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 11/15/2006 17:44:19
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Mainframe Invader
Joined: Feb 16, 2006
Messages: 556
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birmingham wrote:
animation ? we will still have /salute and other ways to find then it just means that if we lose the target well be able to find them more easier Point is... no more /follow, hahaha!
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 11/15/2006 17:46:07
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Jacked Out
Joined: May 3, 2006
Messages: 3042
Location: San Tropez
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Chuui wrote:
Hardly worthy of an image retrival. But then with the OSotLG hyping /AFK (which is probably being removed from the patch again as it doesn't work; hence no patch this week!) what do we expect? Is there really *nothing* decent left to hype up? Have things really gotten that bad now? *sigh* There will be alot more to the patch than an /afk command...if there will even be a command. Relax.
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 11/15/2006 17:48:13
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Jacked Out
Joined: Aug 15, 2005
Messages: 4278
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That's not the point. The point is, why even waste space in the article talking about it, when far more interesting things could have been discussed? With so little new information these days, what little we get shouldn't be wasted on silly little fluff filler.
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 11/15/2006 17:48:34
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Systemic Anomaly
Joined: Aug 27, 2005
Messages: 8674
Location: Lost in Translation.
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HostileIntention wrote:
Chuui wrote:
Hardly worthy of an image retrival. But then with the OSotLG hyping /AFK (which is probably being removed from the patch again as it doesn't work; hence no patch this week!) what do we expect? Is there really *nothing* decent left to hype up? Have things really gotten that bad now? *sigh* There will be alot more to the patch than an /afk command...if there will even be a command. Relax. liek omg ht dev conecksionz.
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 11/15/2006 18:04:53
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Ascendent Logic
Joined: Aug 21, 2005
Messages: 800
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Why did we opt for adding a trail to Hyperjump rather than getting rid of the Mario jump? -_-
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 11/15/2006 18:27:04
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Ascendent Logic
Joined: Sep 12, 2005
Messages: 653
Location: HvCFT Veritas Faction: Furious Angels Organization: Zion Instance: Vector-Hostile Rank: CDR
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Anamodiel wrote:
Why did we opt for adding a trail to Hyperjump rather than getting rid of the Mario jump? -_- *edited to remove bitterness*
Message edited by Dagonet on 11/15/2006 19:20:14.
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 11/15/2006 18:28:19
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Fansite Operator
Joined: Aug 19, 2005
Messages: 2227
Location: Midian Park
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Eh... I've always hated the little trails we've had already.... Can we get some way to turn these off completely? I've never liked air trails in video games; they always kills the realism.
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 11/15/2006 18:35:57
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Development
Joined: Dec 2, 2005
Messages: 21413
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Dagonet wrote:
Anamodiel wrote:
Why did we opt for adding a trail to Hyperjump rather than getting rid of the Mario jump? -_- "We" did not opt for this. This was a dev/community summit decision. There were several good ideas in the development roundtable thread that for one reason or another will never see the light of day. I will point out the most obvious solutions that could have worked: 1. Remove ctrl-space hyperjump 2. Add a tracking ability Remove /face and add contrails! Brilliant.... err, I'm sure that's what someone thought. I sure am glad we have players on the qa server testing this stuff.... oh wait, nvm. This has nothing to do with "community summit." I've never posted there. CTRL-Space hyperjump is never going to go away, because Walrus and I like it. Tracking abilities are something we're currently planning. The takeoff contrails were a minor visual addition that I think people will find useful, particularly those who complained that when someone hyperjumped, all they could see was that that person had vanished from view. I seem to recall some of your factionmates saying that, although of course I could be mistaken there. If it turns out that everyone hates them, we can take them out.
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 11/15/2006 18:38:10
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Ascendent Logic
Joined: Sep 12, 2005
Messages: 653
Location: HvCFT Veritas Faction: Furious Angels Organization: Zion Instance: Vector-Hostile Rank: CDR
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Rarebit wrote:
Dagonet wrote:
Anamodiel wrote:
Why did we opt for adding a trail to Hyperjump rather than getting rid of the Mario jump? -_- "We" did not opt for this. This was a dev/community summit decision. There were several good ideas in the development roundtable thread that for one reason or another will never see the light of day. I will point out the most obvious solutions that could have worked: 1. Remove ctrl-space hyperjump 2. Add a tracking ability Remove /face and add contrails! Brilliant.... err, I'm sure that's what someone thought. I sure am glad we have players on the qa server testing this stuff.... oh wait, nvm. This has nothing to do with "community summit." I've never posted there. CTRL-Space hyperjump is never going to go away, because Walrus and I like it. Tracking abilities are something we're currently planning. The takeoff contrails were a minor visual addition that I think people will find useful, particularly those who complained that when someone hyperjumped, all they could see was that that person had vanished from view. I seem to recall some of your factionmates saying that, although of course I could be mistaken there. If it turns out that everyone hates them, we can take them out. So any plans to remove the glitch where you can hyperjump in reverse?
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 11/15/2006 18:42:26
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Development
Joined: Dec 2, 2005
Messages: 21413
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Dagonet wrote:
So any plans to remove the glitch where you can hyperjump in reverse? I don't think we know about that one. I remember a certain rodent saying something about being able to jump, then jump back to where you started just before landing, and I mentioned that to NoRepro, but he said he couldn't...repro it. But I don't know if he's ever had definite steps to follow for it.
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 11/15/2006 18:48:22
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Jacked Out
Joined: Sep 29, 2005
Messages: 5031
Location: HvCft Transom
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Tell Repro this one. ctrl+space, wait till halfway through hyperjump, let go, hit ctrl+space again. Tada...or something to that effect.
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 11/15/2006 18:54:44
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Systemic Anomaly
Joined: Oct 23, 2005
Messages: 2697
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EDIT: hey, this isn't the ask the devs thread... my bad.
Message edited by CPT_Starschwar on 11/15/2006 18:56:48.
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 11/15/2006 18:56:01
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Ascendent Logic
Joined: Sep 12, 2005
Messages: 653
Location: HvCFT Veritas Faction: Furious Angels Organization: Zion Instance: Vector-Hostile Rank: CDR
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Rarebit wrote:
Dagonet wrote:
So any plans to remove the glitch where you can hyperjump in reverse? I don't think we know about that one. I remember a certain rodent saying something about being able to jump, then jump back to where you started just before landing, and I mentioned that to NoRepro, but he said he couldn't...repro it. But I don't know if he's ever had definite steps to follow for it. http://forums.station.sony.com/mxo/..._id=36300005845 *edited to remove bitterness*
Message edited by Dagonet on 11/15/2006 19:20:42.
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 11/15/2006 19:09:49
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Systemic Anomaly
Joined: Aug 17, 2005
Messages: 1625
Location: HvCFT Holy Warriors Ex Zion
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That's just sexy-lookin'.
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 11/15/2006 19:17:08
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MC Photographer
Joined: Aug 15, 2005
Messages: 2226
Location: Syntax
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... they do look nice enough, I suppose, but I also hope there's a way to turn them off. I'd also like to reiterate the general desire to be able to turn off all of the large, annoying, wacky, out of place visual effects that are related to hacking and status effects. While I can see the point of adding these "jump trails" in regards to tracking and PVP, it goes against the community's general agreement that we want less flashy noticeable effects and not more of them.
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