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The Matrix Online
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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.
Community General Discussion I think there's some confusion (Attn Storyline Devs!) I think there's some confusion (Attn Storyline Devs!) Wendigo 0 08/10/2007 17:00
  MetaLogic wrote:
((This is OCC))

Ok, I think there's some confusion about what exactly is possible in the Matrix universe when it comes to giving someone a redpill and bluepill & handling of a bluepill.  I would very much like the Devs who write the storyline to weight in on this.

1.  We all know that the redpill is a tracer program designed to disrupt the carrier signal of the newly awakened redpill and thus allow the EPNs and Zionist to locate him in the real and pick him up.  However what is a blue pill?  Is it simply a sleeping pill, or is it also another type of program? 

2.  If a bluepill decides that he wants to stay asleep and take the blue pill.  Can the Zionist/EPN come back the next day and give him the redpill and extract him or would the blue pill disallow the possible awakening? 

3.  Can a bluepill be recalled?  I thought that bluepills cannot be recalled because to do so would overload their brain and kill them in the pod.  I also thought that since they are blue pills, they cannot be subject to the same rule bending that the redpills are capable of. 

Once again, will a Storyline Dev please respond to this, thank you. 
1. I think this has been pretty well covered, but I'd just like to add that I think "blue pill regret" is more common than we might suppose.  Though the blue pill might ease the potential's immediate anxiety, the larger questions about the nature of reality will persist and eventually come to obsess the person again.  I think most failed potentials end up going a bit crazy.

2. The red pill can be given at any time.  In hard terms, disrupting the carrier signal means fooling the Machines' power plant system into thinking the potential is dead.  That is why the drone comes to disconnect them from the system, and the potential gets flushed.  This is also why code bombs are such a problem, because the victims wake up, but their carrier signals are still running - they don't send the drone to disconnect them, and they drown in the pod.

3.  Recalling a bluepill would probably cause some serious physical/mental/emotional damage.  A bad idea in general, but not necessarily bad RP.
Development Discussion Development Roundtable Combat Tactic Hotkeys Re:Combat Tactic Hotkeys Wendigo 0 08/10/2007 16:38
  Anybody home?  Funny, as soon as I get all pumped up again the thread goes quiet.

Oh well, I guess I'll just wait another few months for more people to notice that we need this.  SMILEY
News and Announcements Live Events [8.1.4] Mr. Manohar must be reconfigured - Recursion - 8/8/07 Re:[8.1.4] Mr. Manohar must be reconfigured - Recursion - 8/8/07 Wendigo 0 08/10/2007 16:33
  kou_urake wrote:
Garu wrote:

No, it WAS necessary.  Zion and EPN refuse to stop awakening bluepills.  If we have to kill one to give them pause, then so be it.  His death was a means to a reaction.

This is the real world, folks.  This is also war.  All this idealistic banter does nothing.  You can't save everyone, so you save as many as you can.  Majority rules, eh?

It's people like you that perpetuate the myth that Machinists are somehow less human because of it.  You're a redpill, too, right?  How'd you have liked it if someone showed up and killed you before you made the choice for the sheer fact that you were being offered a chance to take the red, huh? As far as you knew, you were doing nothing wrong.  You'd have never known you'd be serving "a greater good" by it either.
There's the rub.  Every one of you Machinists that thinks this was a good operation needs to take a minute and think.  You were ALL potentials once.  What if the system had decided that your death would have served the greater good before you were even offered the choice between red and blue?

It was not his fault that he questioned his reality - we all did.  The poor man may have even chosen the blue, but we'll never know that now, thanks to you.

Before you continue blindly following orders, consider the real greater good.  You may think you work with the Machines, but this proves yet again that your only options are get in line or get dead.
Community General Discussion Feedback From Discussions With Rarebit and Co. Feedback From Discussions With Rarebit and Co. Wendigo 0 08/05/2007 19:29
  Havocide wrote:
  • There are plans in the works to hold another Ingame Concert. Using the same venue as before. The band this time round is thought to be "American Rejects". this would mean a big download etc when the time comes. The video would play for 30mins and loop.
  • Rarebit has ideas in place to make up more quests, like the Patcher quest, but for other ability trees like MA.
  • Plans to make the new player tutorial stretch further around the areas, and also show more details about things like RSI Pills. the idea is to take it from Uraih SW and move it to Mars industrial and then onto tabor West. It would also include new clothes and NPC's in the dungeons of Mars etc.
  • Update 54 will include the Fanfaire shirt for those who pre-registered.
  • 9mmFU apparently wants to try and redo the MKT nd rebalance it - Dont quote me on that one though
  • This next one will be awesome if it could be implemented. Though they said it would take A HUGE amount of time as it would be a huge task. Thats EVEN if it is feasible to do. Dracomet has the idea to try and make it possible for players to recolour their clothes and also add buffs and remove them. So listen out for information in the future.
  • Chapter 9ish will bring in 3 new archive clothing rewards.
New concert? SMILEY  Waste of time IMO.  The last one was cool, but obviously took a long time to put together and pull off.  Methinks we have bigger fish to fry.

More quests? SMILEY  Bravo.  Rare does more with less than anybody living outside of a third-world country.  Those people pull off miracles everyday.

Improved new player experience?  SMILEY  I don't know how many of these we're actually getting these days, but anything that cuts down on the learning curve is great, because it's kinda steep right now.

Fanfaire shirt?  SMILEY  Are we just going to get level-scaling, crap-buffed shirts for everything now?

MKT rebalance?  SMILEY  I'm skeptical, as this sounds like a code-word for nerf.  I know Fu does excellent work, but I would ask does this rebalance focus only on MKT, or fixing the Spy tree?  The tree as a whole is rather dysfunctional as it received next to no testing time on the External Playtest Server.  Those who were there will remember that there was no spy tree until maybe 2 or 3 weeks (read: 2 or 3 updates) before CR2 went live.  As a consequence, the tree is sort of uneven, and MKT may perhaps be the easiest tree to use in the game.  If changes are to be made, I ask that the tree be evaluated as a whole, not only the MKT branch, because the strength of MKT is the only thing right now that makes the deficiencies of the other two branches acceptable.

Coding revamp?  SMILEYSMILEYSMILEY  Brilliant and long overdue.  I'd say that with the latest content infusion from the uber-hotfix, we'll be okay on that front for a while.  If we focus on crushing a few long-standing known issues first, (non-dynamic buffs/clothing stacking and NPC sploits among others) I'd say this thing takes Dev priority number one, no matter how long it takes.

New Archive rewards?  SMILEY  I'm tempted to be really cheeky and quote myself from above here, but I won't.  All I'll say is that it'd be nice to see some archive rewards with usable buffs.  Not earth-shattering, but useful to a level 50.  Also Zion deserves something REALLY cool here.  That Red Eye Beret is agreed on by all to totally blow.  I mean seriously, do you EVER see anyone wear that thing?
Community General Discussion A playable area on a Hovercraft.... Re:A playable area on a Hovercraft.... Wendigo 0 08/05/2007 19:05
  Do we need faction/crew areas of some sort?  Yes.

Do we need a playable hovercraft area?  No.

The reason why is because it violates the premise of the whole game.  The idea is that your computer chair IS your hovercraft.  When you hit the button to login, you're sliding the jack into your head.  Granted, not everyone RPs, but the idea is that the players in MxO are operatives jacked into the simulation.  To create a hovercraft area in-game ruins that idea.

If you really want to chat with your crew, go into the loading area and use crew chat. 

I personally think that even the loading area is screwed up.  It should be an empty white room with just a chair and a computer.  When you use the computer, it should bring up a menu that lets you choose to use something like the current loading area interface, or to load a training simulation including the weaponry and opponents of your choosing.  Crews should also share a loading area, so they can do team training.  Of course I'm getting way off-topic now, and starting to make myself sad about the stuff we should have, but don't, so I'll just shut up.  SMILEY
Community General Discussion how many of you love MXO how many of you love MXO Wendigo 0 08/05/2007 18:51
  stewartdaniels1986 wrote:
Jiinx wrote:
oobmapss wrote:
are you here because you love the community and the game ( and are secretly hoping it will get real funding SMILEY )

or are you here because its the only matrix game out there.

honest answers please


Well here you are wanting honest answers, so I'm going to take the second one on that.

Considering I have been playing this game since beta under a different name and faction (who i won't name for fear of reprisal from said community and eventually banned for having an opinion thats not the mobs), I find the answer simple because, I find at times the community can be very fickle and on occasion sycophantic/biased towards certain Factions and or play times.

However this is just an opinion, my opinion and this is just a game. Opinions can change if given the right evidence to prove otherwise.

Regards

Jiinx

 

Eh, I wasn't going to bother quoting, but that post happens to apply to me on several levels.

So to be honest, I'm here solely because it's the only online Matrix experience available, and for literally no other reason.  Every day I long for some other definitive incarnation of MxO to pop up so I can get away from this painfully inadequate version of what should be the most mindbending online experience in which a human being could possibly engage, and write the current incarnation off as a bad dream.  Until then, I'm stuck here, dealing with it.

The community has its globally positive aspects and contributions, but is mostly comprised of sycophantic individuals who consider dev derriere a delicacy, "vets" convinced their meaningless seniority trumps everyone else's opinions and/or criticisms, seriously misinformed RPers who base their RP on a bastardized if not utterly nonsensical version of the Matrix mythology, and "gamers" who in all candor could care less about MxO short of its inclusion in the station pass.  Or a variety of combinations of the lot.  None of which I have an iota of respect for when it comes to the Matrix.

The most glaring and annoying issue, of course, is the illusion of interactivity with, and thus investment in, the story.  Not that I have any interest in the ridiculous story we've been forced to accept and been deluded into believing we helped shape, but stop trying to shove this "official continuation" crap down my throat, it simply doesn't wash anymore.  MxO's so-called continuation of the Matrix storyline is an unbridled joke.  It's the Alien 3, Alien 4, Predator 2, and AVP of the franchise all rolled into one, an insult to the mythology.  Fortunately, numbers don't lie, as it appears the average Matrix enthusiast could care less about MxO and considers it nothing more than some obscure game. 

Ironically, the game aspect of MxO has gotten an undeserved bad rap in my opinion;  despite all of its problems, it was really never all that bad, even in the early days.  Then again, I'm not here for the game aspect of it.

Someone here once mentioned that whenever they get disenchanted with MxO or find their interest waning, they just rewatch the film(s) and the problem tends to disappear.  I find this to be the exact opposite of what happens when I rewatch the films;  it simply increases my level of disgust with MxO.

QFPT.  I can't completely agree with the above, but it's passionate and well-written and captures some of my sentiments, so I'll quote for partial truth.

I'm here because this is the only way I can be in the Matrix.  I don't really care about Matrix-gaming per se, (never played EtM or PoN)  but I knew I had to be a part of MxO from the first second I heard about it.  Unfortunately, because of circumstances out of all of our control, MxO has been relegated to the role of a side-project that will last only as long as the gifted skeleton crew of Devs we have can keep it going.  The potential was there, but the (un?)finished product falls short of expectations on nearly every account.

The thing that separates MxO from all other Matrix games is the storyline.  The opportunity to take part in shaping the future of the Matrix universe was like a siren call luring in all true Matrix fans with a computer and an internet connection.  Unfortunately, because Monolith underestimated the cost of living up to the game's promise to it's buyers, the storyline we have now is essentially the same as the movies, just much slower and not as cool-looking.  We may be characters in the world, but we do not exist in the storyline.

As far as the community goes, the above assessment is dead-on, I'd just say the proportions are a bit off.  I love my friends, but there are also people here I'd rather lose a toe than associate with.  On the upside, even the truly inbred morons are funny.

Overall, I think the game is made much worse by it's potential.  What we have is not that bad, and our Dev "team" is really doing a whole lot with not very much, but everyone knows how much more it could be.  That fantasy of the MxO that should have been haunts me, and leaves me wishing for a magical solution - something along the lines of TW finally convincing SOE to give up the rights and putting a brand new MxO into production.

I'll be here until the end, or until the next game that promises the chance to shape the future of the Matrix universe rolls around.

P.S.  If any billionaires are reading this and can get SOE to give up MxO, I have a complete design document for MxO2 ready to roll.  PM me!
Development Discussion Development Roundtable Combat Tactic Hotkeys Re:Combat Tactic Hotkeys Wendigo 0 08/01/2007 15:45
  pack-hunter wrote:
Tytanya_MxO wrote:

If there's some crippling reason why the arrow keys cant be used why not bind to Ctrl+arrow keys or shift or some other alternative, it seems a fairly basic issue and hotbar space is really too much of a premium to be wasting on the tactics.

Actually it isn't, as I stated before, the tactics are no longer "Tactics" Per say, they now operate under the abilities. To be able to assign keys for the tactics, it would require adding in the functionality of abilities connecting to hotkeys, something we don't have at the moment except for the hotbar yet, thats a completely different system.
Hyper-Jump connects to hotkeys.  Two separate hotkeys in fact: one for the quick jump feature (by default ctrl-space) and one for the precise jump feature (by default alt-J).  I'm not sure if the precise jump can be altered, or if it's hard-coded, but the point is moot: the quick jump can be assigned freely to different keys, so the precedent is definitely there for abilities that bind to hotkeys.

As I said in my above post, I appreciate your input, but all the counter-arguments in the world will not convince us that this is not something we want.  We want the Devs to spend whatever time they can looking into this issue and make it a reality as soon as possible.

Type 4's speak up!  If we want this and keep talking about it, we'll get it!
Development Discussion Development Roundtable Combat Tactic Hotkeys Re:Combat Tactic Hotkeys Wendigo 0 08/01/2007 15:36
  pack-hunter wrote:
Wendigo wrote:
I'm glad this thread was necro'd, but I still don't understand some of the responses I get on this issue.

  • Type 1 responses are  those who ignore the spirit of the original post and respond with what we already know.  The whole point here is NOT to use key bindings 1-5, because they take up hotbar space.  If you can't understand that then this thread is not for you.
  • Type 2 responses are those who are just happy to have more hotbar than we did in CR 1.  I kind of understand these responses, but they too miss the point.  The only reason we could get by with one hotbar in CR 1 was because of the relative simplicity of the system compared to CR 2.  CR 1 was filled with "win-buttons".  Every loadout had them, some more than others.  With the right clothes, every loadout was as simple as using 3-6 moves in succession, and cleaning up with a Power Shot to regain IS as your rinse and repeat.  CR 2 added a new level of tactical use to the abilities.  Now a well-built loadout must use as close as possible to all of it's abilities to be truly successful.  Finding room to have all of your various abilities (read: tactical options) available is the new problem.  We got an extra hotbar in CR 2 because it never would have worked with one.  They gave us 10 more spaces to work with, I just don't feel good about giving half of them up for something we never had to use hotbar space for before.
  • Type 3 responses share their personal secrets for saving hotbar space.  These responses are wonderfully community-minded and probably help many others, but they don't satisfy me.  I know all of the tricks for saving space.  I use the most efficient techniques of only putting what I absolutely need in my hotbar, everything else, including tactic-switching, I do through the Action Panel.  I know it works - if it didn't, the game would be unplayable.  My point is simply that having the additional option of binding the tactics to keys would make the gameplay infinitely more enjoyable for me, and obviously I am not alone in that.  After all, we're all here to have fun, and if we can pinpoint something that will make x% of us happier without sacrificing anything for anyone else, I think it's a no-brainer that we should do it.
I hope you guys are happy now, you made me break out the bullet points.  For the sake of updating the rest of you, I didn't just twiddle my thumbs on this thing, I actually asked Rarebit about it, but his response was less than enthusiastic.  Find it here about halfway down.

I still want this, and the Devs have shown a pretty good track record of paying attention to what we want, so if you want it too, make some noise here, and maybe we'll get it in the next uber-hotfix.  Type 1, 2, and 3s:  I love you, but don't bother responding unless you want to lend support.

  • Type 4 responses want bindable tactics and won't shut up until they get them.  That's me.  Who else is type 4?
To me this just says if you disagree with what I say don't post, which is not the point of a forum, Forums are to discuss the topic of the post. I have a right therefore to post what I want to say as long as it conforms to the standard guidelines and rules set by the administrators of the forums. Meaning if I want to disagree with your posts I will go ahead and disagree. I put my point up, if you can knock it down with a counter arguement, if possible I'll make that counter arguement Null. Thats the way it's supposed to happen, you have no right to say that this thread isn't for you, if you post a thread there is probably going to be people who disagree with what you say.

I'm sorry if you feel that I trampled on your forum rights, that was not my intention.  Naturally you can disagree with anything you want, but there is really nothing for you to disagree with here.  I made this thread to talk about a feature that I want to see in game, and see if others share that view.  If you don't want that feature, fine, but please stop trying to convince us that we don't want it.

Onto the actual discussion. Currently there is very few builds that actually require more than 10 hotbar spaces, Hacker builds usually need 2 hotbars, occasional Rifleman and sometimes a knifer build but other than that most builds do not, why? because most attacks are obsolete by the time you've gotten to a higher level. As it stands I find it much easier to just switch the top hotbar to the hotbar that I need when the eventuality arises which I can easily switch back to when I hit shift + 1.

I'm pleased that you are comfortable with the current control scheme and have found methods that work for you.  Other people however have expressed dissatisfaction, and this thread is merely for the purpose of finding out how many of those people there are.  Sharing with us what works for you is a nice gesture, but you need to remember that we all have different styles, and the technique that works wonders for you may be unthinkable to someone else.  You can't tell anyone how to play their game.

In the case of actually implementing them, states are actually abilities now. They operate under a different system to the old system, which is why the devs were not "Particularly excited" about doing because the base functionality was removed when CR2 was implemented. Translation for simpletons (or the less technically minded to be politically correct) is that it could be difficult, especially since they know so little about the system as it happens anyway. If it does get implemented I would prefer it if the keys were either set-able or if they can't, I'd want it set to the F keys since I don't want them to get in the way of my combat style.

It may take some time to figure out how to change this, I'm totally aware of that.  The whole reason I made this thread and the reason I've jumped back in it is to find out if enough other people feel the same way as I do to get the Devs to put in the time to make this change.  After Rarebit's response in the "Ask A Dev" thread, I let it go because the thread went quiet, and no one seemed to care anymore.  One day I turn around, and my post is back on top of the Development Roundtable.  The fact that this thread was resurrected independent of my influence shows me that this is an issue I am far from alone on, so I'm back to lead the charge.  I understand that it may not be the easiest or most exciting project the Devs have in front of them, but I want the people who care about this to stand up and be counted so that the Devs will see that this is indeed a worthy expenditure of their time.

The last sentence in your quoted paragraph above tells me that the heart of your resistance on this issue is that you are afraid that any change to the interface is going to "get in the way of [your] combat style".  As a fellow player, let me assure you that changing the current interface is not the goal at all, rather enhancing it with an added control option.  The focal word there being option:  I want the tactics to be hotkey bindable, meaning that you can assign them to keys if you like.  If not, things will be exactly the same as they are now.  No one wants to take away your style, so please stop playing devil's advocate in this thread.  You have every right in the world to post, but the way you are doing it now is simply not constructive towards the goals of this thread.


Development Discussion Development Roundtable Combat Tactic Hotkeys Re:Combat Tactic Hotkeys Wendigo 0 07/30/2007 15:56
  I'm glad this thread was necro'd, but I still don't understand some of the responses I get on this issue.

  • Type 1 responses are  those who ignore the spirit of the original post and respond with what we already know.  The whole point here is NOT to use key bindings 1-5, because they take up hotbar space.  If you can't understand that then this thread is not for you.
  • Type 2 responses are those who are just happy to have more hotbar than we did in CR 1.  I kind of understand these responses, but they too miss the point.  The only reason we could get by with one hotbar in CR 1 was because of the relative simplicity of the system compared to CR 2.  CR 1 was filled with "win-buttons".  Every loadout had them, some more than others.  With the right clothes, every loadout was as simple as using 3-6 moves in succession, and cleaning up with a Power Shot to regain IS as your rinse and repeat.  CR 2 added a new level of tactical use to the abilities.  Now a well-built loadout must use as close as possible to all of it's abilities to be truly successful.  Finding room to have all of your various abilities (read: tactical options) available is the new problem.  We got an extra hotbar in CR 2 because it never would have worked with one.  They gave us 10 more spaces to work with, I just don't feel good about giving half of them up for something we never had to use hotbar space for before.
  • Type 3 responses share their personal secrets for saving hotbar space.  These responses are wonderfully community-minded and probably help many others, but they don't satisfy me.  I know all of the tricks for saving space.  I use the most efficient techniques of only putting what I absolutely need in my hotbar, everything else, including tactic-switching, I do through the Action Panel.  I know it works - if it didn't, the game would be unplayable.  My point is simply that having the additional option of binding the tactics to keys would make the gameplay infinitely more enjoyable for me, and obviously I am not alone in that.  After all, we're all here to have fun, and if we can pinpoint something that will make x% of us happier without sacrificing anything for anyone else, I think it's a no-brainer that we should do it.
I hope you guys are happy now, you made me break out the bullet points.  For the sake of updating the rest of you, I didn't just twiddle my thumbs on this thing, I actually asked Rarebit about it, but his response was less than enthusiastic.  Find it here about halfway down.

I still want this, and the Devs have shown a pretty good track record of paying attention to what we want, so if you want it too, make some noise here, and maybe we'll get it in the next uber-hotfix.  Type 1, 2, and 3s:  I love you, but don't bother responding unless you want to lend support.

  • Type 4 responses want bindable tactics and won't shut up until they get them.  That's me.  Who else is type 4?
Feedback Forums Ability Feedback Sniper shot bugged Re:Sniper shot bugged Wendigo 0 04/12/2007 12:53
  It's not cataclysmic, but this is a nasty problem that seems to be effecting more than just the Sniper tree.  The real bastard of it is repro.  We can't seem to find ANY consistency in when it happens, so we don't even know when we're in danger of it.

This seems to be symptomatic of a deeper problem in the ability system, whereby we have many abilities from many trees that simple do not function both in and out of interlock.  To some extent or another, these problems have always been here, but everything seems to have gotten worse after the MKT "fix".  I would say that is the start point for finding what binds all of these problems together - take a very close look at what was done in the MKT patch.
Feedback Forums Ability Feedback What's the deal with invisibility Re:What's the deal with invisibility Wendigo 0 04/12/2007 12:48
  Agree with everything said in the original post, and while stuff is getting fixed - Vanish is broken too.  75% of the time it causes invisibility inside of interlock, which is well...worthless.
Feedback Forums Ability Feedback Devastation field. Re:Devastation field. Wendigo 0 04/12/2007 12:46
  I find the comparisons to Sniper here completely inappropriate.  Sniper affects one target, Dev Field affects as many people as are unlucky/stupid enough to get caught in it's radius.  We don't see people using it because it is a high-risk, high-reward type of ability.  People simple don't want to take the risk.  This however, does not change the fact that the reward is great.

I don't want to see any changes made to Dev Field, because I know of a few people that can use it as is to devastating effect (pun very much intended).  If we change it, those people will become godly, and the army of people that can't use it now will just jump on the bandwagon to make things worse.

Massively damaging AOE abs with stun need to be handled carefully, because they can change the face of the game alone.
Feedback Forums Player Versus Player Feedback if james bond was a ballista Re:if james bond was a ballista Wendigo 0 03/25/2007 18:10
  Your argument may be valid Cryshal, but one fight with a hacker of dubious skill is a very poor basis to make it on. 

You want people to support you that Hacker is too weak?  Do some real testing.  Try fighting that same Hacker 50 times, try varied resistance, try different stats.  Bring all those numbers here, and then we'll see what needs tweaking.

Also:  Ballista is a fairly one-dimensional build.  It deals lots of damage, pretty quick with the occasional stun.  It's not very versatile.  I wouldn't say that all Hackers are the anti-Spy, I'd say debuffs are the anti-Spy, and the guy you fought probably just didn't have them.
Support Forums General Technical Help and Questions Bad Crashes, Please Help! Re:Bad Crashes, Please Help! Wendigo 0 03/24/2007 18:27
  Old drivers FTW!!!

I pulled out the oldest video card driver I could find and just enjoyed my first crash-free MxO experience in months.  Thanks to all who chimed in to help!
Development Discussion Development Roundtable Convert Max XP to $Info Re:Convert Max XP to $Info Wendigo 0 03/24/2007 10:50
  This is indeed a great idea, but needs to come hand-in-hand with a big time $info sink.  Thinking back on the many ideas thrown around this forum, I think that faction rental space would do the trick.  It could use existing areas with a few tweaks (Mannsdale Projects anyone?) and would provide end game content, a reason to keep missioning, and claimable space (a long-time want) all in one fell swoop.

I do also think 1 to 1, XP to $info would be too much.  Maybe 1/3?  That way a full 3 phase mission would net about 300k.
News and Announcements Live Events [7.1.3] Okay, we're gonna make some DJs - Syntax - 3/22/07 Re:[7.1.3] Okay, we're gonna make some DJs - Syntax - 3/22/07 Wendigo 0 03/24/2007 10:30
  cloudwolf wrote:
Tseng. wrote:
cloudwolf i have a question. why do you deam everything you dont have an angle on this non-canon? can you not take it as face value.  the effectuator is a program that manilpulates code. our rsi's are mearly code representing our minds in the matrix. all the effetuator was doing was altering that code so other would perseve us as an object. if you cant aknowlage that then do you allso deam the rsi pill "non-cannon" since they do the same thing only perminatly. 


I understand the explaination, it's the circumstance i find unbelievable. Like the things effy says and the fact the machines would allow a train RSI manipulation thing to dance around for hours without any action. Circumstance and relevance is what makes things canonical to me, not explainations. Oh and on a random note, no, i don't see the RSI pills as canon either, merely another game convention. Heck, I continue to hope they never get used in the official story. 



Papergh0st wrote:

you can kill him with a broom though, which is pretty awesome.


You can kill that guy? =P


But meh, most people arn't getting the points im trying to get across and are instead warping them to present me as some sort of, oh how i love this term (been branded several times), Canon Nazi.

Maybe the nature of this game's storyline needs to be better described on the website when the guide finally gets done.

I've made all the points i want to make to the people i want to make them to so yeah, theres no point going on, we can leave it now.

And for whats its worth FF, thanks. Oh and PB too for keeping it cool.

OOC:
This canon argument (going all the way back to the "pew-pew" thing) is not about people's ideas of what can and can't happen in the Matrix.  Such an argument would be asinine, because the Matrix is a computer simulation - ANYTHING can happen. 

The heart of the issue is internal consistency.  If it is perceived that an action in the game storyline, regardless of how outlandish, has appropriate repercussions and consequences in the subsequent storyline, then it fits all criteria for becoming a part of the canon storyline.  This is why the arguments against "pew-pew" had little merit outside of personal taste.  However if an action carries no consequences and doesn't affect the storyline to follow, the natural inclination is to separate it from the rest of the story in someway, either in the unofficial archives or just in the minds of the players.

CloudWolf, I don't think you're a canon Nazi, I think you make a lot of sense, and your best point is right up there.  Seeing a dancing subway car would definitely break a bluepill's mind, making it something the machines would take immediate action on.  That didn't happen, detracting from the internal consistency of the world.

What CloudWolf is asking for is a "heads-up" from Rarebit regarding where individual events fall from these two choices.  Will future storyline be affected or not?  Will the events depicted carry the repercussions expected in an internally consistent living simulation (e.g. the dancing subway car being killed by an Agent and ejected from the simulation)?

It's obvious that Rarebit doesn't feel the need to give such a "heads-up" simply because the events speak for themselves.  I see where he's coming from to a certain extent, but I'm on the fence about this one.  In any case, I think this issue has run it's course in this thread and we should get back to talking about how cool Effy is and save the canon rag for another day.
Community General Discussion Live event behavior, aka why you just got put on /ignore Re:Live event behavior, aka why you just got put on /ignore Wendigo 0 03/22/2007 04:09
  Glad you're putting your foot down Rare.  Now if I can stop crashing for five minutes, maybe I'll get to enjoy one of these new, improved, spam-free Live Events.
Support Forums General Technical Help and Questions Bad Crashes, Please Help! Re:Bad Crashes, Please Help! Wendigo 0 03/22/2007 03:34
  It seems the crashes are getting more consistent at least.  Let's narrow this down.

It always seems to be after I've been in-game for a short period of time (10-15 minutes). 
The most frequent cause is attempting to use a hardline or an Archivist.
The process is always the same: First the sound makes a weird crackling noise, then goes into a loop of whatever sound it was.  The screen then goes black, and comes back as a BSOD.  The error message is that an attempt was made to write to read-only memory.  The guilty party is nv4_disp.dll - my video card driver.

So we know it's not bad hardware now, so what the hell is going on?  Remember, I didn't change anything when all of this started, I just went from being able to play for as long as I want, to total repeated failure.

Here are the updated spec files: MSINFO  DXDIAG
Support Forums General Technical Help and Questions Bad Crashes, Please Help! Re:Bad Crashes, Please Help! Wendigo 0 03/22/2007 03:09
  New RAM and HDD are here! SMILEY

Two crashes in the last hour! SMILEY

Pretty stumped, please help me.  I'll repost my diag info in a bit.
Syntax World Discussion - Syntax And so he returns, with great vengance and furious anger... Re:And so he returns, with great vengance and furious anger... Wendigo 0 03/20/2007 20:01
  Welcome back GoD.  I was wondering when you'd show up again.  Can't wait to team up for some mayhem like the old days, but it may be awhile...

((Still waiting on my new hardware...DOH!))
Syntax World Discussion - Syntax Factions List Re:Factions List Wendigo 0 03/18/2007 06:57
  Since when is E Pluribus Neo a Machinist faction? SMILEY
Development Discussion Development Roundtable MxO Legends Re:MxO Legends Wendigo 0 03/18/2007 06:43
  cloudwolf wrote:

Havn't read any of the thread but im bored so i'll post my vet rewards random idea from AAD

6 Months active account = Translocation program

1 Year = Mobius Code

1 Year 6 Months = Another Translocation

2 Year = HJB


I'm kind of annoyed about the whole translocation program-as-reward thing.  I got one from Pace for doing the most damage to Andromeda, (early Anome storyline enemy) but I haven't even used it because what you get for it isn't very exciting.  Nowadays people get swanky permanent effect items for events like that, and I can't help but feel gypped.  Was my even accomplishment worth less than anyone else's?

This might be a little off-topic, but I think it is relevant, because if we start giving out existing items as veteran rewards, we always have to consider the effect on people who already have those items.  In my case, it would make my translocation program TOTALLY worthless, as it's like saying just paying for the game for 6 months is just as good as personally swinging a battle against a major enemy.
Community General Discussion Knowing When and How to Petition - ha! Re:Knowing When and How to Petition - ha! Wendigo 0 03/18/2007 06:26
  I think the in-game reporting system has suffered greatly, because most people realize that we get much faster results by posting about bugs here on the forums.

For that trend to change, the /bug interface needs to be fixed.  I always do both when I find a problem, but here I get a response that lets me know the problem is acknowledged and being worked on.  /bug has no such feature.
Archived Forums Archive Construct Ask the Devs an MXO question v.5 Re:Ask the Devs an MXO question v.5 Wendigo 0 03/18/2007 06:15
  Do you ever find yourself the lone survivor of an NPC swarm while running an event and think: "Whoops, maybe I hit that spawn button too many times..."?
Development Discussion Development Roundtable "Badguy" Re:"Badguy" Wendigo 0 03/18/2007 06:02
  I don't think the term "bad guy" really belongs in any sort of evolved roleplaying format.  No one really thinks of themselves as a "bad guy", they do what they do because they feel it is the best thing for themselves or their people.

Any hardcore Zionite, Machinist, or Merovingian operative could qualify as a "bad guy", it's all about how they decide to do things.

What in your opinion is a "bad guy", and how does it differ from what we have now?
Feedback Forums Ability Feedback Still able to spam AOE heals. Re:Still able to spam AOE heals. Wendigo 0 03/17/2007 06:13
  Agreed, area heals should be team only.

As a funny aside, one magically rare day in PvP there was an even fight of 6 on 6.  One side all had the infamous artillerist hybrid loaded, the other side consisted of 3 snipers, an SMG specialist, a Duelist, and a KF/Aikido GM.  I was one of the snipers, and just sat there laughing for about half an hour straight as the other team kept reconning and attacking the visible members of the team while the snipers tore through them.  The other side must have died about 6 times a piece in that half hour before they finally gave up.  I never even moved - LOL!
Feedback Forums Player Versus Player Feedback IL while jumping wth Re:IL while jumping wth Wendigo 0 03/17/2007 05:59
  Seems like alot of people totally missed the point here.  This thread is not about validity or cheapness of tactics, it's about something that is an obvious bug.

Right now, if player X jumps constantly while player Y tries to initiate interlock, player Y's interlock timer fails.  Not only do they not enter interlock, but the timer resets, leaving them unable to even try again.  Since perfect timing is an impossibility in a game with lag, this needs to be fixed. 

Players can be interlocked while Hyperjumping, why not while regular jumping?
News and Announcements Live Events [7.1.2] The black box is secure - Vector - 3/15/07 Re:[7.1.2] The black box is secure - Vector - 3/15/07 Wendigo 0 03/16/2007 16:15
  ((By far one of the coolest events I've ever seen.  I wish I could have been there.  To be honest, I didn't even know stuff like this was possible.  I wonder what other tricks Rarebit has up his sleeve.))
Feedback Forums Animation Feedback /mood bug Re:/mood bug Wendigo 0 03/15/2007 15:40
  Yes, coding breaks mood for everyone, as do certain Hacker and Spy abilities.  The easy fix is either jumping, or changing to certain moods.  A quick switch to aggressive and back always fixes it for me.
Feedback Forums Player Versus Environment Feedback NPC's leaving mission area Re:NPC's leaving mission area Wendigo 0 03/15/2007 15:37
  Annoying, but reliable workaround for this bug:  Go to coordinates 0, 0, 0 and you'll find your missing NPCs.  I

t takes them awhile to get there because they are not in any particular hurry, but they usually take the most direct land route to get there, so if you walk it yourself you'll find them.  In Richland, this location is the same place that the glitch kitties always appear.  I wonder if there's a connection...
Community General Discussion If you could change your MxO handle, what would it be? Re:If you could change your MxO handle, what would it be? Wendigo 0 03/13/2007 17:11
  Wafflesnatch McOwnage

In honor of the greatest Counter Strike player of all time.
Support Forums General Technical Help and Questions Bad Crashes, Please Help! Re:Bad Crashes, Please Help! Wendigo 0 03/12/2007 14:11
  A pox on Dell and all their kin!

I've got the PBR thing fixed, but I'm so freakin' scared to even try MxO again.  There's no chance of me missing the anniversary event, so what else can I do without risking total failure again?
Support Forums General Technical Help and Questions Bad Crashes, Please Help! Re:Bad Crashes, Please Help! Wendigo 0 03/12/2007 11:03
 

Just when I thought things couldn't get any worse...

 I was having a bit of success with my RAM swapping project; I had gotten the game to run (albeit with monstrous lag) with one of my two 512 MB memory sticks in.  Though my system locked up at jack in a couple of times, I hadn't experienced any of the BSOD crashes I was getting before.  I was strolling along headed for a hardline, when suddenly BSOD.

 Upon reboot, I now get the message "Loading PBR for descriptor 2...done" then on the next line "Bad PBR".  I know enough about computers to know this is really bad.  Ive run all of the diagnostics from the Dell utility Partition, and everything passes, but I can't get the machine to boot.

 HELP!!!!!!!!!!!

Feedback Forums Player Versus Environment Feedback UPDATED: Ashencourte Blood-Drinker Loot Tables Still Broken! Re:UPDATED: Ashencourte Blood-Drinker Loot Tables Still Broken! Wendigo 0 03/11/2007 08:17
  I've just spent about 2 hours in Ashencourte killing Blooddrinker Whelps.  Though they seem to drop slightly more info, the loot tables still seem to be really screwed up. 

The 3 chevrons rarely drop anything but info, and not large amounts of it either (13k maximum, but as low as 100).  Items in general do not drop very often, and when they do they are really useless.  After 2 hours of steady fighting, the only non-normal item that dropped (with the exception of one Ashencourte Vestment) was an Armored Motorcycle suit for level 10. 

Nothing Shielded, nothing Enhanced, and only one Armored item after 2 hours?!  Please tell me that your fix for this didn't stick right and you just have to slap it on again Rare, because these can't be the corrected loot tables!
Support Forums General Technical Help and Questions Bad Crashes, Please Help! Re:Bad Crashes, Please Help! Wendigo 0 03/10/2007 07:55
  Update: I've tried the DIMM swapping thing with dubious results. 

The first time, I crashed the same way I have been, this time attempting to access a construct. 

On the second pass, I locked up jacking in from the Hardline.  No BSOD, the game just became totally unresponsive.

I'm very confused and I'm starting to go through MxO withdrawal.  Could BOTH sticks really be bad even though they pass every test I can find to run them through?
Community General Discussion The Sunsets Were A Lie - Leaflets The Sunsets Were A Lie - Leaflets Wendigo 0 03/10/2007 06:45
  Zampano1981 wrote:
To a bluepill Sunsets are not lies nor truths, simply natural occurences. The change would simply be explained "Meterological anomalies" or "Solar flares" and be accepted by the bluepill populace. Most believe the system (that is the media culture, Government, controls...within the system) and would not question the "Truth" told by the weatherman or the Government expert.



The General does not work for EPN, he is not trying to inform Bluepills of the illusionary reality of the world (Maybe he is, but doesn't seem that way) and bluepills do not tend to pick up litter on the street to read. (Just realised, do the things Bluepill NPCs say ever change? They should be updated to reflect the "feeling" of the system)



The message is meant for redpills, just as his last ones were, as only they are aware of the relevance of sunsets and their connection to Sati.
You've hit the nail on the head here Z, but you've proved my point for me.  The change in the sunsets would be explained by the system as "meterological anomalies" or "El nino" (ROFL).  This is exactly why the General put those leaflets out: to make the bluepills wonder if they can trust those explanations coming from the system.

This has nothing to do with EPN.  Uncontrolled awakenings are not the General's penultimate goal, but they suit his purpose well enough for now: Chaos.  Bluepills may not read litter, but realistically put yourself in their position: the sky suddenly starts changing in a very strange fashion, media outlets explain it away through arcane scientific jargon, and the streets are filled with mystery leaflets saying that it's all a lie.  Questions will be asked, and illusions will be shattered.

What greater end could the General possibly achieve by targeting these flyers at us?
Support Forums General Technical Help and Questions Bad Crashes, Please Help! Re:Bad Crashes, Please Help! Wendigo 0 03/10/2007 06:33
  Uninstalled AVG.  Didn't help.

I downloaded a memory test utility and ran it overnight to test my RAM.  No errors came up.  I'm trying the thing with pulling the DIMMs now, but assuming that the test was accurate and my RAM isn't bad, what else could it be?

The errors I get nowadays are quite odd.  The game will run fine for 30 minutes, or even an hour, but eventually, either while I'm just randomly running around or if I try to use a hardline to teleport or am forced to reconstruct I get a tasty blue screen of death.  It says it's caused by my video card driver attempting to write to read-only memory.  Dubya Tee Eff?
News and Announcements Live Events [6.3.5] That was not mentioned in our training documentation - Vector - 3/6/07 Re:[6.3.5] That was not mentioned in our training documentation - Vector - 3/6/07 Wendigo 0 03/08/2007 19:30
  OOC:

Thanks, now I won't feel so bad about not playing since I keep crashing everytime I jack-in. SMILEY
News and Announcements Live Events [6.3.5] That was not mentioned in our training documentation - Vector - 3/6/07 Re:[6.3.5] That was not mentioned in our training documentation - Vector - 3/6/07 Wendigo 0 03/08/2007 19:09
  Rarebit wrote:
Wendigo wrote:
kou_urake wrote:
(( I think the actuall discussion of actual gameplay was just for comedic effect?  I mean, this wasn't exactly a plot driven event. Besides, it's as big a break in the fourth wall as that time the Effectuator said he was going afk... (which fits in with his character perfectly))
OOC:

Effy is Effy.  He's good for Rarebit to blow off steam with, and we can all have a laugh, but I do not want to allow the dangerous precedent of allowing Effecutator qualities to migrate to other story characters be set without at least voicing my opinion.  Effy going AFK does fit his character, but being a clueless blonde playing MxO DOES NOT fit Pace.

@Rarebit - Does =P mean okay?
Nah, it means I don't quite agree with you. I don't usually bother referencing gameplay mechanics, but this *is* a simulation, after all, and special abilities and so forth are programs you've loaded into it along with your RSI. The Matrix itself is an "artificial mechanic." That's part of why it works well as a game, because that's exactly what a game is. Destroy your suspension of disbelief? I'd say rather that you don't believe thoroughly enough.

And as for what Pace knows and doesn't know--that's also a matter of belief on your part, eh? Maybe she's a big fat liar. Then again, maybe she really is inexperienced in combat. After all (since I've been controlling her--I can't vouch for what the old LET did) she's only fought a few times. Her combat loadout WAS underdeveloped. If you keep watching her closely, you'll see that it has now changed, and she'll use the three handgun special moves the operatives tipped her off about (as you can see already in those last few screenshots). Pace is a new type of Agent program, programmed for interaction with humans, rather than combat; her fuzzy logic neural network is only a few years old. The other Agents, on the other hand, were programmed for combat from the get-go, and have been around for quite a long time.
OOC:

All I'm saying is that I wish you'd go back to not referencing gameplay mechanics.  Hopefully if other people agree with me, they'll speak up too.

If Pace were only playing the ditz in this event, and there is something far more saavy underneath, then kudos to you Rarebit, but my point still stands about her amount of experience.  Though your combat loadout for her may be somewhat sparse due to lack of use, the fact remains that she is an Agent program.  Her function may be primarily social, but it would not make sense for the machines to leave out the exact same combat routines that other, less advanced, Agent programs employ to deadly efficiency. 

Experience is irrelevant because Agents come ready to roll out of the box.  Did the upgrades in Reloaded have to train for years so they could fight Neo and still get owned?  No, they were programmed to fight him (and lose) and that engagement probably occured mere hours after their deployment.

I appreciate the unique affinity of the Matrix universe for being portrayed in game form, but I believe I speak for many subscribers (I know I'll be corrected if I'm wrong, hehe) when I say that a large part of this game's allure is not for the game itself, but it's use as a storytelling medium.  The entire purpose of these posts is only to try and preserve the purity of that medium by keeping this from becoming too much of 'just another game'.  I see storyline characters acknowledging game mechanics as a move in that direction. 

The day that happens, is the day MxO dies.
 
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