Ask the Devs an MXO question v.3

169 posts · 2006-11-14 14:42:07 to 2007-02-08 18:11:45

#36300095610 11/14/2006 14:42:07 Ask the Devs an MXO question v.3
[Previous editions of the "Ask the devs" thread can be found in the Archive Construct.]

Hello, and welcome to the "Ask the devs an MXO question" thread, version 2! This is where you can ask a question relating to MXO, and have us respond with an answer of some sort. Ground rules:

1) Only the first question after the last dev/admin reply will be considered. This means that if I make a post, then Player1 makes a post with a question, and then Player2 makes a post with a question, only Player1's question will be answered. Player2's post might even be deleted to keep the thread clean (*makes mental note to remind self to beg Walrus for post-deleting power*). Player2 will have to try again later!

2) This also means that if Player1's post contains two questions, only the first question will be answered

3) Keep in mind that it is community/designer people we have here, so don't expect anything other than obviously made-up answers to highly technical programmy questions.

4) The answer to most "why isn't [feature] in the game" questions is "because we don't have the budget for it." So you might not want to waste your chance at an answer on a question like that.

5) On the other hand, questions about quirky MXO things are encouraged! Why is Ghost bald now? What does Walrus keep on the wall of his cubicle? The answers to these and other such questions could be yours

6) We may not know the answer to a question, or we just may not be able to answer it for some reason. But we will, at least, say that we don't have the answer, which is sort of an answer, in a way.

7) Responses may not be timely, because we may hard at work on something, such as sleeping. Please have patience, and do not spam the thread.

8) We can't answer questions relating to future releases!

9) We can't answer questions relating to story spoilers.

10) Questions that have been edited are automatically disqualified!

11) We can't answer questions regarding specifics of SOE staff; we also can't answer questions that really belong to other SOE departments, such as Marketing or Customer Service.


So, who's got a question?
#36300095611 11/14/2006 14:43:16 Re:Ask the Devs an MXO question v.3
did the event with tantalos, veil and the fire virus go as planned? it was an awesome event.. but i think people were more intrested in spreadin the virus :p
#36300095615 11/14/2006 14:44:43 Re:Ask the Devs an MXO question v.3
How exactly does going about making the critical missions work and how much time do you spend on that batch? Would you say you spend more time on the missions then other projects or what?
#36300095616 11/14/2006 14:45:00 Re:Ask the Devs an MXO question v.3
You bugger butt! Right in the middle of a question, too! *shake fist*

How much can you edit the City without requiring a really big patch? Tweaking textures, tossing some benches around a bit, blowing up the Uriah/Stamos bridge?
#36300095617 11/14/2006 14:45:15 Re:Ask the Devs an MXO question v.3

=D Omgz I got the fourth reply!
Gimme medal!

*waits patiently for Rarebit to reply so he can post a question*

#36300095618 11/14/2006 14:45:36 Re:Ask the Devs an MXO question v.3
So what was Seraph and Orcale doing on Recursion not long ago?
#36300095619 11/14/2006 14:46:12 Re:Ask the Devs an MXO question v.3
Seperioth wrote:
did the event with tantalos, veil and the fire virus go as planned? it was an awesome event.. but i think people were more intrested in spreadin the virus :p
Aside from me forgetting to set Gray's first wave of Agents to disappear after killing their initial target, yeah, it pretty much went as expected.

The little slip with the Agents' setting was probably for the best anyway, since they stuck around and cleared out the area in a hurry. ;)
#36300095620 11/14/2006 14:46:39 Re:Ask the Devs an MXO question v.3
WGAnubis1 wrote:
How exactly does going about making the critical missions work and how much time do you spend on that batch? Would you say you spend more time on the missions then other projects or what?

#36300095644 11/14/2006 15:15:16 Re:Ask the Devs an MXO question v.3
Do you enjoy killing the forums with a single post that amounts in thousands of posts SMILEY? (Grats on making a 3rd questions thread SMILEY)
#36300095649 11/14/2006 15:20:57 Re:Ask the Devs an MXO question v.3
I may be late in asking, but gosh darnit, someone's gotta see this!

Would it be possible to implement cypherite/EPN missions without doing criticals every month and make a 5-org system?  No new content, but new org tags and new controllers?
#36300095682 11/14/2006 16:10:50 Re:Ask the Devs an MXO question v.3
Fatmop wrote:
I may be late in asking, but gosh darnit, someone's gotta see this!

Would it be possible to implement cypherite/EPN missions without doing criticals every month and make a 5-org system?  No new content, but new org tags and new controllers?

one problem left to fix.....
archives.....they will need their own vendors (yeah theres plenty of book shops), and then set up the new archivists in the archives..
Photobucket
#36300095687 11/14/2006 16:18:41 Re:Ask the Devs an MXO question v.3
Sykin approves this new, faster, and better version of the "Ask the Devs an MXO question" thread.
#36300095688 11/14/2006 16:18:42 Re:Ask the Devs an MXO question v.3
WGAnubis1 wrote:
WGAnubis1 wrote:
How exactly does going about making the critical missions work and how much time do you spend on that batch? Would you say you spend more time on the missions then other projects or what?

I think I've gone over the mission-making process in one of these "Ask the Devs" answers before, so I don't know if I want to type all that out again, but basically it involves a lot of...uh...typing. We have a custom mission design tool called "Missile" that has lots of tabs and drop-down fields and panels and so forth, and I put in all the text and objects and NPCs, and set some triggers based on events the player accomplishes (killing NPCs, opening doors, getting/giving objects, etc), and voila! Missions. Then there's all this really complicated batch processing that calculates where the missions can send you and such and such. How long... Hm... Assuming I'm not killing myself at it, I get about one to one-and-a-half critical missions done a day (that's in addition to all the regular bug fixing, minor feature adding/tweaking, meetings, events, forum posting, etc), so a regular subchapter batch of fifteen takes about two to three weeks.
#36300095690 11/14/2006 16:19:43 Re:Ask the Devs an MXO question v.3
ZippyTheSquirrel wrote:
You bugger butt! Right in the middle of a question, too! *shake fist*

How much can you edit the City without requiring a really big patch? Tweaking textures, tossing some benches around a bit, blowing up the Uriah/Stamos bridge?

#36300095691 11/14/2006 16:19:50 Re:Ask the Devs an MXO question v.3
If you could make ANY / command in the game... What would it be?
#36300096496 11/15/2006 17:09:20 Re:Ask the Devs an MXO question v.3
Sykin wrote but HT stole:
If you could make ANY / command in the game... What would it be?

#36300096538 11/15/2006 18:02:03 Re:Ask the Devs an MXO question v.3
Why did you guys opt for a trail behind the Hyperjump rather than taking out the "Mario" jump?
#36300096653 11/15/2006 21:20:47 Re:Ask the Devs an MXO question v.3
Rarebit, any word on that RSI appearance changer you talked about awhile ago?
#36300096667 11/15/2006 22:36:03 Re:Ask the Devs an MXO question v.3
Beachhead wrote:
Rarebit, any word on that RSI appearance changer you talked about awhile ago?


yeah any word? This idea just feels like its sitting right in our face the way you guys easily release masks for halloween. Is there a way to create some type of feature to save an outfit as a "MASK" as well as adjusting to its bodytype so we can create our own "RSI MASK"?

No matter how many other gadgets you guys put in the game, the matrix franchise was built on philosophy, martial arts/gunplay, and STYLE.

Imagine if Neo never ran around in the films wearing a prophet duster, but a direwolf coat, caution boots, and troll's hide instead SMILEY think of how messed up that would look SMILEY.

It's been long awaited... and players have posted tons of ideas relating to the matter.

We are just sick and tired of running around pvping dressed like a bunch of garbage pale kids.

STYLE STYLE STYLE! WHERE IS IT? SMILEY

#36300096827 11/16/2006 04:30:21 Ask the Devs an MXO question v.3
Rarebit wrote:
Apparently the UI ids were hardcoded in a fixed array for the tutorial, so updating UI anywhere else in the game could break the tutorial. =P
The original developers really didn't program the game with scalability in mind, did they? SMILEY SOE needs to give you enough funding to start the game from scratch.
#36300097071 11/16/2006 11:42:09 Ask the Devs an MXO question v.3
[TGS wrote:
Procurator]Rarebit wrote:
Apparently the UI ids were hardcoded in a fixed array for the tutorial, so updating UI anywhere else in the game could break the tutorial. =P
The original developers really didn't program the game with scalability in mind, did they? SMILEY SOE needs to give you enough funding to start the game from scratch.
Hell... if I got a program that had stuff like that done, I would sneak a fix for it in by working a couple hours after everyone is gone. Sure I would'nt get paid... but it would drive me crazy knowing it's not dynamic.

But the talk of changing some the UI ids... Hmm Dev Ninja magic...
#36300097086 11/16/2006 11:59:04 Re:Ask the Devs an MXO question v.3
Yeah, but from the sounds of it, MxO's code is riddled with all sorts of ridiculous problems, which is why adding things and changing things is so tricky. I mean, adding an extra page to our inventory, for example: in theory you'd just need a new image, change a couple of UI values and increase the inventory database's field size. But oooooh, no! SMILEY There are too many things in the way like hard-coded calls to the database and UI elements which don't dynamically scale.

There's only so much that can be done to fix this out-of-hours. SMILEY
#36300097114 11/16/2006 12:33:26 Re:Ask the Devs an MXO question v.3
SokudaBlade wrote:

Rare,

Is there any hope to a revamp of the faction panel or priveleges for the faction leaders? A thread was made about it here. You can say that my main concern was being able to have a tree like hierachy to see members inside other crews and be able to remove/add members to those crews. And the ability to have the faction leader not in a rank but at the top then start at rank1 crews and so forth cuz the ability of not able to demote rank1 captains because we are in the same rank is troublesome and with recent crew bugs i hate to redo my faction to just remove an inactive captain or sum1 that left the game, i much rather demote them to the lowest rank.

Thanks

Blade


#36300097420 11/16/2006 19:40:16 Re:Ask the Devs an MXO question v.3

For later

You said awhile back that you had this...

"Rarebit Archived image unavailable: icon_minipost.gif 08/12/2006 01:30:11     Subject: Re:Ask the devs an MXO question v.2


ManicV wrote:

What's your theory on what happened to Neo/Smith at the end of Revolutions?

During my Christmas vacation, and after doing a marathon of the Matrix DVD Ultimate Collection, I came up with a whole crazy scheme that explains, as far as I'm concerned, what happened there, and why things happened the way they did. It carries implications for the future of the story, and I still have hopes of pitching some of it to Paul, so I don't really want to go into it too much. I guess I'll just say that part of my theory is that Neo was not, in fact, the anomaly (I realize this strains the most obvious interpretation of one of the lines from the movies, but eh), and that he was designed to cancel out Smith, which he did."

idea and wanted to pitch it to paul. Did you ever manage to do that?


#36300097768 11/17/2006 07:54:52 Re:Ask the Devs an MXO question v.3
 Who Does the Voices in the Cinimatics ? Do u get people in or run around the office like a luny asking people to sound like an agent >.<
#36300097774 11/17/2006 07:59:38 Re:Ask the Devs an MXO question v.3
supersdcurge wrote:
 Who Does the Voices in the Cinimatics ? Do u get people in or run around the office like a luny asking people to sound like an agent >.<

Pre-recorded.
#36300097780 11/17/2006 08:03:48 Re:Ask the Devs an MXO question v.3
oh :/
#36300097787 11/17/2006 08:15:43 Ask the Devs an MXO question v.3
Not all of it, rare said walrus had to do talks over 6.1's voice work.
#36300097904 11/17/2006 10:18:42 Re:Ask the Devs an MXO question v.3
And the Piece of Blue Sky event that had the voice was recorded specifically for that (even if it did cut out for most people after the first 30 secs or so :p)

Jeffers

#36300097925 11/17/2006 10:36:44 Re:Ask the Devs an MXO question v.3
SokudaBlade wrote:
SokudaBlade wrote:

Rare,

Is there any hope to a revamp of the faction panel or priveleges for the faction leaders? A thread was made about it here. You can say that my main concern was being able to have a tree like hierachy to see members inside other crews and be able to remove/add members to those crews. And the ability to have the faction leader not in a rank but at the top then start at rank1 crews and so forth cuz the ability of not able to demote rank1 captains because we are in the same rank is troublesome and with recent crew bugs i hate to redo my faction to just remove an inactive captain or sum1 that left the game, i much rather demote them to the lowest rank.

Thanks

Blade



#36300100225 11/20/2006 14:54 Re:Ask the Devs an MXO question v.3
Rarebit wrote:
HostileIntention wrote:
Sykin wrote but HT stole:
If you could make ANY / command in the game... What would it be?
One that would let me change character names while logged in would be quite handy.





 Why can't you do that? It seems simple enough.

 By the way, check your PM box.

#36300100944 11/21/2006 13:27:11 Re:Ask the Devs an MXO question v.3
TheJurymen wrote:
No bug...shes packing!!! RUN!!!

*cough* Yes..bug, just look the other way SMILEY


OMG IT'S A FEMBOT!!!!!!!!!

Q: why does duelist have much lower average accuracy scores than all the other styles, or is that just me SMILEY because a normal MA can reach very close to max accuracy which is I think 150 or summat, and I can only reach 100-120 depending on certain loads 

#36300100946 11/21/2006 13:28:15 Re:Ask the Devs an MXO question v.3
Was I last person to talk to Anome in a tell before he got killed?

^VS^
#36300100953 11/21/2006 13:35:40 Re:Ask the Devs an MXO question v.3
Abigor666 wrote:
Was I last person to talk to Anome in a tell before he got killed?
No, although you were the last person he sent a tell to.
#36300100954 11/21/2006 13:37:17 Re:Ask the Devs an MXO question v.3
HostileIntention wrote:
Were you playing around in Uriah or is this a bug.. =P






#36300100955 11/21/2006 13:39:27 Re:Ask the Devs an MXO question v.3
Can I ask if radio DJs can buy a club from a game? I want club Sphinx for my shows lol well actually serioesly could we like have NPCs who are club owners who like will hire you to be bouncers or something? more content! or my first idea, can we buy em? lol

twagz
#36300100973 11/21/2006 14:16:38 Re:Ask the Devs an MXO question v.3
Mathalos wrote:
HostileIntention wrote:
Were you playing around in Uriah or is this a bug.. =P






It's a bug. Level 1 and 2 Nuker and Gun simulacra are missing their Python character sheets, so they spawn doctors instead.
#36300100975 11/21/2006 14:19:45 Ask the Devs an MXO question v.3
This comes from last nights event on syntax with The Kid.... Do you prefer smaller org only events? Like are bigger ones harder cos of all the talking and lag. Its just people tend to get silly when theres a mix of orgs especially thedam mechs. It just ***** me off so much and yeah I stormed out last night sorry Rare
#36300100976 11/21/2006 14:22:15 Ask the Devs an MXO question v.3
RetroX wrote:
This comes from last nights event on syntax with The Kid.... Do you prefer smaller org only events? Like are bigger ones harder cos of all the talking and lag. Its just people tend to get silly when theres a mix of orgs especially thedam mechs. It just ***** me off so much and yeah I stormed out last night sorry Rare
Smaller ones are certainly easier to manage. There are certain (possibly aggravating) group dynamics that you don't get in small locked events, though, and I think those are worth seeing once in a while.
#36300100978 11/21/2006 14:24:25 Ask the Devs an MXO question v.3
What's the top most important bug to fix on the list?

And you better say it's the NPC's leave their mission area bug!
#36300100982 11/21/2006 14:26:03 Re:Ask the Devs an MXO question v.3
What ideas do you have on the table??
Photobucket
#36300101004 11/21/2006 14:52:58 Re:Ask the Devs an MXO question v.3

guess who's back???

SMILEY

#36300101090 11/21/2006 17:26:07 Re:Ask the Devs an MXO question v.3
zeroone506 wrote:
The "hmm, haven't I just seen that" part was sarcasm. Looking past the parallels between Anome and Assassin (which I had already mentioned and acknolwedged), there are still significant differences between the both plots.
So, in my eyes, saying "haven't I just see that with the Assassin?" is comparable to "haven't I just seen this sort of Machine-Zion-org-tension-jabberwocky back then?". Of course, that's not the way I think.

By the way, I don't remember Anome or any Unlimit actually announcing the usage exactly the Assassin's powers (except that Seral's paranoia was based on that, which is a heavy hint but maybe not enough for an evidence). If I'm not mistaken, the connection between the two is one of the unresolved questions so far.

You're right about the predictability, although I think that rather has to do with the way this concept is released. I could say the same about the org tension plots: at the end, it all somehow all goes well, and the next subchapter deals with another plot again.
Before the latest patch, I could've imagined so much more for the end of the Unlimit. I won't necessarily bash the way it "ended", but this doesn't have to be the only way "common foes" can be dealt with. 


The perdictability is the single most major problem with common foe plots and perhaps even a slap to the face for players. You know whats going to happen, nothing you can do or think or try will change the outcome (admittedly, the outcome is scripted for everything, but the trick is to present the illusion that you have impact, common foe plots dont present that).

Im not saying that the assassin and anome storylines were the same in content, im saying the outcome was along with several major themes. Here we have two independant org bad guys who want to destory the matrix, rule the matrix, overthrow the established orgs, etc. and both have super system powers that put agents to shame, and lets not forget both badguys tried or managed to take a major character out of the picture. Basicly what im saying that that its been formulac:

  1. bad guy introduced in some form
  2. bad guy makes his move making him known (both attacking and or killing someone from the movies)
  3. bad guy reveals god like powers
  4. bad guy has period of terrorizing the matrix (Corrupt spawns, unlimit spawns, character attacking redpills)
  5. bad guy plan revealed (Destruction of matrix or atleast redpill population, both bad for players)
  6. orgs called to band togeather (zion=we must save the blue pills, Machines= our energy source is at risk, merv= the matrix is our home)
  7. bad guy killed

What I would like to see, and hopefully this is happening as we speak, is say two orgs go head to head while the third org is busy in the wood work setting up something for themselves manipulating the situation in their favor and so forth. I can understand that the common bad guy set up is realitivly easy for entertaining the gamers in mass, but come on. I could go on and on, but to sum it up the current system is just rehashing the same story but with diffrent characters and backdrops.

#36300101212 11/21/2006 21:26:57 Ask the Devs an MXO question v.3
Cervacius wrote:
What's the top most important bug to fix on the list?



And you better say it's the NPC's leave their mission area bug!
I don't really know, they're all engineering bugs, and tricky ones, I suppose. The NPCs leaving the mission area thing has been looked at numerous times, but without success. Personally I'd like the darn Downtown lag mystery to get taken care of...
#36300101214 11/21/2006 21:31:34 Re:Ask the Devs an MXO question v.3

Rarebit,

Can we get a database export text file on the clothing items, so that we can construct a player-supported database?

Thanks!

#36300101229 11/21/2006 21:58:37 Re:Ask the Devs an MXO question v.3
Shi+Xin+Feng wrote:

Rarebit,

Can we get a database export text file on the clothing items, so that we can construct a player-supported database?

Thanks!


Oh. I like that idea! SMILEY
#36300101647 11/22/2006 09:59 Re:Ask the Devs an MXO question v.3

i started a topic in the Discussion Roundtable about making it easier to find out which zones are still restricted to the user and which are not.

http://forums.station.sony.com/mxo/...mp;#36300101638

 Can you tell us the possiblity of something like this being implemented?  It would really make hacking access nodes a lot easier.

#36300102040 11/22/2006 17:16 Ask the Devs an MXO question v.3
Rare, I think that you have something agaisnt me. You could have accepted that duel on the 11/23 as a b-day present. It wouldn't have lasted 15 seconds one way or another and would make someone's life happier.

Why didn't you accept it? :S

#36300102614 11/23/2006 10:41 Ask the Devs an MXO question v.3
Abigor666 wrote:
KevinX wrote:
Rare, I think that you have something agaisnt me. You could have accepted that duel on the 11/23 as a b-day present. It wouldn't have lasted 15 seconds one way or another and would make someone's life happier.



Why didn't you accept it? :S




Rarebits a busy guy. One day Ill be at a huge packed event and be the only person he replies to in a tell other days Ill be like one of two people not from that org and he will completly ignore anything I have to say. I think its a mix between being creative and whatever mood hes in and what time he has. I bet you its hectic trying to come up with creative responses to everything. I wouldnt take it personal man.
I know and understand what you said and I'm not taking it personal. I'm just asking why... and don't take me wrong it's a simple question. ^^ '

#36300105252 11/27/2006 08:15:30 Re:Ask the Devs an MXO question v.3
CLAUDIUS, you should then have an empty slot with whatever server you had that 3rd character with. Is that not the case in your instance?