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The Matrix Online
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Feedback Forums Ability Feedback abilities buggy? abilities buggy? stuporfluous 0 04/01/2006 16:47
  so today's the first day i tried out CR2 live and the first time i logged in after patching this morning everything was fine. coded new clothes, did some crits, some pvp. logged out. i just logged in again after logging out this afternoon and my abilities were all ca-raaaazzy. i logged in and the first thing i do is put up evade shield and i get a system message that i don't have that abil loaded, even though i logged out with it loaded and according to my action menu (O) i do. hmm. i go to a HL and i check what abilities i do have loaded and things get even fishier. even though i logged out as full duelist with a little bit of spy, maxed to 100 memory with that, my ability tree tells me i have random hacker and doctor abilities loaded, in addition to more random spy abilities... and none of these abilities have their prerequisites loaded?

example:




i tried unloaded everything but the abil tree just freezes up and after a while it closes on its own. i'll try to log in again now (i had to alt-F4 out since the cursor wouldn't select anything and i couldn't type) and see if i still have it.
Vector - Hostile Events - Vector cypherites... not just (if at all) machinists cypherites... not just (if at all) machinists stuporfluous 0 02/17/2006 07:42
  so someone was mentioning on the main boards the other day that there are some cypherite secret factions on other servers, as in, they don't have their own overt faction, but instead act like sleeper cells in reputable other org factions, like zion. they maintain an outward allegiance with zion but then in the depths of the night when everyone else is asleep they slip into the matrix, put on their masks and go have their nefarious cypherite meetings and plot against their own factions. i think that's totally cool and i hope there are ppl on this server doing that. \m/
Development Discussion Development Roundtable Different Operators for Different Orgs Different Operators for Different Orgs stuporfluous 0 02/16/2006 12:27
  the first part of my idea is v easy.

1. have a different operator image for each org. at the moment u start out with zion so the guy who looks like link can be that operator. but if u change orgs, join a merv or machine crew, the operator u see should change too. (the basis being that not too many merv and machine recruits would presumably be able to hijack the zion hovercraft they're on when they're first recruited and turn the whole thing over to another org. more realistically, they either jump ship or find some other way to rendezvous with the merv/mach crew, hence the new operator)

the merv operator could look classier or i don't know, oilier if u want a less positive description. and the mach operator could look colder or more businesslike. a bit of the background could even hint at a different style of hovercraft.

so ya, just add two images for the first part.

second part is probably a little harder.

2. actually tailor the dialogue bits (for standard missions and GULP, neighborhood contact missions/pandora's box missions?)

critical missions already have specifically tailored operator dialogue based on org. operators making comments about flood or gray or anome, etc. that's already in there. i'm thinking the normal blather for standard missions couldn't be too hard, just random remarks or turns of phrase that sort of show the difference in orgs or rather that there *is* some kind of difference.

the other two kind of missions are the big ones. they're meant to be neutral in terms of effect for any of the orgs, but i always wished that there were some demonstrable difference in the way the orgs perceived them. like how would a machine operator deal with their operative doing missions for an exile? wouldn't a merv operator treat a meeting with the merv differently than a zion operator? that sort of thing. i'm sure there'd be a lot of re-writing to do and i don't even know how feasible it would be for neutral missions to keep track of wot org u were in. but there it is anyways lol.
Community General Discussion ZOMG secret crash solution revealed! ZOMG secret crash solution revealed! stuporfluous 0 02/07/2006 08:16
  at least for my particular crash problems, the ones seeming to do with npcs and muzzle fire.

go into options -> advanced -> go to the effects pulldown at the bottom left corner of the menu and select NONE.

admittedly not hearing or seeing gunfire, hack effects, lootable body code, detracts a bit from the experience and i look at this very hopefully as a stopgap measure until they fix wotever it is that causes these crashes but at least u can do yr $inf missions again lol.

i tested this over the weekend and ran the mish over and over again, basking in the combined invisible, silent gunfire of 30 hired thugs at the same time and never crashed once. so there u go, just thort i'd share.
Community General Discussion vector... a server restart, if u plz vector... a server restart, if u plz stuporfluous 0 02/02/2006 13:54
  dint want vector to feel left out \m/
Community Residual Self-Image suggestions on cool photoshoppy things to do with these sigs? suggestions on cool photoshoppy things to do with these sigs? stuporfluous 0 01/25/2006 21:47
  so i just figured out how to use a rotator.php the other day so i threw together a few random sigs from screens i had but they're all basic crop and save sigs and i was wondering what the photoshop gurus here would recommend i try to do with them in terms of stylizing and gussying them up and making them look nicer? or is it already too late since i should have taken .bmp screens instead? (i also just have photoshop 6.0 if that matters)

the few sigs i made are hosted here any suggestions (and maybe general tips on how to do things?) would be welcome!
Gameplay Discussion Missions and Storyline were the bullets switched? were the bullets switched? stuporfluous 0 01/24/2006 11:42
  from wot i understand, the zion crits are all about blindly throwing in their lot with the general and the commandos, about whom they know very little, all for the purposes of avenging morpheus by killing the merv.

maybe i'm misremembering, or i've been taken in by the devilish lies crafted by the merv or flood as his press secretary, but my understanding of the story was that the merv did indeed bring in the assassin from the real and did hire him to deal with morpheus, but did NOT in fact, give or authorize the assassin to use the kill-code bullets, but instead intended for the assassin to use bullets that would effectively prevent morpheus from ever jacking back in, but not killing him. as far as i remember, it was the assassin who took it upon himself to make/acquire the kill-code bullets and chose to use them on morpheus... which led to the bigger question, what was the assassin's motivation behind doing this...?

enter the convenient arrival of a mysterious but powerful ally for a grieving zion to aid them in avenging themselves on the purported mastermind behind morpheus's death, the merovingian.

anyhooo, if anyone could correct me and point to sources that show otherwise or that verify my suspicions that'd be nice.
The Lounge Matrix Universe The New Cold War? The New Cold War? stuporfluous 0 12/22/2005 10:29
  i'm curious about how other ppl view the conflicts between the various orgs.



my understanding is that we're in a sort of state of cold war, where
there aren't any outright deliberate hostilities but lots (taking into
account how many ppl grind missions all day, LOTS) of covert hostile
activities on all sides. maybe it's a hopeless cause to try to fit
something that might be more game mechanics (standard missions as the
main means for players to gain experience and $inf) into the
overarching storyline but i like to try anyways lol.



take for example, assassination missions. yr controller contacts u and
informs u of a certain opposing org individual who has been a thorn in
yr org's side. u then go through a few steps and finally u kill that
individual. now, if that person were zion, chances are they were a
redpill and presumably since u don't have killcodes to prevent
emergency jackout, the instant u killed them, they jacked out and woke
up in their ship. (OR, to even more helplessly complicate things with
more game mechanics, maybe they just lay there dead on the mission area
floor until u left, at which point they asked someone over /fc for a
res lol) it could be possible that if it were an actual exile target
(ie a blood noble, or a nightmare) or an actual program target (ie a
captain, or (sigh) an agent), that killing them actually terminated
them permanently. maybe the merv doesn't keep spare copies of all his
exile bosses on hand, or maybe gray figures that if a program fails to
defend itself from a redpill they're obsolete and unworthy of
reloading. but if it's a redpill, (and i just realised half the time u
are clearly fighting other redpills, even in anti-mach or anti-merv
missions) in all likelihood they just emergency jackout. which at the
very least explains why over time u have to kill armandhammer 500,000
times in 500,000 separate missions. (or more, he might be the guy in
phase 2 of the mission, holding the map disk u need to locate
broomfondle)



this begs the question... er. why? why do we bother assassinating these
ppl if they just jack back a few moments later? the other missions
(ironically the ones ppl on the whole tend to do less) at least seem to
have a more natural place in a cold war setting. stealing information?
sure. rescuing operatives? definitely. recruiting bluepills? of course.
framing other orgs? cool. but when death means nothing, what's the deal
with all the killing?



a few theories:



A) it's about controlling territories. wot u are actually doing when u
take someone out is destabilizing that org's control over that
particular building. cumulatively, the more of your org's ops that do
the same thing in a neighborhood mean greater control for your org. the
problem with this is that barring a brilliant new implementation of
*reasons* why we would want to control territories (ie monopolizing
datastream leaks) controlling territories is also pointless from a
storyline perspective.



B) it's about a secret war of attrition. at a level we, as mere
operatives, cannot discern, every time we die and have to jack back in,
it costs our org something in terms of resources. so even if killing
Ffwjeobiweofhg one time doesn't do much, those hundred times
Ffwjeobiweofhg has died has deprived his side a measurable amount of resources.



C) it doesn't do anything in terms of resources but it's a way of
"keeping score" in an invisible war. again, as simple operatives, we
aren't privy to the scorekeeping but the leaders of the orgs know the
balance and use the numbers to keep track of their relative power
compared to the other orgs.



D) it's just game mechanics. shhhh.



thoughts?

Abilities and Disciplines Command Line - Hacker Discussion teh joys of dev fielding teh joys of dev fielding stuporfluous 0 12/20/2005 14:23
  so, apart from the horrible
carnage it wreaks, my favourite bit about dev fielding is that little
ominous melody that sounds briefly right when u cast it. :robotvery-happy:

Community General Discussion System Generated Mission Emails Idea System Generated Mission Emails Idea stuporfluous 0 12/14/2005 10:47
  i originally posted this in
response to a post in Missions and Storylines about extending
neighborhood contact missions beyond the standard 5:




system generated emails at certain intervals (say, so many "weeks"
after completing the 5 standard neighborhood contact missions) from
neighborhood contacts containing items like those used in pandora's box
chains to activate to start additional neighborhood contact missions.



example:



u have done all 5 missions for thalia a few weeks ago. a system timer clicks over and an email is generated and sent to u...




from: thalia

to: 1sobel

subject: busy?



hey 1sobel. recently i've
found myself a little shorthanded on good help. most of the redpills
that come barging into my loft tend to be good with brutish violence
but not so hot with a more refined touch that i do so appreciate. i've
got a special little task that i can't trust to amateurs and i hope
you're up for a little action.




attached please find a
photograph of a certain researcher who has made the unfortunate and
ill-advised decision to defect over to mercury's labs after all the
support i've given him in the past. visit the address on the reverse
side of the photo and meet up with a contact of mine who may know where
he's hiding.






then u look at the photo, see it's got a richland address on it, go to richland, activate the card and start yr mission.



if this is at all feasible it would be a nice way to continue the
subplots between all the neighborhood contacts and how they may relate
to the ongoing matrix storyline.



thoughts? not sure how feasible it is on a system coding basis but i
thought it would be an interesting way to combine the email system and
missions.



**a complementary sort of idea:



NON-system generated mission emails



have highly exclusive special mission trigger items (again, like the
business cards/cell phones of the pandora's box arcs) that LET members
will mail to certain ppl as possibly a reward for storyline actions or
for the purposes of secret, non-crashable faction-LET meetings or
(possibly stretching the limits of game design..) for the purposes of
actually providing exclusive storyline missions for ppl to play major
roles in continuing storylines.



easiest example:



niobe wants to meet with the leaders of certain zion factions that seem
to be sympathetic towards her crusade to avenge morpheus. she sends
whom she identifies as the most trusted leader an email with a scrap of
paper that has the location of a warehouse in edgewater along with
instructions to contact the specific other leaders with a specific time
to meet. the time comes along and the leaders form a mission team go to
edgewater, activate the paper and wait in the mission area. a few
minutes later niobe shows up, is invited to the team and meets them in
the mission area. 25 minutes into the mission, a system timer goes off
and the area is swarmed with masked men npcs. the assembled zion
leaders have to fight to protect niobe's exit. (or not, it could just
be a generic mission instance to meet with no timed events, depending
on how hard it is to design any kind of of mission trigger item)



thoughts?
Gameplay Discussion Missions and Storyline loose lips sink hovercrafts? loose lips sink hovercrafts? stuporfluous 0 11/30/2005 14:22
  does anyone else feel leery
about sharing possibly sensitive org information with non-org ppl? or
at least feel a pressure to be selective about wot exactly u share? on
the one hand, ya, we're all just consumers of this computer game, and
why not share with each other information that might round out the
experience. on the other hand, we (okay, some of us) do roleplay and
wonder whether it would be in keeping with our character to tell a
member of a different org something and even more neurotically,
possibly, would it be in keeping with their character to know it? and
aren't i so considerate that i'm worried about yr rp experience? Lol.
of course, perhaps it's possible to self-dissemble and roleplay like u
don't have access to key information and act with willing ignorance. is
that wot ppl do? i'm new to this so pardon me if that's the case. :robottongue:
and then of course there are the ppl (like me) who have characters with
multiple orgs so isn't it then just wholly impossible to keep from
spoiling secrets for oneself?




and of course there are going to be ppl who have no compunctions
against wholesale information sharing so isn't the milk already spoiled?



events or rather non-events (mini events? eventettes?) like the cryptos
boxes seem to point to a developer assumption that one way or another
ppl will share information (unless it was possible to solve for all the
box locations using only one org's crits...) but are there lines we
should draw? for example, conjecture over cryptos' origins or true
purpose (with much harrumphing and exaggerated tie arranging)? maybe we
know something that u don't. would u like to know? should u know? how
do u separate the player's knowledge from the character's knowledge? or
do u?

Community Residual Self-Image amusing product placement amusing product placement stuporfluous 0 11/29/2005 10:25
  with the advent of real world
advertisement i thought it would be nice to see screens ppl had
collected of billboards and ads for amusing matrix products and also
screens spotting matrix products in mission areas or wot have u. i
don't have any billboard screens available right now but here's one
with a box of yummy oats. it's an advertisement waiting to happen,
isn't it? lol. nothing tops off wiping out a team of merv ops like a
bowl of yummy oats!





Community Redpill Rescue Listing of Useful Guides Listing of Useful Guides stuporfluous 0 11/29/2005 09:19
  The Giant Guide for MXO Newbies from mxo vault



Where to Buy Abilities Guide from mxo vault



mxo radio guide from mxo vault



other guides from mxo vault



Interactive Out of Game Full Ability Trees Chart from mxo.rumbaar.net



Cost of Leveling Abilities Chart from matrix dojo



red code fragment list from matrix dojo



blip guide from matrix dojo



complete matrix timeline from mxo archive



all back issues of the sentinel from mxo archive





Vector - Hostile Marketplace - Vector WTS: new ravensfeather (male) WTS: new ravensfeather (male) stuporfluous 0 11/28/2005 11:29
  viral damage:60 pts

viral transmission: 40 pts



focus 10 levels


full purity


let me know if u want it and for how much. alternately i'm willing to trade for a similar female version.


PM me or /t 1sobel


Community Redpill Rescue Where does it show yr average "free fire" roll? Where does it show yr average "free fire" roll? stuporfluous 0 11/14/2005 13:33
  as a gunman, when u hit p and bring up the status
window, then go to combat, u can see yr various average rolls for
burst/aim/retaliate type attacks in interlock but where do u see wot yr
average roll is in freefire? the ranged subtab just has yr average
damage.

The Lounge Matrix Universe emergency automatic jackout and "death" and life emergency automatic jackout and "death" and life stuporfluous 0 10/28/2005 05:57
  maybe it's totally nitpicky of
me but i was wondering how ppl conceptualised (in terms of
RP/storyline) RSI death. the sense of the explanation i got for
emergency jackout was that when u "died" in the matrix, yr
hovercraft/hoverbarge jackin system automatically jacked u out... so
why is it that when we die in the matrix our RSI corpses are just
sitting there, with our consciousness still presumably attached to the
RSI, since we can still see wot's going on around us and in some
unfortunate cases whine about being killed.



the only reason i could imagine would be that the system only *semi*
auto jacks us out, like it disrupts the illusion of the matrix enough
to let our minds realise that we haven't actually died, but then leaves
our consciousness associated with our RSI bodies. of course this might
lead to cumbersome cartesian dualism questions about where exactly the
"mind" is located in terms of the "physical" rsi body, since our RSI
brain certainly is dead... but that's the best i can do. or just sort
of shrug and realise it's an unavoidable game mechanics thing that's
best overlooked...



of course, they could just change it so that whenever u did die u were automatically sent back to the loading area lol. that would make pvp more interesting :robottongue: i'm sure patchers would love that.

Community General Discussion team vs team "mission" pvp team vs team "mission" pvp stuporfluous 0 10/27/2005 12:42
 
just a general
suggestion that could hopefully be put into use right now, no need for
new patches or developers to code stuff, riffing on an old idea:



for ppl who are tired of meaningless "control mara c" pvp, how about we set up a
player organised system by server to pit org teams against each other in pvp sort of mimicking
standard missions. then whenever ppl were available and willing there
could be impromptu team v team "missions" just for fun and to maybe
have slightly more meaningful random pvp than the sort u get around mara c.




basically representatives from interested factions who would act as
redpill controllers would meet up or otherwise coordinate locations and
objectives and teams, for instance a machine controller would designate
an area or floor (ie one of those rare building floors that actually
have non-instanced rooms), or maybe even exile hideout floor, and an
objective (easiest would be kill "such and such machine player") and
the team protecting the objective (5 other machine ops) and then the
zion or merv controller would come up with the counter mission team
made up of 6 zion players or 6 merv players and then they'd have at it!
(u could even have it go multi-team v team although that might be
harder to coordinate.)




there would be a mission time limit like there is for normal missions
and rules would have to be agreed upon regarding reconstructing or
being revived and at the end of the mission there could be post on the
boards documenting it through screens (or movie?) for the winners to be
congratulated and the losers to be mocked horribly (kidding). and after
the first
few goes it should be relatively easy to contact an opposing org
controller and see if they're interested in having a few quick team v
team
missions and over time ppl could get a feel for which orgs/factions
were truly
winning, at least in terms of this sort of loose competition over total
missions completed or even specific teams if
ppl stuck to the same teams. this could also accommodate non-50s pvp
since the arrangement would be private and the location probably
reasonably secluded so as to avoid L50 gankers passing by - or even
mixed level teams, as long as both "controllers" agreed upon the mix.




so on any given night a "controller" for a faction (or org..) could
ring up a "controller" for a different org faction and set up some
slightly more meaningful and hopefully fun team v team pvp just like
that instead of the usual "hey ppl, i'm bored, let's go to mara blah
blah blah."



examples:



1. teams: 6 machine operatives / 6 merovingian operatives

location: mars industrial exile hideout

objective: rescue [1sobel] from bottom of mars industrial exile hideout
/ prevent [1sobel] from leaving mars industrial exile hideout

special rules: no reconstructing, RSI restores allowed, no master shadow

time limit: 10 minutes



2. teams: 4 machine ops / 4 zion ops

location: digger's basement

objective: kill all zion ops / kill all machine ops

special rules: no reconstructing, no RSI restores, no master shadow, no operatives on either side can be higher than level 25

time limit: 6 minutes



3. teams: 6 merv ops / 6 zion ops

location: club cyclo

objective: assassinate [zion operative] / protect [zion operative]

special rules: no reconstructing, no RSI restores, no MS, all loadouts must be visible soldier branches

time limit: 10 minutes



the main idea is once ppl have an idea of which other factions would
want to do this sort of thing, and wot the general rules are, and where
gd locations are, it would be as easy as sending a /t to an enemy
controller and seeing if they had any ops around interested in running
some team v team missions.



thoughts? :robottongue:









Gameplay Discussion Player Versus Player team v team "missions" pvp team v team "missions" pvp stuporfluous 0 10/27/2005 09:16
  (sort of a repost from vector events board where maybe it oughtn't have been lol)



just a general
suggestion or idea that i know other ppl have talked about before (and
maybe implemented?)...




i think it would be neat if
in addition to the big storyline player event type things, we set up a
system to pit org teams against each other in pvp sort of mimicking
standard missions. then whenever ppl were available and willing there
could be impromptu team v team "missions" just for fun and to maybe
have slightly more meaningful random pvp than the sort u get around mara c.




basically representatives from interested factions who would act as
redpill controllers would meet up or otherwise coordinate locations and
objectives and teams, for instance a machine controller would designate
an area or floor (ie one of those rare building floors that actually
have non-instanced rooms) or maybe even exile hideout floor, and an
objective (easiest would be kill "such and such machine player") and
the team protecting the objective (5 other machine ops) and then the
zion or merv controller would come up with the counter mission team
made up of 6 zion players or 6 merv players and then they'd have at it!
(u could even have it go multi-team v team although that might be
harder to coordinate.)



there would be a mission time limit like there is for normal missions
and rules would have to be agreed upon regarding reconstructing or
being revived and at the end of the mission there could be post on the
boards documenting it through screens (or movie?) for the winners to be
congratulated and the losers to be mocked horribly (kidding). and after
the first
few goes it should be relatively easy to contact an opposing org
controller and see if they're interested in having a few quick team v
team
missions and over time ppl could get a feel for which orgs/factions
were truly
winning, at least in terms of this sort of loose competition over total
missions completed or even specific teams if
ppl stuck to the same teams. this could also accommodate non-50s pvp
since the arrangement would be private and the location probably
reasonably secluded so as to avoid L50 gankers passing by - or even
mixed level teams, as long as both "controllers" agreed upon the mix.



so on any given night a "controller" for a faction (or org..) could
ring up a "controller" for a different org faction and set up some
slightly more meaningful and hopefully fun team v team pvp just like
that instead of the usual "hey ppl, i'm bored, let's go to mara blah
blah blah."




thoughts?:robottongue:

Vector - Hostile Events - Vector nothing fancy, just regular team v team "missions" nothing fancy, just regular team v team "missions" stuporfluous 0 10/25/2005 09:29
  this isn't really a planned out event or anysuch it's just a general
suggestion or idea that i know other ppl have talked about before (and
maybe implemented?)



i think big great player-written storyline events are really coo and i
hope to be able to participate in them but i think it would be neat if
in addition to the big storyline player event type things, we set up a
system to pit org teams against each other in pvp sort of mimicking
standard missions. then whenever ppl were available and willing there
could be impromptu team v team "missions" just for fun and to maybe
have slightly more meaningful random pvp. :robottongue:



basically representatives from interested factions who would act as
redpill controllers would meet up or otherwise coordinate locations and
objectives and teams, for instance a machine controller would designate
an area or floor (ie one of those rare building floors that actually
have non-instanced rooms) or maybe even exile hideout floor, and an
objective (easiest would be kill "such and such machine player") and
the team protecting the objective (5 other machine ops) and then the
zion or merv controller would come up with the counter mission team
made up of 6 zion players or 6 merv players and then they'd have at it!



there would be a mission time limit like there is for normal missions
and rules would have to be agreed upon regarding reconstructing or
being revived and at the end of the mission there could be post on the
boards documenting it through screens (or movie?) for the winners to be
congratulated and the losers to be mocked horribly. and after the first
few goes it should be relatively easy to contact an opposing org
controller and see if they're interested in having a quick team v team
and over time ppl could get a feel for which orgs/factions were truly
winning in terms of total missions completed or even specific teams if
ppl stuck to the same teams.



i will totally offer to help coordinate although i'm only L40 and if anyone has noticed my faction (bunnies represent :robottongue:) isn't really big on that sort of thing hehe. so i'm mainly throwing this out as an idea for other ppl to run with maybe lol?

Community General Discussion game idea - matrix violations game idea - matrix violations stuporfluous 0 10/18/2005 08:32
  okay, borrowing heavily from the idea of masquerade violations in vampire the masquerade:



i suggust a system that hands out and tracks matrix violations, sort of
like how we have agent meters in restricted zones right now. except it
won't be a meter, it will be an actual number-based tracking system.



u are penalized matrix violation points every time u perform an action
in public that, if seen by a bluepill, would cause them to question the
reality of the matrix. the severity of the penalty would depend on the
flagrancy of the action, ie maybe performing a move like triple front
kick would be much less heavily penalized than calling down a logic
canon blast. also it would be based on yr location, like hyperjumping
from one building top to another in the slums would be counted less
severe than hyperjumping from the street to the roof of the metacortex
building downtown. pvping on a rooftop in richland racks up fewer
violation points than pvping in a square filled with bluepills in
international. also, it could be based on time of day. like at night,
all violation points assigned are assigned at a fraction of daytime
penalties.



if u hit a certain total matrix violation points, two L255 agents spawn
to take u out. if they do take u out, yr matrix violation points drop a
certain percentage, but don't go all the way back down to zero. every
day u don't get a matrix violation point, yr total goes down.



points to address:



1) transportation: so hyperjumping or hyperspeeding from place to place will eventually get agents after us? this is teh sux0r!



good point. ideally this could be implemented after they put in using
cars as an alternate way to get from place to place. alternately, the
penalties could be removed or drastically reduced for
hyperjumping/hyperspeeding. although if we're sticking to the rules of
the matrix universe, seeing someone jump over a building should be
pretty damaging to reality.



2) pvp: so basically u don't like pvp eh, frackin carebear! yr mum! etc etc!



no, i love pvp. but having huge groups of ppl pvp in broad daylight
makes no sense, storywise. apart from all the craaazy flashy effects
from hax and such, seeing someone get shot point blank 10 times with a
shotgun and still getting up to continue fighting would make even the
most naive bluepill wonder wot the hell was going on. i'm not even
saying ppl shouldn't ever fight out in the open, racking up matrix
violations. having agents show up to kill ppl will make pvp more
interesting to say the least, lol. that said, ideally ppl should fight
on rooftops, or at night. or in buildings. and of course constructs.
even better if ppl pvp'd with actual storyline purpose.



3) this post sucks.



soz?



any addition comments or suggestions welcome, thanks.

Vector - Hostile Marketplace - Vector also auctioning off male ashencourte shades also auctioning off male ashencourte shades stuporfluous 0 08/26/2005 06:15
 
bidding will start at 12.2
million. wotever the last bid is when i check prolly late tonight (12
EST maybe) will be winning bid.


 
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