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The Matrix Online
   Category   Forum   Topic   Subject   Author   Total Votes   Post Date 
Community General Discussion Hidden Accuracy Bonuses Hidden Accuracy Bonuses Wendigo 0 10/05/2007 04:18
  This is mainly directed at 9mmFu, but feel free to chime in.

We've known for awhile now that abilities have hidden accuracy bonuses.  They were there in CR 1 and made the secret leap to CR 2.  Now they've been "tweaked" in this latest patch, yet after all this they are still hidden.  Why?

This is a simple and humble request to pull back the curtain.  We may have removed the combat rolls to streamline gameplay, but is it really necessary to keep these accuracy bonuses hidden?  I think making them public knowledge would only enhance our understanding and enjoyment of the game.  Please consider doing this for us 9mm.
Feedback Forums Player Versus Environment Feedback UPDATED: Ashencourte Blood-Drinker Loot Tables Still Broken! UPDATED: Ashencourte Blood-Drinker Loot Tables Still Broken! Wendigo 0 02/26/2007 04:39
  Ashencourte is a construct with a minimum level requirement of 20.  The lowest level enemies in said construct are level 20.  The rare drop from these enemies requires level 20 to use.

Why do these enemies drop nothing but loot for level 5 or less?  Please check the loot table assignment for these guys, because they don't drop anything other than the Ashencourte Vestment that a level 20 has ANY use for.
Support Forums General Technical Help and Questions Bad Crashes, Please Help! Bad Crashes, Please Help! Wendigo 0 02/21/2007 11:46
  Ok. 

I have a decent gaming machine, so I always ran the game at high detail.  Everything worked fine, except that from time to time in mission zones, I would "go blind".  All my textures would disappear, leaving only a floating face, sometimes a jacket. 

I updated my video card drivers and that fixed the problem, but created a new one.  The game ran, but was very jumpy at times, to the point where if I were following someone they could disappear from right in front of me, and I'd have no idea where they went.  I tried various things, finally switching to Windowed Mode about a month ago.

Windowed Mode worked nicely, smoothing out my gameplay, but occasionally the game would lock up and become non-responsive, forcing me to shut down the game or sometimes my whole machine.  That wasn't so nice, but it didn't happen often, so I dealt with it.

Starting a few days ago, these lock ups have become much more frequent, and now, they happen everytime I start the game almost as soon as the green code clears and I go to take my first step.  After closing the game (if I didn't have to restart the whole machine), I try to restart the game and get the following message - The file client.dll could not be setup properly.  No available render modes were detected.  The application is now shutting down. 

There is no new nVidia driver available, so I tried upgrading to the TweaksRUs drivers that come so hgihly recommended.  That didn't help, and now I get weird jaggy textures in the green code before I lock up.

I wouldn't mind rolling back to any of my previous states, but I think my machine should be able to handle giving me nice graphics and good performance without locking up and dying.  I'll take any advice from the masters on how to best achieve this.  Thanks in advance - specs to come.
Feedback Forums Player Versus Environment Feedback Kaede Hideout, Bugged? Kaede Hideout, Bugged? Wendigo 0 02/06/2007 14:50
  I've had a fair amount of recent experience trying to get a Dragonskin from the hideout in Kaede.  I've killed the boss many, many times with a character ranging from as far as 4 levels below the boss, and come up with squat.

I ended up buying a Dragonskin, so this is not about me needing one, but something seems funky there.  I remember being able to work a hideout with a character as close as two levels under the boss and nabbing the top drop with one to five attempts.  It seems this is still the case in many other hideouts, but for some reason, Kaede is different. 

I've heard tell that getting the Dragonskin is possible in Kaede using a character level 11 or lower, but this seems totally ridiculous to me.  For a level 11 to make it to the bottom of the hideout, let alone kill the level 17 boss is completely impossible without assistance.  I see this as a serious problem, because it means that a new player without faction ties stands no chance of getting this item.
Community General Discussion Is Karate Supposed to Suck? Is Karate Supposed to Suck? Wendigo 0 01/23/2007 13:42
  I'm making my first foray into Martial Arts since CR 1, and comparing the styles I noticed something really disturbing.



Ok, so there's Kung Fu.  Looks good.



There's Aikido.  Bad accuracy, good defense.  So far so good.



...What the hell?  Karate gets the same damage as the other two, plus the crap accuracy of Aikido, and  host of DEBUFFS?!

Somebody please tell me this is some sort of weird UI glitch, because if not, I understand now why you almost never see Karate Grandmasters.  I can't imagine Karate was meant to suck like this, somebody please explain.
Development Discussion Development Roundtable Combat Tactic Hotkeys Combat Tactic Hotkeys Wendigo 0 01/21/2007 16:42
  This idea is not new, I know.  Since the inception of CR 2, people have been asking about getting the combat tactic hotkeys back.  For those of you that don't know, the basic combat tactics (Speed, Power, Grab, and Withdraw) used to be bound to the directional keys on your keyboard.

CR 2 changed this.  While I appreciate almost all of the changes in CR 2, this loss hurt.  The ability to change tactics quickly without using valuable hotbar space is something I'm sure every player would welcome, so why can't we have it?

If there is an official Dev response about this, I couldn't find it, and I tried Search.  If you know the reason why we can't/don't have it in the game, then please cut and paste it here or a link.  If you just want tactic hotkeys as bad as I do, then post here as well.

P.S.  I know why they can't be bound to the directional keys anymore, but I'd like to see them as customizable hotkeys on the keyboard settings screen.  That can't be so hard to do, can it?
Support Forums General Technical Help and Questions Reconstruct = Crash? Reconstruct = Crash? Wendigo 0 01/12/2007 16:57
  It usually happens the first time I reconstruct in a session.  I always get the same error - Login Rejcted: Shutting down.

Why do I need to login when I recon, and why is my login rejected?  I need help please.
Community General Discussion I am a Prophet! (I Hope!) I am a Prophet! (I Hope!) Wendigo 0 01/04/2007 04:35
  I had a very vivid dream last night.

It began with Cryptos walking through a hall of mirrors, reflections of himself on all sides.  The ground was covered with swirling clouds of fog.  He moved confidently, as if he were taking a well-known route to some destination.  Haunting laughter suddenly filled the hall, and Cryptos became worried.  He moved faster and faster, as if he had lost his way.  The reflections taunted him, laughing mockingly.  The laughter grew louder and louder, and Cryptos became more and more frantic as he searched for a way out.

He turned a corner and found himself trapped in a chamber of mirrors with no exit.  He pounded on the mirrors frenziedly as his reflections ridiculed him on all sides.  The smoky fog covering the floor began to rise, filling the entire chamber.  Just as quickly as it rose, the smoke cleared, and the laughter stopped.  Replacing the images of Cryptos reflected around the chamber were images of Morpheus in his signature regal stance.

Cryptos fell to his knees in disbelief.  An instant later, all of the mirrors shattered simultaeneously, filling the air with sparkling shards of glass.  Cryptos threw an arm over his head to shield his eyes.  When the debris had settled and Cryptos looked up, the chamber of mirrors ahd been replaced by a yawning void of nothingness, and standing before him was Morpheus.

A long moment passed as the two regarded each other through their shades.  Morpheus extended his hand to Cryptos.  Cryptos slapped Morpheus' hand away, kippuping into a kung-fu stance.  Using the same momentum, Morpheus spun backward smoothly, also falling into a combat stance.  Cryptos attacked in a rage with a withering flurry of kicks and punches.  Morpheus dodged and blocked with grace and ease, using only one hand to deflect Cryptos' wild attacks before finally delivering a single body blow that sent Cryptos to the floor in agony.

Cryptos screamed with fury and redoubled his attack, using multiple styles to try and confuse his opponent.  Morpheus countered each move in turn before spinning low and taking out Cryptos' legs with a sweep.  As Cryptos hit the ground, Morpheus was already airborne.  He landed his signature flying knee drop in the middle of Cryptos' chest with a sickening crunch.  Cryptos coughed a gurgling bubble of blood and Morpheus knelt close to whisper something in his ear.  As Morpheus finished speaking, a strange smile slowly spread itself across Cryptos' blood-flecked lips.  Suddenly and violently, Morpheus plunged a rigid hand into Cryptos' chest, and silver ripples encased Cryptos' entire body.  The ripples cleared, and Cryptos stood up slowly, now an exact copy of Morpheus.  The two looked at each other calmly, then nodded, and walked off into the void in opposite directions.

Then I woke up.  I don't know what else to say about that.  It probably just means I've been playing to much MxO, but I woke up feeling like I'd just watched a movie.  Very odd, and very cool.
Development Discussion Development Roundtable Lack of Interlock Animations Detrimental to Combat Balance Lack of Interlock Animations Detrimental to Combat Balance Wendigo 0 01/03/2007 13:38
  I originally posted this in response to the thread on ability spamming.  I believe that the heart of the issue lies here, and I hope to call attention to it and have it rectified.

I agree that the system works fairly well as is.  There is a counter for just about every strategy right now, and although it's not perfect, it is pretty nicely balanced.

The big problem that I see remaining when it comes to ability spam, is MKTs.  The problem is not the abilities or their effects, the problem is their animations (or lack thereof) in IL.  Interlock is based on a standard 4 second round.  This is the great equalizer that makes MAs the gods of IL and turn Hackers and Riflemen into pulp.  The problem is, since MKTs have no real animations for their moves, the game seems to dumb down for them, giving them the damage of a 4 second round, but allowing them to queue their next move in a half second or so.

Before the invevitable outcry surfaces, let me say this is not a call for a nerf, and no, I am not an MKT-hater.  I played MKT/Assassin for awhile, and switched back to guns because it was too easy.  Now, MKTs will tell you that it takes skill to get your abilities to line up seamlessly like that.  I'll agree, but once you learn the timing of it, it is entirely too simple to squeeze out 4 or 5 moves before your opponent has a chance to queue anything.  This is not the MKTs' fault, its the fact that the animation for the move takes FAR less than 4 seconds to complete, so the game opens up for input of the next move inside of the time the opponent has to wait just to see that their move has failed.

This is a simple failing of the combat system that needs to be remedied by the addition of 4 second long MKT animations.

Post your agreements or disagreements, but let's keep it clean, eh folks?

*EDIT* Title changed to open discussion for all broken IL animations, not just MKT.
Community General Discussion Reconstruct = Crash? Reconstruct = Crash? Wendigo 0 12/13/2006 18:32
  So everytime I reconstruct lately, I crash out of the game with the message, 'Login rejected.  Shutting Down'.

Is this happening to anyone else?

And why TF do I need to login after reconstruct anyway?  I'm dead, not logged out.
Syntax Crew and Faction Recruiting - Syntax New Dawn - Syntax's Zion PvP Faction - Articles of Purpose and Being New Dawn - Syntax's Zion PvP Faction - Articles of Purpose and Being Wendigo 0 12/07/2006 04:47
 
The Articles of Purpose and Being - New Dawn
Vi Veri Veniversum Vivus Vici - Through the power of truth, I, while living have conquered the universe.
Article 1: The Hovercraft Fleet New Dawn hereby commits itself to the service of Zion under the watchful guidance of Supreme Commander Niobe and the Zion Council. 
  • Article 1-A: We swear to fight until death to defend the ideals of the people of humanity and the interests of the City of Zion.
  • Article 1-B: We stand at the vanguard, ready to take up arms to confront and turn back the tyranny of the maniacal Merovingian, terrorist Cypherites, and truce-breaking Machinists, whenever and wherever it may arise.
  • Article 1-C: We fight to defend the true legacy of Neo and Morpheus.  We fight  to preserve the gift of peace our heroes died for.
  • Article 2: The Hovercraft Fleet New Dawn hereby regiments itself into a limited number of crew divisions to maintain our unity and resolve.
  • Article 2-A: We swear to defend and assist our crewmates and comrades-in-arms at any time, in any way we can.
  • Article 2-B: We swear to honor the letter and the spirit of the decisions of our carefully chosen Captains.
  • Article 2-C: We swear to question the decisions of our Captains at an appropriate time (i.e. NOT on the field of battle) to prevent any possibility of corruption.
  • Article 2-D: We defer the final decision in recruiting to the discretion of our Captains and their trusted First Mates.
  • Article 2-E: We shall refrain from dividing ourselves unnecesarily.  Crews will be created out of need, not desire.
  • Article 3: The Hovercraft Fleet New Dawn hereby pledges to uphold the above articles under any and all circumstances under pain of death.
  • Article 3-A: We swear to fight with honor and respect, no matter the opponent .
  • Article 3-B: We swear to destroy those who stand against us to the last man.
  • Article 3-C: We pledge to defend the weak and defenseless, until they prove themselves to be anything else.
  • Article 3-E: We swear to honor the above articles in times of war and times of peace until the day we die.

  • New Dawn 4 Life!


    New Dawn is now accepting applications from warriors of Zion.  Visit www.newdawn-online.com and sign up today!

    Community General Discussion FED UP with Forums! FED UP with Forums! Wendigo 0 09/16/2006 15:50
      Well, I was just Anonymous and unable to post for about 30 minutes or
    so.  I browsed the new pages of the Ask A Dev thread, and by the
    time I got to the end it had magically fixed itself.

    Seriously, WTH is up with these forums?  Is it even possible for
    software to be THIS buggy unintentionally?  This has to be
    sabotage or something I swear....

    Honestly, how is it possible that we've had this crap going on for this
    long and we don't even have a friggin' edit button?  I mean,
    fansites have working forums, but the official site can't get its act
    together over a period of months?!  It's not rocket science
    here.  These are simple things that we want.  They are
    possible, other games - even hobby bloggers can get this working, why
    can't we?

    I really want to know what the problem is, and I think the community
    deserves an explanation.  We aren't looking for bells and
    whistles, or even pomp and circumstance, just some basic freakin'
    forums that don't eat posts, and let you edit your stupid spelling
    mistakes.  It would also be nice if the censor wasn't run by a
    kindergarten teacher, but now I'm reaching.

    I really feel for you Jury, because all of this crap makes your job
    that much harder, but I have to ask you, where is the
    accountability?  This is a SNAFU bordering on the
    incomprehensible, yet nobody has stepped up to say "my bad", or even
    attempt to fix the situation. 

    What can I do as a consumer short of quitting?  I love this
    universe and this community, and I don't want to leave it, but this
    ridiculous excuse for a forum reminds me on a daily basis of the "eh,
    its good enough for you chumps" treatment that this game and its
    subscribers receive.  It hurts, and it hurts even more to pay to
    be treated like dirt.

    /endrant

    ***EDIT***
    I'm flashing in and out of Anonymous status.  I actually lost this post the first time I tried to put it up because I became Anonymous in the space of time it took me to write it.  Luckily, I have enough experience with these dog-vomit forums that I copied my post before trying to send it, and I got it back.  I was off Anonymous long enough to hit post reply again, lets see if it will actually let me post now.

    ***EDIT***
    Third attempt.  I actually came out of Anonymous just in time to have the thread I originally wanted to post this to get locked under me.

    *sigh*

    So here we go! New thread!  I'm not trying to start a bitchfest here,  I just want one intelligent response explaning to me how a multi-billion dollar corporation can get something SO simple, SO wrong.  I'm just SO done with this crap.  It should not be this hard to communicate.

    /endrant again
    Syntax Marketplace - Syntax WTS: Zion Outpost Key - Only used once! WTS: Zion Outpost Key - Only used once! Wendigo 0 09/14/2006 14:38
      Title says it all.  $100 million info, or highest bidder.

    Taking bids here and in game at CrimsonV.
    Feedback Forums Ability Feedback Patch Daemons Totally Broken Patch Daemons Totally Broken Wendigo 0 09/05/2006 19:06
      The title pretty much says it all.  All levels of Patch Daemon are broken since the last patch.  I know there aren't many coders out there, so most of you probably don't care, but to us few, it makes our favorite class unusable - that bites.

    The repro is simple.  Create a patch daemon.  Watch it repeatedly attempt to use the same buff on you and fail everytime.  That's it.

    Please make this a priority fix in the next hotfix.  I'd appreciate a quick "Duly noted" from NoRepro just to show the coders out there that you guys are aware of this and are going to fix it.
    Feedback Forums Items and Clothing Feedback Loot Tables Loot Tables Wendigo 0 08/04/2006 05:08
      I think the loot tables need serious re-examination.  Obviously 3 chevrons drop the good stuff, but level MUST play a more important role in who drops what.

    The sad truth right now is that all of the best items come from level 47 Hired Thugs.  The level 53 Machine Specialists at the Helipad are far harder to kill, yet drop negligible amounts of $info, and almost NEVER drop an enhanced item.  When they do, its usually armored or shielded and arond level 40.

    Now we have level 60 and 70 Unlimits spawning that not only do not carry items of any story relevance, they just drop crap.  After 4 hours of fighting Unlimits last night, my team found a grand total of 1 special item.  That's right, 1 enhanced jacket in 4 hours of steady killing.  The $info was not good, average about 12k per kill total (that's 12k split 5 ways!), and there was NO armored or shielded anything.

    I'm not saying enemies should shower us with treasures popping out of their butts, but make the rewards for taking on the challenge of the harder enemies worth it, otherwise folks will just spend all their time picking on the poor, hapless 47s.
    Syntax World Discussion - Syntax An Apology An Apology Wendigo 0 07/31/2006 04:11
      Ok, so I had too much to drink last night and logged on looking for entertainment.  From there out it gets a bit fuzzy, but I do know that I shot my mouth off, and there's a fair chance that I crossed the line with some folks.

    If you are one of those people, I apologize.  I didn't mean to hurt anyone's feelings, and I hope we can put this behind us to go back to being good, old-fashioned, in-character enemies.  The personal OOC attacks are really getting out of hand around here, so I'm going to step up and take the first step towards squashing it out.

    Again, if I offended you in anyway last night, I'm sorry. SMILEY
    Feedback Forums User-Interface Feedback Transparency in Combat Systems, or Why Are Combat Tactics Still in This Game? Transparency in Combat Systems, or Why Are Combat Tactics Still in This Game? Wendigo 0 07/25/2006 17:28
      Warning: Long post ahead.  Keep reading, I promise I'll get to the point as quickly as I can.

    MxO CR 1.0 In Brief:
    Zero-sum combat system where Combat Tactics decide the winner of each round.  Inside of Interlock, Tactics encompass both offense and defense and are divided by type, Ranged Combat Tactics for guns and knife attacks, Melee Combat Tactics for martial arts and self-defense.  Outside of Interlock, Ranged Combat Tactics are resisted by Dodge Ranged, and Melee Tactics cannot be used.  Viral attacks are governed by a sub-system consisting of Viral Transmission for launching of attacks and Viral Deflection for resisting them.  Inside Interlock, Viral Transmission is contested directly by the opponents' appropriate Tactic score (RCT, MCT, or VT). 

    The majority of Combat Tactics are granted by the Awakened ability, growing in power as it is leveled up to a maximum of +200 CT at level 50.  Level differences are very difficult to overcome because of the base difference in Tactics, but can be mitigated by buffs and items used to increase Tactic scores.  At the heart of the system is a random number generator with a relatively small spread of numbers, making Tactic bonuses VERY important.  A difference of +/-10 CT bonus can mean you are all but incapable of hitting your opponent.  Player distributed Attributes play a very weak and secondary role, but can add a few points to your chosen Tactic score.

    Flawed, but very transparent.  It was easy to see how and why a given character succeeded or failed.

    Enter MxO CR 2.0:
    The zero-sum system is scrapped in favor of a system of contested offense and defense.  The damage types are broken down into four components - Ballistic for guns, Melee for martial arts and self-defense (as well as non-viral Coder style attacks, non-viral Hacker style attacks, and unarmed, non-special attacks of Spy style), Thrown for special moves derived from the Spy branch of the Operative tree, and Viral for attacks from the Hacker tree.  Each damage type carries its own offensive strength (governed by Accuracy) which is directly resisted by the target's appropriate defensive strength (governed by Defense).  This system of contested offensive and defensive scores functions consistently both in and out of Interlock.  Level differences play a vastly reduced role in your ability to hit a given opponent because of a much larger spread of numbers from the random number generator. 

    The focus is shifted to Resistance, your ability to mitigate the damage that results form an enemy's successful attack on you.  Resistance comes from three possible sources.  Clothing grants the majority of Resistance, giving higher leveled players the advantage of being able to wear clothes that grant more Resistance.  Certain Abilities also grant Resistances, but mainly only the Title Buffs of the various classes (e.g. Soldier or Utility Technician), and mainly only Melee and Ballistic Resistance.  Lastly, there is a hidden system of "level-based damage mitigation", whereby a character of lower level automatically does less damage to a character of higher level.  How this system functions and how much damage is mitigated is currently unknown.  Player distributed Attributes take a much more central role in providing the largest bonuses to the various Influences that ultimately determine a character's Accuracy and Defense scores, as well as Resistances and other factors.

    Almost universally agreed to be a better system, but where did the tranparency go?  Looking at the above, you could say that it seems fairly simple, and very transparent, but the above is only half the story.  You see, Combat Tactics still weigh in to success and failure in CR 2.0, BUT WE HAVE NO IDEA HOW!

    Let's take a look at the Combat panel of the Status screen.
    SMILEY
    Feedback Forums User-Interface Feedback Inner Strength Regen Rate vs. Inner Strength Regen Rate Bonus Inner Strength Regen Rate vs. Inner Strength Regen Rate Bonus Wendigo 0 07/25/2006 15:44
      I was looking at my collection of shoes today and noticed something a bit odd.  Everyone knows that Seraphim Shoes carry a buff to your "Inner Strength Regen Rate", that's why we wear them, right?  But did you know that there is another buff out there with a very similar name?

    I have a pair of spiffy looking red shoes that buff my "Inner Strength Regen Rate Bonus".  So now I'm confused.  I open up my bonus panel, and sure enough, there are two different buffs for Inner Strength, for brevity's sake let's call them ISRR and ISRRB.

    I am already familiar with the CR 2 system of points and percentages.  Though it takes awhile to understand that percentages can only modify points and do not function on their own, it is a solid concept.  The problem here is that both ISRR and ISRRB are measured in percentages - THERE ARE NO POINTS, SO WHAT DO THEY MODIFY?

    I think my dilemma is clear, I leave it now to the experts and self-styled experts to explain just what the feck (SMILEY) is going on with these buffs.
    Feedback Forums User-Interface Feedback New Bug...Or is it? New Bug...Or is it? Wendigo 0 07/25/2006 15:35
      So I decided to drag my Howitzer loadout out of the mothballs today and see if it still worked, and I experienced a most disturbing bug.  I have already reported it in as much detail as possible, but I wanted to get it up here and find out if it has happened to anyone else.

    So like I said, I was loaded as Howitzer, and I decided to try my hand at kiting Lt. Morales and his squad around now that Evade is no more.  I managed to blast Morales in interlock, killing almost all of the 8-10 enemies around him in the process.  The problem is, when I got out of the fight with Morales, I couldn't Free-fire or Interlock anything.  Both icons stayed gray at any range, hotkeys did not respond, and no error message displayed when I tried to engage.  Simply put, nothing happened at all. 

    The strangest thing is I was able to throw hacks as normal.  I think we have all had that nasty bug where NO abilities work, but this was not that.  I could hack, just not IL or shoot.  I tried going into the loading area and coming out to fix the bug, but it didn't work.  I did eventually fix it by taking a dive in a duel.  After reconstruction, my buttons worked properly again.

    That's my story.  Anybody else have a similar one?
    Feedback Forums Ability Feedback Re-Use Timers and Movement Debuffs Re-Use Timers and Movement Debuffs Wendigo 0 07/17/2006 05:20
      Why is it that almost every movement debuff ability in the game has a
    shorter re-use timer than its state duration?  I thought the whole
    point of re-use timers was to keep someone from spamming the same
    ability over and over.  If that is true, then our current re-use
    timers fail miserably.



    I'm not calling for a nerf, and I'm not naming any names, but look
    around at the abilities that debuff movement, and look at how people
    use them.  Perma-root is not cool.  At the very least you
    should have to mix many trees and sacrifice some sort of other
    effectiveness, but as it stands now there are several loadouts that can
    perma-root without stretching for any abilities.



    I'd like more opinions on this, and if enough people agree with me, I'd like to see some sort of fix.



    P.S. People can still attempt to IL while rooted.  Is this
    intended functionality?  If not, why do so many abilities have
    Force Combat debuffs in conjunction with Rooted?

    Syntax World Discussion - Syntax The Syntax Warrior League - Spice up your PvP life! The Syntax Warrior League - Spice up your PvP life! Wendigo 0 04/29/2006 07:41
      The Syntax Warrior League is an idea I had as a result of a great battle with Ambriel of the Merovingian.  Here's the plan:



    Concept - A fun way to find out who can back up their trash talk
    and who can't.  The SWL will consist of 1 on 1 PvP contests in
    closed venues.  The members of the SWL will register here on this
    thread and contact each other through in-game e-mail to schedule
    matches.  The results will also be posted in this thread, and as
    more people start to join in, we can put up a ranking board.  This
    is even a great way for lower levels to get involved in PvP.  Just
    register here on the board, and fight anyone you like.  If you
    beat someone of a higher level, it is sure to garner you some props!



    Venues - Any building in the MegaCity deemed suitable by the two
    combatants can be used, but buildings with elevators are to be avoided
    because they can lead to endless hide-and-seek.  I have made a
    preliminary list of suitable buildings, all of which can be located
    through simple use of the atlas.



    *Richland*

    1) Mara Church - Mara C Hardline

    2) Camon Heights Congregational Church - Camon C Hardline



    *Westview*

    1)Church of the Disciples - Manssen Park SE Hardline

    2)First Unified Church - Sobra Shores NW Hardline



    *International*

    1)Sai Kung Dojo - Sai Kung C Hardline

    2)House of Blue Leaves(The Kill Bill-ish Restaurant) - Sai Kung SW Hardline

    3)Furihata Dojo - Furihata C Hardline

    4)House of Blue Leaves 2 - Shinjuku WC Hardline



    Rules and Protocols -

    1) Outside interference is strictly prohibited.  If other
    people get involved, the match is void for ranking purposes and must be
    restarted.  Spectators are allowed if the warriors wish, but no
    buffing, de-buffing, or healing from outside parties.

    2) Both warriors must remain inside the chosen venue.  If
    either warrior leaves the battlefield before killing their opponent,
    they forfeit the match.  The entire inside of the building (and in
    the case of the churches, I would also say the roof that the stairs
    lead to) is fair game, but even one second on the ground outside, and
    the match is over.  If the fight does progress to a roof, NO HYPER-JUMPING.

    3) All loadouts are allowed.  Warriors must not share their
    specific loadout before the fight, but each should inform the other of
    which of the three main trees they are using, i.e. Operative, Hacker,
    or Coder.  In the case of hybrids, you should inform your opponent
    of every main branch you are using.

    4) This is PvP, so Tactic Boosters are allowed.  All clothing and
    weapons are also allowed.  Antidote pills are also allowed, but
    Health pills are not.  Use of a health pill forfeits the match.

    5) NO SPLOITS.  If you are a filthy cheater, don't even
    bother signing up here.  This is meant for fun.  And I don't
    want to hear, "It was an accident!"

    6) If neither warrior is able to kill the other in an acceptable time
    frame, the match can be called a draw, but participants should make
    sure to schedule at least 30 minutes for each fight, just to ensure a
    chance of conclusion.

    7) When you sign up, make sure to include your in-game name and your
    time zone.  This will make scheduling of matches easier for
    everyone.  Make sure to include your organization, as obviously
    members of the same org can't fight each other.  Also, when you
    sign up, copy/paste the roster from the last sign up post, and add
    yourself.  That way, people have easy access to a current roster
    of warriors at all times.



    That's all I can think of right now, if you guys have other ideas about
    new rules or ways the rules should be changed, I'm flexible.  This
    thing belongs to all of us, and seems to me a great way to re-discover
    the game we all love so much.  I hope this excites you as much as
    it does me!  Let the sign-ups begin!

    Syntax World Discussion - Syntax Proof Positive Proof Positive Wendigo 0 04/17/2006 09:53
      Ok, so maybe my first post was a little over the top, but the point of
    me posting it was not to gloat, but to answer lordhacko's request for
    proof that I was not buffed when I killed him.  Since the Mod who
    removed my first thread did not write who it was, I don't have the
    chance to discuss it with them, but I am going to repost the one
    picture that lordhacko asked for: Me standing over him, with no buffs
    on.





    Mods: Please do not delete this one, this is not Player bashing, this is proof as requested.

    Syntax World Discussion - Syntax lordhacko gets PWNED!!! Pictures inside! lordhacko gets PWNED!!! Pictures inside! Wendigo 0 04/17/2006 08:37
      As stated, the forums are not for player bashing. Keep it to yourself. Thread removed.
    Feedback Forums Items and Clothing Feedback Are You Satified With The CR 2.0 Pandora's Box Items? Are You Satified With The CR 2.0 Pandora's Box Items? Wendigo 0 04/13/2006 03:34
      This is a personal observation, and I was wondering who else agrees
    with me.  It seems that the Pandora's Box Items have become much
    less useful since CR 2.  To the point where almost any enhanced
    item of the same level give more useful buffs.



    The main issue is resistance.  Torturer's Gloves are now totally
    worthless to your average level 50 player.  Tiger Master's
    Gi/Jacket only buffs Melee Resist, and only at a modest level - again
    mostly worthless except in MA vs. MA duels.  Squad Leader's Shirt
    only buffs Ballistic Resist, and also at a modest level - making it a
    liability in any mixed combat situation.  Finally the Seraphim
    Shoes are the only item from the set that still hold their own and make
    a worthy choice in combat.  Decent resists, teamed with the IS
    regen and movement bonuses make these shoes a keeper, but what about
    the rest of that stuff?



    Before you all jump down my throat, understand that I know the
    methodology at work here is one of trade-offs.  You trade a bit of
    resistance for the extra buffs that this specialized gear
    provides.  However, with the exception of the Seraphim Shoes (IS
    regen is hard to come by!), none of the other Pandora's Items even
    provide a tempting trade off of buffs.  There is nothing so good
    about them to lead someone to use them over an enhanced or
    armored/shielded item of their level.



    I'm not whining for an upgrade, but it would be nice to have a reason
    to equip the gear we all worked so hard to get once in awhile. 
    After all, Pandora's Box is our high-end content, right?

    Archived Forums External Playtest Discussion Top 5 PvPers of the QA - You Vote It! Top 5 PvPers of the QA - You Vote It! Wendigo 0 03/19/2006 19:23
     
    Rules:
    1) Don't vote for yourself.
    2) Don't just vote for your friends.
    3) Say why each person gets your nod.

    Points System:
    Rank 1 = 5 points
    Rank 2 = 4 points
    Rank 3 = 3 points
    Rank 4 = 2 points
    Rank 5 = 1 point

    With each post, cut and paste the names of the nominees from the post above and update for their current point total.  When CR 2.0 goes live, we will know who the best 5 PvPers from all 3 servers are.

    My votes:
    1) NicodemusX - This guy has crazy skills with AoE hacks and he knows no fear.  I have seen him butt heads with an army of 50s with only 1 lvl36 as backup.  Much respect.
    2) ChaosCoder - The best Upgrade Master around, hands down.  **bleep** near un-killable, and makes any team 10 times as effective.
    3) Krytical - One of the sneakiest PvPers I have ever seen.  Lethal with rifles or MA.  Superior tactical knowledge.
    4) Keppen - Anybody who has fought him knows.  'Nuff said.
    5) Revolt - Tenacity is an amazing thing.  I don't think anybody can sniff out a hyper-jumper's landing spot and get there quicker than Revolt.

    Honorable Mention:
    RockyB, bhee123, bonopi, Symmetric

    Current Standings:
    NicodemusX - 5
    ChaosCoder - 4
    Krytical - 3
    Keppen - 2
    Revolt - 1

    Message Edited by The_Wendigo on 03-19-200607:36 PM

    Feedback Forums Player Versus Environment Feedback Pandora's Box Arc 3 Missions - Update 8 Pandora's Box Arc 3 Missions - Update 8 Wendigo 0 03/13/2006 14:01
      This reporting is not as thorough as my last run through on the Box 3 missions, but I realized a critical error that I made in my first report.  I assumed that the enemies conned the same way as they do on live, and that soloing the "Agent Run" would produce level 49 Machine Captains as the NPCs.  Wrong.

    Attempting the mission that begins with Clef's Business Card solo is an exercise in frustration.  The enemies for a solo run now con as level 51 Agents, and the Dodge Ranged fairy cannot wave her magic wand to save you.  If you like doing missions from the hallway outside of the mission area, then this is the one for you!

    Defensively, the Agents behave much the same as level 51 NPCs on any hard mission.  Offensively, however, they are a devastatingly lethal gank-squad.  They don't miss.  Ever.  If they do it is something on the scale of 1 out of 50 shots.  If I stuck around to get a solid figure on that, I would be REALLY dead, as each shot does 95-100 damage.  For reference, my BDR was at 177 during this test run.

    They break down Evade shields with brutally swift efficiency, taking turns battering you, while the other ten Agents peck away at your health.  To compound the issue, Disarming shot has become a frighteningly effective tool in the hands of a large mob.  They chain it up so that the accuracy penalty it imposes NEVER clears.  As soon as the timer is off for the first one, they wack you with another.  And another, and another.  Each one does up to 200 damage, so if you survive to the 4th one, count yourself very lucky.  While the accuracy penalty from Disarming Shot is on, it is very hard to hit anything.  A 60% hit chance drops to around 35-40%.  Don't be distracted by the fact that you can't hit anymore, because while this is happening, you are still being pelted by bulletfire, and at least two Agents are trying to interlock you.  If they succeed in breaking your shield - you die.  It's that simple.

    As far as I can tell, there is no way to complete this mission without being a total wuss, i.e. picking them off from the doorway outside the area.  If you bring help with you, it only compounds the effect as the enemies con at a higher level, and slaughter you that much faster while absorbing that much more of your damage.  This needs to change before the game goes live, else many people will never make it to Box 3.

    I'm all for challenge, but this is above and beyond.

    Note for the Devs:  I would like to test my way through all of the PB Missions (I think we have already tested enough of the boxes themselves), but I only have items to test Arc 3.  If you send me the items to begin each mission, I will gladly test each one in team and solo situations.
    Feedback Forums Player Versus Environment Feedback Pandora's Box Arc 3 Missions - Update 7 Pandora's Box Arc 3 Missions - Update 7 Wendigo 0 03/06/2006 15:36
      I just finshed testing out the missions for Pandora's Box Arc 3, aka everyone's favorite farming run, and came up with some interesting results.

    For our test we used a team of 5 level 50s with varying loadouts.  A few hackers, a couple of gunmen.  Unfortunately, no MAs (thanks to Keppen, bonopi, Yiwe, and Icedragon142 for running through these with me).

    The mainstay of the mission, the Hired Thugs(level 47), were quite simple, thanks to the area of effect hacks.  We ran through this part of the mission twice, and it only took about 90-120 seconds to clear the entire board.  This is perhaps a bit too easy, but keep in mind that those same Thugs devoured me whole when I tried to solo the mission.  Their Ballistic resist seems about right, but I would consider upping their Viral resist, considering that the hackers were able to consistantly do 500-700 damage without any IS drain.  Again, regretfully no feedback on Melee resist.

    The really interesting part of this test was the first part of the first mission of Arc 3.  As most of us know, the NPCs in this area are constructed according to the makeup of the team, conning at level 49 for a level 50 player running solo, and adding one level for each additional level 50 player up to a maximum level of 55.  Since our team consisted of 5 level 50s, we had a board full of level 55 Agents to contend with.  These guys are brutal.  Entering the mission area proved fatal for the entire team in a matter of seconds, as every Agent on the board converged on the front door in about 15 seconds.  Their damage resistance is epic, (Full Auto Redux averaged about 450 damage to them, where it averages 900-1000 against a well armored player at level 50) but appropriate for their level.  The real problem was the NPCs swarm tactics and damage output.  Anytime anyone entered interlock, every unengaged NPC began to shoot at them simultaeneously, resulting in an average damage of 150-250, and nearly instant death.  The hackers were able to land the majority of their hacks from the safety of the outer hallway, and their Viral resist seemed just about right, if a tiny bit low in comparison to their Ballistic resist (the big hacks, Logic Cannon 3, and Dev Field averaged around 550-600 damage).

    To sum up, the Hired Thugs are easily dispatched with the right team behind you, but don't tangle with the Agents unless you like hiding in the hallway and clicking the door open over and over.
    Feedback Forums Player Versus Environment Feedback The Zero One Taskmaster The Zero One Taskmaster Wendigo 0 03/01/2006 09:06
      I just tried out the Zero One Taskmaster with a few different loadouts, and it did not go very well.

    He seems to have an incredible amount of damage resistance, to the point where moves like Full Auto Redux only do about 70 damage to him.  He regenerates far faster than you can damage him.  His offensive capabilities are about right, he is dangerous, but not overwhelmingly so.  His defense just seems to be a bit over the top.  This should be addressed now, as the behavior of uber-NPCs becomes very important in Pandora's Box.

    P.S.  My Patch Daemon did about 6 damage per shot to him.  I know its only a Patch Daemon, but he is level 50.
    Archived Forums External Playtest Discussion Help Needed From Dev Team: Game Balance Guidelines Help Needed From Dev Team: Game Balance Guidelines Wendigo 0 02/28/2006 13:33
      Now that we have entered the balanceing phase of CR 2.0, I think now would be a good time to give the players an idea of what sort of balance you, the Dev team, are trying to achieve exactly.

    I was a bit disturbed when I read NoRepro's request for feedback on the Hacker tree in solo situations, because I was under the impression that Hacker was intended to be a support tree.  This is an example of the type of miscommunications that can occur and I think they can be avoided by a "statement of purpose" of sorts from the Dev team.  Who should be the best at what, and in which situations should they run into trouble?  Some of these answers are obvious, but some are not.

    What I would like to see:  a comprehensive statement regarding how the basic trees (not hybrids) should stack up against each other in key areas and situations, e.g. general damage output, general defensive capability (maybe should be split into evasion and damage absorbtion?), genaral accuracy tendencies, solo vs. lower/equal/higher levels, teamed with lower/equal/higher levels vs. single/multiple lower/equal/higher levels, one-on-one situations, harassment of a larger force situations, etc, etc, etc.  Combat is multi-faceted, and we need to consider all angles.  These areas could be ranked with a simple five tier system, Great - Good - Fair - Poor - Bad.

    Balance is not a simple thing to achieve.  What we are searching for is for all trees to be equally USEFUL.  This does not mean that all trees should be equally useful in every situation.  If we get this right, then Data Miner will be of just as much use as Karate Grandmaster, Destroyer, or Master Knife Thrower.  This is not to say that you will ever use Data Miner in a combat situation, but the value that the player gets out of his or her investment into the tree in time and $info should be equal.  The situation should then ultimately guide you towards what tree to load, and dictate the mix of abilities necesary in a team setting.

    Please don't take us off the deep end of overbalancing by making everyone good at everything.  Tell the players what sort of vision you have in mind and let us tell you if we think it is the right or wrong direction.

    Players:  Let me hear what you think.  Do you want more information about the direction the Devs are looking in for the balancing of this Combat Revision? If so, say so!

    Devs:  Know that I appreciate the blood, sweat, and tears that you are putting into this game, and only want to help you make this game the biggest success it can be.  Please respond as quickly as possible.
    Feedback Forums Ability Feedback Turning Off Abilities and Switching Style Turning Off Abilities and Switching Style Wendigo 0 02/28/2006 12:26
      I was testing with my Force Multiplier loadout using Self-Defense style.  I encountered an issue where everytime I switched off one of my aura abilities, I was automatically switched to Hacker-style.  Now, I accept that automatic style switches are a part of the new system when activating abilities, but also when you de-activate them makes using mixed loadouts REALLY annoying.  I will submit a /bug to accompany this post, but I would also appreciate a Dev response here.
    Archived Forums External Playtest Discussion How to Help Us Test More Effectively: Attn Dev Team How to Help Us Test More Effectively: Attn Dev Team Wendigo 0 02/04/2006 04:07
      Now that the lines of communication between the players and the Dev team are open, I think everyone is much happier.  Our next task is to streamline and refine the process.  One type of feedback I would like to get from the Devs regarding the test server, is more focus points.  We have a few focus points on the Known Issues thread, but it is still a bit vague, and of the few people still actively testing, most have no focus to what they are doing, they are just puttering around and occasionally dueling. 

    We could also use more information in terms of the way things are supposed to work.  I think part of the problem that people are having is that we were left to discover this system on our own, and though I feel I have a solid grasp now, many people are still clueless.  The answers we receive when we ask questions about your intentions (Devs) for certain abilities and aspects of play are sometimes lackluster.  For example, I started a thread called "to spam or not to spam" regarding the way the Devs intended specials to be activated.  The answer I got was that specials were still broken.  I was aware that specials were broken when I asked the question - the answer I was looking for was, were they not broken, how were they intended to be activated.  This is a prime example of the type of miscommunication that is limiting dedicated testers' effectiveness.

    Keep the lines open! Tell us what to focus on on a weekly, or better still, daily basis!  Tell us how it is supposed to be, not just how it is, so we know what the ideal we are working towards is!

    Thanks for the hard work and attention.
    Archived Forums External Playtest Discussion Opinions about Free Fire Melee Opinions about Free Fire Melee Wendigo 0 02/03/2006 13:33
      I don't know if there is a more appropriate place for this, or if it has been discussed before, but I haven't seen a topic dedicated to it.

    I was one of those unhappy to see multi-interlock go, but I recognize the problem it created in the old system.  I think that in order for 1 on 1 interlock and a Free Fire Melee system(from here on FFM) to be an improvement as a whole, we have to be careful about the way it is implemented.  The problem I see with the system as it exists on QA right now, is that FFM is too powerful.  I realize that the damage hasn't been balanced yet, but that is not my problem.

    It used to be that the Martial Arts trees were designed for big damage in interlock combat, guns were for ranged fighting.  Now with FFM, a rifle effectively has the same range as a fist.  All special moves require that the user stand still.  This means that in a combat situation a hacker/knifer/gunner would have to choose between staying out of range of their opponent's FFM attacks and using any abilities.  To make matters worse, even if you choose not to use abilities to maintain your mobility, the cycle of your own free fire ranged attacks makes you pause long enough for any halfway competant opponent to catch up and pummel you with FFM. 

    The ranges are too fluid once client-server latency has its way with things.  It is possible currently to have an opponent launch a FFM attack from what appears to be a ridiculous distance away.  I didn't come prepared with screenshots, but they would be easy to get.  It looks stupid when your enemy kicks air, and you take damage, and it is very frustrating to the player, who is doing everything possible to stay out of enemy range.

    I am a fan of the new stronger evade shield, but in order to give Martial Artists a chance, we need an FFM system that works for them while not giving FFM every advantage over guns.

    I think the fix for concentration as well as the damage balancing will tell a big part of the story for this issue, but for the test server right now, FFM is not doing the job we need it to do in facilitating healthy competition in multi-fighting.
    Feedback Forums Items and Clothing Feedback Let's Talk About Clothes Let's Talk About Clothes Wendigo 0 01/26/2006 10:26
      I think CR 2.0 is moving strongly in the right direction with the latest patch, but I want to talk about an issue that has not yet been widely addressed: Clothes.

    We all want to see more variety in clothing styles and not have everyone running around in the same outfit, BUT at the same time we LOVE our buffs.  We feel special that we were dedicated/lucky enough to acquire an inventory or two full of uber-clothes and use them to be just that much deadlier or more versatile than your average player.

    I've heard some criticism of the new Stat Build system as well, since the ability to switch a single character from fighter to ranged fighter to healer instantly is unprecedented in MMORPGs, and a rather cherished facet of MxO.  I think these two problems can be combined to solve each other.

    The enhanced clothes on the test server need to be cranked up a notch.  I'm not talking about a few items with many powerful buffs, I'm talking about many items, each with a powerful buff to ONE influence.  This would enable someone to use clothing to fight effectively as a hacker despite their focused Martial Arts Stat Build.  They would never achieve the full potential of someone with a focused Hacker build wearing more balanced clothing (i.e. not clothing soley for Viral Accuracy or other Hacker necesary influences), but they would be able to function at a competitive level as whatever class they like, given the proper set of clothes.

    This might necesitate an increase in inventory size, or a removal of the 30 day email timer.  Those who truly wish to be "Jacks of all  trades" will need a  fairly large amount of space to carry all of their different outfits.  I realize that changes have not yet begun to any of the Pandora's Box, construct or collector's items, but I envision these becoming items that will benefit ANY build, with buffs focused on defense, movement speed, and IS regen, etc.  much as they are now.  Of course, a few of these will be "specialist items" with buffs focused on one class or another, but I think that the enhanced items should give more powerful SINGULAR buffs than the collector or construct items.  Feel free to leave Pandora Items totally uber-powerful, but I think the construct and collector items should provide more moderate buffs to many categories.

    That's all I can put together on this at the moment, but I hope you guys have alot of ideas about how the clothing system should work, cause I wanna hear them!

    THREAD OPEN
    Archived Forums External Playtest Discussion A Question for the Devs: Special Moves - To Spam, Or Not to Spam? A Question for the Devs: Special Moves - To Spam, Or Not to Spam? Wendigo 0 01/18/2006 21:37
      During today's delightful excursion into the world of the playtest server I won alot of duels, lost alot of duels, reported a few bugs, learned all about the system, then realized everything I learned was wrong.

    Many of my other issues have been covered in other threads, but this one remains untouched.  How are special abilities meant to function in CR 2.0?

    At first, I thought it was a one-click deal.  Just click the special, let it blink until it goes through or you need to switch it.  That worked well for awhile, until I met a karate master from Recursion (you know who you are).  Using my one-click system, my specials went through infrequently, but at about the same rate as everyone else - enough to hold my own.  Against this guy, his specials came out WAY more often than mine, and did unrecoverable damage.  I asked him what his secret was, and he said "spam".  He was just clicking the move repeatedly until it went through.  I was shocked and appalled.  Could such a thing work in the brave new world of CR 2.0?  I needed a rematch to find out.  This time I abbandoned my one-click approach and went spam city on pistol aerial and execution.  Sure enough, the moves came out back to back, and I handed the karate man a resounding defeat.  This brings me back to my original point; How is this SUPPOSED to be Devs?  If spam city was the goal, then we've got it, but if not, I think this is a really bad bug and needs fixing.

    If you don't believe me, try it yourself.  Better still, even if you do believe me, try it yourself - run some tests and figure out what the deal is with the spam.

    P.S.  Free-fire Melee does WAY too much damage.  That and Duelist abilities should work on the run.  Biased  postscript over.
    Archived Forums External Playtest Discussion Where Have All The Cowboys Gone? Where Have All The Cowboys Gone? Wendigo 0 01/17/2006 18:11
      I am a devoted Duelist, so this post is automatically biased, but here it goes.

    Where are all of the good dual-handguns in CR 2.0?  I know some items had to go in the transition.  Lancet gave Focus, that's a no-no, so Lancet gets the axe for now.  I understand that, I can deal with that.  But what did my Bedlams ever do to anybody? (Besides fill them with lead?)

    I am learning alot about the new system, and am growing to enjoy it more and more, but it is hard to really test when my numbers are so badly skewed from using noob-guns.  Harlick 363s are cute, but where's the beef?  There has to be a pair of guns on this server that were made for level 50s.  Also, all of the collector guns are missing.  That means I have no choice at this point at all, its crap guns or no guns.

    I'll stop all the boo-hooing now, and just hope that somebody was able to bring over some decent handguns from the live server.  If you have a pair to spare send a tell to CrimsonV next time the servers are up, and I'll be your best friend.
    Community General Discussion F.L.E.D. Needs Your Help To Live!!! PROGRAMMERS CLICK HERE! F.L.E.D. Needs Your Help To Live!!! PROGRAMMERS CLICK HERE! Wendigo 0 12/02/2005 03:44
      Ok, now that you've taken the bait, you must be wondering, "What is F.L.E.D.?"



    Fantasy Loadout Engine Deluxe is an idea
    that has been kicking around in my head for a long time.  The
    basic concept is an offline GUI containing all of the same features as
    the in-game Ability tree, that would allow you to tinker around with
    various abilities and loadouts without jacking in to the game.



    I think a program like this would be a huge asset to the community (or at least just me:smileywink:),
    but I lack the programming skills to even know where to begin such an
    endeavor.  Henceforth, I turn to you, the community to find
    someone with the skills to make this dream a reality.



    I'm going to cut short here before I get into long lists of features
    and functionalities that I had imagined, to pause and see if there is
    interest in this idea from you guys.  If there is, I will return
    and add more of my thoughts about F.L.E.D. - Feel free to chime in,
    even if you can't actually help with the project, but like the idea.





    CrimsonV - F.L.E.D. Dreamer and Captain of the Mighty Wendigo

    Community General Discussion Crash-O-Rama Crash-O-Rama Wendigo 0 11/28/2005 09:28
      I dunno if anybody has posted on this yet, if so forgive me.



    Since the latest update I have been completely unable to finish any of
    the Pandora's Box Arc 3 missions.  Anytime I want to tangle with
    some Hired Thugs, I am rudely returned to my desktop.  This
    happens EVERY time, and always after about 3 minutes of fighting. 
    It happens on both the "Clef's Card" Mission, and the "GPS Tracker"
    Mission.



    I was wondering if I am alone in this, and if not, how many of you is it happening to?  Has anyone discovered a workaround?



    Please do not move this thread to the tech support forum, I would like to hear from as many players as possible on this.



    Thanks,

    The_Wendigo

    Community General Discussion Luminaries - Become a Main Character Luminaries - Become a Main Character Wendigo 0 11/13/2005 19:11
      This is not my idea, but I felt it deserved a little more notice
    because it was originally posted in the middle of a thread on Bounty
    Hunters, so most of you probably missed it.  A long read but its
    brilliant, I think.



    Symbea wrote:

    I think we should have one rank above level 50 which say is
    effectively a level 60 and to get to this stage you must first be a
    full level 50 with maximum xp. Then once this is achieved you must get
    full organisation points to prove dedication to your org. Once this is
    done you recieve a mission to meet with your boss ex. Niobe, Gray or
    merovingian.

    The meeting



    You go to the location and your boss gives you a well done etc. and
    then talks about how they've kept their eye on you and now they are
    willing to put you to the test. They give you an item called "Elite
    construct" which is non sellable or tradeable.



    Elite Construct



    You take this item and equip it and then head to your orgs
    archivist and then you are taken to a special training mission that you
    must do alone, There will be say 10 missions in total which will
    involve fighting technique, puzzle solving and knowledge. These will be
    very hard as you can't have everyone doing them in 20 minutes. Once you
    complete these missions which should take some time (like pandoras box
    after each mission you gain an item to start the next so you can do it
    over a few days) you have a novelty meeting with the oracle just to
    seem cool and then at this point you rise to the higher rank which is
    effectively 10 levels more.


     


    Choice


     


    Once you finish the tests you return to your leader through
    mission again and they congratulate you and give a long speech and then
    give you a choice as being a higher rank isn't just about being
    powerful, you need to accept responsiblity. So you are given the choice
    to be...


     


    An Assassin (Bounty hunter) -Your job is to hunt
    down those that your leaders see fit for high amounts of info. As an
    assasin you won't be popular and it's not unlikely to have other
    assasins sent after you so you need to keep secretive. You will be
    aided with an ability to get you out of tricky situations which will
    make you completely disapear for 5 seconds.


     


     A General -Your job is to lead people and help
    fight your orgs cause. In events you will be a first choice if needed
    and you will be granted a special ability to clear people out of a
    certain area of you (the devs old ability) but you will be huge enemies
    to other orgs so expect assasins to be constantely on your tail. You
    will also gain double xp and info from all things which is half good
    for you but the double xp is to help team mates in missions.


     


    Shaper -Shapers are not based around fighting, as
    high ranks they have access to anything from vendors for free. As a
    shaper you are very typically merovingian as you can gain lots of info
    and can call up to 5 simulcra guards to defend you. And it'd be ideal
    to be able to take over certain buildings for large amounts of info but
    this is unlikely to be implemented.


     


     


    Bounty hunter missions


     


    Bounty hunter missions are exclusive to high rank assasins which
    start by just a normal mission panel and under critical mission it'll
    say ex. "Hunt PBlade" and once you select it you'll get a small brief
    about he's a high ranked zion general that needs to be punished and
    once you accept your operator will try and find the targets location
    and the operator will say for example "I've traced PBlade to Mara" and
    then you begin searching mara, and at this point PBlade will get a
    warning from his operator saying "Get out of there blah blah blah a
    bounty hunters after you" so then a hunt begins and every time the
    target enters a new area the assasin will be alerted. But also just
    because an assasin accepts the mission to kill the target, doesn't mean
    another assasin may not get sent after the same person so ex. PBlade
    could end up hiding from 4 bounty hunters.


    The time to complete these missions could be up to 5 days as well
    if the kill isn't made just to make sure people don't hide too long by
    not jacking in.


     


    On non pvp servers your flag will only be turned on to the
    assasin, it's just one of the down sides to being a general (although
    the roleplay value is great).


     


    The mission is ended by either the assasin killing the general, or the general killing the assasin.



    The_Wendigo wrote:


    I like those ideas ALOT!  That's the kind of thing my wormy little
    fanboi brain was envisioning when I bought this game, a way to somehow
    stand out from the pack and become a real icon in Matrix history.





    I'm not sure how well the 10 level jump and method of attaining it fit
    in, but the concept is solid gold.  I even like the idea for how
    the missions would work in terms of the way they are started and the
    warning that the target receives.  That would be an excellent
    balancing factor for these "uber-players" is the fact that they would
    constantly be hunted.  There would have to be some sort of rule
    worked out with how teams would influence these missions.  I don't
    know if they should be allowed or disallowed, because on the one hand,
    a gank-squad consisting of 6 of these "level 60s" that followed you
    around for days on end could definitely screw up someone's game
    experience, but on the other hand it would make it really
    realistic.  Maybe thats the price you pay for wanting to become a
    General....  Maybe we solve the problem by adding in a "level 60"
    Bodyguard role - someone like Seraph who's job is to always be on hand
    to defend his org's "Luminaries".





    Shaper sounds like it could be possibly the most valuable "level 60"
    role, but I think its function should be focused more towards special
    coding abilites, than towards vendors.  What if a Shaper didn't
    need bits OR red frags to code???  They would be invaluable
    members of their organizations, because they would be able to do so
    much for new players.  That would also be really cool to have them
    hunted, because they wouldn't be able to just stand around at Mara C
    handing out abilities, they would always be on the move, and would have
    to arrange secret meetings to give people the goodies they have coded
    for them!  Last thought on Shapers is, they should not be slanted
    towards the Merovingian.  It is important to consider all of the
    Orgs equally when coming up with new ideas.





    To close, I just want to say that this is one of the best ideas that I
    have ever read on these forums, and it should DEFINITELY be seen by the
    Devs, as I think this is the direction that a great many people would
    like to see this game go in.





    P.S.  As an afterthought: What if the Bounty Hunters received a
    "disturbance-meter", similar to what the Agents use to track
    unauthorized access; instead of being instantly notified when their
    prey moves to a new area.  That way, it would be a little easier
    for the "Luminaries" to stay off the radar if they had important
    business, but as soon as they start using their crazy powers, the
    disturbance-meter jumps up, and the Bounty Hunter gets an exact
    co-ordinate location for them.





    CrimsonV - Wannabe Luminary and Captain of the Mighty Wendigo




    Community General Discussion Simple Solution for a Complex Problem Simple Solution for a Complex Problem Wendigo 0 11/13/2005 18:30
      Almost everyone agrees that Hackers are unbalanced in their current state, but how do we fix them?



    Before you furiously hit reply to tell me how dead this horse is, hear
    me out.  I am very much against "Nerfing" and everyone hates it
    when their favorite ability gets a big power cut, so what I propose is
    not a decrease in offense, but an increase in defense.



    Disclaimer: This change should only apply to Player Characters. 
    Non-Player Characters have no feelings and deserve what they get.



    Proposal:  What if Viral Resistance applied toward effect
    timers?  For Example - I get hit with Stun 2.0, instead of me
    being out of action for 16 seconds regardless of VR, my (for example)
    50% VR is applied toward the effect timer, hence 8 seconds of **STUN**
    instead of 16.  Makes VR WAY more useful than it is now, and
    preserves Hackers' offensive power, while giving those unwilling to
    commit to Max VD more of a chance to survive.



    Comments? Questions? Feedback?

    I especially want to hear from those who are very "Pro-Hacker".





    CrimsonV - Sexiest Woman on Syntax 11/14/05 and Captain of the Mighty Wendigo

    Community General Discussion Stupidity or Malice? You be the Judge... Stupidity or Malice? You be the Judge... Wendigo 0 11/07/2005 04:00
     
    Ok, so here is the scenario: I have a burning desire for Seraphim
    Shoes.  I have been willing to drop everything when the
    opportunity to get closer to wrapping that blessed leather around my
    digital feet arises.  Towards that end, I organized a nice group
    of friends to hand the Antediluvian his *CENSORED* and claim my second Box #4.



    Now I have done Box #4 two other times, once was mine, once was not, both times ended in disastrous

    failure.  This time, with a large team of roughnecks, and a better
    opening spot, we were able to make short work of the angel crew. 
    Alas, Ninja Looters arrived just in time to deny me my precious Record
    of Ruin and Seraphic Wing, so it was back to the Antediluvian's place,
    to tapdance on his face once more.



    That done, I returned to the opening spot for my second Box of the
    night.  I gathered a small army, and we sent those Angels
    screaming to hell.  Victory! Denied.  Through my own
    stupidity and the magic of loot-distribution that you CANNOT switch
    back to free-for-all once it is on anything else, I ended up looting my
    Seraphic Wing to my friend. Joy.



    So now we are on the third Box of the night.  This time the
    Antediluvian is spared my wrath, because of a kind soul (thanks 750)
    who was willing to let me have the Wing from his Box. Game on!



    The Army is gathered.  Its a beautiful thing, Zion, Machines, and
    Merovingians all working together to kick some Angelic hiney.  Its
    working out well too, so well that we even have a few lowbies watching
    to learn how to beat Box 4.



    Then the senseless act that I will never understand, and that forces me
    to bring this event to your attention.  Just as the second wave
    was being killed off from my box, SOMEONE OPENS A SECOND BOX 4, FIVE FEET AWAY.



    To the credit of everyone fighting, we did not let this destroy
    us.  We still managed to work the original Box down to only one
    surviving Angel, but the timing was skewed so that just as we were
    ready to focus on killing him, the third wave emerged from the second
    Box, and began to lay waste to everything and everyone.  As a
    result of this act, neither Box was finished, and in the chaos, all of
    the loot was "Ninja'ed".  The kind person who donated me his Wing
    did not get to search a single body.



    Now my question to you, oh-great-and-wise-community: *CENSORED*?  Who
    does that?  Everyone who was there seems to think that this was an
    open-and-run, that whoever popped it took off immediately after, which
    forces me to ask, WHY?  Why ruin a perfectly successful effort of
    mass-cooperation with idiocy?  And more importantly, WHY WON'T YOU
    LET ME GET THE **bleep** SHOES???



    Sorry.  This is upsetting.  I will close by saying for
    everyone who joined my "Rainbow Army", you guys rock, and I hope we can
    do it again sometime; And for whoever opened that second Box, if I find
    you, I will grind your soul into base elements.



    Stardust mutha f***a, stardust.



    CrimsonV - Wingless Angel and Captain of the Mighty Wendigo

    Message Edited by The_Wendigo on 11-07-2005 04:04 AM

     
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