The Furious Angels

FA Discussion => General => Topic started by: Tbone on February 26, 2008, 08:23:22 am

Title: Update 58
Post by: Tbone on February 26, 2008, 08:23:22 am
Some interesting things in this patch:

“Datamine” Construct Is In

Access to a new construct, "Datamine," is available from the Archivists found in Richland bookstores. The construct has no level restriction. It is a PVP "free for all" (FFA) area, which means that players within Datamine can be attacked by any player, even those from their same organization. $info gained from Data Mining is vastly increased inside the Datamine construct.

 

You’ve Got Mail

There are a few changes to the Your Mail UI:

The total number of messages in your inbox, maximum number of messages, and the number of headers currently retrieved are now shown.
The total message count usually will not finish updating until the first group of headers is downloaded. There is a Get Next # to retrieve a next oldest batch of headers.
There is a slider to control the number of headers to receive at once (10 to 300). The slider saves its position in your options file. It can take a little while to get 300 messages if they have long subjects. This also sets how many headers to get when you first open the mail UI, so you can set it to retrieve all your messages at once every time, or to only get a few of the most recent ones (which is much faster), and hit the button when you want to check older messages.
 

PvP Flagging Changes

Players no longer lose their PvP flag on death. It will still time out as normal after death, and is removed by /release and reconstruct.
Using abilities such as Revive RSI on a flagged dead player will flag you if the dead player accepts.
Dead players' nametags (with org and flag shown, if they are flagged) will now be displayed when they are targeted.
 

Changes and Improvements

Players can attach up to twelve items (or stacks) to an email. Multiple items cannot be attached to emails composed in the loading area.
Executing instant abilities while in the wrong style will now change styles and invoke the ability. This also fixes the problem with NPCs where sometimes their instant and delayed abilities wouldn't go off, which is especially noticeable in Nuker-types.
Level 100 Agents who spawn on Zion and EPN players outside of Slums are now Machine-aligned. They will not attack Machinists or Cypherites and cannot be attacked by them.
Sending a tell to another player while AFK will no longer send that player an AFK message.
The Interlock Accuracy Bonus has been removed from some non-interlock moves (it does not do anything outside interlock anyway.)
Disable Security Devices, Bull Dog, and Find Data Node now have memory costs of 1.
 

Bug Fixes

The map now shows up in the One Zero archive construct.
Recall abilities now work in constructs.
The large programs spawned by the intruder will no longer be invisible in certain indoor locations.
Light prop "glare" FX will no longer draw through solid models.



I'll have to check all this out when I get a chance. I think my next location (later today) doesn't have internet, though, so it may be a little while. If you have anything interesting to report about the patch, make sure to do so!
Title: Re: Update 58
Post by: Manic Velocity on February 26, 2008, 08:30:06 am
I really like the changes to the email UI.  My inventory and inbox have never been cleaner.

The Datamine construct is interesting.  It's nice having a new place to explore, despite it not being all that big.  I don't know what my problem was, but I was failing about 7 out of 10 taps on average when I was in there yesterday.  It got a little discouraging.

Dead players' nametags (with org and flag shown, if they are flagged) will now be displayed when they are targeted. - This is the weirdest change for me.  I'm so used to seeing player's names disappear when they die, but when they're laying dead on the ground and I still have them targeted with their name highlighted, I keep thinking I'm lagging.
Title: Re: Update 58
Post by: Tbone on February 26, 2008, 08:54:06 am
So if you press "c", does it still target them as an enemy? In other words, can dead people get in the way of a battle if you are auto-targeting?

Also, if you send 12 items in an email, do you have to take all or none from the email? For instance, let's say I group up all my beta gear into one email, but I just want to take out my beta glasses, do I have to take all the items in order to get it?
Title: Re: Update 58
Post by: Manic Velocity on February 26, 2008, 03:15:32 pm
Quote from: "Tbone"
So if you press "c", does it still target them as an enemy? In other words, can dead people get in the way of a battle if you are auto-targeting?

Also, if you send 12 items in an email, do you have to take all or none from the email? For instance, let's say I group up all my beta gear into one email, but I just want to take out my beta glasses, do I have to take all the items in order to get it?


I didn't think to try hitting C next to a dead hostile.  I assume that it would not target the corpse.  That would just be stupid.  The best strategy would be to remain dead so the reds would have a harder time targeting live opponents.  I think it's just the act of clicking on a corpse results in the player's name being highlighted above the body with an empty health bar.

As for the email attachments, you can double-click which attachments you want to pull from an email.  The only problem is that you eventually have to pull all the items out anyway and resend them all in one email, if you want to keep things neat and tidy.  


*TANGENT*
Not being able to run two Hyper defenses is a major pain in the ass as an MA.  There's absolutely no sound reason to get into interlock anymore.  Unless you want to hand out CQ's like candy.
Title: Re: Update 58
Post by: Da6onet on February 26, 2008, 03:45:13 pm
Quote from: "ManicVelocity"

*TANGENT*
Not being able to run two Hyper defenses is a major pain in the ass as an MA.  There's absolutely no sound reason to get into interlock anymore.  Unless you want to hand out CQ's like candy.


Well it's really not that different than before. You could only run hyper-deflect and one operative defense. However, there were not, and still are not, many hackers out there.

However yes, interlocking in pvp has three potential outcomes.

1 - You're outnumbered and get zerged
2 - You find yourself 1 on 1 and will probably still lose unless they're hacker.
3 - You're part of a zerg and just trying to keep someone busy while they get zerged

That said, with the commando gear I've got my sniper build up to 110% damage bonus and it's always good fun. Only problem is that many people now have sneak in their build and it's hard to shoot at each other if everyone is invisible.
Title: Re: Update 58
Post by: Manic Velocity on February 27, 2008, 11:33:20 am
Quote from: "Da6onet"
Well it's really not that different than before. You could only run hyper-deflect and one operative defense. However, there were not, and still are not, many hackers out there.

However yes, interlocking in pvp has three potential outcomes.

1 - You're outnumbered and get zerged
2 - You find yourself 1 on 1 and will probably still lose unless they're hacker.
3 - You're part of a zerg and just trying to keep someone busy while they get zerged


At least under Update 57, an MA would have some sliver of a chance of surviving a 2v1, even if it meant hyper-jumping away after winning the initial interlock battle.

I just don't think that having a slight defense against one class should mean that I'm open for complete decimation by all the other classes.
Title: Update 58
Post by: Da6onet on February 27, 2008, 01:49:49 pm
I agree Manic, but the devs are nubs and only deal in the world of duels.
Title: Update 58
Post by: Pirus on February 27, 2008, 02:12:29 pm
I like the idea of having any 2 defenses loaded at once  ect... thrown and ballistic :)
Title: Update 58
Post by: Anamodiel on February 28, 2008, 05:17:11 am
In other news, there is a new Data Tap that will be coming out that will be given to limited amounts of people.

It's going to be a luggable, and should give a lot more info (and hopefully less failing) than the 0.4 Scramblers.

We may have to have a group guarding the one/two people data tapping with the luggable. Of course, the info they gain would be split amongst everyone defending the data tappers, as well.

(http://thematrixonline.station.sony.com/images/en/content_images/articles/image_retrieval/dm_tap.jpg)
Title: Update 58
Post by: Strod on February 28, 2008, 07:44:12 am
So it's a lugg for the area or a perma gift only given to certain people for all time?


Edit:

It's just a lugg man, kill to get live to contain.
Title: Update 58
Post by: Manic Velocity on February 28, 2008, 01:33:39 pm
Quote from: "Anamodiel"
Of course, the info they gain would be split amongst everyone defending the data tappers, as well.


Are we sure about this?  I could be wrong, but I think tapping nodes only awards $info to the person doing the tapping even if they're on a mission team.  Besides, Datamine obviously isn't geared towards teamwork anyway, considering the FFA mechanic.

I'm guessing two or three of these will be placed in Datamine in the next update.
Title: Update 58
Post by: Pirus on February 28, 2008, 01:58:54 pm
Ana may have meant that he would share the info with those of us who helped him with the farming, and in turn would expect the same from us.
Title: Update 58
Post by: Anamodiel on February 28, 2008, 03:46:11 pm
I was in Datamine today for about 20 minutes. It was a pretty cool area, and I managed to farm about 4 million in that time and get killed by Rogan and his four-some buddies. I didn't say anything in chat, just moved along and called him a douche in my head. He must have somehow heard me...

(http://img174.imageshack.us/img174/4967/screenshot316qi7.jpg)

I immediately CCR'd him. If this isn't taken care of with-in a week, I will be sure to PM Virrago and explain it to him. He sends me shit like this every single time that he kills me, and I'm really sick of it.
Title: Update 58
Post by: Subb on February 28, 2008, 04:11:55 pm
What a cock bag.

Call him a failure.... he'll understand ;)
Title: Update 58
Post by: Manic Velocity on February 29, 2008, 10:33:52 am
/ignore everyone who gives you shit.  Don't discriminate.  Even if it's meaningless trash talk during pvp.  I give people one chance to not make complete asses of themselves and that's it.  There's no point in having to tolerate useless people if you can avoid it.
Title: Update 58
Post by: Tbone on February 29, 2008, 12:00:11 pm
My ignore list is longer than my buddy list.

I went into the new construct for like 5 minutes the other day. A level 255 Agent spawned on me immediately and followed me everywhere I went until I was dead. He said I wasn't allowed in the area. For a construct?? There isn't an access node, is there?
Title: Update 58
Post by: Pirus on February 29, 2008, 01:33:26 pm
No there isn't an access node and I have no idea why they are spawning in there.  I have yet to get one in the 3 or 4 times I have been but I have seen others get spawns.
Title: Update 58
Post by: Anamodiel on February 29, 2008, 03:02:05 pm
You know how we sometimes have level 255 agents spawn on us while in the halls, but they immediately die?

Those are the same Agents, but these ones are staying alive.
Title: Update 58
Post by: Tbone on March 01, 2008, 10:13:28 pm
Didn't run into one this time. Geez, you can make crazy info in Datamine. There were a couple of people on the who, but the only person I've run into so far was another Zion that attacked me (Bruinz, I think). I killed him and haven't been bothered since.
Title: Update 58
Post by: Anamodiel on March 02, 2008, 08:54:50 pm
Apparently they are actually decreasing the amount of info you gain per tap in Datamine. I thought it was just a bunch of Zionists shouting shit in Mara Central, but I later found a post from Rarebit confirming it.  The luggable, in this case, will make up for this, though.

I know I've made about 100 mil so far. :D Get in there before they change it!!
Title: Update 58
Post by: Pirus on March 03, 2008, 04:46:03 am
yeah I actually agree with that.  Its too easy to make info in there.  Dont get me wrong I love the info but its just too easy.  Now if we have to work for a luggable thats a bit harder and its rarer to get the info.
Title: Update 58
Post by: NoCry on March 03, 2008, 05:01:26 am
remember when area k trenches were launched? remember how we held off vector whilst happily farming. what say you to a bit of the same on launch of new luggable? DE are dominant in there at the moment, lets correct that.
Title: Update 58
Post by: Pirus on March 03, 2008, 09:31:50 am
lol sounds good nocry I think you and I can do it alone... but it wouldn't be a bad thing to have 4 others :)
Title: Update 58
Post by: Strod on March 04, 2008, 10:55:08 am
The Agents are by design. i was talking and running around with 9mmfu the first day Datamine came out. He said you tap you risk. So Agents are meant to be the way they are.
Title: Update 58
Post by: Manic Velocity on March 04, 2008, 12:30:24 pm
Quote from: "TheSorrows"
The Agents are by design. I was talking and running around with 9mmfu the first day Datamine came out. He said you tap you risk. So Agents are meant to be the way they are.


If they're going to nerf the $info payout anyway, they should nerf the risk.  Make it so the special luggable data tap gives the carrier a higher chance of getting the 255 Agent spawns, while those of us with regular taps have little to no risk.
Title: Update 58
Post by: Avzeke (Khr0n1k) on March 04, 2008, 02:54:53 pm
Quote from: "ManicVelocity"
Quote from: "TheSorrows"
The Agents are by design. I was talking and running around with 9mmfu the first day Datamine came out. He said you tap you risk. So Agents are meant to be the way they are.


If they're going to nerf the $info payout anyway, they should nerf the risk.  Make it so the special luggable data tap gives the carrier a higher chance of getting the 255 Agent spawns, while those of us with regular taps have little to no risk.

If its the other way around then it promotes fighting for control.
Title: Update 58
Post by: Manic Velocity on March 04, 2008, 06:56:03 pm
Quote from: "Khr0n1k"
Quote from: "ManicVelocity"
Quote from: "TheSorrows"
The Agents are by design. I was talking and running around with 9mmfu the first day Datamine came out. He said you tap you risk. So Agents are meant to be the way they are.


If they're going to nerf the $info payout anyway, they should nerf the risk.  Make it so the special luggable data tap gives the carrier a higher chance of getting the 255 Agent spawns, while those of us with regular taps have little to no risk.

If its the other way around then it promotes fighting for control.


...damnit... agreed.
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