Update 48 Discussion Thread
107 posts · 2006-11-16 18:05:56 to 2007-01-18 06:44:07

ps> the <Scanning...> bug is back and hard.

First off, I switched between sneak and disguise, then back to sneak, and as I was switching back to sneak, I got shot. Now, this knocked me into a state where I could still do my specials, but I couldn't see the bar going across. Also, when I fell off of something, no damage was registering on my health bar, or in my text windows. Things got even worse when we finally killed the taskmaster, as I clicked on him to loot and nothing popped up. someone else tried to loot and they were unable to also. Anyhow, I tried to go use the zion proxy and jack out, but when I clicked on the zion proxy, nothing happened. I tried to right-click on the zion proxy and click "use", and it actually made the problem worse. Now I couldn't hyperjump using ctrl+space.
I tried to submit a bug in-game, however since everything was frozen, it was kinda pointless. I eventually got the game to switch to windowed-mode and just hit the X, waited until I jacked out, and came back in.
I tried to reproduce it, but I wasn't able to. Might want to have someone look into this, because it was REALLY annoying and it cost me a taskmaster head
.But the other errors you describe are classic symptoms of your client being right out of synch with the server. The usual result is your client eventually giving up and crashing you back to the desktop as the desynch is too great.
That sounds very much like your client losing synch with the server. Usually happens if you've got a problem with your 'net connection. You couldn't loot the task master partly due to that and partly due to the desynch showing you the wrong position for his corpse. That particular problem happens a lot actually, and is usually fixed by moving far enough away that when you return, you force the client to redraw the area - that usually "snaps" the corpse back into the correct spot (ie. the spot that the server say's it is) once that's done, the loot box is able to fetch the loot.Trust me, thought about that, and it was definitely not it. I was completely bugged. It wasn't a synchronization issue, and I know for a fact it wasn't my network.
But the other errors you describe are classic symptoms of your client being right out of synch with the server. The usual result is your client eventually giving up and crashing you back to the desktop as the desynch is too great.
This was something completely different.
Sim updates. Excellant. Detail changes. Excellant.
I'm not the only one who's seeing the issue.
but where are the Ad space for rent competition winners ads?
or is that in a later update?
Antitux has the best sig ever.Best, and most oddly disturbing.
PBlade wrote:Indeed. But it's like a train wreck; can't stop watching.Antitux has the best sig ever.Best, and most oddly disturbing.
Plus that last Rabbit scream creases me up.
noctivagus wrote:That's the part that gets me, I'm laughing but with a quiet 'Make it stoooop'PBlade wrote:Indeed. But it's like a train wreck; can't stop watching.Antitux has the best sig ever.Best, and most oddly disturbing.
Plus that last Rabbit scream creases me up.
CQ Points are now shown on other players' info panels (Right click and select 'details'.
Well look at that. Finally something. Well, one down, 2 to go

Your other points were more important.
God I know. Why they don't see it or address it I'm not sure... but yeah, I know.
Well, ok, perhaps they don't want to make a change to the game and scare off half of the couple thousand people that still play, despite the fact it will improve PvP in the game significantly (understatement). Really, there is simply no way that at least half of the people that work on MxO don't know that rezzers should be flagged. It's so effing obvious.
Remag_Div wrote:Because the zerg wouldn't be able to handle no blue rezzing :OYour other points were more important.
God I know. Why they don't see it or address it I'm not sure... but yeah, I know.Well, ok, perhaps they don't want to make a change to the game and scare off half of the couple thousand people that still play, despite the fact it will improve PvP in the game significantly (understatement). Really, there is simply no way that at least half of the people that work on MxO don't know that rezzers should be flagged. It's so effing obvious.
Stolketta 4 Pres 2007!!
/dap
Stolkletta wrote:Remag_Div wrote:Because the zerg wouldn't be able to handle no blue rezzing :OYour other points were more important.
God I know. Why they don't see it or address it I'm not sure... but yeah, I know.Well, ok, perhaps they don't want to make a change to the game and scare off half of the couple thousand people that still play, despite the fact it will improve PvP in the game significantly (understatement). Really, there is simply no way that at least half of the people that work on MxO don't know that rezzers should be flagged. It's so effing obvious.
Like The Machines never do it...

So: why would you become flaged for rezzing someone who isn't flaged?!?
/bitchslap people who keep having tearies over this.
Last I checked when you die your flag drops.
So: why would you become flaged for rezzing someone who isn't flaged?!?
/bitchslap people who keep having tearies over this.
Hehe. So where have you been? As many know that's been my sig for over a year. And also many know that players used to die and remain flagged for PvP, which was the case when I wrote the sig. And well, I'm not going to rewrite the sig because the devs chose to call it a "bug" that needed to be fixed rather than functionality that could be used to significantly improve PvP on non-hostile servers.
So sorry, no one in Endless was crying after spanking the little Zion zerg for 5 hours straight with no obvious way to declare a winner since people can rez immediately everytime within 5 seconds with no reprecussions. Just tired. And I wasn't crying as I sent multiple requests to the devs, created multiple posts on the subject with absolutely no response at all. I was just trying to improve a game that a lot of us loved but needed improving... of which your post does nothing for 
d00mninja wrote:Last I checked when you die your flag drops.
So: why would you become flaged for rezzing someone who isn't flaged?!?
/bitchslap people who keep having tearies over this.
Hehe. So where have you been? As many know that's been my sig for over a year. And also many know that players used to die and remain flagged for PvP, which was the case when I wrote the sig. And well, I'm not going to rewrite the sig because the devs chose to call it a "bug" that needed to be fixed rather than functionality that could be used to significantly improve PvP on non-hostile servers.So sorry, no one in Endless was crying after spanking the little Zion zerg for 5 hours straight with no obvious way to declare a winner since people can rez immediately everytime within 5 seconds with no reprecussions. Just tired. And I wasn't crying as I sent multiple requests to the devs, created multiple posts on the subject with absolutely no response at all. I was just trying to improve a game that a lot of us loved but needed improving... of which your post does nothing for
You know what that means... the Devs are surely Zionites!
why would you become flaged for rezzing someone who isn't flaged?!?
Uh huh.. unfortunately, that would be part of the desired change.
Why is it that death removes flag? If there's a possibility of being rezzed and staying in combat, they should certainly still be red. Thus, any healer helping them with a rez gets flagged as well, same as if a heal was thrown off.
Something I've wanted changed for a loongggg time. It doesn't make any sense.
Stolkletta is right on this. You should remain flagged and if you die you remain flagged, and if you get rezzed the blue rezzers flag should go off.
Only on a non hostile will you have some clown die, and then get blue rezzed and stand there in the middle of the Zerg and get buffed by a blue healer before he enters combat again. Those of you who think that is perfectly fine have no skill whatsoever.
Stolkletta is right on this. You should remain flagged and if you die you remain flagged, and if you get rezzed the blue rezzers flag should go off.
Only on a non hostile will you have some clown die, and then get blue rezzed and stand there in the middle of the Zerg and get buffed by a blue healer before he enters combat again. Those of you who think that is perfectly fine have no skill whatsoever.
Okay, so here's how this would work. A flagged person dies and stays flagged. A rezzer comes over, rezzes them, and gets flagged as well. The person who just got rezzed wouldn't have time to put up an evade shield or jump away, so they get punted and inevitably die again before they even get a chance to get away. This is even worse if the only rez available is Restore RSI. The rezzer probably dies too due to being flagged, but that's beside my point.
Being flagged after death was a bug. A bug that was fixed. People who die should not be flagged. Just because you die doesn't mean you want to pvp anymore. And even if you do, BEING BUFFED BEFORE YOU FLAG IS LEGAL. It doesn't matter if a person is flagged or not, it's a game mechanic that people can get buffed before pvp or during pvp. Anyone who wants to survive in pvp usually buffs before they go into battle. Self-buff or outside buff. Just because it makes you mad that people can buff other people and before that person flags is irrelevant. Also, don't forget, if you just died, you still have a death effect. You're automatically weaker.
Personally, I would like the rezzer to be flagged too. This makes it more of a challenge for rezzers as they have to be quick and manuever around enemies to get to a corpse. If flagging rezzers can be done without keeping people flagged after death, do it. However, keeping people flagged after death is an unfair advantage to whichever has the numbers. I mean, you were just complaining about the Zerg. If there were five Zionites standing on your corpse, and you got rezzed, it's not fair to you that you're still flagged and the five of them can pull you into interlock and kill you again before you have a chance to escape.
And whiny BS like that is why the devs will never make this change. They shot themselves in the foot by creating the game as they did and in turn created a bunch of pansies.
Dude, if you have 4 people around your dead body waiting for you to rez, guess what? YOU LOOSE.
/gasp
And whiny BS like that is why the devs will never make this change. They shot themselves in the foot by creating the game as they did and in turn created a bunch of pansies.
Dude, if you have 4 people around your dead body waiting for you to rez, guess what? YOU LOOSE.
/gasp
Exactly! Let me give you a little scenario.
The devs have implemented this luggable thing. Only problem is if you die some little blue rezzer rezzes you and you are not flagged anymore. Therefore you are able to run around with th luggable and not worry about getting attacked. That needs to be corrected.
Now in the old days in 01 it worked like this. If I was killed and then 4 people camped my body, then my team would have to try to figure out how to rez me. They would attack to distract them and the the "Flagged" rezzer would sneak in and rez me. Also I would hit that little hyper jump button when I get rezzed. It was rare that I was immediately pulled back into interlock. I knew how to escape. That was the challenge of it. If the enemy could successfully stop my people from rezzing me then I get sent back to the loading area and have to recon. That is part of PvP.
No you don't get to be blue rezzed, and then stand right at the hardline in front of a bunch of hostiles and buff up so you can fight again. You go to a secure location and then get buffed. If you don't want to PvP anymore then you go to a secure location and wait until your flag drops. It is that simple.
I agree with the blue rezzers needing to be flagged if they rez someone whose died, but not about having a dead person still flagged. It has always been this way you die your flag drops. Nothing wrong with that.
If you are rezzed by someone flagged your flag will go back on, if they are blue you stay blue. Who cares, its not that big a deal to whine about.
We really need to stop complaining about trival things and just do what we always use to do and pvp. Everyday it's something else to complain about.
It makes no difference if someone dies and their flag comes off, if they want to get back into the fight the flag will go back on. One or two seconds is not a big deal. If someone doesn't want to pvp anymore they shouldn't have to leave or go anywhere else.
Leave it as it is for the flag being off after dying.
Change the flagging of blue rezzers back on that is a reasonable request as it use to be that way anyway.
Ok I think I'm running out of steam this month for the MxO forums. Could someone please inform our silly Midnight how much in her post is inaccurate? (hint: alot)
Happy new year. See ya.
My post is fine thanks.
See ya!
Like so Stolk?I agree with the blue rezzers needing to be flagged if they rez someone whose died, but not about having a dead person still flagged. It has always been this way you die your flag drops. Nothing wrong with that.
So far, so good. Your agreeing that if you rez someone flagged, you should flag.
If you are rezzed by someone flagged your flag will go back on, if they are blue you stay blue. Who cares, its not that big a deal to whine about.
We really need to stop complaining about trival things and just do what we always use to do and pvp. Everyday it's something else to complain about.
It makes no difference if someone dies and their flag comes off, if they want to get back into the fight the flag will go back on. One or two seconds is not a big deal. If someone doesn't want to pvp anymore they shouldn't have to leave or go anywhere else.
Your really missing the point. The deal is that if someone dies, they either need to have to recon, or get a rez, but the rez should flag the rezzer as hostile. Why? Because then there is some actual ebb and flow to combat.
Leave it as it is for the flag being off after dying.
This is where you missed the point all together obviously. If they instantly loose their flag upon death, there will never be a way to flag up the ****ing blue rezzers. So your above agreement and then this statement really caused you to come off as ignorant.
Change the flagging of blue rezzers back on that is a reasonable request as it use to be that way anyway.
My post was quite clear.
If someone dies in pvp its the person's choice whether or not they want to continue pvp. They should not have to be flagged after they die. If your on a hostile server then that's fine, our server is not.
Blue rezzing is what I was agreeing too. They should be flagged when rezzing.
Please stop attacking every post I ever write, its getting old.
I have a right to voice my opinion and it doesn't need to be picked apart everytime I do so.
You don't agree?So what?
Because then there is some actual ebb and flow to combat.
And THAT, ladies and gentlemen, is why we want these changes.
Nothing ruins the fun out of PvP then when the fellow you killed gets blue-rezzed, stands there knowing you can't do anything to him, and has his blue-patcher buff him up before jumping in to a fight.
Nothing is more annoying then winning a glorious battle, only to have some blue rezzer come along and bring them all back to life. Then, they stand around, buff up, and attack at their leisure.
This is ALL about making the game fun. Making there a way to actually have a PvP victory. Blue rezzing destroys that.
No,Im not attacking you every post you make. Check the record. I barely get involved in discussions with you. In this case I do not agree with you, and found your post to be misleading, and I posted as such. Just because you dont like me, dont try and accuse me under false pretences. Kthx.
My post was quite clear.
If someone dies in pvp its the person's choice whether or not they want to continue pvp. They should not have to be flagged after they die. If your on a hostile server then that's fine, our server is not.
Blue rezzing is what I was agreeing too. They should be flagged when rezzing.
Please stop attacking every post I ever write, its getting old.
I have a right to voice my opinion and it doesn't need to be picked apart everytime I do so.
You don't agree?So what?
Saddle up.. log to Vector .. debate over.
nuff said.
Midnight wrote:No,Im not attacking you every post you make. Check the record. I barely get involved in discussions with you. In this case I do not agree with you, and found your post to be misleading, and I posted as such. Just because you dont like me, dont try and accuse me under false pretences. Kthx.
My post was quite clear.
If someone dies in pvp its the person's choice whether or not they want to continue pvp. They should not have to be flagged after they die. If your on a hostile server then that's fine, our server is not.
Blue rezzing is what I was agreeing too. They should be flagged when rezzing.
Please stop attacking every post I ever write, its getting old.
I have a right to voice my opinion and it doesn't need to be picked apart everytime I do so.
You don't agree?So what?
I guess you're another "FH Hater," Nighttrace.

Saddle up.. log to Vector .. debate over.
nuff said.
There's a lot more to MxO then PvP, which is why I'm on Recursion.
But, if someone is PvPing, they should stay red until they're done. Not before.
It's not a hard concept.
Sneaker wrote:Spadz wrote:There's alot more to vector than pvp also.Saddle up.. log to Vector .. debate over.
nuff said.
There's a lot more to MxO then PvP, which is why I'm on Recursion.But, if someone is PvPing, they should stay red until they're done. Not before.
It's not a hard concept.
And whiny BS like that is why the devs will never make this change. They shot themselves in the foot by creating the game as they did and in turn created a bunch of pansies.
Dude, if you have 4 people around your dead body waiting for you to rez, guess what? YOU LOOSE.
/gasp
Don't make this personal. Perhaps the devs would change things if the people wanting flagged rezzers didn't attack other people for their opinions.
Pardon me for returning to the original topic of this thread for a moment. Please feel free to skip over this post and continue with your drama.
Remote Proxy Changes
Remote Proxy Abilities will now randomly generate one of the following Soldier types: Aikido, Karate, Kung Fu, Pistol, Rifle, or SMG. If you don't like the one you get, you can dismiss it and create a new one.
I recall the devs asking for our opinions on the new Proxies, and hinting that the other types of Simulacra and the entire coder tree may have a good looking at soon. After having a good deal of time to play around with the new Proxies, I'd like to add my two cents. Or three.
Overall, the new Proxies seem to be a hit. I am seeing more and more people using the proxy branch and, although it is somewhat annoying when you are looking for that handgun simulacra and pot luck just won't give it to you, overall I think most people are satisfied with the changes to the Proxies.
My concern, however, since I use the Utility Master branch almost exclusively, is for the Patch Daemons and Nuker Simulacra. I sincerely hope you do not plan to upgrade the Nuker Simulacra in the same manner in which you upgraded the Proxies. Although it worked out very well for the proxies, I do not believe creating a Nuker for each Hacker branch will maintain the balance that has existed up to this point. I do not have the Hacker tree, so I can not say for certain which branch it is, but there is a branch which focuses on debuffs. And while it may be neat to have different types of Nukers, this puts the Daemon owner at a serious disadvantage. You see, for the most part, the offensive capabilities of the new Proxies, whether it be a handgun or a karate sim, are equal. So, in a pinch, it doesn't really matter which Proxy you randomly code up. However, I do not believe that a howitzer daemon and a debuffing daemon are even close to being equal offensively. Daemons take a great deal of time and IS to create, and this is the key issue. In the heat of combat, especially during a PvP situation, there simply is no time to create several Daemons (regenerating IS inbetween instances) in search of the offensively superior Daemon. If, however, the interface were modified to allow for selecting the type of Daemon, then a debuffing Daemon would be welcome
.That issue aside, at the top of my list for improvements to the Utility branch would be updating the Patch Daemons. The new buffs are great, but it leaves us in a peculiar situation. The Patch Daemons have a mind of their own, and frequently buff or heal the wrong person, or not at all. They buff when they should heal, and they heal when they should buff. More control is neccessary. I'd like to be able to select a target, and tell my Daemon to either buff or heal that target. Oh, and please make that "Passive" button turn off the Daemon's buffing and healing! They just don't stop!
Secondly, it would be awful nice to be able to see my Daemon on my map

Because I know you're looking for feedback from coders, here are a few threads I've found over the past few months that coders have been using to dump suggestions into:
"Your sim and you" -- http://forums.station.sony.com/mxo/..._id=36300005929
"Coder Tree Improvements" -- http://forums.station.sony.com/mxo/..._id=36300005915
"Coder class overlooked?" -- http://forums.station.sony.com/mxo/..._id=34700004829
[/interject]
[interject]
Pardon me for returning to the original topic of this thread for a moment. Please feel free to skip over this post and continue with your drama.
Remote Proxy Changes
Remote Proxy Abilities will now randomly generate one of the following Soldier types: Aikido, Karate, Kung Fu, Pistol, Rifle, or SMG. If you don't like the one you get, you can dismiss it and create a new one.
I recall the devs asking for our opinions on the new Proxies, and hinting that the other types of Simulacra and the entire coder tree may have a good looking at soon. After having a good deal of time to play around with the new Proxies, I'd like to add my two cents. Or three.
Overall, the new Proxies seem to be a hit. I am seeing more and more people using the proxy branch and, although it is somewhat annoying when you are looking for that handgun simulacra and pot luck just won't give it to you, overall I think most people are satisfied with the changes to the Proxies.
My concern, however, since I use the Utility Master branch almost exclusively, is for the Patch Daemons and Nuker Simulacra. I sincerely hope you do not plan to upgrade the Nuker Simulacra in the same manner in which you upgraded the Proxies. Although it worked out very well for the proxies, I do not believe creating a Nuker for each Hacker branch will maintain the balance that has existed up to this point. I do not have the Hacker tree, so I can not say for certain which branch it is, but there is a branch which focuses on debuffs. And while it may be neat to have different types of Nukers, this puts the Daemon owner at a serious disadvantage. You see, for the most part, the offensive capabilities of the new Proxies, whether it be a handgun or a karate sim, are equal. So, in a pinch, it doesn't really matter which Proxy you randomly code up. However, I do not believe that a howitzer daemon and a debuffing daemon are even close to being equal offensively. Daemons take a great deal of time and IS to create, and this is the key issue. In the heat of combat, especially during a PvP situation, there simply is no time to create several Daemons (regenerating IS inbetween instances) in search of the offensively superior Daemon. If, however, the interface were modified to allow for selecting the type of Daemon, then a debuffing Daemon would be welcome.
That issue aside, at the top of my list for improvements to the Utility branch would be updating the Patch Daemons. The new buffs are great, but it leaves us in a peculiar situation. The Patch Daemons have a mind of their own, and frequently buff or heal the wrong person, or not at all. They buff when they should heal, and they heal when they should buff. More control is neccessary. I'd like to be able to select a target, and tell my Daemon to either buff or heal that target. Oh, and please make that "Passive" button turn off the Daemon's buffing and healing! They just don't stop!
Secondly, it would be awful nice to be able to see my Daemon on my map
Because I know you're looking for feedback from coders, here are a few threads I've found over the past few months that coders have been using to dump suggestions into:
"Your sim and you" -- http://forums.station.sony.com/mxo/..._id=36300005929
"Coder Tree Improvements" -- http://forums.station.sony.com/mxo/..._id=36300005915
"Coder class overlooked?" -- http://forums.station.sony.com/mxo/..._id=34700004829
[/interject]
Totally agree; these are needed improvements for sims. They definitely need to be smarter - the Zion ones keep buffing machines >.< I don't see why adding a targeter (like you said, select a person for them to buff) would be difficult - all sims use the same exact system with the attack button.
I also still see the problem where patch sims attempt to buff...and just don't. It goes through the whole animation and nothing happens, and the keep trying and trying to buff. This is almost always when they're standing still. However, the buffs seem to go through more often when they start moving right at the end of the buff...or following. Not only do I notice this with the sims, but also with patcher NPCs that follow you in missions, which are just as bad for buffing right now as the sims, IMO.
Stolkletta wrote:And whiny BS like that is why the devs will never make this change. They shot themselves in the foot by creating the game as they did and in turn created a bunch of pansies.
Dude, if you have 4 people around your dead body waiting for you to rez, guess what? YOU LOOSE.
/gasp
Don't make this personal. Perhaps the devs would change things if the people wanting flagged rezzers didn't attack other people for their opinions.
Don't be so sensitive. Everything I posted was factual. Your post did contain whiny BS. SOE does indeed have to live with Monolith's mistake of not handling flagging on non-hostile servers properly. It IS factual that pansies galore were created by this mistake. It IS true that if 4 people are waiting around your dead body for you to res, you probably loose. And finally, your comment could be taken a not factual, as I spent months of polite requests and post on this very subject, without ever getting one reponse. Remember, my sig is well over a year old.
Now really this is no longer THAT big of a deal to me, since I no longer have the urge to play MxO. But I still seem to stick around anyway, I have VERY good memories playing MxO, made some good friends, and this is one of the primary reasons why I quit. Finally, I just enjoy discussing this issue 
What gets me about this regarding some people's opinion is, have some of you guys even played any other MMO in which 'flagging' occurs? It seems not. While I realize the makers of MxO can choose to do things their own way, this is one of those gaming issues that has already been SOLVED. If Monolith had handled this properly to begin with, NOT ONE OF YOU would be arguing against the way I and others have argued for. What we've argued for is simply the way it should be. Death simply shouldn't be an ON/OFF swith for flagging. Death is simply your state in the game in which you can't move, attack, or be attacked and your health has been reduced to zero. It means nothing else! Dead or alive, that is simply your state in the game and the PvP flag should remain as such until no action that causes the flag to turn ON for a specified period of time. If you choose to to quit PvP, well, do like 323409623 other games do and wait 5 minutes before you rez.
anyone who knows eyepopper knows that im more about the competition than the outcome. id rather wait until my opponent is at his best before fighting, because im not interested in winning for its own sake.
blue rezzing flies in the face of that concept. blue rezzing is for people who cant bear to lose. blue rezzing is for people who have to win at any cost, however cheesy or cheap.
the DoE does not rez in combat using a blue rezzer; never have, never will. we are ordered to recon and rejoin the fight from the hardline. this is partly due to our combat philosophy, but also due to our disdain for cheesy tactics (/face-/follow, anti-stacking, style-stacking.... any of this sound familiar?).
SOE/rarebit/whoever the hell is in charge of mxo needs to take a peep at the other games out there with good pvp systems. the blue rezzing mechanic is enough for me not to even play mxo. after all, pvp is all there is left.