

60 posts · 2007-02-20 20:03:16 to 2007-02-28 17:11:27

Yes!!!
Other tweaks include:


Knife Throwers are going to hav to find something else to spam.
Glad to see the chatting while coding...
Walrus, why are you going to be out of the office?
Grats to Pyraci and ShadowSK!
Carry on...

Chatting while coding... th... th... thank you.
I thank you MeretrixMeretric that is an awesome signature!!! (The one with the under-ware and tattoo) How did you make it?
Oh and about TOSLG... Good News to hear about coding and especially the MKT!!!!





Other tweaks include:
- Allowing chatting while Coding
- Adding text on the Code Archive UI that displays slots used/maximum available
- Fixes to Coding that both make the timer work correctly and apply Ability bonuses properly
Sweet as candy.
But still no tooltips in compiler? 
Spose we'll just have to wait till the notes go out.
Well, other than the RSI change pills it doesn't sound like 50 is going to be the godly update that it's been hyped as (though it's been hyped by the players more than the devs, so all's fair, I suppose)... unless, of course, there's more really big news coming down the pipe.
The changes to crafting are very nice though, and I look forward to actually being able to see my used/max code storage space.
I like the changes in knife throwing overall, but I'm a little worried about what it will mean to class diversity. Not that throwing didn't need some tweaking, but I forsee a return to the days where nearly every player was a Duelist/SMG User or a Kung Fu GM. At least powerful throwing added a third class to the mix. Oh well, guess we'll just have to see what happens.
And, Walrus, no mention of downtown lag, eh? Hmmm... lol
Good to see some things implemented people have wanted for a while. Looking forward to where the story is now heading.
Nothing about luggables o.O

Ctrl...F....
Chatting...whilst....coding...
I....Think...I think I... love you...
Adding text on the Code Archive UI that displays slots used/maximum availableWoah,i forgot i had suggested that, the development roundtable system works !
Walrus wrote:Woot. Awesome we can finally talk while coding >.<Adding text on the Code Archive UI that displays slots used/maximum availableWoah,i forgot i had suggested that, the development roundtable system works !![]()
Fixes to Coding that both make the timer work correctly and apply Ability bonuses properly
Finaly fixing those crafting timers when compiling.
(i think thats what is happening)
Allowing chatting while Coding
We have been needing this sense 3 years ago, thanks guys for finally implementing this much needed feature!
And now onto the bread and butter of the MKT updates:
I cant tell you how much i wanted these changes to happen, now i get to use the tree like it should be and some players wont be afraid to fight me any more. This also means those mkt's who only picked the tree cause it pwns will now be gone picking up another tree, probably smg/duelist.
The reason Find Weakness was not fixed, or mentioned, was cause most people screamed about the timers and those who used the tree were screaming about the find weaknesss (well those who actually used it and noticed it doesnt work). So its all about numbers of who screamed about what that would win out in what gets looked at.
I am not sure what the changes might do to a MKT in interlock, but I personally dont think they should be able to beat a MA grand master in interlock, which in the current system i can do, unless they know what they are doing with aikido and kung fu.
Overall a very impressive update, and i hope a few more fixs (ma family timers, gunmen damage stacking, hacker family timers) gets some attention.
Nice with a few MKT changes, but still keep it "operational" please. A "nerf" was duely needed tho, but hope that the experts who knows how to
use it won't be all too "nerfed", but those that changed to it for the PWN'....I'll be seeing you with my twin guns. Hahahaha! Justice will be
served, finally!!! and no...that was not a reply to the chatting while coding, even tho it sounds nice too 
good stuff! mostly.
/cheers
It's so wonderful to see what the real priority is here. I become more and more disillusioned with this game every day.They didnt nerf anything. They fixed the broken animations and set up the family timers correctly just like every other tree in the game has except for hacker right now. You havent even used the new changes yet and you are already complaining. Spy was thrown in at the very end of beta testing cr 2.0 and it got the least amount of testing before it went live. All they did was finish what they didnt have time to complete before cr 2.0 went live.
"We'd rather hit it too hard and relax a bit than to revisit the tree down the road because we didn't do enough."
I see... so the prime objective here is not worrying if you've nerfed a tree too hard, but only to just kill the build so severely that you're sure the whiners will stop complaining and you don't have to work on it." That's great that you want to satisfy the majority of whining players, as obviously this change was going to happen... but I think you're forgetting that there are some of us who have been using MKT for months, some even since the beginning of CR2. Your attitude is completely inappropriate to suggest something along the lines of "Oh well if we nerfed it to hard, it's only the minority population of true spies that will care..."
Your indication that even if MKT is well, ruined, that the dev team has no plans of actually going back and fixing it... I'm just shocked that something so blatant was said in the Looking Glass. You've given the infinitely small percentage of MXO subscribers who complained about MKT what they wanted, stepping back to make some parting blows at MKTs to please those people further is rather ridiculous.
Bayamo wrote:I was the one that pointed out the problem with MKT animations while everyone else was crying about how much accuracy they have. I realized (before Update 49 BTW) that something was wrong with MKT, not by fighting against it, but by playing with it. Balancing is required without a doubt, but we should slow down with the nerf bat.It's so wonderful to see what the real priority is here. I become more and more disillusioned with this game every day.They didnt nerf anything. They fixed the broken animations and set up the family timers correctly just like every other tree in the game has except for hacker right now. You havent even used the new changes yet and you are already complaining. Spy was thrown in at the very end of beta testing cr 2.0 and it got the least amount of testing before it went live. All they did was finish what they didnt have time to complete before cr 2.0 went live.
"We'd rather hit it too hard and relax a bit than to revisit the tree down the road because we didn't do enough."
I see... so the prime objective here is not worrying if you've nerfed a tree too hard, but only to just kill the build so severely that you're sure the whiners will stop complaining and you don't have to work on it." That's great that you want to satisfy the majority of whining players, as obviously this change was going to happen... but I think you're forgetting that there are some of us who have been using MKT for months, some even since the beginning of CR2. Your attitude is completely inappropriate to suggest something along the lines of "Oh well if we nerfed it to hard, it's only the minority population of true spies that will care..."
Your indication that even if MKT is well, ruined, that the dev team has no plans of actually going back and fixing it... I'm just shocked that something so blatant was said in the Looking Glass. You've given the infinitely small percentage of MXO subscribers who complained about MKT what they wanted, stepping back to make some parting blows at MKTs to please those people further is rather ridiculous.
Renesis13B wrote:Hmm... I think Walrus was (inaccurately) ascribing a beta design philosophy of Archon's to the current dev team. One of the earliest design memories I have of Archon, way back in the pre-launch days at Monolith, is him saying in regards to some balance problem we were dealing with that it's better to hit something too hard and patch it up later than to keep making a series of small cuts to it.Bayamo wrote:I was the one that pointed out the problem with MKT animations while everyone else was crying about how much accuracy they have. I realized (before Update 49 BTW) that something was wrong with MKT, not by fighting against it, but by playing with it. Balancing is required without a doubt, but we should slow down with the nerf bat.It's so wonderful to see what the real priority is here. I become more and more disillusioned with this game every day.They didnt nerf anything. They fixed the broken animations and set up the family timers correctly just like every other tree in the game has except for hacker right now. You havent even used the new changes yet and you are already complaining. Spy was thrown in at the very end of beta testing cr 2.0 and it got the least amount of testing before it went live. All they did was finish what they didnt have time to complete before cr 2.0 went live.
"We'd rather hit it too hard and relax a bit than to revisit the tree down the road because we didn't do enough."
I see... so the prime objective here is not worrying if you've nerfed a tree too hard, but only to just kill the build so severely that you're sure the whiners will stop complaining and you don't have to work on it." That's great that you want to satisfy the majority of whining players, as obviously this change was going to happen... but I think you're forgetting that there are some of us who have been using MKT for months, some even since the beginning of CR2. Your attitude is completely inappropriate to suggest something along the lines of "Oh well if we nerfed it to hard, it's only the minority population of true spies that will care..."
Your indication that even if MKT is well, ruined, that the dev team has no plans of actually going back and fixing it... I'm just shocked that something so blatant was said in the Looking Glass. You've given the infinitely small percentage of MXO subscribers who complained about MKT what they wanted, stepping back to make some parting blows at MKTs to please those people further is rather ridiculous.
You are actually both right here. I, like Bayamo, am a bit disturbed by Walrus' statement that the team would rather go too far with a tone-down than not far enough. It seems to me it would be easier to move in one direction incrementally, than jumping hard back and forth looking for the perfect fit. Renesis' point is also well taken, that we really can't start complaining yet, as we really don't know what they did. Add to that the fact that the Spy tree was really not tested at all for CR 2 before it was rolled out, and I think we need to look at this as the last stage of work that was long overdue.
For the Dev team: Thank ye gods I'm not the only one who saw the injustice of adding MKT accuracy while the timers were known to be broken. Looks like you've got some good stuff coming in this patch, but please remember, the true Matrix fans are looking for balance, not retribution when it comes to the MKT issue.
For the Players: I can't wait for the massive exodus from MKT when it is finally brought into balance! Take note of who plays MKT on your server now, then divide that number by ten from the day Update 50 hits. I love when powergamers get their comeuppance.
It worries me that there is no mention of fixing the probability of Find Weakness working.
The problem is having a reliable repro case for Find Weakness, I have hit it myself while not specifically testing for it and when I try I can get it off 500 times with out a glitch. Player's hit it more because of how they use it in timing with other factors I imagine.
If you have a reliable macro that reproduces it let me know.
oranos wrote:It worries me that there is no mention of fixing the probability of Find Weakness working.The problem is having a reliable repro case for Find Weakness, I have hit it myself while not specifically testing for it and when I try I can get it off 500 times with out a glitch. Player's hit it more because of how they use it in timing with other factors I imagine.
If you have a reliable macro that reproduces it let me know.
Are you testing this on neighberhood NPC's that are the lvl 50 (union hill) or are you testing this on other players (aka in house testers). The reason i ask is that I have seen it for myself that without the find weakness being used at all I tried having a benchmark test of what my Average damage output would be with one ability, like punt.
I tested this on a npc lvl 50 and noticed that after 5 punts, 3-4 of those would be at max damage allowed, and the other remaing punts would be at a lower damage of 200 or so points of damage lower. Using the same tactic I could not even test correctly on a NPC to even include the find weakness to get an accurate test.
I am not sure, but maybe lag could be a small factor, but in an pretty big pvp battle you cant look at your System window for the damage output without it being spammed out with all the other information being provided. Could this be a oppertunity for an Elite commando to show up and do some huge pvp to get some readings? Hm....
A new hair colour is coming to my char.Interlock rounds are suppose to last 4 secs long. Short animations break that rule.
Well, the possibility that MKTs could throw 3 knives in 1.5 seconds or so was very distubring since an MA can get off 3 abilities in like 6 or 7 seconds?
Yay for new animations. Btw, what about the suggestion about Topsy Turvy?
Honestly, I'm not bothered by the news of any nerfing to MKT. The mentioned changes are definitely needed. Quite frankly, there are those of us who will always be MKT/Assassin regardless of what may come. Hopefully this will result in showing who the true spies are and those who like bandwagons.
Forgive my ignorance, but does this mean that Ctrl+F will remove things such as the headache-inducing hacker effects?
And if so, does this still come at the cost of losing the sound effects which are tied to those effects? I'd still like to be able to hear if I'm being hacked, I just don't want to feel like I'm watching a Skittles commercial when it happens. 
oranos wrote:Ah Ok. Because I haven't seen it mentioned I was worried that it was an ignored issue but it's good to know it's being considered.It worries me that there is no mention of fixing the probability of Find Weakness working.The problem is having a reliable repro case for Find Weakness, I have hit it myself while not specifically testing for it and when I try I can get it off 500 times with out a glitch. Player's hit it more because of how they use it in timing with other factors I imagine.
If you have a reliable macro that reproduces it let me know.
BooHoo timers, you all die fast cause you wear Melee/Ballistic resist and not Throw/Viral.
But thats here nor there.
People who know the tree will adapt and you'll be crying again.
And typing while coding?
LOL you do know if you put clothing in your hotbar and then hit that #
in hotbar you can type? Guess I'm the only one. LAWL
So the fix for broken interlock timers is more resistance? That makes a lot of sense. Sorry to break it to you but people knew the clothing trick. Your not as clever as you think you are.BooHoo timers, you all die fast cause you wear Melee/Ballistic resist and not Throw/Viral.
But thats here nor there.
People who know the tree will adapt and you'll be crying again.
And typing while coding?
LOL you do know if you put clothing in your hotbar and then hit that #
in hotbar you can type? Guess I'm the only one. LAWL
Image retrieval young ima, image retrieval.
Since walrus is out this week i would guess Rare will do another make shift forum one.