

38 posts · 2006-05-30 03:20:29 to 2008-04-09 18:08:00


The org abilities should be for everyone not just level 50s anyway it might be the rep that determines which org abilities you have not level.
I agree its likely merovingians will have the special moves of the exiles, the machinists could have advanced hyper abilities like the agents and zionists could have moves performed in the movies like Trinity’s overhead kick.

Zion Interface (small bonus to all accuracies, passive)Machine:
Strength of Will (bonus to all resistances, passive)
Righteous Shield (burn IS to negate damage taken, activated)
Generous Spirit (boost IS regen rate, activated)
Champion of Zion (small % chance, when hit, to fire off an AOE heal/IS restore)
Machine Interface (small bonus to accuracies, passive)Merovingian:
System Patch (boosted health regen rate, passive)
Dynamic Reallocation (boost all DPS, activated)
Data Conversion (convert damage taken into IS restored - not sure passive or activated)
System Control (small % chance, when hit, to fire off an AOE stun)



We both pwn, but sadly, not as much as CodeWorks. :smileyvery-happy:
Dragonram wrote:
Ooh I'm stuck at 123 :smileysad: Shouldn't take you long though kryt, I hear that they're working on a way to make gaining rep slightly easier and better.
I like spectral field, but I love the machine abilities...and like you I'm one...you and I are similar...except you pwn.
- Ð

Message Edited by shauntaylor88 on 05.30.2006 04:48 PM

ReProgrammed wrote:They can use this as live testing. So far the problems are; Lack of picture, no tree, reputation requirements don't work, difficult attaching to hotbar....That sounds about it for now. So far they all work great.....Would be perfect if just the reputation requirements worked...You can use other organizational abilities that are not your own.
By the way, there's a reason why these things don't work: They're not intended for release.

They're old, they haven't been touched, the design and technical issues that make me not want to spend time on them are all still present, and this leak was purely accidental as far as I know, caused by a completely unrelated change to the file they're in.
You can't lose!
Pfft just abolish the Cyphs like they should have been in the origional plan, they have no direction anyway. Get rid of EPN for that matter too, without the Cyphs they will have lost their 'balance' and will seem out of place.
Its all easily done with some Kill-Codes and an angry Intruder 
Would stop sub-org hopping and allow Rarebit to get more indepth with the 3 main orgs story as he wouldn't have to do worry about the EPN and Cyph events ^^
*isn't serious unless everyone agrees*
>_>
<_<

Woo, that'd create some serious instability in the Machine org.Pfft just abolish the Cyphs like they should have been in the origional plan, they have no direction anyway. Get rid of EPN for that matter too, without the Cyphs they will have lost their 'balance' and will seem out of place.
Its all easily done with some Kill-Codes and an angry IntruderWould stop sub-org hopping and allow Rarebit to get more indepth with the 3 main orgs story as he wouldn't have to do worry about the EPN and Cyph events ^^

Woo, that'd create some serious instability in the Machine org.
Actually, a lot of Cyphs have said they'd go Merv if there was no Cyph option.
But I stray from the point, Org Abilities are full of win and it would be a huge mistake to just leave them to rot away with Zen Master and such
" width="15" height="15" />
EDIT: I say 'a lot of Cyphs' but only one I recall has said it, but when you look, a lot of Mervs have gone Cyph on Syntax at least.
SolidRevolver wrote:Woo, that'd create some serious instability in the Machine org.Especially on Syntax: the ex-Cypherites would never get invited to events by the liaisons.

Procurator wrote:I would of stayed Merv if there wasnt CyphsWoo, that'd create some serious instability in the Machine org.Actually, a lot of Cyphs have said they'd go Merv if there was no Cyph option.
But I stray from the point, Org Abilities are full of win and it would be a huge mistake to just leave them to rot away with Zen Master and such
" width="15" height="15" />
EDIT: I say 'a lot of Cyphs' but only one I recall has said it, but when you look, a lot of Mervs have gone Cyph on Syntax at least.

Completely and utterly untrue. The syntax machine liasons make themselves available to all machinists.nah
kou_urake wrote:Seconded.Completely and utterly untrue. The syntax machine liasons make themselves available to all machinists.nah





You mean the Syntax Mech liaisons would only invite the top of the social hierarchy to events / their secret forum where players could bash the factions who didn't have access? I was under the impression that was already going on. Heck, some 3 year machinists-to-the-core may have gone CYPH solely because of what this essentially amounted to: a blacklist that could only be gotten around if you "knew somebody," essentially sending the message: "These are the machinists the liaisons care about, the rest be damned."Here, listen you. That's not what I meant, as you *CENSORED* well know. The Syntax Machinist liaisons don't like Cypherites - simple as that. So if the Cypherite org meshed into the Machine one, there'd initially be a conflict there. But it would never be allowed to last, if you'd employ some common sense. Either the Mech liaisons would change their tune, or the Cyph liaisons would join the liaison team or... whatever.
Organization diversity should not, and will not come in the form of more avenues, through which to buff.

Rogue wrote:New construct (note the lack of a plural) that took 3 years to release. Adding the ability to get more emails (oh no. If only that wasn't MxO just playing catch up with the game industry), daily events (Rare logs in, we kill some spawns, rare talks, logs out), and continuing story (nothing to refute here)./sigh. You people have become too submissive. There's no pressure at all on the devs to release anything outside of crits and a sentinel at this point. Whatever.... and new constructs, change in the E-mail, daily events, continuing story all the stuff that Rarebit says he wants to do for update 60... nah, no pressure at all. Just because you can't see what they're doing doesn't mean that they're doing sod all...

Vinia wrote:Thank you, that's exactly what I meant.Do you really think he and the other Dev's aren't under pressure?That's not actually what he meant, at least not the way I saw it. Rogue meant that there's no pressure from the player base for the Devs to do specific things. There's pressure on them to not work on other things: pressure from live events, crits, constructs etc. means they can't work on org abilities for example.
But there's little pressure from us for them to do things...

There could be some innate flaw in the coding of the abilities or the game itself which would prevent the abilities working properly, we've already seen that based on rep doesn't work with them, for the moment and that you could load up another Orgs abs. This could mean a complete rewriting of the abs code or alteration of the games code would be needed. Now we know the game code is quite hard to sort out and it could take ages for the dev's to rewrite out the code for abs in order for them to work. This may be the reason why they're not looking into it, because it'd take too much time away from what they should be doing. I know I'd prefer lots of new small additions than waiting 5-6 months for a single large one.
(Note: this post was based on my very little knowledge of code writing)
