Image Retrieval - September 5, 2007
103 posts · 2007-09-05 13:30:02 to 2007-09-12 10:39:04
Wallkicks coming back? Awesomeness! Wallkicks coming back as some sort of item? Meh... there are a boatload of old animations that should be brought back into use (along with, dare I say it, the disarm state itself), not just dropped in one by one as some sort of special item. Now, if this is the only way we're ever going to see the old moves again, I'll take it gladly, but it does seem a poor way to make use of excellent and nearly forgotten content.
Beggin' your pardon sir but you seem a little ungrateful.
Maybe a little. It will be nice to see some old animations reintroduced, I'll admit. It would be even nicer to see something that we've never seen before. Something entirely new, in the fullest sense of the word.
I'm just seeing a continuing trend of re-using old content. Most of the time tweaking it just enough so that it's not a carbon copy.
I guess I shouldn't make such a stink about it. The dev team is doing what they can with what they have. It just irks me when the under-pining foundation of any "new content" continues to be nothing more than very slight revamps of old content.
- Shirotou
In other news.... What about the gunmen kind of goodies like that.... I mean if Martial Artists got that..... what did Gunmen get??? Just only guns.... =/

MXOMastatec wrote:i know i would def like to have a perpetual non exhaustable shadow fenix/citadel coder pill as an event reward. ^_^Event reward would suck, because most people A.) Work when the events are on or B.) Live in a timezone that cannot possibly work for events.
Especially since you cannot ask Rarebit or Brewko to trade event rewards to another player/character..
please note the key words highlighted in red.... the regular pills would most likely disappear after consuming them.....k?thx!
EndlessVoid wrote:
I'm hoping that this isn't "yet another pill". It seems like MxO has turned into a game of consumable pills with the last couple content updates. I'm happy to see the return of the wallkicks, but they should be moves or special abilities, not pills.
Devs: DO NOT make this move a consumable pill. That would ruin its "feel"... its style.
- Void
... and why not? during beta there were pills that allowed hacking, unlocking doors, disable security devices and no one seem to mind about those? they removed them just like they removed the sneak ability from the shadow coat because people wanted it nerfed... please dont have this pre-existing game content concept that is being re-introduced nerfed as well....
i strongly believe that the dev team is takin its time to do things right or tweak things right so they can remarket the game, i think i heard somewhere that rarebit was working in the mktg dept on top of everything else he is doing now... so... please stop the hate! rejoice in the little additions/tweaks that we are given....
You're right. During Beta we had a lot of those things. I STILL have some code for hack grant pills sitting in my inventory. I don't think it's fair to say that no one complained about it back then - I was in Beta, and I didn't like that the grant pills encouraged a strategy of constant pill-popping. Good loadouts are supposed to be made with ability space and supplimented with consumable usage - not the other way around.... and why not? during beta there were pills that allowed hacking, unlocking doors, disable security devices and no one seem to mind about those? they removed them just like they removed the sneak ability from the shadow coat because people wanted it nerfed... please dont have this pre-existing game content concept that is being re-introduced nerfed as well....
i strongly believe that the dev team is takin its time to do things right or tweak things right so they can remarket the game, i think i heard somewhere that rarebit was working in the mktg dept on top of everything else he is doing now... so... please stop the hate! rejoice in the little additions/tweaks that we are given....
I never saw the Aikido one, but apparently there was a wallkick for each style.
OMG I tried forever and ever to get the Aikido one to work but never could, or the kung fu one either 
I know there were at least two different ones in Karate, because I could get them to work! 
I think what Roukan said sounds the best: Pill that, when activates, grants the ability, in the right circumstance, until log out.
i know it has a pic of a pill but does that mean it WILL be a pill? i would have thought it would take more effort to put it as a pill than it would than to simply put it back as a MA move.
Also in that youtube vid posted earlier, there seems to be a lot we are now missing that was in CR1 such as when the white fella launched himself at the other fella, flipped over him and sent the other guy flying through the air, and the Chinese stranglehold twist to one side then spin the guy round the other way. I never had the pleasure of playing under CR1 but i would like to see these put back in, to me its new content and more is always better.
You can NEVER please everyone but dont slate the staff
/salute Rarebit & the dev team 
I was always kinda saddened that cr2 lost a lot of its proximity checks and animations.
They went on about it in one of the old interviews and its actually a really awesome concept, different animations dependant on your enviroment - liek certain moves for tight corridors and others for spacious halls.
I think one of the main problems the interlock animations have (lets face it, they screw up 90% of the time) today is the fact more daring moves get confused when they run into geometry they arn't expecting like a wall, corner or desk. Its one of the main reasons outdoor fighting works so much better than mission area fighting does.
I mean really, gunmen, that speed single pistol where you walk in one direction shooting em as you go along - how many times you just got stuck in a wall? And the grab dual pistol where you spin around em only to meet a desk and have it skitch out on you?
Yeah, you know what i'm talking about.
I have to agree with void - all for wall kicks and new moves, just not using consumables, it feels far too 'cheap' for lack of a better word.
Thats a spy move. Ive seen it.Chinese stranglehold twist to one side then spin the guy round the other way.
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Permenant effect after consumed nothing less! I don't want to pop a *CENSORED* pill everytime I want to perform it! C'mon PBlade, I thought YOU if anyone would be on board with this type of thinking!i know it has a pic of a pill but does that mean it WILL be a pill? i would have thought it would take more effort to put it as a pill than it would than to simply put it back as a MA move.
Also in that youtube vid posted earlier, there seems to be a lot we are now missing that was in CR1 such as when the white fella launched himself at the other fella, flipped over him and sent the other guy flying through the air, and the Chinese stranglehold twist to one side then spin the guy round the other way. I never had the pleasure of playing under CR1 but i would like to see these put back in, to me its new content and more is always better.
You can NEVER please everyone but dont slate the staff
/salute Rarebit & the dev team
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Both of those moves are spy moves.white fella launched himself at the other fella, flipped over him and sent the other guy flying through the air, and the Chinese stranglehold twist to one side then spin the guy round the other way.
I think the best way for these to work as consumables would be to have doable quests that you gained one of these as a reward.
Hey, i didn't think of that! These better be attached to some cool *CENSORED* quest and not on some random vendor =P
MotorZ wrote:As long as I don't have to farm 3,200 items that don't drop 100% of the time, I'm fine with it being a quest.I think the best way for these to work as consumables would be to have doable quests that you gained one of these as a reward.
Hey, i didn't think of that! These better be attached to some cool *CENSORED* quest and not on some random vendor =P
cloudwolf wrote:MotorZ wrote:As long as I don't have to farm 3,200 items that don't drop 100% of the time, I'm fine with it being a quest.I think the best way for these to work as consumables would be to have doable quests that you gained one of these as a reward.
Hey, i didn't think of that! These better be attached to some cool *CENSORED* quest and not on some random vendor =P
QFT right there
Ballak wrote:Yeah, that too. I still say they should rebalance the corruptors (lets face it, its rediculous) but hey.cloudwolf wrote:MotorZ wrote:As long as I don't have to farm 3,200 items that don't drop 100% of the time, I'm fine with it being a quest.I think the best way for these to work as consumables would be to have doable quests that you gained one of these as a reward.
Hey, i didn't think of that! These better be attached to some cool *CENSORED* quest and not on some random vendor =P
QFT right there
I seem to remember this move from the first combat system . So why don't we just go back to that ?
Besides , I try not to fight near walls .
p.s. FIX THE MASK !!!!!!!
Rarebit wrote:No he would of split himself into multiple versions and been killed by someone lucky enough to take the last hit.
The Assassin would have totally blocked that.
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I poured out a 40 when I lost this move.
It will be nice to have it back, but only with a pill... ?
I poured out a 40 when I lost this move.
It will be nice to have it back, but only with a pill... ?
A pill to learn it permanently! (Keeps fingers crossed
*sniffs*
MMm that smells good, I can't wait till its done.
A Pill form special move is probably the most logical sense of adding additional special moves without adjusting the Template Slots for Operative Hacker and Coder. Kudos.
Now the question is- "Is this soley a gift for Martial Artists or is this something all around the board equal to each Stance/Style?"
If they can make Pills to do certain moves. Hopefully this will lead to new events and maybe even a new tutorial for "Swallowing the Red Pill"
"Purple in the Morning, Blue in the Afternoon, Orange in the Evening, and Green at Night.
Just like that; One, Two, Three, Four."
The different ranges and proximity made fights a bit more fun to me. There's still moves out there that can position you and your opponent for a better chance at pulling off one of these moves (body shot comes to mind)....Proximity in general was definitely a bigger factor under combat 1.0, since interlock could be fought at close or medium range, and there were a set of animations designed to close or lengthen the distance between fighters. Gunmen had distancing animations, and MAs had closing animations, like flying kicks. (There was this really cool jump kick in the Self Defense style, too). The Wall Kick was just a special wall-proximity MA distance-closing animation.- Void
Juice by you, sir."Purple in the Morning, Blue in the Afternoon, Orange in the Evening, and Green at Night.
Just like that; One, Two, Three, Four."
EndlessVoid wrote:Obviously I agree with you and I think a lot of other people would agree, but you have to think of the amount of time and coding it would take to do that, plus then people would want extra moves for all trees, which won't happen for a least a while yet. Also even Hackers can get physical in fights, they just get very much out of it.The different ranges and proximity made fights a bit more fun to me. There's still moves out there that can position you and your opponent for a better chance at pulling off one of these moves (body shot comes to mind)....Proximity in general was definitely a bigger factor under combat 1.0, since interlock could be fought at close or medium range, and there were a set of animations designed to close or lengthen the distance between fighters. Gunmen had distancing animations, and MAs had closing animations, like flying kicks. (There was this really cool jump kick in the Self Defense style, too). The Wall Kick was just a special wall-proximity MA distance-closing animation.- VoidI definately would love to see the wall moves ingame again but for me I would prefer not to see them in pill form. Special physical manuvers are the trademark for the Operative tree. Making a consumable physical attack dips into the trees takes a little bit of the uniqueness away. To me it would be like a MA using a Ground Smash-Hack pill (if there were such a thing...). I guess I'm old fashion. I like to keep the hacks in the hacking tree and the Physical combat in the Operative tree. And if theres a new special move I want it uploaded into memory not stored in a pocket to be popped later.
If it's an ability in a pill, I'd imagine it'd work just like silver bullets, wooden stakes, and holy water. Because those are, after all... consumable abilities when you think about it.
Yup, seems about right. It'd only light up it situations where the animation can play.
Just... they could think of some a bit better than another pill... like a martial arts scroll or something.
I mean, we got health, antibotic, RSI, smith, patchers, quicksilver... why does all new content have to be varying colours of pills? =P
Keep pills for buffs and health stuff, have something new for ability grants.
It'd be cool to have more in the future, ability scrolls that is, you know, really bring the anime and japanese (dojo scenes) influence from the films back into everyday gameplay... heck, having these attached to quests that all take place in international would really bring some much needed content to the district. And really enhance the vibe there.
Because they can't do anything else =PI mean, we got health, antibotic, RSI, smith, patchers, quicksilver... why does all new content have to be varying colours of pills? =P

