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| Camilla Moore |
Posted: Thu Apr 05, 2007 11:00 am Post subject: MCS 2.0 Release Information |
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Site Admin
Joined: 16 Feb 2007 Posts: 99 Location: Mars
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| Jade Steele wrote: |
***MCS Version 2.0***
Scheduled for released April 6, 2007, 10:00 PM SLT
Over the past several weeks, a few of us have worked very hard on a new version of the MCS combat system. To put things bluntly, we have possibly revolutionized the way combat will happen in Second Life. Our system has eliminated nearly all the lag inherent in current combat systems, and has done so while actually enhancing the usability and accuracy of the system. While we're absolutely positive that the new MCS will enhance everyone's experience in Midian City, and frankly, perhaps change Second Life combat forever, a few problems initially surface with transition to the new system.
All problems surface from one event - the new MCS system will NOT be inherently compatible with current weapons on the market. Yes, we can hear you screaming, but please continue reading.
The incompatibility with weapons currently on the market actually SOLVES more problems than it creates, and with the correct initiation and integration of a new system, we believe everyone can be made happy in the end.
--Under our current system, we have no control over who bring what into our city, and many guns - even from major well known dealers - are poorly scripted and very laggy, as well as contain an extraordinary amount of prims – all of which must be processed by the server running the sim as well as your video card.
--Lots of weapons are loaded with unnecessary features that, in addition to creating lag, can create other problems. Things like push guns, cagers, guns that cause gigantic explosions, wall-breakers and other such things commonly used for griefing initially come to mind. Additionally, customers end up paying for these features...spending empty, extra L$ for unused bells and whistles.
--The new system will add more realism, in that the amount of damage a weapon inflicts will be controlled. For example a baseball bat or knife would be designed so that they do not inflict the same amount of damage as a gun, etc. In addition, all guns used will be required to reload.
By releasing MCS compatibility under certain strict requirements, and to only a few trusted scriptors who are actively involved with Midian City themselves, we are able to:
--Maintain a level of quality in weaponry that provides for general balance and nearly lag-free use.
--Enjoy a hack-free system supported by persons intimately involved with our community, instead of an arms-race/hack-fest perpetrated by profit-seeking script kiddies (an "affectionate" term real programmers use for people who think they're great scriptors ... and aren't)
In order to help facilitate the transition from one system to another, we have decided to help residents of Midian City swallow the pain in the following ways:
--All previously purchased guns may continue to be used as "props"...though the removal of scripts will be highly encouraged in most cases (especially in the case of weapons with "public" listens).
--The initial update package will include a few basic starter weapons (we know it is a dangerous city)
--Numerous "free" weapons will be scattered and hidden throughout Midian City and may be "discovered" in a RP manner. Players will therefore have the ability to participate in a roleplay that warrants combat without having to purchase a new weapon.
--From time to time a limited number of special edition weapons will be hidden throughout the city. If you stumble across one of these, right click on it and pick “Buy” for L$0. Although we ask that if you happened upon one of these weapons and don’t think you would ever use it, please leave it for the next person.
--Requests for custom weapon designs/modifications will be considered during the transition period.
For those interested in something more than free weapons, MCS 2.0 will be compatible with weapons purchased through the following authorized designers:
- Twisted Desires
- Blackflag & Jezebel
Thank you for your understanding and patience through this transition. In the end, what we hope to achieve with this new, low lag, closed system, is a better role-playing community for all of us. Everyone is tired of laggy sims, and bad scripting is often one of the prime causes of such lag. By changing the way combat is done in Midian City and no longer supporting bad-scripts (remember, just because a script is popular, doesn't mean it's good), we taking a big step in creating a more stable, quality environment for our players.
MCS Design Team
MCS 2.0 additional notes and bug fixes:
- Target range increased to full body
- When injured/defeated one must still seek out and touch a med kit to have the health restored to the MCS, however, touching the med kit will only initiate the process. The health will not be instantaneously restored as it has in the past, rather it will slowly be added back over the course of an hour. In addition only one healing (touching the med kits) will be allowed per hour. Choose wisely the scenarios you feel warrant combat.
- Attempting to cheat by removing and putting back on the MCS will not reset health status
- Random bizarre blood spurting problem fixed |
_________________ - Camilla Moore |
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| October Hush |
Posted: Thu Apr 05, 2007 12:11 pm Post subject: |
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Joined: 20 Mar 2007 Posts: 716 Location: Rooftops, Catwalks and Streets in Midian City
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| JosefMizser |
Posted: Fri Apr 06, 2007 8:05 am Post subject: |
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Joined: 21 Mar 2007 Posts: 3 Location: California, US
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(I believe upgrades to MCS were supposed to be free, but I'm open to being proven wrong.)
I, for one, support this idea. However, you may want to limit your leniency on placing weapons within the city. We don't want to turn Midian into a gigantic easter egg hunt for weapon mongers looking to collect an armory. If it isn't possible to limit the amount a person can pick up during a certain period of time, it may be more appropriate to give the rights to hand out/place weapons to trusted users to disperse among citizens for certain purposes. This should at least apply to weapons that stem beyond "melee weapons,"* perhaps, that would be scripted to take little damage.
Perhaps a little clearance on the topic would suffice for the time being. Of course, I wouldn't want to set the MCS release ahead any further than tomorrow. I'm sure a lot of people have been waiting for this. However, it is a shame that the weapons I'd scripted are no longer applicable here, but its not as if I've chosen the lethal lifestyle as of yet.
*Off on a tangent, the new MCS script will be ruling out most melee weapons as well, which usually run on a varying contact system to begin with? _________________
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| mirkah.taov |
Posted: Sun Apr 08, 2007 3:44 am Post subject: Self-inflicted damage |
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Joined: 30 Mar 2007 Posts: 4
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| Will he new MCS allow one to cause self-inflicted damage? There my be times during roleplay, where one wants to be injured, and while one could do this all through roleplay alone, it would be helpful if the MCS would also reflect the damage as well. |
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| Lindsay Noonan |
Posted: Tue Apr 10, 2007 7:47 pm Post subject: |
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Joined: 20 Mar 2007 Posts: 61 Location: look up, you'll see me if I want you to
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As a side note to Twisted Desires....
first YAY! Lagless MCS, good thing.
Second, for those of us who are more melee than bang bang, can we get a drop-in script for our melee weapons? I have a few very specific ones I'd still like to use thanks. _________________ "Be glad I'm subtle, when Nekos stop being subtle, people die messily" |
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| Ayami Imako |
Posted: Sat Mar 15, 2008 8:51 am Post subject: |
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Joined: 12 Mar 2008 Posts: 15
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Yay low lag combat system .. booo horrible looking weapons. Its actually more of a killer to RP for me. I don't care about simple scripts (as in I am for them to clarify) as much as the feel of the guns be right. Adds better immersion. Right now I don't use the MCS because of the weapon selection.  |
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| ghandi |
Posted: Sat Mar 15, 2008 5:36 pm Post subject: |
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Joined: 08 Oct 2007 Posts: 244 Location: Somewhere In The World
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| Ayami Imako wrote: |
Yay low lag combat system .. booo horrible looking weapons. Its actually more of a killer to RP for me. I don't care about simple scripts (as in I am for them to clarify) as much as the feel of the guns be right. Adds better immersion. Right now I don't use the MCS because of the weapon selection.  |
Some of us are actually designing some new weapons right now to be used for MCS. Some constructive feedback would be a lot more helpful than just saying that they look horrible. _________________ Jesus saves; everyone else takes full damage.
http://www.flickr.com/photos/ghandikamachi/ |
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| Mordag McCallen |
Posted: Sat Mar 15, 2008 5:56 pm Post subject: |
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Joined: 15 Jan 2008 Posts: 387 Location: Bunker
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Nah, I think it is pretty simple - There are guns that count around 250 prims each used to make the weapon look better. Now if you compare with lower-lag weapons counting half of prims, it is highly probable it will end up looking slightly more plain.
Yeah, it is nice to have excelently looking weapons ... while you cannot move faster than 1 inch per hour, thanks to lag.
Or you can have weapons that are slightly less perked up (but still quite good considering ammount of prims) and move with them around nicely.
Well, sorry, I like neat stuff, but I like ability to move even more. _________________
Cpt. Mordag McCallen, BEng(1), SrTech 1st class |
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| Ayami Imako |
Posted: Sun Mar 16, 2008 6:48 am Post subject: |
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Joined: 12 Mar 2008 Posts: 15
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Well for starters 250 prims is insane I agree, and horribly unneeded. But for instance the best looking realism guns in the game in my opinion are made by Breach right now. They average around 150-170 prims for the pistols, and frequently even less on rifles (which is kinda wierd actually). Still quite high but for me it causes zero problems in combat even with multiple people involved and no I dont have a super computer or connection, and the quality of them is amazing so thats what I usually use.
Still I can see how some might think thats high and I don't have a problem with simplified models, but even the textures on the current selection of MCS workable weapons are really bland. They look very much like 2d cartoon guns (and I am sorry if thats offending someone .. I dont mean it to, but I feel it needs to be said and theres no other way to do it.). I guess I am just waiting for a middle ground to be found. But dont just sight prims as the problems .. alot of what causes lag in combat is poor scripting, unnessicary things like pretty shaped muzzle flashes and shell ejections, and stuff like that. I don't see why a simple functioning but yet still visually appealing weapon cant be manufactured. |
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| Mordag McCallen |
Posted: Sun Mar 16, 2008 1:12 pm Post subject: |
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Joined: 15 Jan 2008 Posts: 387 Location: Bunker
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I have sniper rifle from Breach. It houses 250 prims, has nicely scripted muzzle flash, ejecting empty slugs and releasing empty mags.
Breach was actualy the first thing that striked my mind. _________________
Cpt. Mordag McCallen, BEng(1), SrTech 1st class |
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| Golyth Carillon |
Posted: Sun Mar 16, 2008 2:56 pm Post subject: |
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Joined: 20 Mar 2007 Posts: 269 Location: Hapeville GA
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B&J Weapons are made rather well and work with the current MCS... to bad they won't be making any more MCS weapons.. 90% of my weapons are from B&J while I'm in Midian... the other 10% are either Breach or Novum Inc. _________________ "I do not need nor want your approval on how I should play my character. You don't have to RP with me and I don't have to RP with you. You didn't ask me permission to assume the seat of leader nor dictate how I should play my character." |
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| Ayami Imako |
Posted: Mon Mar 17, 2008 1:09 am Post subject: |
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Joined: 12 Mar 2008 Posts: 15
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| Mordag McCallen wrote: |
I have sniper rifle from Breach. It houses 250 prims, has nicely scripted muzzle flash, ejecting empty slugs and releasing empty mags.
Breach was actualy the first thing that striked my mind. |
Yes, it has all of those, but they get turned off in RP mode. I have the same rifle.. though I prefer my glocks.  |
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| Mitchell Howlett |
Posted: Mon Mar 17, 2008 1:27 am Post subject: |
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Joined: 11 Feb 2008 Posts: 30
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| Ayami Imako wrote: |
| Mordag McCallen wrote: |
I have sniper rifle from Breach. It houses 250 prims, has nicely scripted muzzle flash, ejecting empty slugs and releasing empty mags.
Breach was actualy the first thing that striked my mind. |
Yes, it has all of those, but they get turned off in RP mode. I have the same rifle.. though I prefer my glocks.  |
Thread Necromancer!!!  |
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| Beatz |
Posted: Thu Mar 27, 2008 12:29 am Post subject: |
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Joined: 08 Jan 2008 Posts: 61 Location: Docks. Nope, i'm not a fisher.
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| you don't need more than a hundred prims, maybe a lil more, to make an excellent looking assault rifle. But you DO need awesome textures, that's what is lacking right now in MCS weapons. |
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| Mordag McCallen |
Posted: Thu Mar 27, 2008 6:28 am Post subject: |
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Joined: 15 Jan 2008 Posts: 387 Location: Bunker
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What is interesting is that you need about hundred prims and two different not-so-great textures to create something looking like a rifle, and not that bad, we are only too picky.  _________________
Cpt. Mordag McCallen, BEng(1), SrTech 1st class |
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