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Thread Statistics | Show CCP posts - 24 post(s) |
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CCP Wolfman
C C P C C P Alliance
535
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Posted - 2013.07.24 03:44:00 -
[1] - Quote
Hi guys,
I see a bunch of different things being mentioned here so I thought IGÇÖd quickly let you know whatGÇÖs going on with them.
Amount of stuff in 1.3 GÇô This was an intentionally short release to give us a trial run of the new processes we have put in place to be able to deliver updates to you faster. ThatGÇÖs why it might feel a bit GÇÿlightGÇÖ. 1.4 is the 'correct' length and consequently will have more stuff.
Aiming GÇô Aiming was worked on throughout 1.3 laying the foundations for the work me and Remnant are currently doing on it for 1.4. There simply wasnGÇÖt enough time to get it all ready and tested for 1.3. The pad and the mouse will be getting an update, testing is going well. IGÇÖll have a dev blog about this soon with more details.
Vehicle tuning and 1.4 GÇô work on this has started. However we donGÇÖt want to just make small patches and tweaks here and there as we have in the past. We need to take a full pass on vehicles/turrets/modules as a whole. This as you can imagine is a lot of work. It is a priority for us but donGÇÖt expect to see significant updates until 1.5. We need a good chunk of time to get through it all..
Murder Taxis GÇô For 1.4 weGÇÖve updated the vehicle/infantry collision and damage system. I retuned the damage completely the other day and so far in my small tests itGÇÖs feeling a lot better. WeGÇÖll be testing it in our internal playtests this week so we can see how it holds up with more players.
Other bits and bobs - There is also work underway on matchmaking, AFKing and red lining. IGÇÖm not working on the matchmaking so I canGÇÖt provide you with details there right now. IGÇÖll be involved with the redline and AFK stuff this week so IGÇÖll give more info on that soon.
Cheers
CCP Wolfman
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CCP Wolfman
C C P C C P Alliance
554
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Posted - 2013.07.24 05:19:00 -
[2] - Quote
Cat Merc wrote:Huh. Wolfman is usually the silent one. What made you come out of your CCP lair and finally communicate with us?
*lopes back in to lair* |
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CCP Wolfman
C C P C C P Alliance
556
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Posted - 2013.07.24 05:35:00 -
[3] - Quote
Xocoyol Zaraoul wrote:CCP Wolfman wrote:Murder Taxis GÇô For 1.4 weGÇÖve updated the vehicle/infantry collision and damage system. I retuned the damage completely the other day and so far in my small tests itGÇÖs feeling a lot better. WeGÇÖll be testing it in our internal playtests this week so we can see how it holds up with more players.
Will the updated vehicle collision damage still allow HAVs to run over infantry?
Yes they still can. Murder HAV!
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CCP Wolfman
C C P C C P Alliance
566
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Posted - 2013.07.24 05:39:00 -
[4] - Quote
Logi Bro wrote:Sooooo.......can we expect to see communication like this on a regular basis or is this a one-time thing because you have some time on your hands Wolfman?
I wish I had time on my hands :-)
I saw that this was a good opportunity to cover a few important things all at once. I'd like to spend more time but it can be tough when there's so much work to do. |
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CCP Wolfman
C C P C C P Alliance
566
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Posted - 2013.07.24 05:45:00 -
[5] - Quote
Cat Merc wrote:CCP Wolfman wrote:Xocoyol Zaraoul wrote:CCP Wolfman wrote:Murder Taxis GÇô For 1.4 weGÇÖve updated the vehicle/infantry collision and damage system. I retuned the damage completely the other day and so far in my small tests itGÇÖs feeling a lot better. WeGÇÖll be testing it in our internal playtests this week so we can see how it holds up with more players.
Will the updated vehicle collision damage still allow HAVs to run over infantry? Yes they still can. Murder HAV! So from what I understand, eHP of the suit gets reflected on the LAV as collision damage, correct? If so, I think it should be 2x the eHP of the suit, so a heavy being rammed is a death sentence to the LAV, and more than one medium frame would mean you're heavily wounded.
Nope, the LAV will not receive any significant impact damage right now. If the changes we've made don't improve matters enough that's something we can take a look at. The first large scale internal test of them is tomorrow so keep your fingers crossed. |
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CCP Wolfman
C C P C C P Alliance
572
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Posted - 2013.07.24 06:10:00 -
[6] - Quote
Funkmaster Whale wrote:CCP Wolfman wrote:
Nope, the LAV will not receive any significant impact damage right now. If the changes we've made don't improve matters enough that's something we can take a look at. The first large scale internal test of them is tomorrow so keep your fingers crossed.
Are LLAVs getting impacted at all? They're waaay too resilient to damage right now. Shield Resistance Mods in general need to be tweaked to prevent EHPs going up exponentially.
Agree, we will deal with those guys as part of the full pass on vehicles and vehicle related whatnots |
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CCP Wolfman
C C P C C P Alliance
572
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Posted - 2013.07.24 06:10:00 -
[7] - Quote
Gaechti wrote:Only got one question:
"Homogenised PG/CPU"
Does this only affect Contact nades or nades in general? Was there any change in PG on Flaylocks?
It's just for the contact nades. There was no change in PG on the Flaylock. |
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CCP Wolfman
C C P C C P Alliance
576
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Posted - 2013.07.24 06:43:00 -
[8] - Quote
The legend345 wrote:CCP Wolfman wrote:Funkmaster Whale wrote:CCP Wolfman wrote:
Nope, the LAV will not receive any significant impact damage right now. If the changes we've made don't improve matters enough that's something we can take a look at. The first large scale internal test of them is tomorrow so keep your fingers crossed.
Are LLAVs getting impacted at all? They're waaay too resilient to damage right now. Shield Resistance Mods in general need to be tweaked to prevent EHPs going up exponentially. Agree, we will deal with those guys as part of the full pass on vehicles and vehicle related whatnots Wolfman, how do you feel about armortanks keeping there repping bug? I ask because with the bug armor tanks are not too bad. They still aren't worth the money but its feasible. Or will the vehicle balance overhaul allow the bug to be fixed while making the tank stronger. Yes I say stronger because it needs to be and petitions (as much as you hate them) all agree.
I don't see that bug as a huge issue right now. I don't think it's causing a significant problem and the magic numbers agree with me. I don't really like leaving bugs like that in the game intentionally though so that's something we'll need to think about. It would certainly get rolled in to the overall vehicle rebalance, the question is do we leave it in until that work rolls out... |
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CCP Wolfman
C C P C C P Alliance
587
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Posted - 2013.07.24 07:29:00 -
[9] - Quote
The legend345 wrote:CCP Wolfman wrote:The legend345 wrote:CCP Wolfman wrote:Funkmaster Whale wrote:CCP Wolfman wrote:
Nope, the LAV will not receive any significant impact damage right now. If the changes we've made don't improve matters enough that's something we can take a look at. The first large scale internal test of them is tomorrow so keep your fingers crossed.
Are LLAVs getting impacted at all? They're waaay too resilient to damage right now. Shield Resistance Mods in general need to be tweaked to prevent EHPs going up exponentially. Agree, we will deal with those guys as part of the full pass on vehicles and vehicle related whatnots Wolfman, how do you feel about armortanks keeping there repping bug? I ask because with the bug armor tanks are not too bad. They still aren't worth the money but its feasible. Or will the vehicle balance overhaul allow the bug to be fixed while making the tank stronger. Yes I say stronger because it needs to be and petitions (as much as you hate them) all agree. I don't see that bug as a huge issue right now. I don't think it's causing a significant problem and the magic numbers agree with me. I don't really like leaving bugs like that in the game intentionally though so that's something we'll need to think about. It would certainly get rolled in to the overall vehicle rebalance, the question is do we leave it in until that work rolls out... I understand, but for the sake of armor tanks now we all request it is left at least until the overhaul. I understand if its ironed out with the overhaul, and I look forward to communicating with you guys and giving our opinions on the new vehicle balance. But for right now I speak for many fellow tankers, we need the repping power to stand a chance against AV. As for shield, its bitter sweet for them because It makes us hard to deal with for them but at the same time they agree with leaving the bug. Anyways please leave it until then. Look forward to speaking again (even if its short like this) thanks wolfman!
Ok. I've moved the bug in to my lair where it will remain hidden for now :-) |
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CCP Wolfman
C C P C C P Alliance
594
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Posted - 2013.07.24 08:55:00 -
[10] - Quote
meri jin wrote:CCP Wolfman wrote:Ok. I've moved the bug in to my lair where it will remain hidden for now :-) CCP Wolfman I really like the way you keep up the conversation, thumbs up for you Sir! But let me be honest with you for just one moment please. To tell the true, (maybe IGÇÖm really the only one) IGÇÖm very bored from GÇ£balances patches onlyGÇ¥ already. Now, now, I wound get started about how unfinished this games is, about how CCP should have did this and that and bla bla bla. May this topic rest in pease for this moment. Just please be honest with me(us): Will the Patch 1.4 contain only balancing stuff again or can we finely expect to see some real new content? Please answer just this one question.
yes. :-) |
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CCP Wolfman
C C P C C P Alliance
598
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Posted - 2013.07.24 09:26:00 -
[11] - Quote
Panther Alpha wrote:CCP Wolfman wrote:Hi guys,
I see a bunch of different things being mentioned here so I thought IGÇÖd quickly let you know whatGÇÖs going on with them.
Amount of stuff in 1.3 GÇô This was an intentionally short release to give us a trial run of the new processes we have put in place to be able to deliver updates to you faster. ThatGÇÖs why it might feel a bit GÇÿlightGÇÖ. 1.4 is the 'correct' length and consequently will have more stuff.
Aiming GÇô Aiming was worked on throughout 1.3 laying the foundations for the work me and Remnant are currently doing on it for 1.4. There simply wasnGÇÖt enough time to get it all ready and tested for 1.3. The pad and the mouse will be getting an update, testing is going well. IGÇÖll have a dev blog about this soon with more details.
Vehicle tuning and 1.4 GÇô work on this has started. However we donGÇÖt want to just make small patches and tweaks here and there as we have in the past. We need to take a full pass on vehicles/turrets/modules as a whole. This as you can imagine is a lot of work. It is a priority for us but donGÇÖt expect to see significant updates until 1.5. We need a good chunk of time to get through it all..
Murder Taxis GÇô For 1.4 weGÇÖve updated the vehicle/infantry collision and damage system. I retuned the damage completely the other day and so far in my small tests itGÇÖs feeling a lot better. WeGÇÖll be testing it in our internal playtests this week so we can see how it holds up with more players.
Other bits and bobs - There is also work underway on matchmaking, AFKing and red lining. IGÇÖm not working on the matchmaking so I canGÇÖt provide you with details there right now. IGÇÖll be involved with the redline and AFK stuff this week so IGÇÖll give more info on that soon.
Cheers
CCP Wolfman
So we getting a mouse fix ?..why you don't put this in the release notes ? You guys have to stop been so scare of the QQers... seriously.
Just to clarify that's in 1.4 not in 1.3
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CCP Wolfman
C C P C C P Alliance
613
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Posted - 2013.07.24 10:04:00 -
[12] - Quote
J-Lewis wrote:From what I understand, the LAV changes being tested for 1.4 are to how much damage infantry receives on impact - not the LAV taking damage proportional to what suit it hits.
So I'm wondering if this will manifest as rag-dolling (or pushing) and ~reasonably~ damaging infantry, and letting the LAV keep driving unimpeded.
It could also be as simple as increasing the amount of LAV speed required to kill, though I don't think that would solve the problem by itself.
We'll see.
Oh, and I suspect the Pilot suit will make it for 1.4 considering it's a vehicle specific suit, and 1.4 is mainly about vehicles. So that makes sense. What color will it be? I wonder.
The updated collision system will push infantry to the side of the vehicle rather than just pushing them along in front of it. The vehicle will be able to carry on going. Now you will have to be going very fast to do serious damage. |
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CCP Wolfman
C C P C C P Alliance
646
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Posted - 2013.07.25 01:37:00 -
[13] - Quote
Aeon Amadi wrote:Three Questions Wolfman This update seems a little relaxed when compared to 1.1 and 1.2, and Im not unhappy with the changes but I would like to know where some things stand. Is there any work being done to rebalance or potentially add new variants to the Plasma Cannon and Laser Rifle? Theyre both under utilized and under performing atm. Also, is there any changes being worked on for weapon skills, like what was done for the Flaylock, that are virtually useless? A good example is Plasma Cannon Ammo Capacity, which at level four gives 10.8 rounds and level five which gives 11.25 rounds, both rounding off to two additional rounds. Issue with this is that itsabsolutely pointless to get that skill to level five and its just wasted SP. Another good example is Scrambler Pistol Fitting Optimization. Last One thats important: Where are the ISK variants for the contact grenades? Bonus question Hows that Burst SMG coming along
* We'll be looking at the plasma cannon along with the other AV weapons as part of the vehicle rework. Can't really touch one without touching the other. So not in 1.4 but soon.
* For 1.4 we've replaced the ironsights on the laser rifle with a red dot sight similar to the one on the scrambler rifle. I want to see if this changes its performance, it does make it far easier to use and the weapon can still deal a ton of damage.
* Yes we are doing some updates to the weapon skills. Will give more info on them at a later date.
* The Thukker is a contact nade |
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CCP Wolfman
C C P C C P Alliance
652
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Posted - 2013.07.25 03:15:00 -
[14] - Quote
Vectar Locke wrote:CCP Wolfman wrote:
* For 1.4 we've replaced the ironsights on the laser rifle with a red dot sight similar to the one on the scrambler rifle. I want to see if this changes its performance, it does make it far easier to use and the weapon can still deal a ton of damage.
Have you changed the ability to slew the weapon while ADS so it isn't ridiculously slow and hard to aim? As much as I hate the iron sights the slow turning while ADS is the *real* killer.
Yes, we'll be increasing the ADS speed for the laser as well. |
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CCP Wolfman
C C P C C P Alliance
660
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Posted - 2013.07.25 06:42:00 -
[15] - Quote
Daalzebul Del'Armgo wrote:Any chance that we can get the invalid fitting removed on vehicles if there is no turret equipped?
Would really like to be able fly a dropship without weapons and use it solely as a troop transport.
We can take a look at it (not right now though). It's technically possible but it will probably cause some knock on problems with the seating set up. If it did we'd probably leave it alone for now since we've got bigger fish to fry :-) |
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CCP Wolfman
C C P C C P Alliance
660
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Posted - 2013.07.25 06:44:00 -
[16] - Quote
Himiko Kuronaga wrote:CCP Wolfman wrote:Vectar Locke wrote:CCP Wolfman wrote:
* For 1.4 we've replaced the ironsights on the laser rifle with a red dot sight similar to the one on the scrambler rifle. I want to see if this changes its performance, it does make it far easier to use and the weapon can still deal a ton of damage.
Have you changed the ability to slew the weapon while ADS so it isn't ridiculously slow and hard to aim? As much as I hate the iron sights the slow turning while ADS is the *real* killer. Yes, we'll be increasing the ADS speed for the laser as well. ... any chance for "Doom" mode on the HMG getting an ADS buff?
I actually put DOOM mode in as a joke but we all liked it so it stayed :-) By buff do you mean speed? |
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CCP Wolfman
C C P C C P Alliance
660
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Posted - 2013.07.25 06:55:00 -
[17] - Quote
did a quick test. It does mess it up. Looks like you'll have to wait a bit longer for that I'm afraid. |
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CCP Wolfman
C C P C C P Alliance
666
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Posted - 2013.07.25 08:20:00 -
[18] - Quote
ReGnYuM wrote:Wolfy,
could you go into detail about the aiming fixes
What did you change/ fix
I did a dev blog, it will be out in a bit |
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CCP Wolfman
C C P C C P Alliance
666
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Posted - 2013.07.25 08:23:00 -
[19] - Quote
2-Ton Twenty-One wrote:Will we see changes to the heavy turn speed or hmg now that the strafe speed has had a noticeable increase thanks to performance fixes?
Actually the strafe speed is slightly bugged right now. Some modifiers aren't being taken in to account properly. That will be fixed in 1.4 (but you will still have a faster strafe than in the past, don't worry) and we are currently testing the heavy with no turn limitation and increased strafe speed. Not made a final decision yet but it feels ok so far. |
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CCP Wolfman
C C P C C P Alliance
666
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Posted - 2013.07.25 08:36:00 -
[20] - Quote
Kane Fyea wrote:CCP Wolfman wrote:ReGnYuM wrote:Wolfy,
could you go into detail about the aiming fixes
What did you change/ fix I did a dev blog, it will be out in a bit You're my favorite dev now. Also will hit detection be improved as well?
No big overhaul but we will be looking in to some possible bugs. We've also tested a slightly different system but we felt that it would be too much change all at once.
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CCP Wolfman
C C P C C P Alliance
673
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Posted - 2013.07.25 08:54:00 -
[21] - Quote
Himiko Kuronaga wrote:Too much change as in, difficult to get used to as a player?
Or too much change as in, potential to break everything?
The second one :-) Also it's a fair bit of work.
There does seem to be an issue with client/server de-sync at times with the hit detection. That's the bug we'll investigate. |
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CCP Wolfman
C C P C C P Alliance
675
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Posted - 2013.07.25 09:43:00 -
[22] - Quote
KAGEHOSHI Horned Wolf wrote:CCP Wolfman, is it true that the only weapon that can kill you is a Wolfman's PCP-30 scrambler pistol?
Yes, but not when there is a full moon. |
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