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The Matrix Online
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Syntax World Discussion - Syntax The True Believers Are One Year Old? *CENSORED*?!? Re:The True Believers Are One Year Old? *CENSORED*?!? 2Fist 0 07/25/2006 10:06
 

Has it really been a year?  Time flies when your with good people. SMILEY

I think I'll have a drink or two (or three) to celebrate!

Gameplay Discussion Missions and Storyline Affecting the Storyline? Truth or Fabrication? Re: Affecting the Storyline? Truth or Fabrication? 2Fist 0 06/08/2006 12:50
 






QforQ wrote:






2Fist wrote:






QforQ wrote:

If this game were making a decent amount of money you'd think we'd have a bigger dev team than we do.  We'd even get box instores for the game, wouldn't ya think?






I have to disagree with you on this point QforQ.  Corporate drones tend to obsessively focus on the bottom line.  And having worked in these environments, I've seen a profitable product ruined by an attempt to raise margins by what amounted to a couple percent of gross.  Even if this game were making good profits SOE may not make any additional investment in an attempt to maximize profit.





Good point, and it's unfortuanate if that's the truth for this game.  I have hope that we can prove that MxO is well worth the expense and I think MxO might have suprised SOE with the success of the free trial.

Anyways, /backontopic. I dont wanna turn this thread into an SOE discussion persay SMILEY





lol, And you make an excellent point that I should be posting on topic.  I'll claim jet lag as a defense. :smileywink:


The initial marketing for this game, which led players to believe that they could have an impact on the storyline, was a large factor in my decision to purchase the game.  Did I expect to be the "One".  No, of course not.  Neither did I expect players decisions to radically effect the storyline.  The number of permutations after only a couple of story branches across multiple severs would become unmanageable.  What I did expect was something like what was described for the cinematic that was to feature a player.  A scripted series of events that would have a single outcome for a player and/or players that were either clever enough or good enough fighters to overcome an obstacle.  The reward for completing this task would be as simple as a mention in the Sentinel,  their names mentioned in a critical mission, or recognition from a LET character.


If I stop at this point someone will reply that what I'm describing is only an illusion of affecting the storyline.  And they would be correct, it would only be an illusion.  But with only a little suspension of disbelief you could feel like you were part of the story.


Am I disappointed with the way things worked out?  Yes, but obviously not enough to stop playing the game.  The main reasons I continue to play are the friends I've made in what has been a surprising mature community, devs that jackin (probably on their own time) to play LET characters and try to maintain the spirit of the game, and I want to see if Chadwick kills off the rest of Zion.


Just kidding about the last one. (Watch your back Ghost :smileywink: )

Message Edited by 2Fist on 06.08.2006 04:52 PM

Gameplay Discussion Missions and Storyline Affecting the Storyline? Truth or Fabrication? Re: Affecting the Storyline? Truth or Fabrication? 2Fist 0 06/07/2006 08:45
 





QforQ wrote:

If this game were making a decent amount of money you'd think we'd have a bigger dev team than we do.  We'd even get box instores for the game, wouldn't ya think?






I have to disagree with you on this point QforQ.  Corporate drones tend to obsessively focus on the bottom line.  And having worked in these environments, I've seen a profitable product ruined by an attempt to raise margins by what amounted to a couple percent of gross.  Even if this game were making good profits SOE may not make any additional investment in an attempt to maximize profit.


Archived Forums Archive Construct Ask the devs an MXO question Re: Ask the devs an MXO question 2Fist 0 05/31/2006 05:03
 





Gattsuru wrote:






2Fist wrote:

Rarebit,

Is/was there a purpose for the NPC's standing around the city with the bobing "i" over their head other than conveying useless information?




For those who didn't read/do the tutorial construct, and to illuminate things that weren't covered.





I agree with you that this is their apparent purpose, but they really have very little information to convey.  I was just curious if maybe at some point in the game design they had another purpose.  For some reason they've just always seemed out of place to me.
Archived Forums Archive Construct Ask the devs an MXO question Re: Ask the devs an MXO question 2Fist 0 05/30/2006 18:34
 
Rarebit,

Is/was there a purpose for the NPC's standing around the city with the bobing "i" over their head other than conveying useless information?
Community General Discussion Opinions on the new cinematic style? Re: Opinions on the new cinematic style? 2Fist 0 05/25/2006 10:10
 

I was expecting to be disappointed with the new style, but I was pleasantly surprised.  The film noir style really works for me.  Hopefully they can make the cinematics somewhat longer and add more depth to the story.


My two pfennig.

Syntax Next Renaissance - Syntax TTB Comics presents Skyscream: The mini-series (RP Comic) Re: TTB Comics presents Skyscream: The mini-series (RP Comic) 2Fist 0 05/05/2006 07:45
 

Wow Sky, excellent work.  Gave me something interesting to read when I should have been working. :smileywink:


Oh well, back to work.  This LabView program is not going to write itself.

Syntax World Discussion - Syntax Gone for the Rest of the Month Re: Gone for the Rest of the Month 2Fist 0 04/10/2006 04:48
 

Take care Sky.

Don't stay gone too long, Shadow is running amok with that whip! :smileywink:

Development Discussion Development Roundtable Org Chatbox -- A Solution to SPAM in Live Events? Re: Org Chatbox -- A Solution to SPAM in Live Events? 2Fist 0 04/05/2006 10:36
 
There always seem to be a half dozen or so hardcore spammers at LET appearances.  If the devs would just fix /ignore so that it blocked area chat, a few mouse clicks would wipe out a large portion of the spam.
 
I'm assuming /ignore still doesn't block area chat, I haven't bothered trying it since I discovered it didn't work.
Syntax Events - Syntax Niobe Meeting - Club Parallaxis Re: Niobe Meeting - Club Parallaxis 2Fist 0 04/05/2006 06:19
 


chimchim169 wrote:
Hmmmm...edit didn't work.....wierd.......anyways i just stumbled on what i think is a good idea. Have a seperate channel made for meetings with the Niobe, Merovingion, or whomever. Kinda like creating a team, where the LET character invites you in. This would be great for roleplayers, would cut spamming out of the equation (where you can get booted from the channel, kinda like getting booted from a team), and would cut down on eavesdropping. Of course a good spy may be still be able to infiltrate the channel. What do you guys think about this idea?
 
 
                    -Chimchim out

Message Edited by chimchim169 on 04-04-200601:00 AM



Excellent idea.  Especially if /ignore would work in the "Org Channel".  Personally, the idea of someone from another Org spying doesn't bother me.  What I would like to see is a means to deal with the deliberate attempts to disrupt the meeting with area chat spamming.  If we had a simple and effective means of ignoring this behavior, the offenders would get bored and leave the area.

Hopefully we can get the devs to take a look at implementing this.

Syntax World Discussion - Syntax Slipping into Oblivion.... Re: Slipping into Oblivion.... 2Fist 0 03/27/2006 08:16
 
Hate to see you go Euf, it's been a pleasure knowing you.  But who knows, maybe the devs will focus now on adding content and we'll seeya again. :smileyhappy:
Community General Discussion Live Events must come back Re: Live Events must come back 2Fist 0 01/27/2006 06:40
 


skyscream wrote:

A few appearances by main characters are nice and all, but that's not a live event except in the loosest of definitions.

LESIG? I've seen them once way back when the Merv had a party... I was generally ignored but I'm getting used to that. Beyond that I haven't spotted one.

The last Live Event we had was Death of a Destroyer.... in my opinion.

 



I agree.  The true live events had a visible impact on the game world.  Whether it was exiles or corrupted appearing in Megacity, odd coded messages scrawled on billboards, code fragments mysteriously appearing at various locations,  or agent attacks against random players.  Players had the feeling that they where in dynamic world, a world where any odd detail could be significant and nothing could be taken for granted.  They were a blast. :smileyvery-happy:

While the rare interaction with LET characters was certainly fun, they were not the reason I personally enjoyed events and couldn't wait for the next one.

As for "waiting a bit" for the Lith style events to resume, we have been doing that since the takeover.  And we have been waiting for a little more than a bit.  

My 2 cents

Archived Forums External Playtest Discussion A Question for the Devs: Special Moves - To Spam, Or Not to Spam? Re: A Question for the Devs: Special Moves - To Spam, Or Not to Spam? 2Fist 0 01/23/2006 10:01
 


NoRepro wrote:

Ah I see what your getting at. The intent is that when a Special Ability is activated in interlock that it is used in the next round. Spamming is not going to make it hit more often or affect the accuracy of the ability in anyway.

If the ability misses yes it should stop blinking. The current bug is a bit more deep than just the icon doesn't stop blinking. It prevents that ability from being used again. Unloading and loading the ability may unstick it. Logging out and back in is another way around the problem but is a poor work around at best.


Ah, now I understand.  I kept trying to find the pattern behind what was happening to the non-functional specials and it was in front of me the whole time:smileysurprised:.  This is exactly the behavior I'm seeing.

Thanks for the info NoRepro.

Community General Discussion New Cinematic *Spoilers* Re: New Cinematic *Spoilers* 2Fist 0 01/20/2006 12:25
 


skyscream wrote:

I competely agree. It was very .. rough. Awkward and sudden cuts.

P.S. I really need to make you a sig 2. lol. I know you never post, but still.. lol.



It's been a really slow day at work :smileywink:

/resumelurking

Community General Discussion New Cinematic *Spoilers* Re: New Cinematic *Spoilers* 2Fist 0 01/20/2006 09:31
 


Phybersyko wrote:


Yahweh wrote:
I really got the impression that we should have seen this before the last set of criticals.  It seemed to pick up where 3.3 left off and reaffirmed information that we had already found out during those same criticals.  Was this meant to be a flashback?



Doubt it was meant to be a flashback, just seems like poor timing/delivery. It should have been part of the last cinematic -- we already know this information. On the surface it's just eye candy -- I wonder if there is something else we should be looking for?



It looks like the cinematic that was originally developed got split into two pieces.  And the newspaper flashback was an awkward attempt to disguise what would have been an otherwise abrupt start to the second piece.  If true, this implies that they are slowing the progression of the story line.
Archived Forums External Playtest Discussion A Question for the Devs: Special Moves - To Spam, Or Not to Spam? Re: A Question for the Devs: Special Moves - To Spam, Or Not to Spam? 2Fist 0 01/19/2006 12:56
 

Tried the spamming and the timing, neither of them seem to work for me.  Although attacks which caused me to switch styles, say from Kung-Fu to Aikido, did seem to go through more often.  But since specials were working so infrequently, this could be just random chance.

The thing I find strange is that on the specials that aren't working I'm not seeing a message in the system area that's saying that I missed with mis-directed punch (for example).  All I see are speed/power/grab attacks that hit or missed.  I hope this isn't by design.

Archived Forums Archive Construct Ask the devs an MXO question Re: Ask the devs an MXO question 2Fist 0 01/19/2006 12:26
 


Rarebit wrote:


n%2Fa wrote:
i gotta question why did soe take control of thematrix online ? i mean ur all to busy with other games u have.cos the recursion server us messed up ??? why didnt u money hungry dogs leave it with warner ? they where doing a better job



Warner sold the game to SOE, along with the dev team including all the devs you've seen post here, like Walrus, Frog, Archon, Oar, and myself. SOE liked the project, thought it would be a good complement to their existing Station content, and felt that they could turn it into a profitable, continuing game.

Ouch!

And I thought indentured servitude wasn't legal :smileywink:

Community General Discussion W, What's the skinny on the LE front? Re: W, What's the skinny on the LE front? 2Fist 0 01/18/2006 16:27
 
Good question.  I've always hoped that some form of the live events would restart after the dust settled with the transition.  However, it's hard to maintain a positive outlook in this deafening silence.
Archived Forums Archive Construct Ask the devs an MXO question Re: Ask the devs an MXO question 2Fist 0 01/16/2006 10:35
 


Rarebit wrote:


SirJazz wrote:
Maybe you have already answerd this question but Im too tired to browse through the 390 pages...lol

Anyway my question is:

Why, oh why, are there rarely any live events anymore? You have to bring us live events otherwise too many players will leave of boredom. I think you know this by now, but it would be nice to hear what you are saying about this.

An while im at it, what do YOU think would be the thing that prevent players from leaving? Whats your idea of it, so to say?



That has been asked and answered before, and the answer is more or less that we no longer of the services of a large, full-time Live Events Team. All the events you see now are run by members of the development team--with the help of the dedicated players in LESIG ("Live Events Special Interest Group"SMILEY--during time that we manage to take out of working on game updates.


Rarebit,

Since there is no longer a LET and apparently no plans to add one in the future, are there any plans by the Devs to allow players to participate in the story line again?  And by "participate" I mean something more than critical missions, the occasional movie character played by an overworked Dev, or static elements like Crypto's boxes.

Before you say "future release question", I'm not asking for specific details.  I would just like to know if the Devs recoginize this as being needed for the game.

Community General Discussion Red Gun Rolls Re: Red Gun Rolls 2Fist 0 11/09/2005 07:01
 





dataslayer wrote:


I recently started to pick up firearms in combination to my MA skills. Now you need to be a semi high level to be able to mix trees effectivly (I'm guessing around lvl 30 or so). I can't say I have the problem of the red rolls when in IL, but thats probably because I use firearms outside of IL and melee attacks inside. But I have a lil theory about getting distance. Now I could be wrong as I haven't tested this, but if you could use a grab, or some technique that usually throws an opponent (so use self defence, or some other melee style first), that will give you the distance, and then switch quickly to guns to fire off a few shots. Try mixing it up between self defense and guns in IL and see what you come up with. I will state again, I haven't proved this yet, but its a theory I have. Try it out and let me know how it goes.





I have tried this and it does work sometimes.  The problem is that a dedicated gunmen is not going to have much of a MCT buff and if your opponent succesfully lands one normal attack you're disarmed.  Just switching to a grab (retaliate) attack with a ranged weapon will sometimes move you into the non-penalty range.  But, in my experience, it is far from consistent.  And you have to successfully land a grab (retaliate) attack with a penalized combat roll to get this to work.  Furthermore, if your in a confined area nothing seems to be able to move you into the non-penalty range.  Of course this is what you would expect to happen in such a situation.

 

I strongly suspect the Sharpshooter ability was intended to overcome this problem, but it is not functioning as it should.

 

My solution to the problem has been to use TB's or use Rifleman and avoid interlock.
Community General Discussion Red Gun Rolls Re: Red Gun Rolls 2Fist 0 11/09/2005 05:27
 




Lupiin wrote:


K,this is just me, but having been a fairly dedicated Duelist since release, I have noticed  couple of things.


 


1.Theres like 2 distances in interlock, close combat fighting, and the other only available when u use guns, gun range.


2.You WILL get red roles at close combat range, seeing as guns are not meant to be used there,trying landing either a special,like Pistol Evasive, ( designed specifically for you to get to the desired range  i beleive) or a Grab tactic seems 2 work well, either way, get them away from you and out to gun range. Your rolls should improve and appaear white after this while you keep them at that range.






I am getting the same behavior in gun interlock.  At point blank range rolls are always red and if I can manange to get a couple of meters away from my opponent the rolls are either white or green.  I have tried mixing speed/power/grab to control the my distance from the opponent, but nothing seems to work consistently.  Also, the Sharpshooter abilitiy seems to have no effect whatsoever.


One frustration I've had with the Duelist tree is that when I'm at the range in interlock that gives no penalty to combat rolls, I am often out of range of the special attacks.  Since there doesn't seem to be a way to consistently control your distance in interlock, I tend to think this is a bug.


If anyone knows how to control interlock distance, please share.


Community General Discussion Faction chat is bugged Re: Faction chat is bugged 2Fist 0 09/16/2005 11:10
  This bug is different than the old crew/faction bug.  You don't get the error message stating that your crew data could not be loaded.  The crew/faction information panels also appear normal.
 
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