit of tourist information. I see the email system has changed a bit. What are the new restrictions on it? Do emails purge at all or can it still be used as additional storage space? I hear too, that criticals have changed -- this was one of reasons I've come back as I'm interested in how they turn out. But before I do that, I feel I need to catch up with the story again, but I find that I don't remember where I go for archive missions. Could someone remind me of the rough locations? Finally, I'm wondering about a couple of things, one if it's still possible to solo such things as the critical missions? I always found it a little difficult to find other people when I last played due to my crazy timezone. Two, how does reputation now affect the criticals? How much do you need to do each stage? Was the system for reputation improved so that it's now possible to get maximum reputation? I'll accept simple answers for those two as I don't want to start any complaints over the details -- I've seen the locked threads, but didn't have the energy to read them. Anyhow, it's nice to be back, at least for a while. =)
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Community
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General Discussion
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Halloween Masks
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Halloween Masks
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Chuui
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0
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10/25/2006 01:41
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So the currently confirmed masks are as follows: JoL drops: (common) male lupine female lupine male blooddrinker female blooddrinker succubus nightmare Francine* (rare) gargoyle Tengu* Zombie drops: (common) Taskmaster* Ethereal* Warrior* Belial* Francine* (rare) Tengu* ??? * denotes new mask for 2006. As you can see two of the new masks (Tengu and Francine) seem to have a chance of dropping from either JoL spawns or the Zombie attacks. There is one more mask that hasn't been revealed yet. So that leaves us a little time until its identity is made known (via a new DN1 article) so while we wait for that, what do you hope the mask will be? Personally I'm really hoping for a chance to wear an Assassin disguise, by I doubt that's it. Guess away =D (Only rule is, guesses must be based on an in-game character/NPC - ie, pre-exisiting model)
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Gameplay Discussion
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Missions and Storyline
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Meet Persephone Mission Spelling Error.
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Meet Persephone Mission Spelling Error.
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Chuui
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0
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10/21/2006 09:05
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For the first "Meet Persephone" mission offered at 16 rep. points, there is a spelling error as follows: Flood Says, "I'm contacting you on Persephone's behalf. She's heard about you and wants to meet you face to face. I can only assume that you wouldn't want to turn this oppurtunity down. After you've spoken with her, I have something for you." 'oppurtunity' should be 'opportunity'.
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Development Discussion
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Development Roundtable
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Three little suggestions that could improve the game!
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Three little suggestions that could improve the game!
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Chuui
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0
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10/20/2006 18:09
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[I saw no real need to make individual topics for these small ideas, so here they aresuggested together in one handy topic!] #1 - Confirmation of purchase on Market Place. During the CR2.0 revisions, the QA server was set up for players to test CR2.0 in one of the builds put out on that server there was a minor improvement to the Market Place. This basically asked the player for confirmation when they chose to purchase an item. This little feature was perfect. It stopped people from accidentally buying an item that had been over priced or simply placed on the Market Place with the hopes some one would misclick on it. With that feature there was no more accidentally buying one Health Pill 1.0 for 100,000,000,000,000 info. Could we have that feature back please? #2 - World Events button links to a list of current Liaison Officers. This would help all players be more aware of who their current LOs are and in turn would aid them in being able to catch an event (as LOs usually handle the inviting of players to events and alerting players as to when events are happening - in an IC manner). This addition could only help to improve the main storyline RP aspect of the game. Especially for new players. #3 - Critical Missions award a guaranteed reputation point. Everyone knows that (A) the current system for awarding reputation points is not brilliant; and (B) that critical missions are exceedingly important missions that are limited to five missions per six weeks (or one patch cycle). Given that in a story point of view critical missions are very important to your organisation, they should carry a guaranteed positive reputation point payout per mission. This point would need to be checked the same as XP rewards so that it is only given out once - regardless of how many times a player runs missions in a team, to prevent abuse. Alternatively, the point could be only rewarded to the player that initially started the mission - again a toggle is needed to ensure this isn't abused by players switching team captains around. This would help solve the current low chance of players with 50+ reputation points gaining new points, as it would enable them to gain a guaranteed five reputation points every six weeks. This will allow ALL players to reach maximum reputation points, albeit very slowly.
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Support Forums
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General Technical Help and Questions
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Small Router Question.
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Small Router Question.
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Chuui
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0
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10/12/2006 01:49
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From one of Phi's old topics he lists: TCP range: 10000 to 11000 (incoming & outgoing traffic)UDP range: 10000 to 11000 (incoming & outgoing traffic)TCP port: 7030 (outgoing traffic)UDP port: 9700 (outgoing traffic) As ports and ranges to "open" on a router. Now while I can open up ports (both TCP and UDP) on my router, I haven't the foggiest how you go about opening an entire range. Is this an option generally found on US routers? (Mine is Japanese which may then explain why it doesn't have the option) or am I missing something else? As I have finally got an OS back on my laptop I'm once again able to access my router firmware, so I was thinking if I could try setting these ranges in the hope of helping reduce the constant high latancy I have in game.
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Support Forums
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General Technical Help and Questions
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Code Error -48 (Download Terminated Unexpectedly)
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Code Error -48 (Download Terminated Unexpectedly)
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Chuui
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0
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08/16/2006 06:14
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Posting this for a would be trial player as they are unable to make topics with their account level. They will post their problem in the first reply.
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Community
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General Discussion
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New CSS File - temp forum fix revolution.
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New CSS File - temp forum fix revolution.
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Chuui
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0
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07/29/2006 07:06
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Following on from the requests for a lighter stylesheet I have started work on one. You can get it - along with the old dark one - by following this link: http://www.yakubun.com/MXO/MXOCSS.zip There are some "issues" with the light version: 1 - The third arrow (-> on the index trees for current page location is still green. This is currently unchangable as the correct HTML/CSS class definitions are missing. 2 - The tracker on the home page still wraps around incorrectly - this is caused by the "time" information and is not going to fixable until that HTML code is tidied up. 3 - The text box for posting messages still has a dark background - it uses the main background color which I have not set to a light color at this time. I may change it later. 4 - Light text will not be easy to read. Again, not fixable and depends on text color used by the poster. 5 - Sigs may not display correctly. This is again due to the background color and the fact that are served in iFrames. Main fixes: 1 - A problem with how the header image displays has been fixed. Used the correct CSS for it, which SOE left out. This stops the middle spacer image from wrapping incorrectly (removes annoying extra height). 2 - Fixed minor width problems with the message listing. Doesn't look so bad anymore. Enjoy. You can find the other topics about CSS here: Aqua's topic. Chuui's topic.
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Community
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General Discussion
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Unofficial Forum Hotfix (Stylesheet)
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Unofficial Forum Hotfix (Stylesheet)
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Chuui
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0
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07/20/2006 07:02
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For those finding it hard to deal with the current color scheme we have, I've made a basic little "hotfix" stylesheet that helps to alieviate some of the problems. Simply download the following zip file and read the readme.txt for instructions. This will work for both Internet Explorer and Firefox. It has not been tested in other browsers. <a href="http://www.yakubun.com/MXO/MXOCSS.zip">MXO CSS</a> There are some minor problems with the stylesheet (as explained in the readme file) and only the Firefox problems can be fixed. This I will do if there is enough interest for it. The current changes only affect the board/topic listings and the message listings. I'm open to any feedback and reasonables requests =D
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Development Discussion
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Development Roundtable
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Tweaking the new character experience
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Tweaking the new character experience
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Chuui
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0
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03/30/2006 06:52
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At present, the new character experience is a little lacking in quality and variety. You are pretty much thrown into character creation with no real useful hints or information on how to proceed with making your character. Once you’ve made your character and completed the tutorial, you are automatically forced to run the introductory missions that force you to align with Zion.
This creates a few problems: > Players may make incorrect choices when selecting their character attributes. > RSI creation process is not as user friendly as it could be – and could cause problems for people with lower performing graphic cards. > Increased chance of players not going to other organisations once introductory missions are complete – causing unbalanced organisation bias towards Zion due to a serve lack of organisational promotion for Machines and Merovingians.
Here are some proposed modifications that could be made to alleviate these problems.
Provide players with more detailed information for attributes >Provide information on what each attribute affects when you mouse over it’s name – using the details shown when you allocate attribute points on levelling up. >Provide example classes that best suit attributes. Ie: Focus best suits MA Reason best suits Hacker And so forth so players have a basic idea of which character trait to select based on the class they would primarily like to play.
Apply numbers or names to the graphical options when creating RSIs > Each item, such as body type, hair color etc. Should either have a number or a name displayed to allow players to better determine which they are currently viewing. It will also help players remember which ones they like best when viewing all options – allowing for more user friendliness when creating a character. Ie: For body types, either: Type 1, Type 2, Type 3 Or: Small, Medium, Large. And so forth for each item. Should be displayed either in the lower right corner of the screen or (especially in the case of numbers) near the selection arrows.
Non-biased introductory missions There are two options for this: > Create a new Neutral organisation and a controller for that organisation. This organisation is only used for new characters while running the Introductory missions. The problem for this option would be creating the new organisation, Neutral tag, and programming in precautions to avoid player abuse (mainly concerning PvP) – ie, players cannot create crews or factions while Neutral and lose the Neutral status as soon as they join a crew.
> A better option: Players will have a choice of the three current controllers to start the introductory mission from. Once they play the first mission with one of the controllers, the other two are no longer displayed until the seduction missions are available. Ie: A new player decides to run “Welcome to the Matrix” with Agent Gray as their controller, Zion and Merovingian controllers are flagged to not display until they “contact” you at the start of the seduction missions. This option allows player diversity from the start and could be useful for RP too. Upon being offered seduction missions, the dialog boxes shown could be changed to include more promotional information on the organisations – to try and convince players to play for that organisation. The only problem is that a little programming work will need to be done to display the three organisations at the start and allow them all to offer the introductory missions, then more programming to flag two of them to no longer display and finally, the creation of the seduction pop up window for Zion.
Thoughts and comments welcome.
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Feedback Forums
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Items and Clothing Feedback
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Kind devs or a leaky code analyzer?
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Kind devs or a leaky code analyzer?
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Chuui
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0
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03/18/2006 01:24
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I just decomped a baseball cap to check their difficulty level and noticed new enhanced items in the code analyzer. There are 16 new enhanced hats for females and 16 for males - all of which share the exact same name. Four of each hat for the following difficulty levels: 6, 7,8 and 9.
The same can be said for Glasses, Pants, Gloves, Shoes. There are new items in the above difficulty levels for both genders. However, there are no new items for outerwear and only 4 new items for shirts which are all male.
I then checked this on a new character that has never done any coding. They had all the new level 6 enhanced clothing unlocked in the analyzer so I assume that these enhanced clothes are now available to new characters right off the bat. Which is good but if this is the case then why are there no new shirts for female characters and no outwear for either gender?
And if these aren't supposed to be available until decomped, then I guess it's a bug. Just want to make sure before using /bug in game on this.
I'd also like to know why some non-buffed items are actually far more difficult to code than their enhanced versions. Such as (off the top of my head) the Enhanced Ninja Mask being level 8 or so and the Ninja Mask being level 41 or so. Shouldn't non-enhanced items be easier to code than their enhanced counterpart?
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Community
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Residual Self-Image
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Calling for screen shots!
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Calling for screen shots!
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Chuui
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0
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01/14/2006 04:38
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I need two specific screen shots, perhaps someone here has something that will work...
These are both old, by the way, around about March last year.
1 - A screenshot of Commander Locke's speech to new redpills (first Meet Niobe mission). 2 - A screenshot of a comment from Ghost in the early Meet Niobe Missions.
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Community
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Residual Self-Image
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Baaa Baaa Baaa! (AKA Chuui asks for sig rating =))
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Baaa Baaa Baaa! (AKA Chuui asks for sig rating =))
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Chuui
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0
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01/13/2006 07:47
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Yup, I've become a sheep and am now following the trend.
Have a rate of version one of my new (unique-ish) sigs:


I do intend to another revision of both of these, but hey, give me your input before I do =D
*Grrr! These forums keep butchering my links!Message Edited by Chuui on 01-13-200611:48 PM
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Development Discussion
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Development Roundtable
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Old event and other one off rewards and new players (proposal)
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Old event and other one off rewards and new players (proposal)
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Chuui
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0
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12/23/2005 20:44
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First I start with a quote, from the Ask a Dev thread on the General Forum, which is in response to a question about Neo's Insight and whether it will be reactivated in the future:
HCFrog: "Hmmm that was one of the rewards from one of the very first events, right? And people from different orgs get different buffs?
If that's what it is, then I think the answer is no. The reason being: x org won a certain event. They get a bonus for a while. They do not get a bonus for the rest of eternity, because that sets up a kind of unfair advantage for that org. People who buy the game 6 months from now and are getting into it shouldn't be penalized or rewarded for actions of other players 6 months ago."
Now, this raises several questions/concerns and leaves room for a proposal to help with some of the concerns.
Current concerns are: Players who were around for the Complete Corrupted event still have an organization reward that is giving an "unfair" advantage. These items go by the names:
Zion Hardware Requisition Glimmer of the Source The Merovingians Boom
They all do basically the same thing, boost "toughess" for 1800 seconds by a percentage based on how many corrupted documents were turned into the organization collectors. These items are still active, thus we have what seem to be "an organization bonus only available to players of that period, that are giving an unfair advantage for the rest of eternity". Thus the first proposal is to deactivate this item now.
Add to this other items that were only available to players from a certain period: Flit Gun - useless Fly in Amber - grants IS Mobius code - grants HP, percentage chance of immunity Hyper Jump Beta - plus 10 points to superjump, extra animation
These should also be dealt with now. The Flit gun and Fly in Amber should (once old critical missions are replayable) become available to all. The Fly in Amber should remain as it is now, still granting IS for a loss of HP, it should just now be offered to all players regardless of when they joined the game.
The Flit Gun too, should now be available to all regardless of when they joined the game, but it should also now be "modified" so that it actually has an effect. The following is taken from an old suggestion I originally posted on the General Forum:
Well, how about keeping it at doing zero damage, but giving it a percentage chance of causing the basic "statuses" (especially useful for those who like to use their bugged flaming fists o' hell!
So, for example the flit gun could be modified to V2.0 with:
30% chance of causing staggered, off-balance, or dazed (perhaps allowing all to hit at the same time, or only one - in which case it would have to not only roll the percentage chances 3 times, but also in a random order, so one status doesn't get caused more often than others simply because it always rolls first).
Then perhaps allow it to also have 5% chance of causing stun, confused, enraged, disarmed and so forth. Although for these it would have to be as the second suggestion above, with only one having a chance of landing per use ? each of these would last the same amount of time as their current interlock versions.
Like other guns, this would be able to be used outside, and inside interlock, with it's current range.
Of course other things could be done to it, but it needs to actually cause some effect or damage.
The Mobius code and Hyper Jump Beta should be added to coding libraries (after successful decomping of the ability) so that it can now be coded and offered to all players.
I realise some players will not like this suggestion as it means them losing an "edge" that they had over newer players, but this would solve the concerns raised by the developer HCFrog and wouldn't ultimately damage the game at all.
Finally, items such as Neo's Insight, Zion Hardware Requisition and so forth should be set to tradable (at the least) so they can be kept by those who wish to keep them, and like the Kill-Code, they can be stored via email and not take up any room in the limited inventory space we currently have.
Better yet, once these items are deactivated, they should be set to uploadable so we can store them in our code archive too. Of course, this raises a concern of the code archive size too - but that is not within the range of this proposal.
Comments welcomed.
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Syntax
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Marketplace - Syntax
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Urgently seeking a Red Sif Snakeskin Dress
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Urgently seeking a Red Sif Snakeskin Dress
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Chuui
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0
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12/14/2005 21:48
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It's either level 40 or 45ish in the coding library. If you have one, please send a PM to me on the forums (as it'll reach me faster than the in game email or a reply to this topic, I need someone who can code it for me within the next 12 hours or so.
Thanks.
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Community
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Redpill Rescue
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Your first missions - tutorial for new players (part 2)
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Your first missions - tutorial for new players (part 2)
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Chuui
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0
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12/12/2005 06:02
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Missionary positions So you’ve taken the red pill, given the smack down to a bunch of Choppers, stolen their keys and got your self decked out with some new kit. Cool. But now what do you do as a new operative in the Matrix? The answer is simple, you need to prove yourself and earn some info all at the same time. Your best bet for this is to start running your “Introduction” missions, this is a set of eight missions that are given to you by Tyndall. To start a mission, either press the phone icon to the right of your compass and select, “Mission” or press “N” to bring up the mission window. Once the window is open, you’ll see a list of available contacts, right now there is only Tyndall so click on her contact information and a list of available missions will be displayed.
For now you will see only one mission listed under the “Critical Missions” heading, click on its name, “Welcome to the Matrix” to select it and you’ll now be able to change the difficulty setting for that mission and to start it by pressing “download”.
Piece of cake There are three levels of difficulty for missions: Easy, medium and hard. And the difficulty primarily dictates the level of the enemies and some of friendly NPCs that you will encounter. The basic calculation for this is as follows:
Easy – Enemies are one level lower than the player Medium – Enemies are the same level as the player Hard – Enemies are one level higher than the player
When running in a team (of up to six players) this calculation will take the total of all player levels in the team and divide it by the number of players in the team before applying the above level difference. For an example, you are in a team of four players who levels are 12, 26, 33 and 5. The total of those levels is 76. This is then divided by our four players to arrive at 19. If the team captain then selects hard mission, the enemies will be level 20.
[Under the current combat system, this means that the NPCs will be deadly for the level 5 and 12 players (and will give them maximum XP) but will be a pushover for the level 26 and 33 players (and will not award them any XP) – this is probably going to change with the upcoming combat revision]
You should chose the level of the mission wisely, bellow are some points to keep in mind when doing just that::
Hard missions are best if you want to level quickly, but you’ll need a lot of health pills, tactic boosters and antibiotics. Death comes fast at this setting for low level characters. Hard missions also reward you the least overall amount of info per level (making paying for levelling up abilities a bit of a pain).
Medium missions are pretty much the average bunch. You’ll get average XP and overall info for the level. But again, you’ll need to be very careful in battles especially if you are under level 20.
Easy missions will get you the least amount of XP and will be the slowest way of levelling. But you’ll die a lot less often at lower levels if you keep your abilities maxed out to your level. And you’ll have the largest overall amount of info waiting for you when you level (making getting the abilities you need and levelling them a whole lot easier).
For your introductory and seduction missions, it is recommended to run these on easy and solo. This will not only allow you to get the hang of the game with the lowest risk of dieing (although you can still die so care is needed), but you’ll have completed all of these missions before you are pushed into the more dangerous areas of the game. And to top all that off, you’ll have earnt yourself a good amount of info to level up those abilities you couldn’t level up before.
Once again, let me stress that for low level players (up until around level 20 or 22) missions on medium and hard settings are going to be very challenging. You should make very sure that you are carrying lots of health pills, tactic boosters and antibiotics. Never be afraid to use them and never be afraid to run from a fight back to the mission entrance. If you are in danger of dying, sitting (/sit) in an elevator will do wonders to bring your health back – although rather slowly.
Team work If you wish to run missions with other players you’ll need to find some players to ask. You’ll usually find some players hanging around the hardlines. Please remember that when approaching a player to mission with, you should be polite. Do not just “invite” players to your mission team but actually take the time out to ask them if they would like to join you. A simple, “Hi, I’m a new player. Would you like to run a mission or two with me?” spoken to a player in area chat, or via a tell (whisper) is far more likely to find someone to help you than simply right-clicking on the character and selecting “invite to mission” without asking. Another way to invite players is to type /invite [player name] in the chat window. Where [player name] is the name of player you are inviting.
There is a Team seeking function built into the game that you can access by pressing “J”. However, this system is suffering from a bit of a Catch 22 scenario. The problem is that no one uses it simply because, no one uses it. I advise that all new players try using it first as the more people who start using it, the more useful it will be. Simply press “J” to bring up the team window and press “Find”. A new window will list all players currently “seeking” a mission team. If no one displays, press “Advanced Find” at the bottom to further control your search. You can select minimum and maximum character levels, discipline of the player (such as Operative, Hacker) and organization (Zion, Machine, Merovingian). If you still don’t find anyone, then try flagging yourself as seeking by pressing the “Seek” button in the Team window. This will change to yellow to show it is active. Remember, the more people who start to use this system, the more useful it will become.
However for critical missions, introductory missions, seduction missions and any other one time only missions, it is always best to run these solo. This not ensures that you can enjoy the storyline contained within at your own pace, but it also ensures that you actually get to play them all! (Once you run a critical mission regardless of whether you are the team leader or not, is it marked as complete and will not be available for you to play again).
Welcome to the Matrix Once you have decided on your difficulty setting, “download” the mission titled “Welcome to the Matrix” and you’ll be given a brief overview of the mission along with estimated distances to both the first location and for the overall mission. Click “Accept” and then press “M” to bring up your map window. The map window is your friend, it will show you where your mission is (displayed as a green door). Later, when you have the “Download Mission Map” ability your map will also have the chance to display starting locations of NPCs within the mission, computers, security devices and possible locked doors. But right now, it’ll only show you the door, while a way point with green numbers will show the general heading and distance to the mission building. When you reach the building, the way point numbers will turn yellow, then red as you get nearer to the actual mission floor/room.
A brief overview of all the introductory missions and some tips for running missions will wrap up this little guide.
Introductory Overview: Welcome to the Matrix – Meet some Zion operatives and get basic advice and training. Exile Extermination – Get your hands dirty doing some assassination work. The Internuncio – Protect an item for Zion as you take it from A to B. Network Tampering – Get some help for another Zion operative. Computer Crackdown – Steal some information. The Potential – Recruit your first red pill. Transcendence – Help a blue pill in distress. Meet Niobe – Meet and greet.
Points to remember: When making your way to missions always use your map (M) – you can press the blue button next to the red X to “sticky” the map to the screen so it doesn’t close unless you press M again.
Stick to the main roads and avoid back alleys if you don’t want to risk dieing. NPC gangs will usually hide from the blue pills in the quieter corners of the Matrix, use this to your advantage. This is especially useful when you need to escort other characters as they can be killed all too easily by the gangs.
When you reach level 10, buy and level up, Hyper jump. This will be your new best friend when you are not escorting NPCs.
When escorting characters make sure you select them (left click on them) so their name shows in the top left and Press “B” to look behind you frequently. This will allow you to keep check on their health. If you need to lead more than one NPC, choose the weakest one to monitor (usually Hacker based characters are the weakest in terms of hit points).
When in a fight, open your inventory window (I) to the page with your health pills, tactical boosters and so forth in it. To make this easier, store them all in the first page. You can now simply double click on the item in your inventory to use it. This will save you hotbar space.
Press V to highlight all interactive elements in a room. This will show you which filing cabinets, cupboards, boxes safes and so on, that you can search. You’ll find some useful items this way and can always sell the stuff you don’t want at a vendor for some much needed info.
Choice and Consequence Once you’ve met Niobe you’ll be contacted by both Flood and Agent Gray. It is now time for you to decide where your loyalties lie. Part three will look at the seduction missions for each organization and open your eyes to some other aspects of life in the Matrix.
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Community
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General Discussion
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Coder window broken?
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Coder window broken?
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Chuui
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0
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10/29/2005 05:30
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Anyone else having their code library window randomly closing after anywhere from 1 second to about 120 seconds? I'm finding it almost impossible to code anything or find items in my code library now.
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Community
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General Discussion
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Update 37 question...
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Update 37 question...
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Chuui
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0
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10/25/2005 09:48
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Considering that the update is now being delayed possibly until the 27th, could the "masks" awarded from the JOLs have their activation period extended to that of say 7 days so we get about a week to play with them?
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Community
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General Discussion
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Flit gun modification
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Flit gun modification
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Chuui
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0
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10/07/2005 07:51
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So, how many people still have their flit guns? Raise your hands now. Ok, how many of you think it's still useful? Think it may be used in the future? Finally, how many feel they should just recycle it? That's what I thought.
But wait! Before recycling it, how about the devs give it an "upgrade" or "modification" (preferably as the result of a rather fun critical involving at least some combat). What sort of upgrade/modification could it have? Hmm... Well, how about keeping it at doing zero damage, but giving it a percentage chance of causing the basic "statuses" (especially useful for those who like to use their bugged flaming fists o' hell!
So, for example the flit gun could be modified to V2.0 with:
30% chance of causing staggered, off-balance, or dazed (perhaps allowing all to hit at the same time, or only one - in which case it would have to not only roll the percentage chances 3 times, but also in a random order, so one status doesn’t get caused more often than others simply because it always rolls first).
Then perhaps allow it to also have 5% chance of causing stun, confused, enraged, disarmed and so forth. Although for these it would have to be as the second suggestion above, with only one having a chance of landing per use – each of these would last the same amount of time as their current interlock versions.
Like other guns, this would be able to be used outside, and inside interlock, with it's current range.
Sure would beat having the flit gun in it's current state just sitting in our inventories with no viable use, no?
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Community
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General Discussion
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Missing! One Mobius code. Reward given.
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Missing! One Mobius code. Reward given.
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Chuui
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0
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10/01/2005 05:28
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As much as I hate topics asking for Devs to read them, I’m left with little option. But that's because I have little faith in the /ccr system of late. Anyhow. Let me recall Walrus'words:
Ahhh...crud. That was supposed to be a surprise.
Mobius Code isn't a mistake--the Ability has been added to the game. However, because no one was getting it yet, we didn't mention it in the patch notes. Unfortunately, in our discussions on the topic, we inconveniently forgot that it was going to show up on the UI. In the immortal words of Homer: "D'oh!"
As far as getting the Ability itself goes...let's just say you'll be needing to leave a spot open in your Inventory soon. 
Note the bold part. Also note the following:
“The Ability itself is going to be granted to all players as a "thank you" for sticking with us or coming on board. The exact date you'll get it has not been officially determined, but it will be soon enough to make it...appropriately useful.”
So what's the problem? Well I didn't get it. Perhaps I didn't “stick” with the game long enough? =(
I present these screen shots as evidence (shame you can't /ccr screenshots anymore). Awakened tree, note the sky to prove it's today. Also today, yet this character has the code. As warned by Walrus (bolded section) my inventory is not full. Nor, to the best of my knowledge, was my loading area – a rarity for level 50s as others can contest. To put it bluntly, I am not happy. The event has for the most part been a wash out for me due to bugged spawns and now this! Despite heeding the warning to keep my inventory open! Is there any chance at all, that this mistake could corrected?
And yes, I know there's the tech support, but as far as I can tell the people who can help are more likely to hear of the problem from here than from there and Joel will just give the usual /ccr response. And as already stated while I have sent in a ticket on this, I doubt anything will come as a result - most know what SOE support are like =( And I am not going to accept the standard cookie cutter response that "replacement items" cannot be given. How is it a replacement when I never got it in the first place due to no fault of my own?
/mood angry
(as for the reward? It's a cookie for whoever can help)
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Community
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General Discussion
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Server Maintenance: Thursday, September 29
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Server Maintenance: Thursday, September 29
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Chuui
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0
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09/28/2005 19:18
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Thanks for the notice, but do you think you could do 2 things for us?
1 - fix the spawns for the corrupted. I, and plenty of other players haven't had a *single* spawn. Are we just supposed to sit on the sidelines and watch this event? After an almost 2 month wait for a live event, it's a little disappointing to say the least that we don't get to take part.
2 - How about using your board wide announcment system (that we have now seen used) to inform people that servers are down *when* they are down? So we don't get spammed with all the "*CENSORED*! I can't log in!!!!1!" topics?
Meh, sorry for the rant, I'm just not pleased having woken up at 5am to discover that all I can do in this event so far is watch other people kill a tiny amount of spawns =(
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Support Forums
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General Technical Help and Questions
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The new /ccr and /bug don't work.
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The new /ccr and /bug don't work.
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Chuui
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0
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09/28/2005 09:59
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I still can't /ccr or /bug items in game. When I try to use it now, it displays "Retreiving top Matrix Online issues..." and then appears to hang. I've left it running for 15 minutes with no change. It won't fetch any of the KB entries and won't list or allow me to input new CS tickets.
I've tried running the game both with and without the firewall running, and I no longer have a router so I don't see it being a port issue. Any ideas? And please, do NOT tell me to /ccr or /bug this issue in game!
/pullhair
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Support Forums
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General Technical Help and Questions
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Bug introduced in the last patch that affects the transition items
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Bug introduced in the last patch that affects the transition items
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Chuui
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0
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09/16/2005 07:54
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First the official description of the Transitional items - note the bolded section.
Additional Transition Bonus: In-game Items
What are the other transition bonuses?
Following successful transition of your account to the SOE Station platform on or before September 30, 2005, players will be able to choose one item from a selection of two exclusive in-game bonus items. The two exclusive items are: a pair of sunglasses and jacket specially designed for the billing transition bonus. Both items have the following enhancements, which can be activated from the hotbar or Action panel:
+5 Combat Tactics +5 Viral Transmission +5 Viral Deflection The effect lasts for 10 seconds after activation—just enough time to finish off your opponent—and can be used once every 10 minutes.
How do I get the bonus items?
After the billing transition is complete, all characters will get a token placed in their Inventory. This token can be taken to Loripor (the Collector near the Mara Central hardline) and exchanged for either the sunglasses or jacket.
Do I have to wear the bonus clothing items to use them?
No. While the bonus clothing items will have special effects attached to them, you can use them even if they’re not equipped. Just drag the item (sunglasses or jacket) into your hotbar and use it from there.
Since the last patch this is no longer true. If you attempt to activiate the items while not wearing them, you will put them on, not activate them. Attempting to activate the same item a second time will activate it, but the animation is now missing.
This should be checked into and fixed as soon as possible (especially putting the animations back in place - it was a fairly useful RP tool >_<)
I have confirmed that this bug affects both items for both genders.
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The Lounge
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Off-Topic Discussion
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Yay for immature idiots.
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Yay for immature idiots.
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Chuui
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0
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09/14/2005 19:35
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You must realize the truth: There is no post. Then you will see it is not the post that has moved, only yourself.
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Support Forums
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General Technical Help and Questions
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Any chance of a forum tweak?
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Any chance of a forum tweak?
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Chuui
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0
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09/11/2005 17:09
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Or more specifically, a way to stop names such as this one being made? There are now at least 3 names like this and, due to their length, these names disrupt the usage of the forums for other players. Yes, they have been reported, and still nothing is being done about changing them.
It would be in the best interests of all to just ban special characters from user names, instead of escaping them. That way, not only is the database safe from possible exploits, but names won't be corrupted with escaped tabs, apostrophes and so forth. And as an added curtesy for other members of the forum, how about putting a max limit on forum names of say 15 or so characters - enough so that the forum display isn't broken form those using resolution higher than 800x600 when browsing the forums?
I know this sounds like a rant, but I really do feel that this needs to be dealt with in it's infancy.
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Community
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General Discussion
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Did the devs take my Bob sig too personally? (bug related fun)
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Did the devs take my Bob sig too personally? (bug related fun)
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Chuui
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0
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09/01/2005 03:15
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As most know (from my green sig, if not from ingame) Chuui is a female RSI. Well a few hours after I started using my "Bob" sig (got a few tells in game from people who liked it) I went downtown with the intention of doing a little farming... When the stangest thing happened to me:
(O_o)
After being frozen in a little box, unable to move in any direction, I tried to jackout. When I did, the above happened. I jumped about 200 meters to a new location, received a sex change operation (free of charge) and died at the same time - despite going from full health to about 300 points of health. I think a dev saw my sig, got upset after it caused them to break their monitor (coffee and monitors don't make a good match) then hit the "screw with player ______" button =/
Note: I became naked save for my direwolf as there were no suitable male clothes of the same name it seems. So even more embarassment for me!
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Community
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Residual Self-Image
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Two sig releated questions...
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Two sig releated questions...
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Chuui
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0
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08/29/2005 03:51
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I'm finally thinking of making a php script to rotate several image files, any pointers on how to best to do this?
Also, I'd like comments on my last little sig attempt, created due to a comment I made in another topic:

Thanks to all who can help =)
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Community
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General Discussion
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So just what would driving in the Matrix be like?
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So just what would driving in the Matrix be like?
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Chuui
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0
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08/27/2005 06:58
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For a redpill that is, as we all know what it's like for a bluepill. Well, perhaps the following would be one possible way for driving in the Matrix to work. First off to make it easier to explain, I refer you to exhibit A:

As you can see from here, driving would be handled much like interlock. Using the new "Intertravel" system. The basics of the Intertravel system are the six icons used to issue commands during Intertravel. These are (from left to right):
1) Turn left - only usable when a left turn is ahead, allows you to turn left 2) Go straight on - only usable when the road continues ahead, allows you to carry on in that direction 3) Turn right - only usable when a right turn is ahead, allows you to turn right 4) Start moving - allows a stationary car to start moving 5) Stop moving - used when driving to stop the vehicle 6) Exit vehicle - can be used at any time, whether the car is stationary or moving
If you use "Exit vehicle" while the car is moving, you will take some "falling damage" when leaving the vehicle and may be stunned for 3 to 5 seconds as a result. If you are the driver of the vehicle, it will continue moving for between 6 to 10 meters before stopping.
Passengers can leave a vehicle while it is moving. They will take the same "falling damage" and face the same chance of being stunned like the driver, but the vehicle will still move according to the driver's instructions. So for passengers, the Intertravel hotbar will display, but only the last icon is selectable.
As you can see in exhibit 1, if you cannot travel in any given direction due to the road layout, that direction will be ghosted out. Later patches to Intertravel could introduce such commands as "U turn" to allow you to change a vehicles direction.
How would selecting a direction work? Well you'd queue up you're desired direction by selecting the desired icon, (selected icons displayed by the yellow arrow) at the next set of turnings in the road, the vehicle will act upon the selected direction and then fetch the next set of possible directions - ghosting out icons as needed.
For stoping and starting, there will be a five second delay. For exiting a moving vehicle, there will also be a five second delay, but exiting a stationary vehicle will be instant.
Vehicles being controlled in this fashion will help to limit any concerns about possible lag, as vehicles will not be free ranging. They will only have set points where the direction can change, they cannot leave the road (although later patches, once latency reduction has been achieved, could allow for limited, controlled, off road action).
Vehicles also have the added bonus of traveling to other areas of megacity, much like the subway - by using the toll gates already in the game. Of course this won't be free and the driver will have to pay to use the toll gates. In the first version of Intertravel, this transition will be the same as the subway - with an additional delay to ensure that all players in the vehicle apprear at the new location at the same time. This delay will depend upon the slowest connection, so if you don't like it, don't travel with people on 56k modems!
These are just the basics of Intertravel, hope you enjoyed it.
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Syntax
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Marketplace - Syntax
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Looking for Arasiki Kyoto Leather Shirts (female)
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Looking for Arasiki Kyoto Leather Shirts (female)
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Chuui
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0
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08/23/2005 17:50
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Buffed, unbuffed, any color. If you have one you don't want, or can code some, contact me in game or PM here and we can sort out a price.
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Support Forums
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General Technical Help and Questions
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Installing the game on a second PC.
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Installing the game on a second PC.
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Chuui
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0
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08/18/2005 20:26
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I was going to ask this in another thread, but decided that it would probably be better in one of it's own. If this has been asked/answered already, please point me in the right direction, the search function doesn't like me.
Anyhow I have a wireless connection in my new house and currently have my laptop set up there - I wouldn't mind trying out to see how it handles the game before I can get my desktop over there. So if I install from CDs and then copy over the top of that a copy of my current installation (from the desktop) would that work, thus meaning I wouldn't have to repatch? Anyone tried this?
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Support Forums
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General Technical Help and Questions
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The SOE support center keeps giving me an error...
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The SOE support center keeps giving me an error...
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Chuui
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0
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08/18/2005 06:04
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Everytime I try to do something I end up with an error similar to the following:
Fatal error: Unable to open /cgi-bin/soe.cfg/scripts/enduser/msg.php in Unknown on line 0
I had this when trying to change my password that for using the support center and when I tried to submit support ticket. Any ideas on how to fix this as it makes using support fairly difficult for me.
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Community
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General Discussion
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So Zen Master was removed, right?
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So Zen Master was removed, right?
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Chuui
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0
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08/18/2005 05:55
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So how come some people can still use it in game? T_T I guess this means we get to have more downtime soon.
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Community
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General Discussion
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Coding bug for new items seems to be fixed.
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Coding bug for new items seems to be fixed.
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Chuui
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0
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08/17/2005 22:20
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It came to my attention today that the decompile/coding bug that was stopping people from coding the new items in game, is now fixed. I don't remember any other notices to this effect on the main boards, either by other users or the Admins. I don't remember seeing it mentioned in the patch note. So if you didn't know, you do now.
What does this mean? Well it means that female +9 MCT pants can now be coded for one thing, along with all the other neat female/male items that people wanted =)
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New messages |
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No new messages |
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Announce |
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New messages [ hot ] |
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No new messages [ hot ] |
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Sticky |
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New messages [ blocked ] |
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No new messages [ blocked ] |
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