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Feedback Forums
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Animation Feedback
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(single guns) hit-miss
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(single guns) hit-miss
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zeroone506
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0
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07/29/2006 08:33
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When failing speed or power attacks with guns, the opponent who's supposed to dodge occasionally just stands still on one spot, the attacker merging into him. Does this go only for single or also for dual weapons? Does that only happen with armed-armed fights, or also armed-melee? I'll provide these details in a few days, for now I've made this thread.
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Feedback Forums
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Animation Feedback
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"ranged" interlock bugs
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"ranged" interlock bugs
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zeroone506
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0
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07/29/2006 08:38
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In armed-armed interlock, it sometimes happens that the two opponents go on distance to each other, like after a Body Shot attack and probably some other gun abilities. Judging after the smoothness of some shortened gun abilities like Pistol Aerial or Body Shot starting from such positions, it's not a bug. However, the bug is that it also happens in armed-melee fights, and in this case, the melee fighter stays in the ranged position and punches in the air. More specific details eventually in a few days.
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Feedback Forums
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Animation Feedback
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Two specific grab errors
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Two specific grab errors
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zeroone506
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0
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07/29/2006 14:19
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These two are less actual bugs, but demerits of two standard grab (hit-fail) move "aftermaths". 1) Karate: one of the Karate grab moves consists of a punch in the chest, followed by a footsweep that brings the loser down into an athward position (on the floor); as far as I can tell, it's identical with the according finisher. While rising, he clearly merges into you; other moves show that such a merge can be avoided. 2) Aikido: in one of the Aikido moves, you grab your opponent's leg, twist it around and bring him to the floor, lying at the back with his feet towards you. The complex move he always uses to jump up safely brings him into a (vertical) position with his back to you. This forces him to turn around slowly, which looks quite clumsy. How about replacing it with a move that elegantly brings him up with his face to you? I know at least one such. Two not really big deals, but it's the small things that count 
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Feedback Forums
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Animation Feedback
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Loser performing finisher
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Loser performing finisher
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zeroone506
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0
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07/29/2006 14:26
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Another bug I've run across the other day: sometimes, as far I can remember in hit-hit rounds, the interlock opponents change places, so you (the winner) perform the single move and the loser the finisher (according to his style, not yours), after which he falls to the ground dead. I'm quite sure it goes only for hit-hit rounds, but would have to confirm it by further testing. P.S.: For those annoyed by the useless thread flood I've caused in this forum: there've just been lots of different animation errors bustling about in my head recently, and I had to post the threads for them. I'll fill out the gaps soon enough. Meanwhile, feel free to post your own observations.
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Feedback Forums
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Animation Feedback
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Pistol Aerial
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Pistol Aerial
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zeroone506
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0
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08/06/2006 12:48
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In the short range version of this Gunslinger ability, the shot after the jumping back is vacant so the attacker freezes instead of performing the animation. The shot sound is vacant aswell, so you can hear only the bullets hitting the victim. How long as this bug been around? Since CR 2.0 or also before? Apart from that, I've noticed that anytime I performed this ability, I pull a single gun (strangely each time of another pistol type than the one I'm actually using), the other one being empty while it's clearly designed to not to be. That doesn't depend on whether I'm using single or dual weapons. The NPCs also have this bug, but only those using single pistols. Those with the dual pistols have both weapons in their hands each time. Now my question, does anyone know when my character can perform this ability with two guns (visually)? Is that possible at all?
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Feedback Forums
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Animation Feedback
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Broken Interlock animations - general discussion
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Broken Interlock animations - general discussion
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zeroone506
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0
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01/03/2007 14:00
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When CR 2.0 was released, several animations were broken. Apart from Guard Breaker and maybe a few others I haven't noticed, none of them have been fixed to my knowledge. These have been brought up on this forum by me and others for a long time. However, in some older conversation inside the game, I was told by 9mmfu that the staff didn't read the forums too much (I think?), and sending /bug reports would help better. After some testing, I've finally got around sending some of them, and gonna continue. My question, how are chances that those get noticed and fixed in foreseeable time? I don't expect any promises, I'd just like to know how to look at this whole thing. After a year and a half, it would be nice to see some improvement in this area at last. I can imagine that they might be hard to fix, but the zombies' got fixed pretty quickly aswell. Could it be that they just haven't been fixed because no one has reported them, or something? Apart from specific broken animations, and having been around long before CR 2.0, are generall "off-setting" bugs where the Interlock participants get misplaced, don't face each other, punch in the air or merge into each other. This happens close to walls that hinder the moves, but also randomly in free space. It can really hurt the eye, and I'd like to have an idea what chance they have to ever be fixed, and the visual quality of Interlock be significantly improved.
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Development Discussion
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Development Roundtable
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adding raining to nighttime
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adding raining to nighttime
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zeroone506
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0
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01/14/2006 13:25
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Apart from that it isn't quite realistic that it rains only at days, everytime it rains in the Matrix movies it rains at night. Plus it's snowing both at night and day during the holiday event right now. If this doesn't indicate that plans to integrate raining and maybe other weather changes are already there and are going to realeased soon, it would be a great and just logical improvement. Message Edited by zeroone5069 on 01-14-200601:27 PM
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Gameplay Discussion
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Missions and Storyline
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The Assassin's Kill-Code
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The Assassin's Kill-Code
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zeroone506
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0
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11/21/2005 07:25
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In the new updates list at this, it says the Assassin's kill-code is no longer usuable. Have certain players really had it till the update? If yes, what effects did that have in the game-play? These players couldn't really delete other players' characters, did they? 
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Gameplay Discussion
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Character Development
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Where are the following abilities??
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Where are the following abilities??
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zeroone506
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0
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03/27/2008 11:52
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I just watched through the list of fixed animations (from the Winter Holiday update) again, and having looked through the entire ability tree (especially Operative), I couldn't find the following abilities anywhere:
- Bash
- Low Bow
- Drop Kick
- Freedom to Joints
- Sliding Volley
- Controlled Burst
Also featured: "Shadow Phoenix Pill (item-based move)" - what item is that, and since when is it in the game? Something from the new quest, or what is it?
Maybe I'm just had a blackout / dumbass attack (uh... haven't slept much... headaches), but as I said, I couldn't find those in the ability tree.
Any help?
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Feedback Forums
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Ability Feedback
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combat states by different MA abilities
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combat states by different MA abilities
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zeroone506
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0
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05/10/2006 08:13
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Just a thing I don't really understand: Before CR 2.0, Kung Fu moves only required Dazed, Karate only Staggered and Aikido abilities only Off-Balance. I understand why the states hvae been mixed up and I like the idea.
But why is it only Kung Fu that uses all states? Why does Karate only require Dazed or Staggered? Why is Aikido still completely concentrated on Off-Balance?
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Development Discussion
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Development Roundtable
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more comfortability for mission contacts
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more comfortability for mission contacts
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zeroone506
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0
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01/29/2006 11:09
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1. This one has been bugging me for some time now: If you're just a member of a mission team and the leader decides to run a contact mission, after it's completed, you can't run it at your own or as a team leader anymore. I believe it's the same with the storyline missions. I think it's quite ... uncomfortable to leave the mission team everytime a contact mission is being accepted, if you still haven't done it yourself, or create another character if you accidentially were in a team were a contact mission has been run. My suggestion is that critical missions should only count if you run them as a leader. 2. In case the first point is too difficult to implement or whatever (although this would be nice anyway), the missions should be at least given numbers. So you at least know how many missions you have already done (or if you've done any at all). 3. "I'm sorry, I don't have any more work for you right now". Now, this message kinda fits when you've completed the contact, but it also appears when your level isn't high enough for the contact. I think it shouldn't be too tricky just to write a new message for this. (like "Your skills aren't high enough to be of use for me" or whatever else. Of course, it would be even greater to make different messages for different contacts, since they have different characters and some are maybe friendlier than the others, but that's not really so relevant -- one right message would make it for now, too). 4. Also, if you don't keep the minutes on a paper about which contacts you've done and which are still to do, it would make sense to mark their waypoint lists in the mission panel. Like for "undone", "in progress" or "done". Could be better expression, but that's the idea. 5. Now this maybe doesn't make all too much sense from certain points of view, but it would be nice if we could do the same contacts over again if we've finished them. Pro: If someone runs contact missions, let's say a n00b, without knowing their content value and just to stay in Richland (I admit, I'm guilty lol), and then gets to know that he better should have paid more attention, he should have the chance to make it properly. And if someone wants to review the missions he's already done and hasn't thought of taking screenshots, I think he should get a chance either. Contra: In that case, people would just do the same contact over and over again (I heard they paid better info) without looking for others. Although the ones that are really interested (and they are the ones the pro is actually a pro for) wouldn't do so. I think the contra argument is pretty weak because of that. If anyone has other (and I hope better) ideas about this issue, or doesn't agree with mine, please post them. Message Edited by zeroone5069 on 01-29-200611:10 AM Message Edited by zeroone5069 on 01-29-200611:10 AM
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Development Discussion
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Development Roundtable
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"/t doesn't exist or isn't online"
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"/t doesn't exist or isn't online"
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zeroone506
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0
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01/31/2006 12:21
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I think it would be lots comfortabler if the system would actually make differences between these two situations. Quite often, you want to send a /tell to some one, whose handle you don't remember exactly, and it would be rather helpful if you would at least know that you've typed the right name, but this person is currently offline.
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Gameplay Discussion
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Missions and Storyline
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completion tokens
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completion tokens
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zeroone506
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0
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12/27/2005 15:32
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What are the critical mission completion tokens good for? Or, is there any interesting role they'll play in the future?
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Gameplay Discussion
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Missions and Storyline
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security devices
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security devices
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zeroone506
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0
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01/11/2006 06:24
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What do I get of disabling a security device in mission areas (except the tiny XP reward like for hacking computers or picking locks)?
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Gameplay Discussion
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Missions and Storyline
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What's the level players start to get nightmares or other exiles in standart missions?
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What's the level players start to get nightmares or other exiles in standart missions?
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zeroone506
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0
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01/14/2006 13:42
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Well, that's pretty much the whole question. I'm level 30 and only get lupines and vampires (as I've already got ages ago).
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Gameplay Discussion
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Missions and Storyline
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Pandora's Box - only for limited time?
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Pandora's Box - only for limited time?
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zeroone506
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0
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01/21/2006 02:56
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So here's my question, will I lose the possibility to run, let's say, arc 1, when I level up (32 atm), like I lose the access to constructs, or will I still be able to run arc 1 at level 50 (with the only prize that it takes longer then)? Any answers would be appreciated 
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Gameplay Discussion
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Missions and Storyline
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new story mission system
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new story mission system
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zeroone506
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0
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01/21/2006 02:57
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Will I lose the current story mission when the next is released, or will they just sum up till all 5 are available at one time?
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Gameplay Discussion
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Missions and Storyline
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agents' assistance in story missions
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agents' assistance in story missions
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zeroone506
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0
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01/27/2006 10:24
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OK, when I ran the Machine missions chapter 3.3, a few agents offered their assistance to eliminate a few commandos. I just had to click "follow me" and they killed the hostiles with a few shots. The same was actually in the Machine missions 4.1., although I somehow had the impression the agent's shots weren't that powerful -- just an impression, nothing of value. Now, in the Zion criticals, there was the same case, but the level 60 agent took ages to kill the level 32 exiles he interlocked -- just as if he was at my level, and not 30 levels higher. Can others confirm this, or was it just a bug in my particular case?
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Gameplay Discussion
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Missions and Storyline
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inventory space for killcodes
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inventory space for killcodes
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zeroone506
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0
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01/29/2006 05:33
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How many inventory slots do I need to trade the item and get the enhanced weapons? I know it's more than five. I've tried the Researcher both in Sobra Shores and Kaede, and they can hardly be bugged at the same time.
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Development Discussion
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Development Roundtable
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green tint increase and some other world graphics suggestions
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green tint increase and some other world graphics suggestions
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zeroone506
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0
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02/26/2006 04:08
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Foreword: If any of my points belowe can be affected by playing around with the useropts.cfg file, please ignore them. Green tint at daytime: Or particularly, I'm referring to the standart days with green sky and without rain. It begins with a breath-taking sunrise. The city has an intensive green tint and just every single texture in the city looks brilliant. However, as time passes, the green tint decreases and the city starts assuming a more common look. That's not a demerit yet, that one comes at the limit of the day. Apart from some buildings and the sky, the world looses almost all green tint it had and starts looking somehow boring and uninteresting, most of all in Richland. Especially when those yellow shabby ground textures at the main roads and in pedestrian zones start reflecting the sunshine intensively, the graphics really loses lots of quality. Fortunately, it doesn't last for all too long, the green tint decreases and I forget what I found so bad about the graphics. These light reflections are generally very good-looking and give the city a feeling of irreality, but only as long combined with any kind of tint. "Without color", it looks boring, if not even bad. Again, I agree that the green tint should be more intensive during sunrises and sunsets, but it shouldn't fade away that much. I'd suggest to stop brightning the city at some point of the day and just leave it where it is. The green tint should only disappear during the purple sky days, that would make the standart day look more atmospheric and Sati's day look more special and unusual. And that leads me to my next point: Light reflection decrease during purple sky days Just like at normal days, the sunrises/sunsets look absolutely gorgeous. The pink tint both an awesome contrast to the standart green and just rocks. However, unless I mentioned in the update 40 discussion, it doesn't stop looking good after the sunrise ends. The city has a very subtle blue/purple coloration, what makes it look more common and real, and yet so artificial at the same time. However, once the sun unfolds its full brightness, the world graphics maybe reveals its worst side. Maybe the one or other texture looks quite acceptable, plazas like Mara c, Tabor Park w, the Camon Heights c or the Moriah Plaza look so ugly horrible, that I'm really wondering how I could every be that impressed by the graphics. Unnecessary to add, that I change my mind quite quickly when the suns goes down and sunset begins. However, this issue makes me usually quit the game as fast as possible. My suggestion: Turn off the ground light reflection completely during these days. The intentions behind it might be so good, the way it looks doesn't justify its existence in my opinion. Summary: I don't ask to do massive texture changes as it would be a really big project and tons of work. In all my dilettantism, I think all that could be accomplished simply by editing the day/night cycle (and in our case, just the day part of it). May I repeat, light reflections on the ground look gorgeous as long as they have some sort of tint in them. No matter if it's the standart green, pink or golden/yellow/orange in certain neighborhoods. However, as as soon as the tint fades away and the reflection starts really blinding, it turns from gorgeous to crappy -- unbelieveable but true. My suggestion is simply to turn down the brightness/increasing the (green) tint during the standart days on the one hand, and to turn down the sunshine reflections about "purple sky days". Any graphics demerits at night I had recently... ... have revealed themselves as unjustified as soon as I turned off the personal spot light. My impression is that some nights are darker and look more brown and sordid, others are brighter and have kept their dark-green tint from earlier days (before update 40). No matter if it's true or not, since I deactivated the spot light (by the way, thank you for your new user options page, Stack, it really rocks!), there's simply nothing I have to critsize about nighttime. Forget my former concerns (for most). Grass I have with display of grass. It seems that it's only visible within a relatively short radius around the camera, if I have to guess I'd say about 20-30 meters. The grass itself rich and juicy, but the textures below it (especially in the parks) have a much more boring character. Looking at a park from some distance from above, let's say a bridge, the grass is completely invisible and the parks looks somehow boring and depressing. And unless I put the camera right down to the floor, it grass appearing in front of me and then disappearing behind me looks kinda ridiculous. However, at night or cloudier/darker daytime (rain, sunrise/sunset), the parks still look extremely beautiful, I guess because the basic park structure has a better colour then. Now this really looks like a client issue to me, so I'd be glad about any tips how to change it. If it isn't ... well, then look at the former points. Lack of focus Looking at a texture straightly from 90°, the textures look pin sharp. However, looking at them from an angle decreases the focus gradually. Looking at the ground from below it just looks like a big cocktail. Actually, that's not that critical. Unless some really nasty light reflections show up, it even looks quite handsome. However, the clean, white-on-black textures in Downtown, like certain plazas or main roads, show a lot of this problem, f.e. when two yellow, pin sharp trails in the middle of a Downtown road merge into one after a few meters. Foresight increase Ever been on the top of the government building? What's supposed to be a breath-taking panorama overview over the whole city is nothing but fuzzy, great silhouetts. I get that when I raise my camera by Hyper-Jump or when I'm just running over a long road. The foresight is definetely too short. Although I would definetely agree with temporal foresight decreases according to weather changes (like fog), I think long-ranged overview is a vital part of any city look. Sunshine in underground tunnels?? Funnily enough, I didn't receive that for some time. But recently, I happened to run through that long tunnel near Mara central at an especially shiny day. It was just ridiculous how the ground still looked like sun shone on it in its full brightness. I haven't really done any serious investigations about that, I just remember it was purple sky day and the lights above were kinda deactivated. Of course, in reality, long underground tunnels should be dark as hell all the time. However, we don't need total authentity in this game. I'd say, turn down the brightness there, make it look like the darkest time of sunrises/sunsets and let the lights shine upon the street subtly. That wouldn't completely remove the "day look" of the tunnel, but would also make it more realistic and credible. Of course, nearer to the ends of the tunnel, the sun begins to shine in and the whole thing become brighter again. SUMMARY: rrrWhereas the last 3-4 were just ideas to make the graphics look better, the first points are abolutely crucial in my opinion and should be taken care of as soon as possible. Because I think that a great-looking environment at any place at any time is absolutely vital to the game experience. I mean, for most parts, it's already done. The world has the ability to look absolutely breath-taking and gorgeous, all I'd like to see is the worse parts being cut out until there's time to put more efforts in them. Again, apart from the information at MxO Archive, I don't know which of these issues can be solved by manipulating the client and which only the server is responsible for and therefore should be requested in posts like this. I mean, I just wanted to complain about the personal spot light and to ask to add an option to deactivate it. And now look at that, I copied a few letters and numbers into a file and it's gone.
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Gameplay Discussion
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Missions and Storyline
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exile special attacks
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exile special attacks
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zeroone506
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0
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02/01/2006 09:41
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I guess we all know the two special attacks lupines and blood drunks sometimes use in close combat. However, I've also fought several succubi and nightmares, and didn't see any special abilities yet. Do these exile species' have some of those?
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Gameplay Discussion
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Missions and Storyline
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the computer in the 1. Merovingian mission
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the computer in the 1. Merovingian mission
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zeroone506
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0
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02/21/2006 05:41
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In the mission phase with Hypatia there's a computer. After I've put the key (?) into it and got the book from the save, the computer offered a hack option. I couldn't put the book into the safe and load Hacker since my Merv character doesn't have the ability. Does anyone know what was in that computer? Quotes or Screenshots would be awesome, but just a summary would kinda do it, either. Message Edited by zeroone5069 on 02-21-200605:51 AM Message Edited by zeroone5069 on 02-21-200605:52 AM
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Gameplay Discussion
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Missions and Storyline
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*spoiler alert* personal changes in the Chessman's vicinity *spoiler alert*
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*spoiler alert* personal changes in the Chessman's vicinity *spoiler alert*
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zeroone506
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0
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02/24/2006 08:08
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I'm wondering, now, that Mammon is dead, is he going to disappear from the Tabor Park? I have no problems with him still loafing in the park, since he technically hasn't been killed yet and the whole concept is built up on conventions and conventions anyway. However, let's see how this issues is going to be handled.
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Gameplay Discussion
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Missions and Storyline
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neighborhood contacts -- chronological order?
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neighborhood contacts -- chronological order?
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zeroone506
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0
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02/27/2006 15:32
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OK, I've just started running the contact missions at last. So I thought it would be easier to start with the four "independent" contacts in Richland and then move to the Elements. However, I figured out very fast that the Chessman and Sister Margaret are referring to some of the Downtown contacts, and I started wondering if I maybe should work for the according contacts there and then move to those in the Slums. So my question, is there a kind of logical order the contacts should be run after? Can Margaret's and the Chessman's missions only be understood if you get to know Hypatia, Sammy Wein etc, or are they rather an introduction for the Downtown contacts which make their comprehension easier? Of course, I'd also like to know the same about the Elements and the Spectrum. Is it completely up to the player which contacts to work first or is there a sort of chronology that makes their stories more comprehensible? It isn't that crucial to me because I make detailed screenshot archives and am able to come back contacts if shoud need it. Still, I'd be happy for some hints.
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Gameplay Discussion
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Missions and Storyline
|
Raini's last mission: transmission from Sparks?
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Raini's last mission: transmission from Sparks?
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zeroone506
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0
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03/24/2006 07:41
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I've aborted and reactivated it a few times to be sure, however, it was the same all the time: If you search the computer in the last phase of "Adrenaline Junkie", you'll see a transmission from "Sparks" to the contact who's currently in the mission area (once his name was "Binary", but that was just random I guess). Now Sparks was (and I guess still is) the operator on Logs II, Niobe's ship. Is it a coincidence or a hint?
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Community
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Redpill Rescue
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Posting screenshots
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Posting screenshots
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zeroone506
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0
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11/30/2005 12:46
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I have several screenshots from storyline mission in my PC (all 3.2, others will follow). The problem is, I don't know how to put them on the forum. Can anyone explain me how to do it?
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Gameplay Discussion
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Missions and Storyline
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Mockingbird: Daggers instead of A.S.P.?
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Mockingbird: Daggers instead of A.S.P.?
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zeroone506
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0
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04/09/2006 09:39
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In her fifth mission, "In the Night", where you're actually operating against Amber, you get to fight members of the Daggers gang. Is it something like a relation between Amber and this gang? Or was Amber origianally located in Maribeau and then was moved to Rogers Way? Or just a bug?
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Development Discussion
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Development Roundtable
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mission neighborhoods change
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mission neighborhoods change
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zeroone506
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0
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03/18/2006 06:47
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Recently, gothique posted an idea about increasing info and XP rewards for missions if ran in more dangerous areas. This gave me the idea for a more radical change: Right now, reaching the max level of a district means free choice of the neighborhood to start a mission. After you've made it to level 25, there's no need to disput yourself with aggressive gangs because you can simply do the mission less threatening part of the International District. And at level 33, additionally everywhere in Richland/Westview. My suggestion is: Once reaching the max level of a district (or rather overcoming it), these districts are to be restricted for standard missions until you hit level 50. That's the point where you finally have the possibility to select the mission area. So after level 33 (or as a little accomadation, maybe level 35), Downtown should be the only district where you can start a mission. I know it's already possible to do it without the necessity. I can still create a new charcter and move to Stratford Campus after acquiring standard missions, but in my opinion, it's still a large difference. So if there is a necessity for the challenge, you think "OK, this is going to be hard, but you have to go though it". If there is none, well, "I could try it, but why waste my time avoidind all the mobs outside and indoors if I get my stuff much faster and easier here in Richland?" I'm at lvl 35 myself, and I do enjoy my "privileges", but being forced to dangerous areas all the time to 50 would significantly increase the motivation to hit level 50. Level 50 is, then, the big release from this burden and makes you feel to actually having made it to something of value. Of course, two weaker demerits of this idea: First, standard missions lose their absolute necessity at level 50 because I heard the mobs in north Downtown are equal info deliverers. Second, less mission help for newbs. Although there would still be lots of 50s around to help them. Of course, this should only affect the standard missions. The neighborhood contacts should be still accessible at any time even if you're so far above their areas' threat levels and should stay around their location (would be dumb if you go to Hypatia and then are sent to Park East, wouldn't it?). And then the story missions of course. Although they contain the most mission enemies and actually are a bigger challenge than standard missions, they're still there for the story, and being sent to dangerous areas would stand in this purpose's way. Let alone they inevitably contain escort tasks -- and it's basic knowledge protecting NPCs is rather frustrating and pointless than just a "good challenge". If the streets are bride enough and the mission buildings not too far from those, it's still imaginable, but if there's no way to but to fight through one or two groups of street mobs, aborting the mission usually is the only rational choice. In my opinion, the rewards for story missions are to be increased if being run in more dangerous areas (like gothique suggested), but they should be available everywhere at least from the current max levels on, if not even from from the very beginning on -- except, of course, if those concern certain local exiles or organizations. Please add your thoughts to this issue 
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Gameplay Discussion
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Missions and Storyline
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Is Mockingbird a member of the Spectrum?
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Is Mockingbird a member of the Spectrum?
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zeroone506
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0
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04/17/2006 07:51
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In the part of the old DN1 where all members of the Spectrum are listed and described, Mockingbird is the only Westview contact missing.
However, Mandarin refers to her as "his sister". Especially since DN1 doesn't state the opposite, I guess it's pretty obvious that she is a sibling of the others.
However, it's still controversial, so I decided to point this question here.
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Gameplay Discussion
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Missions and Storyline
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Grisaille: escort person in god mode?
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Grisaille: escort person in god mode?
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zeroone506
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0
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04/18/2006 10:14
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Before I report it: In Grisaille's second mission, you have to escort a level 1 NPC. However, the Disciples I led her to attacked her all the time but her health bar was staying at 100%. Has anyone else experienced this? Message Edited by zeroone5069 on 04-18-2006 11:23 AM
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Gameplay Discussion
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Missions and Storyline
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non-interactive mission computers
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non-interactive mission computers
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zeroone506
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0
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04/18/2006 10:59
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In certain missions (as far as I remember, contact missions), I encountered computers I couldn't interact with at all -- neither before the goals were complete nor afterwards.
Those computers were both marked on the screen -- with the typical green ring -- and on the hacker map (as far as I can tell).
Also, I repeated the same missions and they were there again, sometimes even in the same room.
Does anyone know more about it?
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Development Discussion
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Development Roundtable
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day/night cycle edit (please read and discuss)
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day/night cycle edit (please read and discuss)
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zeroone506
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0
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03/21/2006 13:15
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The way I see it, the image quality of the city is quite unstable and changes depending on the "time of day". DAYTIME: While the sunrises and sunsets (both green and pink ones) look absolutely gorgeous and breath-taking, the city graphics quality significantly decreases as the green tint fades. When it's actually gone at the climax of the day (apart from the green color of some textures and the sky) and the ground intensively reflects the sunshine, it starts looking quite dull or even bad. Especially (but not only) at days with pink sky, plazas like at Mara c, Camon c or Tabor w actually start looking disgusting in my opinion. The only day perfect day type is the one with the rain. Some textures are more affected by this, others less. The most critical one is undoubtedly the shabby yellow plaza texture Richland is filled with, or the pedestrian ways in Richland. Summed up, light reflection on the ground and lack of tint (which includes every kind of tint from the standard green to the pink at certain times and the individual (most orange/yellow) tints in several neighborhoods) are both negative factors against the graphics quality. So while a blinding sun reflection with a tint is still an eye-candy and tintless but gloomy still looks quite accetable, the both combined are really not a joy. My suggestions: Make the pink sky days the only colorless days for a better contrast and tone down (or best, remove) the ground reflections, and decrease the decrease (lol) of the green tint during the others. NIGHTTIME: The dark green tint seems to come and go frequently. While the green tint provides the night a breath-taking look, its absence makes it a little duller, but still quite acceptable. Although in some areas of Richland, it really looks dull, so maybe keeping the tint all the time wouldn't be a bad idea. To me, a great-looking environment is absolutely imperative for a positive game experience. I could run dumb standards all the day without getting tired during sunrise or whatever, and use tp jack out whenever I see something less enjoyable coming. I'd really love to discuss this issue and read other's opinions about it (and eventually find out that it's all just my crappy graphic card and I should stop whining"  ).
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The Lounge
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Matrix Universe
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Smith's code signature on hovercraft screens
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Smith's code signature on hovercraft screens
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zeroone506
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0
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05/01/2006 11:41
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In Enter the Matrix, Sparks talks about "tons of agents" when he sees all the Smiths chasing Niobe/Ghost. He does recognize that he's Smith, though.
In Reloaded, Link refers to them as unknown code structures (paraphrased), not agents.
And Bane's operator on the Caduceus uploaded Bane's RSI together with Smith without even noticing it -- neither meanwhile nor afterwards. Obviously, he still saw Bane on his screen after Smith had taken over him.
Was Smith able to alter his code as he wanted?
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Gameplay Discussion
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Missions and Storyline
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"Surgical Strike"
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"Surgical Strike"
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zeroone506
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0
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05/01/2006 05:23
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OK, I wasn't so sure if it belongs here or in the off-topic. Since it's still concerns a mission, I decided to point it here:
Cerulean's second mission is called "Surgical Strike" (for a reason).
However, doesn't it sound too similiar to "Serjical Strike"? Any thoughts?
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Community
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Redpill Rescue
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Code Archive
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Code Archive
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zeroone506
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0
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12/11/2005 08:00
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In the 4th register card of the Loading Area, where players can drag codes from the code archive to the inventory and back, there is a great disorder in that code archive. While you can always sort the inventory by dragging items from slot to slot, it's impossible to do so in the code archive: code fragments, abilities or mission audio recordings just lie around at the very different places. Is there bring order into the code archive?
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The Lounge
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Matrix Universe
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EtM: contradictions between the Niobe and Ghost storylines?
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EtM: contradictions between the Niobe and Ghost storylines?
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zeroone506
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0
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05/14/2006 02:00
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Let's say, there's a dialogue scene in "Revolutions" where Niobe talks about her conversation with the Oracle, the one that was shown in Enter the Matrix. However, if playing with Ghost, you come to the same point in the story and also meet the Oracle, while Niobe is waiting outside.
So, there's a simple question you might ask yourself, how real was the scene between Ghost and the Oracle? Did it happen at all? That's pretty impossible, so it must be an alternate scenario.
The same would also go for the two Persephone scenes, and basically for all missions in EtM where Niobe and Ghost change their roles.
Another aspect would be missions like "The Chateau" or "The Powerplant" -- if Niobe and Ghost go their separated paths from the beginning to the end, I fully understand it. If Niobe and Ghost entirely exchange their roles, it's also understandable.
What I really don't understand is when these two concepts are mixed up, so you really don't have any idea wth the other one is doing.
Ghost and Niobe enter the Great Hall together and then go in separate directions. Then, suddenly, you get a message that your partner is captured, and from that point on, you do exactly the same thing with both characters. But here, I could at least imagine that the other one simply got caught in one of the numerous fights (in Ghost's case, it's even more obvious because Niobe gets caught by Vlad).
What I really don't get at all is when the environment starts taking physical changes depending on the character. Both with Ghost and Niobe, you enter the building the same way and encounter the same resistance. Then you turn right and see that the construction site looks completely different in the two versions -- and suddenly, your partner is somewhere there in danger. After going separate parts, both enter the transformator field and you'll wondering again wth the other one's gone.
I just don't get it...
Since EtM isn't PoN and at least was promoted as a canon extension to "Reloaded", this issue confuses me a bit and makes me doubt how much of the rest of EtM "really happened" and how much just consists of possible scenarios.
Any thoughts? Message Edited by zeroone5069 on 05-14-2006 03:01 AM
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Gameplay Discussion
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Missions and Storyline
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Mandarin, "Angels and Daemons" -- a possible bug?
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Mandarin, "Angels and Daemons" -- a possible bug?
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zeroone506
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0
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05/06/2006 11:44
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In the second phase, have to escort an NPC. You need him to access a computer in the third phase, and before you lead him to this computer, it's completely non-interactive.
However, there's no "... must survive" order in the objective window, and if the NPC dies on the way to the third phase, the mission continues -- Mandarin even lauds you for that:
"Ha! Adding injury to insult. I admire your cruelty, [handle]", a line he also says if you kill the NPC in the third phase.
Assumed, this is the way it's supposed to be, then there should be an alternative way to access the computer -- the only one I could imagine would be receiving an access card from one of the simulacras behind the locked door in the third phase (a way for spies, which makes sense). In this case, the bug would be the absence of such a drop.
And Mandarin's line would then apply to both cases.
Or, much more suggesting: If the NPC dies between phase 2 and 3, the mission is supposed to fail -- in this case, there might be an appropriate message from the operator or maybe Mandarin that's been left out eventually and has to be put back in.
Does anyone know more about it?
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Gameplay Discussion
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Missions and Storyline
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How canon is PB?
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How canon is PB?
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zeroone506
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0
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05/13/2006 02:35
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Before I start running PB missions, I'd first like to complete the mission contacts and a few other things.
So, I'd just like to know, how canon and how important are the PB missions for the story? Do they have a similiar significance like the contact missions, or are they just additional, written-up stories?
Just wanna know what I should expect of them in this aspect.
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The Lounge
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Matrix Universe
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To what extent is the bluepill life a "lie"?
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To what extent is the bluepill life a "lie"?
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zeroone506
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0
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05/31/2006 04:10
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I guess everyone remembers Anome's attempt to free a bluepill politician hindered by a group of Cypherites.
Reading the logs, I started wondering about something I already used to think about before MxO:
Anome keeps saying that "everything" in Robert's life is a fake, his family, his campaign, his lost election, and the only way to escape that lie was to take the red pill. However, that's what I don't understand: the Matrix is a collective virtual reality for the entire humanity, not a Vanilla-Sky-like individual simulation. Apart from the Machines' monitoring and eventual memory manipulation in critical situations, do they actually control everything the bluepills do in their life? Don't they and their fellow men make their own choices just like in the Real world, just without knowing about the nature of their surrounding?
Aren't Robert's wife and children actually real bluepills who, for some reason, decided to leave him, and his lost election just a misfortune caused by the number of voters or maybe even by an internal political conspiracy/manipulation? In that case, Anome would've lied all the time.
Or is the life of each bluepill an own Truman show with all the happenings and fellow men being written up and planned by the Machines? Honestly, that doesn't sound like real to me.
Any thoughts?
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Gameplay Discussion
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Missions and Storyline
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Useless loot in contact missions
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Useless loot in contact missions
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zeroone506
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0
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05/17/2006 05:59
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There are several cases like that, but the one I remember exactly is in The Bartender's first mission: You hack a computer to open a sealed door in which there's a locked safe you can only unlock by picking lock. For such a big deal, I had expected more than a low level rifle.
What I'd like to know, is it supposed to be this way, or are these items more than they appear to be? Is there maybe something you can do with it using a Programmer ability/tool? Some hidden info?
Straightly, I don't believe it -- which would be the reason why I've recycled almost all of those items. It wasn't a mistake, was it? Was it? :smileyindifferent:
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No new messages |
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Announce |
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New messages [ blocked ] |
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