109 posts · 2007-10-02 22:30:35 to 2008-02-13 18:06:32
#3630033231710/02/2007 22:30:35Ask the Devs an MXO design question v.7
Here you can ask questions about MXO design, and the dev's'll consider answering them. Only the first valid question in the first post after the last dev answer will be answered, so if someone's already posted a new question, don't bother trying yours until a dev has replied to the other one.
We mere devs don't answer questions about Customer Service issues, Technical Support issues, release schedules, story spoilers, or other hard things like that, and those questions will be skipped or removed.
If you want to discuss something that comes up here at greater length with your fellow players, please take that discussion to its own separate thread.
Edited posts will not be answered (this is mainly to avoid people posting a placeholder just to get their post in first).
Posts that can't get along with the other posts will be removed and possibly reported to the friendly moderators.
#3630033231810/02/2007 22:34:57Re:Ask the Devs an MXO design question v.7
When -- roughly -- will this year's Hallowe'en hijinks start and are there any new tricks and treats in store for us?
PS. Thanks for bringing this back, Rare!
#3630033232210/02/2007 22:39:44Re:Ask the Devs an MXO design question v.7
MatrixRefugee wrote:
When -- roughly -- will this year's Hallowe'en hijinks start and are there any new tricks and treats in store for us?
PS. Thanks for bringing this back, Rare!
Did I just say no schedule questions, or did I just imagine that?
New treats, dunno about new tricks.
#3630033232410/02/2007 22:43:38Re:Ask the Devs an MXO design question v.7
Was there a "useropts guy" on the original team who specified in adding options to the client, or was it a more split up process? I'm curious about useropt history really.
#3630033232610/02/2007 22:52:30Re:Ask the Devs an MXO design question v.7
Bayamo wrote:
Was there a "useropts guy" on the original team who specified in adding options to the client, or was it a more split up process? I'm curious about useropt history really.
Not that I know of. I think engineers tend to add options pertaining to their own part of the project. Following that theory, then probably it was the graphics engineer who added most of them.
#3630033232910/02/2007 22:54:43Re:Ask the Devs an MXO design question v.7
Did I put to much time into analyizing the weapon in your current signature?
It struck me as odd because of the stark contrast to the lack of any serious "soviet" hardware inside MxO.
#3630033233110/02/2007 22:56:01Re:Ask the Devs an MXO design question v.7
#3630033233410/02/2007 23:01:18Re:Ask the Devs an MXO design question v.7
NightTrace wrote:
Did I put to much time into analyizing the weapon in your current signature?
It struck me as odd because of the stark contrast to the lack of any serious "soviet" hardware inside MxO.
It's just a silenced LaLone, from what i can tell. or one of the BR class Rifles.
#3630033233610/02/2007 23:04:20Re:Ask the Devs an MXO design question v.7
Mobyias wrote:
NightTrace wrote:
Did I put to much time into analyizing the weapon in your current signature?
It struck me as odd because of the stark contrast to the lack of any serious "soviet" hardware inside MxO.
It's just a silenced LaLone, from what i can tell. or one of the BR class Rifles.
Aw, I hope hot. I got this random urge to really spend some time into figuring out the weapons classification, based on the fact that its design was much different then what we have readily available in MxO, and Rarebits way of hinting about things in his sketches.
#3630033233710/02/2007 23:04:48Re:Ask the Devs an MXO design question v.7
NightTrace wrote:
Did I put to much time into analyizing the weapon in your current signature?
It struck me as odd because of the stark contrast to the lack of any serious "soviet" hardware inside MxO.
Yes. Everything I know about guns I learned from MXO.
#3630033233810/02/2007 23:06:12Re:Ask the Devs an MXO design question v.7
#3630033234110/02/2007 23:15:42Re:Ask the Devs an MXO design question v.7
What were the intentions for those accesible areas in some buildings that are only reachable by hyperjumping to them?
Seventh
#3630033234210/02/2007 23:16:13Re:Ask the Devs an MXO design question v.7
Mobyias wrote:
NightTrace wrote:
Did I put to much time into analyizing the weapon in your current signature?
It struck me as odd because of the stark contrast to the lack of any serious "soviet" hardware inside MxO.
It's just a silenced LaLone, from what i can tell. or one of the BR class Rifles.
There are no in-game sniper rifle models. And yeah, NightTrace, it's kinda russian. It resembles a version of the Dragunov.
#3630033234410/02/2007 23:22:34Re:Ask the Devs an MXO design question v.7
TheMany wrote:
What were the intentions for those accesible areas in some buildings that are only reachable by hyperjumping to them?
You mean like balconies or something? I don't think those had a particularly special intent behind them.
#3630033234510/02/2007 23:25:47Re:Ask the Devs an MXO design question v.7
Would it be possible to tie the "free for all" zone to something as specific as a fight club basement?
#3630035926511/26/2007 23:48Re:Ask the Devs an MXO design question v.7
Hi there!
It is possible to let fight gang-members against members of other gangs?
That would be a nice living-world-feature.
#3630036015311/28/2007 04:35Re:Ask the Devs an MXO design question v.7
Dear Rarebit!
You don't answer my question on page 14
The question was the first question after one of your answers...
Please answer me
Hi there!
It is possible to let fight gang-members against members of other gangs?
That would be a nice living-world-feature.
#3630036422312/03/2007 15:03Re:Ask the Devs an MXO design question v.7
DOes the Elite Guard Coat exist as an item that (male) player characters could wear?
#3630036423512/03/2007 15:15Re:Ask the Devs an MXO design question v.7
Future Development question? =PPP
Well it's not that I'd fancy it but the coat is still something that stands out and I haven't seen before - besides Elite Guards wearing it.
Happy about the event tonight?
#3630036424212/03/2007 15:25Re:Ask the Devs an MXO design question v.7
"Tin Can's Headgear"?????????????????????
#3630036424812/03/2007 15:28Re:Ask the Devs an MXO design question v.7
You think the Accelerated Buff we got tonight could make it permanently into the game - sorta like the Zion Hardware Req?
In my opinion it's not that uber but still really sweet..
#3630036427812/03/2007 15:44Re:Ask the Devs an MXO design question v.7
You and your consumables!!!! *shakesfist*
Was it intended that people could attack Pace tonight? ;)
#3630036429812/03/2007 15:57Re:Ask the Devs an MXO design question v.7
Hehehe... wish I knew what you were talking about :>
So is "Decelereate" gonna be as nasty as Flame Virus or Fly Virus?
#3630037187512/16/2007 16:04Re:Ask the Devs an MXO design question v.7
what exactly is it that causes the bullet trails in interlock to go in a completely random direction?
#3630037188112/16/2007 16:13Re:Ask the Devs an MXO design question v.7
wow, that's pretty close. you can make loot macro's, though.
TAB key uses what ever you target =)
#3630037304712/18/2007 19:03Re:Ask the Devs an MXO design question v.7
So Rarebit, are there any times that you regret doing what you do? Like any moments that just make you wish you never did this job in the first place?
#3630037313412/18/2007 22:51:41Re:Ask the Devs an MXO design question v.7
ArchDuke wrote:
EnterTheFenix wrote:
Ill answer for RareBit:
RareBit: No. I love MxO and i've learned so much since i began working here.
Ok my Q is this:
How hard would it be to add a /listcode CMD be to add? It would create a log file of all of the decompiled clothing/items/weapons than a person has. It can list them by levels. I know that this is possible and not to hard to do. Maybe you can make it show it's bonuses as well, that would just be amazing. Also it would show a total count of decompiled codes you have. Those tools would be immensly useful in quickly finding stuff we need. Its easier too. Instead of implement an ingame search tool. We would just use Find Word in notepad ">
*Quote This Is Rare does not answer* TY
You do know that there's a line limit on system chat, right? Most people have enough things in their code inventory that it would overflow System chat many times over, and you'd never get a full list. You'd never get anywhere close. Have you ever used the list emotes command?
#3630037315012/19/2007 00:01:37Re:Ask the Devs an MXO design question v.7
I'm curious about this maybe someone can get it in if they are also.
How far into the story in "real life" are we? I mean, how far has Mr. Chadwick written the story so far?
Rarebit wrote:
Our current outline goes through chapter 9.
Can you give us a hint at how the story development is progressing now? I've recently heard it's still not planned past chapter 9 and couldn't find a link that said otherwise so I thought I'd ask.
Follow up, I thought the first year had been planned out for all intents and purposes at launch. I also think I saw somewhere that the original schedule was 1 chapter per month which would imply 12 chapter outlines were done. I realize we're in the second year, but thought the chapters were just playing out at a much slower pace. I guess the question here is were the 12 chapters done and then some later discarded resulting in new chapters needing to be developed to make sense with the current progression or is it that I got bad info or a bad memory and they were never done?
#3630037316312/19/2007 00:51:56Re:Ask the Devs an MXO design question v.7
Neoteny wrote:
ArchDuke wrote:
EnterTheFenix wrote:
Ill answer for RareBit:
RareBit: No. I love MxO and i've learned so much since i began working here.
Ok my Q is this:
How hard would it be to add a /listcode CMD be to add? It would create a log file of all of the decompiled clothing/items/weapons than a person has. It can list them by levels. I know that this is possible and not to hard to do. Maybe you can make it show it's bonuses as well, that would just be amazing. Also it would show a total count of decompiled codes you have. Those tools would be immensly useful in quickly finding stuff we need. Its easier too. Instead of implement an ingame search tool. We would just use Find Word in notepad ">
*Quote This Is Rare does not answer* TY
You do know that there's a line limit on system chat, right? Most people have enough things in their code inventory that it would overflow System chat many times over, and you'd never get a full list. You'd never get anywhere close. Have you ever used the list emotes command?
Yes Rare, I thought about that. Thats why I said make it bypass the chat system and rather make a logfile directly. It wont show the files in game. It should be more like /createfilecodelist or something . Or, is there anyway of extending the chat max limit?
#3630037317612/19/2007 01:20:23Re:Ask the Devs an MXO design question v.7
ArchDuke wrote:
EnterTheFenix wrote:
Ill answer for RareBit:
RareBit: No. I love MxO and i've learned so much since i began working here.
Ok my Q is this:
How hard would it be to add a /listcode CMD be to add? It would create a log file of all of the decompiled clothing/items/weapons than a person has. It can list them by levels. I know that this is possible and not to hard to do. Maybe you can make it show it's bonuses as well, that would just be amazing. Also it would show a total count of decompiled codes you have. Those tools would be immensly useful in quickly finding stuff we need. Its easier too. Instead of implement an ingame search tool. We would just use Find Word in notepad " />
*Quote This Is Rare does not answer* TY
I don't know how hard that would be.
#3630037318012/19/2007 01:25:10Re:Ask the Devs an MXO design question v.7
What was the technical difficulty behind not implementing the multiple attachments option for player e-mail, as opposed for admins having the option to do so?
*edited by admin*
#3630037318212/19/2007 01:27:01Re:Ask the Devs an MXO design question v.7
Is it feasible to add more chat variables? Some good suggestions from previous threads were %CX, %CY, %CZ (for current position coordinates) %DI for current District and %HL for closest Hardline. Example: I'm near %DI.%NH(%HL) at %CX, %CY, %CZ.
EDIT: NARF! Too complete = too slow.
#3630037318412/19/2007 01:29:36Re:Ask the Devs an MXO design question v.7
Have you ever just sat down and thought to yourself, "Wow, we created The Matrix"
(By creating The Matrix I don't mean the idea or concept, I mean generaly creating The Matrix world, or Mega City, that we all play in.)
#3630037320012/19/2007 01:52:42Re:Ask the Devs an MXO design question v.7
Ballak wrote:
What was the technical difficulty behind not implementing the multiple attachments option for player e-mail, as opposed for admins having the option to do so?
I think it was something to do with wanting to prevent hitting some kind of character limit on emails, which might result in the game trying to send half an item or something, which wouldn't work very well. It's on my list of things to talk to Dracomet about when I get back, though, because I suspect it's something that probably has some room left for expansion before we have to worry about breakage...kinda like the mail interface was also intentionally crippled to allow you to see only 50 mails at a time because the designer (NOT me) thought that was a good way to reduce the chances of players hitting the 300 mail max in their inbox. >_< That was the topic of a debate we were having just before I went on vacation.
#3630037320412/19/2007 02:01:48Re:Ask the Devs an MXO design question v.7
PS10N wrote:
Is it feasible to add more chat variables? Some good suggestions from previous threads were %CX, %CY, %CZ (for current position coordinates) %DI for current District and %HL for closest Hardline. Example: I'm near %DI.%NH(%HL) at %CX, %CY, %CZ.
#3630037320512/19/2007 02:04:04Re:Ask the Devs an MXO design question v.7
EnterTheFenix wrote:
PS10N wrote:
Is it feasible to add more chat variables? Some good suggestions from previous threads were %CX, %CY, %CZ (for current position coordinates) %DI for current District and %HL for closest Hardline. Example: I'm near %DI.%NH(%HL) at %CX, %CY, %CZ.
There are probably certain things that could be added, but I wouldn't say it's really a priority as far as engineering work goes.
#3630037320812/19/2007 02:06:50Re:Ask the Devs an MXO design question v.7
Valeth wrote:
Have you ever just sat down and thought to yourself, "Wow, we created The Matrix"
(By creating The Matrix I don't mean the idea or concept, I mean generaly creating The Matrix world, or Mega City, that we all play in.)
#3630037321412/19/2007 02:26:54Re:Ask the Devs an MXO design question v.7
EnterTheFenix wrote:
Valeth wrote:
Have you ever just sat down and thought to yourself, "Wow, we created The Matrix"
(By creating The Matrix I don't mean the idea or concept, I mean generaly creating The Matrix world, or Mega City, that we all play in.)
Not really.
#3630037321512/19/2007 02:28:25Re:Ask the Devs an MXO design question v.7
Do you or any of the other devs look into the Development Roundtable often, hopefully looking for feasible ideas to apply to the game?
*edited by admin*
#3630037321612/19/2007 02:30Re:Ask the Devs an MXO design question v.7
*CENSORED* your fast. Good thing i was about to ask a similar question. Mine was:
What is the process of using an Idea form the development section? How often do you check it? And what are the steps taken to make an Idea go from a thread there, to the game!
#3630037416512/21/2007 05:00Re:Ask the Devs an MXO design question v.7
Heya Rare, you coming up with more ideas for rewards? Maybe more cool clothing for a new boss? Also would it be easy to design a new hideout for exiles for us to go explore? Will there be a revamp of the hideouts?
#3630037554412/24/2007 05:52Re:Ask the Devs an MXO design question v.7
Rarebit wrote:
Twaggy wrote:
Heya Rare, you coming up with more ideas for rewards? Maybe more cool clothing for a new boss? Also would it be easy to design a new hideout for exiles for us to go explore? Will there be a revamp of the hideouts?
Yes, I have a couple more ideas for rewards. I'm a little worried about gloves, though. The Quicksilver Gloves are so overpowered they make it hard to add any other gloves, unless those are also way overpowered.
*eyes nerf bat*
NOES NOT THE NERF BAT!!!!!!!!!!!!!! *hides*
How about designing some new faces for us players? You make new chars for the story how about for us? *ducks the bat once more* Also the gloves rule, don't change em pweaseeeeeeeeeeeeeeeeeeeeeeeee
#3630037579512/24/2007 17:02:40Re:Ask the Devs an MXO design question v.7
Why is it that many clothing items don't match other items of the same named color? Example: Slate Jayne Half Duster and Slate Plain Slacks
#3630037581112/24/2007 17:48:27Re:Ask the Devs an MXO design question v.7
Mashoe wrote:
On a more serious note, are there plans to fixed the wondering mission NPCs soon? I was stood in mara today and someone on a trial showed annoyance and was basically put off MXO because of it.
Yes, it's discussed a week or two ago in this thread how trying to debug that so it can be fixed involves reverting some of our Core mission AI code, but that we've resolved (I think) to go through with it and try to get the darn thing fixed.
#3630037582812/24/2007 18:12:58Re:Ask the Devs an MXO design question v.7
ZaneZavin wrote:
Why is it that many clothing items don't match other items of the same named color? Example: Slate Jayne Half Duster and Slate Plain Slacks
#3630037584312/24/2007 18:26:19Ask the Devs an MXO design question v.7
Just wondering - how much Multi-language do you know? For writing the stories and stuff. Merovingian is obviously French - so how much French do you know and as for Pace who adores Italian - how much Italian do you know?
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Who is this doing this synthetic type of alpha beta psychedelic funky?
#3630037585512/24/2007 18:46:21Re:Ask the Devs an MXO design question v.7
ZaneZavin wrote:
ZaneZavin wrote:
Why is it that many clothing items don't match other items of the same named color? Example: Slate Jayne Half Duster and Slate Plain Slacks
I haven't really looked, but either the designers who made the color variants weren't consistent in the tinting numbers they used, or they vary simply because the base textures come in different values and hues. It's kind of an odd arrangement, this assortment we ended up with; really if they were going to do it systematically and consistently, they should have started all the base textures off at white, so they could be tinted evenly, but they didn't do that. I think maybe they didn't come up with the tinting system until after they'd completed most of the first pass of textures, and possibly realized that they couldn't do all the variations as separate textures, because that would take up too much memory space.