CCP Eterne
C C P C C P Alliance
1569
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Posted - 2013.05.10 16:42:00 -
[1] - Quote
Dear players,
As you are all aware GÇô deployment of the Uprising build is upon us as of May 6th, and part of the reason we staged the deployment to be on May 6th with removal of the Beta designation on May 14th is that with the multitude of updates and changes that came with Uprising we wanted to give our players time to experience the new build and give us feedback.
We also appreciate that many of you desire communication from us that is even more transparent and timely when it comes to upcoming changes. In this regard, we are taking steps to make communications with you better. Chief among them is working with the CPM (Council of Planetary Management, the player council involved with DUST 514 development and the voice of you, the users), and generally increasing both the quantity and quality of communication. We are working hard to achieve this while continuing to keep things moving along in the development trenches. It can be tough at times, because we want to spend more time with you, learning from you, while working hard to bring you more of what you want in-game as quick as we can GÇô please know, even if we go silent for a little bit, we are listening, but, that said, we are going to work extra hard to jump in and talk with you no matter what.
After observing your feedback and with the consultation from CPM we are ready to discuss various topics that youGÇÖve brought up in various forum threads and our plans for addressing this stuff immediately and ongoing. Many of these issues will be addressed via hotfixes before the 14th, and throughout the month of May. Please actively participate in the continued Beta testing as we introduce changes and fixes up to the 14th. We really appreciate your feedback and role in the ongoing development of DUST 514, both during the Beta and beyond. We will endeavor to make public as many details on changes taking place in Uprising in advance of / as soon as they become available (whipping the hamsters can only get so far and our hamsters are busily making fixes!).
Below is a list of changes that we have details on and we would like to share with you and get your feedback. Again, we will be sharing more details as soon as we can manufacture it, so, expect more data **** to come.
Weapon damage model/HMG balance: We will be monitoring weapons damage and balancing carefully. We also have a set of various incremental changes to weapons in general (not just the HMG) that are being deployed immediately. CCP Remnant will be discussing this issue in this forum thread in greater detail and holding discussions about this issue, but hereGÇÖs the TL;DR version: In the next hot-fix weapons will all get a 10% damage increase to compensate for the removal of the Weaponry skill bonus. GÇó HMG damage buffed to 18 HP (including aforementioned 10% increase) and given a 5% dispersion buff. GÇó In the near future, we will address range issues by removing the hard stop that currently takes place at maximum weapon range. The updates to this are going out right now as I type this. You can analyze details of this using this spreadsheet [here] we provided from what launched May 6th with Uprising deployment, to this new one we are providing right now with all the updates [here].
Aiming and control system in general: We have done a massive amount of updates to this area of the game with Uprising, laying an enhanced tech foundation for all of these systems to iterate on into the future, and of course, this has come with a lot of feedback as well in the days since Uprising deployment. We are aware of the issue that some players are experiencing GÇ£slipperyGÇ¥ feel of aiming and general gameplay experience, and our team is carefully looking into tweaking controls schemes for both keyboard and mouse and the Dualshock controller. For example, we have made changes to the input settings on the mouse which should improve the smoothness and fine aiming. The new values are very similar to those in Chromosome (though not identical). Expect CCP Wolfman to have detailed discussions about this particular issue on the forums here. Again, there are updates to this going out right now as I type this.
Skill point progression: Based on your feedback we will be doing further adjustments to skill point requirements for specializations, which received a massive rework in Uprising along with the new node based visualization of the tech tree. Our plan is to address this by tweaking skill point requirements GÇô and in that process reimburse you with the skill points that youGÇÖve spent back to your unused skill pool. Additionally, we are planning an optional skill point respec of skill points to players via petitioning our game masters after this change occurs, in case some of you may not be completely satisfied with your original choices. We also believe that this will solve some dropsuit requirements that were changed in Uprising, giving you easier access to those items again. Details about changes to the skill point progress will be forthcoming when available, and weGÇÖll provide an updated spreadsheet in advance of that (the previous one provided) here.
Vehicle skills, modules and balance: We are listening to your feedback in balancing heavy vehicle experiences. It is a delicate act which has us wanting them to be able to perform their intended GÇ£tankGÇ¥ role on the battlefield, while not being overpowered. HereGÇÖs a quick break down of some of the changes that are being introduced: Vehicle Balance In order to enable to vehicles to last longer in combat for more fun, enduring engagements weGÇÖve increased hit point values for LAVs and HAVs accordingly.
Std & Militia HAVs - 25% more hp Enforcer HAVs - 60% more hp Militia LAVs - 60% more hp Std & Scout LAVs - 50% more hp Charybdis Logistics LAV - 70% more hp Limbus Logistics LAV - 40% more hp
CCP Blam! will be discussing the details on vehicle changes in this forum thread here along with more details about vehicle changes.
Logistics not being able to see revive icon at all times: We are working on making life easier for logistics players that use nanite injectors. We understand that indicators donGÇÖt show up unless a call for help is explicitly requested, which can make the role of the support player unnecessarily challenged. We are working on an update that will allow logistics players to see fallen team mates and differentiate those who have and have not called for revival. Once again, this is going live right now! Please let us know how it works for you over the weekend on the forums.
Matchmaking GÇô we are working to put live an update to matchmaking on 5/14 that gets new players to play together, and keeps the vets and their proto gear away. For example: Entry to these battles will be limited by total warpoints earned per... |