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The Lounge
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Off-Topic Discussion
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MMO's: That well know terrorist training ground
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MMO's: That well know terrorist training ground
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Tytanya_MxO
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0
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03/05/2008 07:03
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This article appeared on the Virginmedia news website today..... Remember the time when a persons thoughts were their own? How long before we see the first person sentenced for Thought crimes? US government to spy on online gamers The US government is developing methods to find terrorists who use online virtual worlds.
A new project, codenamed Reynard, aims to recognise terrorist behaviour in online worlds like Second Life or World of Warcraft and notify government officials.
Details about the project became public in a report sent to the US Congress by the Office of the Director of National Intelligence (ODNI).
The report states: "The cultural and behavioural norms of virtual worlds and gaming are generally unstudied. Therefore, Reynard will seek to identify the emerging social, behavioral and cultural norms in virtual worlds and gaming environments. The project would then apply the lessons learned to determine the feasibility of automatically detecting suspicious behavior and actions in the virtual world."
A senior intelligence officer at the ODNI said Reynard was in its initial stage and it was too soon to say which online worlds it would be studying. He added that any work on it would be for research rather than "operational" purposes
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The Lounge
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Off-Topic Discussion
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Bladerunner Ultimate Edition
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Bladerunner Ultimate Edition
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Tytanya_MxO
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0
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12/05/2007 07:08
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The release on DVD of all five versions of Bladerunner is pretty exciting imo, I saw it 6 times on original release and for me it has yet to be matched as a true cinematic experience. If its not on your Xmas list already.....shame on you  Personally I find the Directors and final cut versions a bit sterile and manipulative, I like the ability to discuss and arrive at my own conclusions as to the future of the main characters at the end of the movie, and of their respective parentage. The original and the more violent International versions of this movie therefore are the true masterpieces imo...yes I know the voice over is creaky in places and I know the ending is curiously out of place but they build an enigma that actually enhances the movie as a whole and makes it work on so many different levels. Films are the composite of so many professionals, each adds an element that makes up the whole, handing a movie back to a director after its settled into the movie consciousness seems to give one person too much sway and results in limiting the initial appeal. Although Bladerunner survives better than most, overall, like Star Wars, Close Encounters etc etc, I still wish everyone had left well alone.
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Support Forums
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General Technical Help and Questions
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Incompatible client...... run self test
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Incompatible client...... run self test
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Tytanya_MxO
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0
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08/24/2007 11:59
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Installing the new patch seems to have sparked an erratic error in that I log on and randomly get the 'incompatible client - run self test' dialogue.... was unable to run the self test/test all files as the system told me I was trying to run two instances of Matrix... but then randomly I tried to log in again I got all the way through...since updating to the new patch I am still getting the 'incompatible client' the first time I try to log but if I try again its working ok???
Anyone else?
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Community
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General Discussion
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Serious concerns for the story.
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Serious concerns for the story.
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Tytanya_MxO
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0
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08/10/2007 16:00
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The have been some significant story changes of late, but the more I analyse them the more concerned I am as to the impact and lack of way to recover any valid rp stance for anyone.... - The end of the trilogy makes sense if and only if the Machines wanted a truce or else had to follow one.... the connection with the Cypherites and more recent acts is a violent contradiction
- The ability and willingness of the machines to overwrite a human that has rejected the simulation defeats all the logic behind the existence of Zion.
- Aside from Wannabe agents the radical redrawing of the mechs betrays every decent and considered Mech operative rp.... a valid mech organisation is pivotal to taking Mxo forward.
- Mech compliance in the presence of a truce is the only credible support we have for the 'incredibly' convenient EJP....its gone!
- 'No such procedure' and the historical knowledge of the trilogy offers Cypherites nothing but futility.... the organisation no longer has any scope to exist aside from 'its the angry org'
- Organisational identity - the most well defined and persuasive org was the Mechs, as of now at the very best they are indistinguishable in operation from epn or cyphs leaving only two orgs with any vague distinction.
- The breakdown of the truce.....this only results in more events and activities being completely inaccessible to us.... good story maybe but the longer it goes on the more uunrewarding life as a redpill becomes.
- Batteries..... we are revisiting a cornerstone of the franchise and a building block for the entire concept, turning on such foundations works to undermines the entire fabric of the matrix! We need a consistent and recognisable base or else this isn't the Matrix..
currently I seem to conclude, nothing matters, nothing has any impact, nothing changes and we can do nothing about it......I don't want to feel that way when i play a game, read a book or watch a movie 
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Development Discussion
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Development Roundtable
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NPC specific animations for players
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NPC specific animations for players
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Tytanya_MxO
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0
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07/26/2007 05:21
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Drawing on the moods and animations used by NPC's could these be made available to players... I'm not sure how many there are but the Lupine animation and fighting style comes to mind? If there were enough it would be even nicer to make them available as org specific sets.........
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Feedback Forums
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Items and Clothing Feedback
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Make all buffs scale with level
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Make all buffs scale with level
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Tytanya_MxO
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0
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04/12/2007 05:25
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The recent event clothing scales its buffs according to your level.... Make every buff on every item of clothing scale with the level you achieve, instantly the variety of our wardrobe increases exponentially. If this scaling can only take place at the point of issue, upgrade clothing vedors so you can resample the clothing at your higher level (ie a trade of the same items simply readjusts the buffs). There is no need to change the types of buffs on any of the existing clothing simply apply an algorithm that your level affects ie resistance buffs = INT(3+.66*level), accuracy buff INT((level-1)/10) etc
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Feedback Forums
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Ability Feedback
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Stealth attacks heavily bugged?
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Stealth attacks heavily bugged?
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Tytanya_MxO
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0
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03/22/2007 07:10
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unless I'm just suffering a spate of bad luck and lag. Frequently suplex or punt refuse to activate, sometimes with the "cant activate in line of sight of enemy" and sometimes with no notification altogether. No matter how you position yourself you cannot get them to activate. Stealth knives are missing with disillusioning consistency almost to the point of making them redundant. As with other tree's a lot of abilities in IL flash as if they are going to activate but fail to do anything, no message no effect they just stop flashing and standard self defence animations play. is it just me?
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Feedback Forums
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Items and Clothing Feedback
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Shorts for women!
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Shorts for women!
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Tytanya_MxO
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0
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02/06/2007 04:47
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Shorts of the lara croft variety should be pretty easy to code as partial textures of most of the pants in the game, most of the visual appeal of skirts can be achivend in a more practical and more diginifed fashion - can we get some interest in that as a clothing variant?
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Feedback Forums
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Ability Feedback
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Make topsy-turvy an attack in face to face IL
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Make topsy-turvy an attack in face to face IL
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Tytanya_MxO
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0
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02/05/2007 06:17
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Unlike virtually every other tree, where the lower level abilities retain their usefullness even once you have levelled beyond them, the spy tree becomes littered with redundant abilities. The reason... there is really no need for more than 2/3 stealth moves because in all practical situations you wont get to use more than 2. At present there are too many stealth moves but conversely too few (or at least too visibly similar) IL ones. For spies in general the only non knife IL move is legsweep meaning spy fights from an animation pov lack the required Matrix 'wow' factor. Topsy turvy is a great animation too little seen in the game so lets liberate it and make it available in normal IL to bolster the spies variety of face to face attacks - I think with minimal effort it could be made to work with opponents facing each other or a pivot animation could be front ended to the opponent or a spin behind animation linked to the user to initiate it .... damage and cool down timers could be adjusted for balance. Lets have it as an extra IL skill.... or a replacement IL skill for one of those boring knife animations as its too good to just simply hog memory or get minimal screentime... doing the business AND looking cool about it is a cornerstone of the Matrix franchise
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Development Discussion
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Development Roundtable
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Organisation Bases
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Organisation Bases
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Tytanya_MxO
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0
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01/04/2007 06:52
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Mentioned many a time but worthy of revival imo - Select a club in dt for each organisation preferably some distance from an available HL (clubs have both office and recreational floors by and large so are versatile buildings)
- Install in the club a security force passive to the relevent org, comprise this of team patchers and riflemen around level 55 cover entrance hallways and roof area's with this group. (possibly adjust level and number in line with a census of the relative org populations - taken at each reset?)
- install an outward bound only HL within the club or on its roof - (allows strike forces to be sent out accross the city, changes of LO, marketplace etc a practical reason for hangiing out there etc)
- Site 3 rich data nodes within each base accessible only by the two rival orgs (nodes equate to plundring information at an rp level and in gameplay terms need to be rich enough to encourage regular sieges) - nodes should have a slow recovery rate to discourage regualr zergs holding court.
- A luggable object that effectively restricts the richness of these datanodes when present (ie stealing the luggable subsequently makes the bases more attractive as the rewards are bigger....the luggable is an object organisation should then be keen to keep hold of - maybe a datanode siphon slowly taking the exp and $i into nowhere?)
- Allow offices to be 'rented' by factions at a rate of $100mil per month, renting an office allows a logo and some faction specific text to be placed on the board and in pictures around etc (bitmaps supplied by the players for possible submission, an area to establish some identity, a reason to regularly grind for money etc)
Feasible I believe using tools and code we have already seen implemented in the game and covering most areas a rp'er or a pvp'er might ask for?....though I would like to concieve of a method of 'inviting' a rival org member for a visit and later a holding cell with an npc within which relates to a team contact mission to rescue Mrblahblah etc?
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Feedback Forums
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Ability Feedback
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Take a pro-active attitude to changes and lets stop crying for nerfs please!
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Take a pro-active attitude to changes and lets stop crying for nerfs please!
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Tytanya_MxO
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0
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12/21/2006 06:28
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I posted this in the development forum but it has been pointed out to me it has more relevance here soo... A lot of people in this sub-forum seem intent on nerfing one thing or another be it remove things like /face, HJ not work or cost more, promote duelling over pvp, reduce hacker offenses etc etc. I think we have to be very careful what we ask for, because there is a genuine possibility of it backfiring. Duelling is a subset of pvp, every skill you learn for duelling will improve your pvp ability but there are additional pvp only skills that need to be refined. For all of us who have been in the endgame 18months or more surely we should be looking and asking to increase the variety of what we do and increase the challenge we face.... CR2 heavily favoured duelling in its overall designs now it needs to be enhanced to promote because of the greater variety it can offer...rather than remove or reduce abilities its time to look at the problem from the other perspective, if there is an issue to be addressed suggest what could be ADDED to the system to offer better balance.... A level of stealth could be applied to HJ making emotes impossible/break over a short distance, if people hj and getting away is a problem for you, has your tree sufficent debuffs to keep an opponent in IL etc, if hackers are pwning what about adjusting the awkened abilities etc (I'm not condoning or arguing any of these points just offering examples) These are the kind of suggestions that need discussion, take a positive and pro-active view to expand the combat system for a change. If we nerf we deny ourselves a challenge and deny the game its true potential, but if we expand we enhance variety and diversity in what the game will offer.
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Development Discussion
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Development Roundtable
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Lets take a pro-active view of change and stop crying for nerfs!
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Lets take a pro-active view of change and stop crying for nerfs!
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Tytanya_MxO
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0
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12/21/2006 05:17
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A lot of people in this sub-forum seem intent on nerfing one thing or another be it remove things like /face, HJ not work or cost more, promote duelling over pvp, reduce hacker offenses etc etc. I think we have to be very careful what we ask for, because there is a genuine possibility of it backfiring. Duelling is a subset of pvp, every skill you learn for duelling will improve your pvp ability but there are additional pvp only skills that need to be refined. For all of us who have been in the endgame 18months or more surely we should be looking and asking to increase the variety of what we do and increase the challenge we face.... CR2 heavily favoured duelling in its overall designs now it needs to be enhanced to promote because of the greater variety it can offer...rather than remove or reduce abilities its time to look at the problem from the other perspective, if there is an issue to be addressed suggest what could be ADDED to the system to offer better balance.... A level of stealth could be applied to HJ making emotes impossible/break over a short distance, if people hj and getting away is a problem for you, has your tree sufficent debuffs to keep an opponent in IL etc, if hackers are pwning what about adjusting the awkened abilities etc (I'm not condoning or arguing any of these points just offering examples) These are the kind of suggestions that need discussion, take a positive and pro-active view to expand the combat system for a change. If we nerf we deny ourselves a challenge and deny the game its true potential, but if we expand we enhance variety and diversity in what the game will offer.
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Feedback Forums
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Ability Feedback
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Disguise bug?
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Disguise bug?
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Tytanya_MxO
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0
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12/07/2006 05:07
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Recently I have found that if I use disguise to get into poisiton and unleash certain stealth attacks clicking the attack results in me removing my disguise and getting a message to say I need to be stealthed to use this ability...... no signs of stealth being broken prior to, its happening with npcs and with players and almost every 1st attempt (ie if I restealth it seems to work fine the next time through) Anyone else having this problem?
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Vector - Hostile
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World Discussion - Vector
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Pacify Zone at events
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Pacify Zone at events
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Tytanya_MxO
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0
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11/23/2006 05:09
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Just thought I would say how good it was to have the pacify zone feature at the event last night. The story was there unfolding and to anyone with a mental capacity higher than a *CENSORED* Aomeba injected with a stupid code it clearly wasnt a time for pvp - it was good to see 99% of the server online realised this. While we can enjoy what the pacify zone can do for us we shouldn't dismiss the genuine contempt the community owes to those that make it nescessary.
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Development Discussion
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Development Roundtable
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regurgitated clothing idea.
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regurgitated clothing idea.
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Tytanya_MxO
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0
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11/13/2006 06:22
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I know this has been posted before but it seems relatively simple on most levels - replicate the buffs of all headgear, eyewear and outerwear with invisible variants...ie the items of clothing require no graphical work as they will show no visible presence on the RSI they only exist to confer the buffs etc. Mixing and matching with other clothes will offer more variety....you can wear your ninja mask and yet still have your face in full view (with a face as beautiful as mine it should be seen!!). Invent new clothing items in a subtle way.... instead of an totally way out hat have the buffs carried on subtle body peircings ear studs and nose studs....a simple texture overlay with a silver dot and the graphical side is done. swap the levels of program launchers...the big intrusive ones should be the low level the neat earpiece ones the higher ones so we dont look like a hardware stand when we want to throw viral attacks around. Relatively simple additions can significantly increase the variety of our appearence without the need to code who new sections of game code.
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Vector - Hostile
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World Discussion - Vector
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Org Imbalance and ways to deal with it
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Org Imbalance and ways to deal with it
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Tytanya_MxO
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0
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10/16/2006 13:09
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I salvaged this from a post i made a long time ago....before most of you were born in fact  DE is perhaps the best tool to tackle Organisational population balance. Going back to the idea that you cant recon (or cant actually pvp) for a set time, the period of disablement could be adjusted relative to the organisation distribution. ie lets go with the idea on death by player you cant recon for 30 seconds Once you recon there is another delay timer which calculates your ability to jack back in based on the relative organisation population. for example say on vector on death the population is 50% Zion, 30% Merov and 20% machine you are held in LA for that proportion of 2 minutes so; A Zionite would have to wait 60 seconds for their respawn (total time absent from pvp 90 seconds) A Merov would have to wait 40seconds for their respawn (total time absent from pvp 70 seconds) A Machine could respawn in 20 seconds (total time absent from pvp 50 seconds) This method directly targets the imbalance making the smaller unit able to replenish its forces more quickly! Do away with all other DE, this also combats the inconsistency in the awarding of Cq's If the idea of being disabled from pvp is totally unpalatable just apply the same method to the existing debuff vary its time in relation to the org split baissed to favour the smaller parties.
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Community
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General Discussion
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Dismayed!
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Dismayed!
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Tytanya_MxO
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0
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10/08/2006 10:21
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This may be unpopular but i feel the need to say it - the unlimits eyes look great and I'm sure everyone will want one, but this active encouragement for everyone to do all the crits for all the orgs is imo very wrong and will work to undermine organisational commitment, organisational identity and more.... My reward for doing the merov crits when they are relevent is a bit of cash, my reward for doing them and a gaggle of other crits relating to aspects of the game i dont feel its appropriate for me to appreciate and that in turn undermine rp by placing ideas and consideration I simply wouldnt know, is a very neat and unique item.... very very dissapointing!
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Support Forums
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General Technical Help and Questions
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Resolution of the 'windowed' game
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Resolution of the 'windowed' game
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Tytanya_MxO
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0
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08/21/2006 08:01
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I have a 1920x1200 res monitor but often want to run mxo in a window, sadly the only resolutions offered are 1920x1200 or 1920x1080 (both of which truncate to fit in a window) before falling to 1366x1024....... I notice some people are able to work in intermediate resolutions like 1650x1050 and 1440x900.... is there a way I can get my copy of mxo to offer these resolutions to run in?
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Development Discussion
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Development Roundtable
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Pvp stats
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Pvp stats
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Tytanya_MxO
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0
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07/27/2006 09:14
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We have seen a number of requests for some pvp stats so I thought it might be wise to open a thread to discuss what stats are useful and how could they be calculated etc. A simple table of cq's isnt very helpful or relevent and indeed opening up that would be very dangerous for the lowbies on Vector as ganking is given a reward etc.... I would propose a simple first step would be to only grant cq's if the target is cons other than grey to you, then to log cq's over the preceding 7 days (or simply between server resets) so that it becomes a relevent and transient figure. A list of the top 10 players for each org is them made available via a query to the organisational analysts. I think simple is good, we already know the rsi database is not very freindly a nice straightforward solution might not be all things to all people but would make some sense and purpose to pvp.
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Community
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General Discussion
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Assassin in Revolutions?
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Assassin in Revolutions?
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Tytanya_MxO
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0
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07/05/2006 04:53
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Hmm watching Matrix Revolutions the other day I noticed a familiar face eyeing up his future target.....could it be the great man himself.....
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Feedback Forums
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Player Versus Player Feedback
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Rollout.....does it even work?
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Rollout.....does it even work?
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Tytanya_MxO
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0
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06/29/2006 04:20
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Well just interested in other peoples experiences with roll out, as a spy I already have passive buffs to combat evasion but my recent experience have been so consistently poor I decided to code and use shifty technique (is that the one?) which boosts evasion by 80%.....
Last night in pvp using block with shifty technique activated I failed to roll out 4 rounds then died.....in the next combat 3 times it failed before i died.....in the past 3 days, the only way I have found to escape il is to either kill my opponent or die.....is this how it is now or am I missing something vital?
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Feedback Forums
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Ability Feedback
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Death effect bugged
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Death effect bugged
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Tytanya_MxO
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0
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05/29/2006 05:01
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I did a quick check to see if this has been raised I'm sure the issue must have been raised soemwhere before now...but its gone on a long time now and I was hoping the patch was going to cure it.
I am now regularly having to relog because after a death my status buffs do not recover to the state they were prior to death. As a spy the most annoying one is Thrown accuracy...prior to death its a reasonably healthy 123, however after a death and after waiting for DE to be gone it will never subsequently exceed 100 unless I exit the game and return.....
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Vector - Hostile
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Events - Vector
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A wild Ghost hunt....
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A wild Ghost hunt....
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Tytanya_MxO
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0
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05/24/2006 09:37
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This individual was hanging around the Lucero Point hideout last night as the Locusts of Zion swarmed about - what was going on below, why were they so keen to keep us out and was this activity sactioned by the machines or yet another overt act of terrorism on the part of Zion........I confess he was a tough act to take on, but tell him when he eventually prises my boot out of his rear he can keep it as a momento 
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Development Discussion
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Development Roundtable
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Invisible clothing, clothing as jewellry
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Invisible clothing, clothing as jewellry
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Tytanya_MxO
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0
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05/16/2006 04:41
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As we seem unable to seperate buffs from clothing how about a range of the better buffs being applied to clothing which is in effect invisible at least less intrusive...this could be applied to headwear, glasses and jackets enabling some additional variations which leave our rsi's more overtly casual in appearence....certainly as regards headwear the hats and bandannas are very needy buffwise but ruin the overall look of most rsi's....
Equally some hats could be effectively wigs providing an alternate solution to changing your hairstyle, some could appear as jewellry, chokers, chains and collars so they are evident yet not intrusive.
The glasses position could be filled with some Jewellry also in the form of ear and eyebrow studs
Jackets could be also be a combination of translucent (read invisible) material with patterns over the top to enable insignia to be added to the clothes beneath.
The style of clothes changed with cr2 but today once again everyone aquieces to broadly the same look for each build....please deliver some real options for variety which dont compromise the effectiveness of the rsi!
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Feedback Forums
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Player Versus Player Feedback
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The Zerg and IL
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The Zerg and IL
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Tytanya_MxO
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0
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05/09/2006 04:22
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Having had a fair bit of experience on both sides of the Zerg under CR2 I still feel IL is unfairly treated in normal combat (non duel) scenarios. The ease of inducing debuff states and the damage inflicted from external sources makes IL more of a trap than combat.....
For those in IL I would like to see a buff to their resistances and a decrease to the chance/duration of debuff states being induced from those outside IL. This is a relatively objective observation as I am primarily an assassin and dont spend as much time in IL as other classes but I see a demoralising trend which could once again see IL become neglected, which I am sure no one would wish for. (this could also be achieved as some have suggested by use of the Multifighting ability).
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Feedback Forums
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Ability Feedback
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Fragile spystyle and weapons problem
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Fragile spystyle and weapons problem
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Tytanya_MxO
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0
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04/24/2006 03:18
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Is it just me or is it frighteningly easy to lose the spystyle buff? I'll be fighting fine then all of a sudden I look up to notice I'm back at self defence status?
Recently I risked again using weapons with my spystyle lo....what a mess! the system window spends so much time telling which style its switching between it forgets either to fire or throw the knife I just clicked!! Is the problem simply that there is no corresponding freefire buff to spystyle (and I suspect hacker style et al) and if so why...surely there should be parity between IL style and free fire (in which case the system would presumably work ok)?
From my previous experience with KFGM weapons seem to live with it harmoniously, can this be achieved with spy and other styles please!
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Development Discussion
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Development Roundtable
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PvP and Org rep
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PvP and Org rep
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Tytanya_MxO
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0
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04/20/2006 11:53
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The idea has been raised before and musing on my way back from work made me consider the viability of re-enforcing the character of each org by linking reputation to pvp in addition to the missions etc. My problem is finding a fair symmetry to the award, so it remains a work in progress.
The basis for the distinction is the presence of the truce and the broad definition of Zion=citizen, Machine=authority, Merov=underworld with a kick to the appropriate aggression factors involved.
For example
If you are Zion you would lose 1 rep point for every x cq's gained from machines, you would gain 1 rep for every 2x cq's gained from Merovs.
iF you are Machine you would lose 1 for every 2x cq's taken from Zion, you would gain 1 rep for every x cq's gained from merovs
If your are Merov you gain 1 rep for every 4x cq's
I was figuring x=8 as a rule fo thumb.
An alternate approach might be to have a terminal screen in game (a la CoH) which can be iterrogated to list the online players for each org with a rep over 110 and effectively make reputation point only 'gainable' when the cq comes from one of them...in this way you become a target by your status relative to your organisation etc and it gives a degree of meaning to the resulting pvp.
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Community
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General Discussion
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Invalid html
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Invalid html
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Tytanya_MxO
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0
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04/19/2006 04:39
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I am having to type and retype forum threads because of the unhelpful message that deletes my starting post informing me I have invalid html in my post..... I am using text and nothing else, anyone know what is going on and how I can avoid it?
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Feedback Forums
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Ability Feedback
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Spy-style and weapons
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Spy-style and weapons
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Tytanya_MxO
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0
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03/30/2006 06:46
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I have reported this a number of times but having once equipped a gun, it is extremely dificult to use the spy-style for IL combat......the guns reamain equipped unless I select self defence for both the IL AND Free fire attacks, I thien have to reslect spy style......generally two or more rounds of combat have taken place during this time, am I recieveing the appropriate buffs during this period, tbh I dont want to fight with weapons while in spy style, cepting knives...am I doing something wrong, is this how its meant to be or is it an unresolved bug?
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Community
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General Discussion
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Money
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Money
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Tytanya_MxO
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0
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03/29/2006 05:59
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The best things in MxO ain't free but your upgrade is taking it all from lil'me I want money thats what I want It's what I want! Money! C'mon devs I heard about the ability trade in (a week too late) but the insta-cost of cr2 is ridiculous $35mil and I'm not nearly done.....i'm broke and out of frags, I loathe missions - wouldnt a one off gift 500K to 1mil per payer level be a good gesture.....I take email?
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Archived Forums
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External Playtest Discussion
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Items still in need of attention
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Items still in need of attention
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Tytanya_MxO
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03/27/2006 03:08
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Fact is once this system goes live a number of the changes and requests made for CR2 will become extremely difficult or at least far less likely to be addressed. There remains aspects that have been repeatedly requested and even after live something should be done, I thought a thread collecting the most important should be assembled, please add your own thoughts. - UI review - autoactivate buffs and/or look to the extensive thread in the user Interface forum to make it so that 2 visible hotbars has a better degree of functionality.
- Revisit the spy tree, it is over nerfed, incorporate thrown accuracy into IL so that a spy is as free to depoly their attributes as any other class, reduce the incidences that break sneak, remove the timer from stealth abilities.
- Reduce the radius of hacker attacks
- Find a way to revisit the starting Archetypes or better set all starting stats to 5 and let the player distribute the rest.
- offer a log which allows the players to see what rolls are being made.
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Feedback Forums
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Player Versus Player Feedback
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Assassin and MKT worthless for pvp
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Assassin and MKT worthless for pvp
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Tytanya_MxO
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03/18/2006 18:47
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I can't actually see a scenario, tactic or strategy that even give me hope I could kill a lone opponent of the same level as me...has anyone had any sucess or can offer any any advice? If you agree please respond also because as it stands a very valid tree of Mxo will die here unless something serious is done!
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Feedback Forums
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Ability Feedback
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Spy tree and PvP
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Spy tree and PvP
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Tytanya_MxO
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03/18/2006 18:42
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Well testing tonight along with talking to other players strongly suggests the spy tree is now completely worthless for pvp. Sneak and disguise are both fine but the only time you will actually kill an opponent is; - they are all by themsleves with no friends anywhere near AND
- they dont have an evade shield up AND
- they are incredibly stupid
or - they are all by themsleves with no friends anywhere near AND
- they are AFK
Disabling the evade sheild leaves you out of sneak and the opponent remains fully mobile so can il you or escape before you have any chance to re-sneak or indeed do anything else.....even supposing you get away he would have to be completely insane to just wait for you to return in the tiny window you have to do one more attack. Asking someone to wait for that attack still doesnt help, the most visibly damaging attack will not kill the opponent and his shield will automatically have reset by then; worse the sucess rate of landing the all important spy attack is disturbingly low i managed about a 50% chance of landing the attack and managed to, at best, take 25% of my opponents life before I was beaten to the point of very necessary retreat. As for MKT the landing rate was appalling and the range so short that for pvp you are far too vulnerable. Again a lone target is about the only thing you can realistically think of attacking... and you do so at a very evident disadvantage. I would be delighted to hear from other testers on the assassin and mkt tree but pvp wise this is completely redundant atm and I'm not even sure what to suggest its all too weak, the damage levels, the accuracy buffs, the way it drives you out of sneak disbaling any hope of true stealth attacks and the disable evade surely one done has to stay disabled? Against an opponent with a brain I would have to rate its chance of sucess as nil 
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Feedback Forums
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Ability Feedback
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Weapons in Free fire overiding style selected in IL
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Weapons in Free fire overiding style selected in IL
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Tytanya_MxO
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03/17/2006 04:32
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I had bugged this issue but not entirely sure if it is a bug or some mechanism where I am doing things in the wrong order. I find that in if I have a weapon loaded in free-fire when I come to IL with 'spystyle' I am shown fighting with weapons. The only way to get myself fighting hand to hand again (as I think spy-style buffs only apply then) is to select self defence on the free-fire box AND the self defence on the IL box....the latter action disables (or seems to) Spy-style generally meaning its at least one full round before I am able to get the spy-style buffs working..... I had a similar experience with one other style but unfortunately can't recall that atm :/. Is it a bug or am I missing something?
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Archived Forums
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External Playtest Discussion
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ETA on disguise?
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ETA on disguise?
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Tytanya_MxO
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0
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03/13/2006 06:46
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Do we have an eta for Disguise to be available? I am hoping the disguise is no longer timed but requires the opponent to penetrate the disguise to see through it....perhaps in two stages one to be able to target the disguised person and a higher detection which causes the disguise to 'break'. Likewise it would be cool if the disguise remained active during certain attack animations and further even afterwards to allow follow up attacks where the disguise hasn't been penetrated. Such functionality besides being closer to reality (you would actually wear a disguise and have it on even if you were spotted), offers those making movies some neat possibilities to capture fights with agents and lupines etc on a scale not possible before?
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Feedback Forums
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Ability Feedback
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Sneak test
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Sneak test
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Tytanya_MxO
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03/07/2006 06:44
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Managed a bit of testing of the sneak ability last night with the kind assist of CLAUIDUS and BrightMorning and a small selection of NPC's at Industry square. Against NPC's sadly it remains very very ineffective, in ten approches only 2 did I get within attack range before my 'Sneak' broke. In fact it is very clear the NPC's knew of my approach in most cases as easily as if I had just walked toward them (indeed they would be shooting me even though the sneak 'held'). Once spotted by an NPC you need to retreat to a significant distance to remove their uncanny ability to see you and even predict where you are going to emerge. Even weaving between level 41 NPC's regularly caused my sneak to break, I'm afraid real tests on the spy tree against npc's will not be possible till this is sorted. Against players things seem very different and a more encouraging, on most occasions I was able to get into an attack position with the player unaware, sadly the success rate of landing assassin attacks isn't high (but maybe that is down to my stats and clothes), worse for a failed strike the punishment was harsh with between a third and half my HP had gone and no evident damage to my foe as I manically do a sideways rollout. The biggest issue is re-cloaking for a follow up attack, the players awareness coupled with the presence of npc's (only level 1) meant finding a spot to drop back into sneak was very challenging, a smart ma would be on you or would leap away to really impact on any chance of a kill and in a group of players I would imagine (as I can't test it) one shot will be all that is possible. Perhaps after a sucessful strike a stealthing bonus could facilitate an eaier route to engage sneak or disguise etc. My initial build was MA/assasin subjectively that seemed poor despite the solider tree housing both neither branch seems to complement the other and both feel ineffective therefore - Moving to assasin+Mkt was much more sucessful....this is a disturbing potential consequence of CR2 that hybrid builds have far less flexibilty given that abilities have been replaced by buffs and those buffs dont stack. Basically you decide to use either ma OR assassin and practically speaking until you are able to step away from the battle changing seems unwise. Perfect for duels less so for the manic wars usually experienced on Vector. I finished the seesion with a very tidy assassination combining knives and assassin strikes which left me encouraged that the main issues could be solved through balancing. Hopefully will be able to experiment a little further tonight but with disguise and 'disable evasion' were not available to test, after sneak I suspect these will be the next critical abilities to make or break the tree.
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Archived Forums
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External Playtest Discussion
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Dev's RSI hack not sufficient
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Dev's RSI hack not sufficient
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Tytanya_MxO
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03/05/2006 06:54
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With attributes now being more influencial and their use redistributed I feel it is only fair when the game goes live that the supplied rsi hack should allow you to revisit your starting set of attributes the 'Secluded introvert' 'Fanatical self developer' stuff. It is very evident that the stat you previously thought unimportant could well be the most important to your chosen class (now we actually need to choose). I can't even remember which of my stats was 5 but if that is the one I now need to have at 30 I have less flexibility to buff any sub class I wish to indulge, which after a year of play seems to put me at a disadvantage to a new player... Could we please be allowed to change that starting attribute set.
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Development Discussion
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Development Roundtable
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organisational Hq's & pvp objectives in one easy lesson
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organisational Hq's & pvp objectives in one easy lesson
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Tytanya_MxO
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03/03/2006 06:52
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Apologies if this has appeared before - for some bizarre reason I havent visited this forum before! Two oft requested idea's are an HQ for your organisation and to have some pvp objectives worth fighting over. The commandoes demonstrate how staggeringly easy and elegant both these goals can be achieved. For each org select a buidling (or group of buildings) place a large aggressive force of level 50 npc's at the entry/exit points and make those gangs passive to that one org (as the commandoes are passive to Zion atm)......as far as I can tell if the building in question were non mision zones and the gangs in question were inside or on the roof only there would be no real consequnce to the area around?...... So easy we could have this like er.... is tomorrow good for you devs 
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Archived Forums
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External Playtest Discussion
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Sneaking - a few thoughts and suggestions
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Sneaking - a few thoughts and suggestions
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Tytanya_MxO
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03/02/2006 04:23
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I thought it would be useful to describe some of the scenarios in which sneak is usually applied in relation to the new sneak system and ask for some feedback on a few suggestions which imo would greatly increase the ability of the player to use strategy and be a real 'sneak'. When do players need sneak most? - When they face a larger force and have to pick off individuals.
- To spy on meetings and events
- To get into attack position usually by negotiating a path through a visible region
- To get to a position where they can trigger certain key attacks/abilities
To be useful Sneak needs to allow you to stay in position for long periods of time without detection and to be able to move within reason through a crowd to get to a particular target. My understanding is that the new sneak system once another player/npc turns in your direction there is an increasing likelyhood of being detected with time (atm way too easily). The ability to wait and plan has gone, the ability to spy has gone. Time should not be a factor in staying sneaked if all other variables remain the same. The sneak system I think should reward and encourage sneaky play, when you are stationary you should get a significant sneak bonus, when you move sneak should take a penalty (ideally with move speed a factor though I realise that is probably asking too much). We need to factility to be able to wait our chance, to remain cloaked until the strike is possible or until a viable path is able to be negotiated. Detection in sneak should not break you from sneak mode, a player observing a sneaked character may indeed have a reason to allow them to go about their business, may be luring them into a trap etc strategy can be used...sneak should only break when an attack is made on that character (whether it hits or not it hits it should still break sneak). Certain attacks should leave the player in sneak for a follow up....perhaps for a period of time during the attack and just after the ability of the sneaked charater to be detected should be increased, this promotes cleaver positioning and again rewards player strategy. In a similar manner lets reward and encourage clever detection techiniques, a players ability to detect a stealthed chracter should depend on how they are behaving when running or in combat the ability to detect should be penalised, standing it should be average and walking (ie a style of searching) should get a detection bonus......again give the player an ability to be involved in making the difference. In summary rather that have time a factor in detecting a sneaked character, vary the 'ability to stay sneaked' based on the action being taken, vary the ability to detect in a simialr manner - give the players the ability to make the distinction and to use skill and guile take the rewards or else suffer the consequeces....this is after all what spying is all about 
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Archived Forums
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External Playtest Discussion
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Style buff activation
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Style buff activation
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Tytanya_MxO
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0
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03/01/2006 06:18
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Turning passive ability into activated buffs is seriously damaging the credibility and useability of cr2. - Too much pre fight button clicking
- Too many indicators that need to be displayed on screen
- The twin hotbars are laden with needless buffs...the redesign has actually less functionality than the current single bar due to all the additional style buffs and stances
- It makes CR2 unnecessarily alien from the current one and has already put a large number of players off
Requests have been made on many threads and are always well supported, auto buff activation is one good suggestion, but we have yet to have an dev response on this issue and tying the UI in knots to accomodate the system is not going to assist long term.......imo it is urgently required if we are to have any hope of winning over the vast majority of the existing player base, can this please be given some priority.
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