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Author |
Thread Statistics | Show CCP posts - 6 post(s) |
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CCP Logibro
C C P C C P Alliance
613
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Posted - 2013.08.23 12:35:00 -
[1] - Quote
Uprising 1.4 Patch Notes:
Neocom * We have introduced a new GÇ£Recent UpdatesGÇ¥ screen. This screen will be shown the first time a player logs in each day (with the day rolling over during downtime). It contains: mail notifications, SP progression, augmentation countdown and a main panel that switches between market, event news and daily bonus * Added timestamps in chat * Polished pop-up windows, tuned background and blur effects * Hooked up the end of match summary screen for the previous battle to the Neocom. Players can now access the last match's stats and player list
Controls * Mouse rotation speed caps have been removed * Mouse sensitivity settings have been updated * Replaced old mouse smoothing with a new system * Tuned radial menus for mouse settings (weapon/equipment select) to make them easier to use * Overhauled, retuned and reactivated aim assists for the control pad
Movement * Fixed a bug that was making dropsuit strafe speeds too fast * Increased the strafe speeds for all dropsuits from their values in Uprising 1.1 (net result is slower speeds than Uprising 1.3) * Removed rotation modifier on heavy frames - all frames can now rotate at the same speed
HUD * Added squad leader icon for player tags * Added RDV drop off location icon for HUD * Shared passive scanner vision for squads disabled (results of active scanners are still shared with squads) * Team member chevrons now only visible when they are in line of sight. Squad chevrons remain visible and will still stick to the edge of the screen * HP bars and name tag visible only for what you are aiming/firing at * Hit indication from allied sources when friendly fire is disabled * Updated name tags displayed while in the War Barge
Vehicles * Updated LAV free cam view when using the mouse so that it is more dynamic * New vehicle/infantry collision system & damage tuning to lower the effect of the 'murder taxi' * Improved dropship camera view * Improved turret aiming and camera view
Weapons * The Amarr Laser Rifle has a new red-dot sight, replacing the old iron-sight * Increased ADS (aim down sights) aiming speed with the Amarr Laser Rifle * Swarm Launcher base lock-on time has been increased to 1.4 from 1.2 and its fire interval has been reduced from 2 to 0.3
Visuals * Improved animation LOD switching for better visual display * Added new vehicle shield and vehicle armor effects * Optimizations made to vehicle models and dropship thruster effects to decrease performance cost * Made Visual improvements to SSAO, rays and dynamic tone mapping * Added HUD translucency option * Environment Mood color values reset to match the corresponding level moods * Fixed particle lights so weapons and objects around the player will be illuminated when firing a weapon * Fixed shield impact effects for small handheld weapons so itGÇÖs visually easier to recognize if you are inflicting shield or armor damage
Modules/Equipment * Adjusted Armor Plate attributes - HP bonus of 85/110/135 (Basic/Enhanced/Complex) and speed penalties of 2%/3%/5% (with full skill bonuses this equates to 93.5/121/148.5) * Adjusted Ferroscale Plate attributes - HP bonus of 35/50/75 (with full skill bonuses this equates to 38.5/55/82.5) * Adjusted Reactive Plate attributes - HP bonus of 25/40/60 and speed penalties of 0%/1%/1% (with full skill bonuses this equates to 27.5/44/66) * Made deployed enemy equipment detectable with the active scanner * Active Scanner now causes detected objects to pulse on the HUD/minimap/overview map so that you can more easily identify scan results * Updated equipment deployment system to prevent deployment failures
Maps/Environments * Implemented Surface Infrastructure Sets so now medium and small socket components are defined by the large socket component in the map * Introduction of the GÇ£Research Facility" Surface Infrastructure, comprising one large outpost with several integrated medium and small sockets * Three new battlegrounds in a brand new mission terrain: Impact Ridge, Fracture Road, Border Gulch * Added new night mood layer
Matchmaking * Matchmaking has been rebuilt from the ground up to offer more balanced matches, more flexibility, and future proofing * Matchmaking will now vary wait times in order to try and build better teams * In conjunction with the new matchmaking system, the Battle Finder has been rebuilt to take advantage of the new matchmaking features * Instant Battles are now all combined into Public Contracts; players can now select which game modes they wish to queue for allowing them to now queue for multiple game modes * Factional Warfare battles are now available as a queue known as Faction Contracts; players can choose which faction(s) they wish to queue for * Corporation Battles are now found under Corporation Contracts * Implemented idle timer to prevent AFK farming in battle ground or MCC. Players not performing any PVP action in a certain period of time will be kicked out of the game
Skills * New daily activity bonus: 3000SP for the first day, increasing by 500SP every consecutive day. Daily bonus is capped at 6000SP (attained after 7 days of consecutive logins) * All handheld weapon reload skills now have a cost multiplier of x3 (down from x6) and their skill book ISK price reduced to 203,000 from 774,000 * All heavy weapon reload skills now provide a 5% bonus, up from 3% * The Forge Gun, Mass Driver, Swarm Launcher, and Plasma Cannon ammo skills now provide 1 extra unit of ammo for each level of the skill (for a maximum of 5) instead of a % bonus per level * The HMG Operation skill bonus has been changed from reducing heat build-up to reducing recoil by 5% per level * The Swarm Launcher Operation skill bonus has been changed from increasing the clip size to reducing the lock-on time by 5% * The Scrambler Rifle Operation skill bonus has been changed from reducing charge time to increasing cooldown speed by 5% (does not affect overheat cooldown speed). This affects the base and Assault variants
Corporations * Corporation tax: Corporations can now set a tax rate. The tax rate is the same for both EVE and DUST players in the corporation and can be set in either DUST or EVE. To set the tax rate in DUST you must be either a director or CEO of the corporation and go to edit the corporation details; the same location you would edit the corporation description. Tax is set as a percentage and will be deducted from all corp members whenever they receive income from a battle. Only rewards of 100,000 ISK or more will be taxed
Starmap * The Starmap now has... CCP Logibro // EVE Universe Community Team // Distributor of Nanites // Patron Saint of Logistics
@CCP_Logibro |
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Arkena Wyrnspire
Turalyon 514
2707
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Posted - 2013.08.23 12:37:00 -
[2] - Quote
Patch notes! \o/ They're here! |
George Moros
WarRavens League of Infamy
70
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Posted - 2013.08.23 12:38:00 -
[3] - Quote
Rejoice! |
Reav Hannari
Red Rock Outriders
1012
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Posted - 2013.08.23 12:39:00 -
[4] - Quote
*Swarm Launcher base lock-on time has been increased to 1.4 from 1.2 and its fire interval has been reduced from 2 to 0.3
As a swarm user and rarely a vehicle driver I still feel this is HOLY BALLS THIS IS NOW OP! |
jingle wingle
Edimmu Warfighters Gallente Federation
44
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Posted - 2013.08.23 12:41:00 -
[5] - Quote
First page!
Quick question: What are considered as 'PVP actions'? |
GTA-V FTW
Mannar Focused Warfare Gallente Federation
322
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Posted - 2013.08.23 12:42:00 -
[6] - Quote
Bout time jeeeezzz! |
Draxus Prime
BurgezzE.T.F
1382
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Posted - 2013.08.23 12:44:00 -
[7] - Quote
WOHOO! |
InsidiousN
KILL-EM-QUICK RISE of LEGION
140
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Posted - 2013.08.23 12:45:00 -
[8] - Quote
CCP Cmdr Wang wrote:steadyhand amarr wrote:I'm liking the new tone of the commander :-)
But in regards to the patch notes, sometimes a fresh pair of eyes can spot things people close to the project can't. Maths is maths afterall. Or the players can outright tell you how they are going to openly exploit a change.
We are the end customer and in the business word customers are a big part of the development process. The gaming world is no diffrent. Please work with us.
And stop using a live eniorment ti teat changes. It's bad practice full stop. Well, I agree but sometimes people forget that this is something really new, a MMO on a console that is working towards a full connection with another MMO on a different platform. So this is something akin to getting a man on the moon, and there were problems along the way there. Did people troll the NASA space program when things didn't go according to plan? Or did they get back on the horse and help provide solutions? We do listen to player feedback and some of them do make it into the game. It would be a lie to say that is not so. I know that it's taken longer than most of you on the forums would like, but it does take time to workout a solution when one is trodding down a path never traveled. A few of you on the forums have been with us all this time, so I am just asking you guys to keep on providing helpful feedback and a little less hate. Hope that's not too much to ask.
This is your problem right here CCP, everyone at CCP working on DUST514 needs to read this post from Wang, and if you find yourself stuck in this mentality you need to immediately banish it from your mind FOREVER. You guys have far too many ideas in your head at the same time, pulling you in so many different directions that you don't even know what areas of this very broken game need to be focused on.
How you can possibly think about "getting a man on the moon" when you still have yet to invent an airplane that can get off the ground?
What you should have done since day one, and what you must do now, is focus ALL of your attention on building an FPS that actually functions. You have to make sure your foundation is set, and set so solidly that you'll never need to change it or think about it again. You should not need to reinvent the way propeller planes fly when you are building your spaceship.
Even if it's just starting with a 1v1 fight and making sure every aspect of that is solid and then moving forward, that is the approach you must take. Once you lock down flawless mechanics for an individual's aiming, hit-detection, movement, weapon balance, and FUN (you still fail to include fun) then you can move forward.
For instance, why are you adding new weapons when the ones that currently exist are not balanced and do not function properly? What do you think will happen when you add more weapons onto an already horribly unbalanced system? You waste so much time introducing new weapons and then trying to balance them- but you're trying to balance them on a completely unbalanced foundation.
How can you expect to build towards to moon when the foundation is constantly changing? You have just spent the last few updates and many months trying to balance out the Mass Driver and Flaylocks, among others, but what is going to happen to that 'balance' when the underlying mechanics are completely overhauled?
At this point I would say that your only real path forward is to just shut it down in order to fix DUST properly, for a year, 6 months, or however much time it takes you to build a solid, stable, unchanging foundation of proper FPS mechanics. Then when you go to add all of these cool amazing ideas you have you will not be held back from reaching the moon because you forgot to install the fuel tanks. |
BL4CKST4R
WarRavens League of Infamy
1198
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Posted - 2013.08.23 12:45:00 -
[9] - Quote
First page. |
Aikuchi Tomaru
Subdreddit Test Alliance Please Ignore
261
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Posted - 2013.08.23 12:45:00 -
[10] - Quote
Quote:* Implemented idle timer to prevent AFK farming in battle ground or MCC. Players not performing any PVP action in a certain period of time will be kicked out of the game
Can you please specify "PvP Action"? Will I be kicked for running around the battlefield and taking cover from enemy fire because I don't perform a "PvP Action"? |
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daishi mk03
Brutor Vanguard Minmatar Republic
91
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Posted - 2013.08.23 12:45:00 -
[11] - Quote
That fire interval, lol. Don't know about the rendering, think nothing has changed for railgun tanks, but we'll see. |
Flix Keptick
Red Star. EoN.
44
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Posted - 2013.08.23 12:46:00 -
[12] - Quote
REJOICE!!! awesome seriously |
Sana Rayya
WASTELAND JUNK REMOVAL
129
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Posted - 2013.08.23 12:47:00 -
[13] - Quote
Still no mention of the fix on Caldari Logistics shield delay... |
Reav Hannari
Red Rock Outriders
1012
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Posted - 2013.08.23 12:48:00 -
[14] - Quote
Outpost and battlegrounds are the only new content. The rest is fixes and polish.
I like shiny and new places to explode. More maps is always a very good thing. I will be patient and wait for the full racial line-up. I will be patient. I will be patient!
I'm not patient. I feel like a kid waiting for his new favorite toy but mommy just keeps saying, "you'll shoot your eye out." |
Panther Alpha
DarkWingsss
924
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Posted - 2013.08.23 12:49:00 -
[15] - Quote
I'm.... SOCK Could it be ? ... an update that actually looks... "SERIOUS" ? Everything looks great in the Patch notes, i actually very exited about all this.... Just don't have any panic attacks in the last moment CCP... PLEASE !! Lets keep moving forwards now... |
G Torq
ALTA B2O
204
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Posted - 2013.08.23 12:51:00 -
[16] - Quote
Reav Hannari wrote:*Swarm Launcher base lock-on time has been increased to 1.4 from 1.2 and its fire interval has been reduced from 2 to 0.3
As a swarm user and rarely a vehicle driver I still feel this is HOLY BALLS THIS IS NOW OP!
Patch Notes wrote:The Swarm Launcher Operation skill bonus has been changed from increasing the clip size to reducing the lock-on time by 5%
Have fun reloading more often |
Beren Hurin
The Vanguardians
1179
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Posted - 2013.08.23 12:52:00 -
[17] - Quote
Reav Hannari wrote:*Swarm Launcher base lock-on time has been increased to 1.4 from 1.2 and its fire interval has been reduced from 2 to 0.3
As a swarm user and rarely a vehicle driver I still feel this is HOLY BALLS THIS IS NOW OP!
Except they took away a few rounds from the skill. |
Beren Hurin
The Vanguardians
1179
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Posted - 2013.08.23 12:54:00 -
[18] - Quote
Can't wait for scanning changes. I think the clutter issue is going to be helped a lot.
I'm wondering about friendly equipment though...will we be able to see all friendly deployed equipment or only scanned/LOS? IF only scanned/LOS, this could be one of the main reasons to have >10m passive detection. |
GTA-V FTW
Mannar Focused Warfare Gallente Federation
322
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Posted - 2013.08.23 12:55:00 -
[19] - Quote
Still no WP for using active scanner huh? So basically why use them? Just so your squad can see enemy now but you still are not rewarded for using them, booooo! |
N1ck Comeau
Ahrendee Mercenaries EoN.
1132
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Posted - 2013.08.23 12:55:00 -
[20] - Quote
i'm impressed. Matchmaking better be good. I like close matches. |
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Lt Royal
Subdreddit Test Alliance Please Ignore
763
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Posted - 2013.08.23 12:56:00 -
[21] - Quote
Thank you for releasing the notes earlier. This patch owns! |
Reav Hannari
Red Rock Outriders
1012
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Posted - 2013.08.23 12:56:00 -
[22] - Quote
G Torq wrote:Reav Hannari wrote:*Swarm Launcher base lock-on time has been increased to 1.4 from 1.2 and its fire interval has been reduced from 2 to 0.3
As a swarm user and rarely a vehicle driver I still feel this is HOLY BALLS THIS IS NOW OP! Patch Notes wrote:The Swarm Launcher Operation skill bonus has been changed from increasing the clip size to reducing the lock-on time by 5% Have fun reloading more often
Reloading is not a problem. Minor change to lock on but basically about SIX times as many volleys as before. LLAV may still run away but tanks are doomed. I'll wait for deployment for final judgement but this is one of those things it would have been nice to discuss before it was set in stone.
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Sgt Pseudo
Nexus Marines
16
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Posted - 2013.08.23 12:56:00 -
[23] - Quote
Reav Hannari wrote:*Swarm Launcher base lock-on time has been increased to 1.4 from 1.2 and its fire interval has been reduced from 2 to 0.3
As a swarm user and rarely a vehicle driver I still feel this is HOLY BALLS THIS IS NOW OP!
isn't the clip size reduced through the skill change? |
Draxus Prime
BurgezzE.T.F
1382
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Posted - 2013.08.23 12:57:00 -
[24] - Quote
im happy |
S Park Finner
Guardian Solutions DARKSTAR ARMY
212
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Posted - 2013.08.23 12:59:00 -
[25] - Quote
Lots of excellent changes. A couple of questions...
Does the skill point bonus count against or add to the weekly skill point cap?
Are there any SP rewards for active scanners to offset the cost of taking up a slot to return squad awareness to its current level? If there are not in this update will there be SPs for this in later updates. If there will be, which update? |
Paladin Sas
Pro Hic Immortalis League of Infamy
208
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Posted - 2013.08.23 13:00:00 -
[26] - Quote
I thought they also removed the armor burn on vehicles, did they forget to add it to the patch notes again? |
Reav Hannari
Red Rock Outriders
1012
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Posted - 2013.08.23 13:00:00 -
[27] - Quote
Sgt Pseudo wrote:Reav Hannari wrote:*Swarm Launcher base lock-on time has been increased to 1.4 from 1.2 and its fire interval has been reduced from 2 to 0.3
As a swarm user and rarely a vehicle driver I still feel this is HOLY BALLS THIS IS NOW OP! isn't the clip size reduced through the skill change?
I'd like confirmation on this. Is it max ammo on loaded ammo that is being changed? I only have Swarm Ops to 3 and none of the support skills so my ammo was just about factory standard already. As a barely trained user it feels like I'll be making dents much faster in my targets.
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Brush Master
HavoK Core RISE of LEGION
735
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Posted - 2013.08.23 13:01:00 -
[28] - Quote
Nice huge SL buff, I assume you are preparing to balance the dropship now. Poor vehicle drivers for the next month are going to get murdered. Thanks for the notes =) |
Big Popa Smurff
Seraphim Initiative..
660
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Posted - 2013.08.23 13:01:00 -
[29] - Quote
I ******* luv you ccp |
Marston VC
SVER True Blood Public Disorder.
688
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Posted - 2013.08.23 13:05:00 -
[30] - Quote
not a bad patch at all. IM glad were actually going to get a few new maps to play on, but I really would like to see some PVE :( |
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