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Obsidian X
13-12-04, 03:48
IS there anywhere where old patchnotes from NC1 are archived? I'd like to see the old ones, for nostalgia reasons mainly. That, and I'm also curious about the infamous patch 160, and what it did.

Anyone know if they're kept somewhere still? Or if so, has anyone got the Patch 160 notes? I just like reading how Neocron has involved, patch by patch :)

bubba
13-12-04, 04:10
I believe they are all still listed on nc.synergyxr.net under patch notes

Oh and first post

WOOT ;)

MkVenner
13-12-04, 04:14
all the patch notes are here (http://www.neocron.com/modules.php?op=modload&name=Archives&file=index)

Obsidian X
13-12-04, 04:41
Thx guys :D

MkVenner
13-12-04, 04:45
no problemo :p

Dribble Joy
13-12-04, 13:26
On a similar notes, where are all the NeoChronicles found?

Dirus
13-12-04, 14:30
Older Neocronicles can be found here. http://www.neocron.com/index.php?name=NeoContent&op=modload&file=index&pageID=80

-FN-
13-12-04, 22:04
Patch Notes for NC1 and NC2 are also listed here:

http://nc.synergyxr.net/patchnotes.php

and are searchable :)

naimex
13-12-04, 22:36
i have all patch notes on my forum under announcements..

well most anyways.

got some beta 4, i should have all nc1 and all nc2 patchnotes.

http://www.naimex.dk/forum/viewforum.php?f=1&sid=041a02dbce211774772be7c9fa36351d

greendonkeyuk
13-12-04, 22:40
now thats nostalgia...

Shelia
14-12-04, 01:11
What a nice patch (185) !


PSI
- Changed Shelter and Deflector effectiveness so that you need pretty high damage % to reach maximum effectiveness.
Shelter and Deflector with low damage % should be noticeably weaker now.
In return, the overall damage mobs deal has been slightly reduced.
- Slightly reduced effects of shelter and shield altogether
- Reduced effects of shelter and shield on other Runners by 50%
- Reduced effect of Holy Paralysis

A want some more :p

-FN-
14-12-04, 01:20
I liked this from Patch #163:

Team Roles
As players are unsure about this and we probably failed to show what exactly we want with the recent changes, here's an explanation of the roles we want for the different classes in teams.
We see different roles for the Tank, the Spy, the agressive and the passive PSI Monk. The Private Eye has no specific role but can take any role, more or less efficiently, depending on his skill build (he's worst in the PSI Monk's role).

* Tank:
Front line fighter with melee. He should skill CON well, to have Body Health as well as resists of his choicce (specializing pays off) developped above average. Only this way he can take enough damage (in higher levels with PPU monk assistance) to survive and protect other team members.

or

Medium distance fighter with Heavy Weapons. In this case rather some CON trainpoints in Athletics, to make up for the slow movement with Heavy Weapons and lots in Transport to carry the ammo load. Also in this role the Tank should direct most of the damage towards him. This will be supported in the future by Taunt- and Confuse-Grenades.

* Spy:
Medium distance support fighter with Pistols. Doesn't do as much damage as the Tank,but doesn't take as many and can make better use of cover. Probably the most risky role for a Spy.

or

Long distance support fighter with rifles. Not as much damage as Tanks, but because of the range respectively cover his STR and CON weaknesses don't matter much.

or

Support fighter with drones. Less damage than Tank, but again STR and CON don't matter much.

or

Team supporter as Hacker. Combines best with Droner. Provides the group with more loot value (see the tech mobs/hacking change above).

or

Team Supporter with implant.

or

Team supporter with recycle. There will be a tool to clone Ammo using junk. That way the junk ha a use and a team with a Recycler can stay much longer int he Wastelands as there should be no shortage of junk

So the Spy has a function as support fighter, but without being able to deal as much damage as a Tank or APU Monk. However, he can have a second or even third function if he chose to specialize in those areas.

*PPU Monk
Combat supporter through Runner support. Heals, Shelters etc.

or

Combat supporter through mob weakening. Damage boosts, Stuns and in future monster vision reductions.

or

Team support via rare identification/implanting.

*APU Monk
Medium distance fighter. Deals the most damage. Requires the protection by a PPU Monk or the help of a Tank who takes the damage though.

and

Team support via rare identification/implanting.

Of course some of these functions can be filled by most classes in the lower levels, as it's possible to get to fairly high subskill levels with 10 to 20 levels in a stat. In this case, it's about the development speed as well as the specialization possibilities in the high level area. In some areas, specialization is possibly not rewarded enough yet. We'll try to adjust this in the future like we did with the weapon modificators.

Church
14-12-04, 01:41
where's the pe ? :confused: :rolleyes:

Tostino
14-12-04, 02:11
where's the pe ? :confused: :rolleyes:
Pe's get no love :(

wombat74
14-12-04, 02:27
Pe's get no love :(

PE's fill a number of very important roles
- Having Pimpin' looking PA
- HOT fire pants
- Canon Fodder

Xeno LARD
14-12-04, 02:31
PE's fill a number of very important roles
- Having Pimpin' looking PA
- HOT fire pants
- Canon Fodder

All valid points. No point in this post.

wombat74
14-12-04, 02:33
All valid points. No point in this post.

I was just trying to bring the love :( Sorry Mr Xeno

Netphreak
14-12-04, 03:18
I think after reading the patch notes for patch 160 our current monk problems came from it.
With the removal of Exotic PSI Use and additional of MST.
Which made ppu's stronger and made apu weaker but deal greater damage.

I'll read the rest of them after i play nc for awhile.

Also anyone else think that tanks should get the runspeed for heavy weapons nerfed abit? I mean surely if they're that strong they shouldn't slow to a crawl when they try to use it?

Dribble Joy
14-12-04, 03:27
The main problem is this:


# The improve the role of the passive PSI monk, new PSI spells have been added that make him a valuable addition to a team.


I assume this is where all the 40+ ppu modules came in and soon after the hell that was the PPU monster (and his god like hybrid bastard child) was born.

mishkin
14-12-04, 04:06
Oh, noticed this:


Weapons with slots decay slower depending on the number of slots. 5-slotted weapons should decay very slowly.

from patchnotes of patch #160... I don't believe they ever reverted that change. ;)

Obsidian X
14-12-04, 04:51
Now I see why everyone refers to patch 160 as such a historical event. A quick fix to the hybrid problem that has created the monk problem we have today O_o

jernau
14-12-04, 04:56
Oh, noticed this:



from patchnotes of patch #160... I don't believe they ever reverted that change. ;)
They haven't. 5-slots = v.v.v. slow degradation.

Kozmos
14-12-04, 07:07
They haven't. 5-slots = v.v.v. slow degradation.

Got a 5 slot POB that ive had fooorrrrr around 18 months and has only needed 2 repairs, its still 80sih/115 :lol:

AlphaGremlin
14-12-04, 07:46
Wow, some of those patch-notes took me back! :rolleyes: I saw the news article on "random PK'ing". Perhaps they should put back the unlocked backpack dropping for red-sl players ;) Sweet, sweet goodies for all! Perhaps a system where you can only loot 1 item per back-pack per person, so you'd have a swarm of people descend upon a backpack and grab what they could! Perhaps a lucky-dip, where a random item appears, rather than all the first players to the pack getting all the "good" items.
Put some FEAR back into being red-sl :D
AlphaGremlin

Jesterthegreat
14-12-04, 14:15
Wow, some of those patch-notes took me back! :rolleyes: I saw the news article on "random PK'ing". Perhaps they should put back the unlocked backpack dropping for red-sl players ;) Sweet, sweet goodies for all! Perhaps a system where you can only loot 1 item per back-pack per person, so you'd have a swarm of people descend upon a backpack and grab what they could! Perhaps a lucky-dip, where a random item appears, rather than all the first players to the pack getting all the "good" items.
Put some FEAR back into being red-sl :D
AlphaGremlin


what backpacks :p

Dribble Joy
14-12-04, 15:06
Now I see why everyone refers to patch 160 as such a historical event. A quick fix to the hybrid problem that has created the monk problem we have today O_o
Hybrids weren't the problem pre 160.
Before that patch, there was no high level ppu spells, nothing above the basic lvl1 stuff we have now, no blessed or holy stuff, the hybrids were apu biased ones.

The addition of the high level spells and the change to the psi skills with 160 is what created the uber hybrids, it wasn't untill months later that the ppu-apu mutual nerf was brought in, leaving us with the truely vile ppus.

Question is; do we want to go back to pre 160? Do we want to remove the role of PPUs entirely?
Removing them simlpy mean that a team will be composed of fighting chars, in a sense, could bringthe game closer to the majority of other online FPSs.
Does the role of the support char still have a place in NC?
Can we ever find a balance where ppus, in whatever form are not required for any and all fights? Where two players of any class are equal to another player and a ppu?

We can either nerf the effects a ppu has on a team, which would (by the time he is balanced) render him virtually useless, or nerf his own self defence.
I think my idea is still floating about in the BrainPort.
'Tis a complex issue, an unfortunately I don't think KK will do anything about it that will actually fix anything.

AlphaGremlin
14-12-04, 15:20
what backpacks :p
The backpacks that only dead Red-SL runners drop ;) Change it from "no-one drops backpacks at all". It would make them stand out.
AlphaGremlin

jernau
14-12-04, 15:33
Pre-160 spells for reference. (http://www.neocron.at/modules.php?name=Content&pa=showpage&pid=31)


Question is; do we want to go back to pre 160?
In many ways yes - the biggest disaster of 160 was the sledgehammer of specialsation. Undoing the damage that did would make the game a LOT more attractive to new players as well as making it more fun for high levels.


Do we want to remove the role of PPUs entirely?
Not at all, however they should not be a requirement for all end-game content as they are now.

Personally I think there are a number of class-balance issues atm, not just PPUs. Fixing them requires a major overhaul of the whole combat system. Whatever route is taken to do that (if any) the first step has to be the removal of specialisation.

Obsidian X
14-12-04, 16:26
PSI attack used to be PPU? Well I never :P

My question about the ancenstral Beta monks is about EPU, I mean could you be a decent PPU with EPU specced as well, or did PPUs gimp themselves to be able to DB and Rezz? Or could all monks just do all three (PPU,APU and EPU) :D

jernau
14-12-04, 16:37
PSI attack used to be PPU? Well I never :P

My question about the ancenstral Beta monks is about EPU, I mean could you be a decent PPU with EPU specced as well, or did PPUs gimp themselves to be able to DB and Rezz? Or could all monks just do all three (PPU,APU and EPU) :D
I think most were APU and PPU. EPU was a lot of work for little gain.

EPUs were very valuable though for rezz but were generally weak as PPU/EPU wasn't viable before team XP and LoMs.

Bear in mind that capped players were rare back then and that without the evil of LoMs players were MUCH more varied and interesting.

Obsidian X
14-12-04, 17:06
I think most were APU and PPU. EPU was a lot of work for little gain.

EPUs were very valuable though for rezz but were generally weak as PPU/EPU wasn't viable before team XP and LoMs.

Bear in mind that capped players were rare back then and that without the evil of LoMs players were MUCH more varied and interesting.

Is it also true that a Rez spell could be cast in around 6 seconds back then? If so why was it nerfed so heavily? Long rezz = bad for PvM. I suppose I can see the reason in PvP/OP wars though.

MkVenner
14-12-04, 17:09
yeah people used to be able to rezz kill people with a RoF similar to a moonie lol, it got a bit silly heh, if someone went AFK while dead, they could come back with only imps and their safeslot left lol....

tho this wasnt THAT long ago...like patch 188 or something...

jernau
14-12-04, 17:13
Is it also true that a Rez spell could be cast in around 6 seconds back then? If so why was it nerfed so heavily? Long rezz = bad for PvM. I suppose I can see the reason in PvP/OP wars though.Back then it took ages (can't recall how it compared to now exactly).

After 160 and some other patches and new items it became MUCH quicker.

It was reduced because you could ress people in less time that it took a HH to run out so ressing at OP wars was a farce.

Netphreak
14-12-04, 18:27
I don't think any hybrid should be able to use Holy Buffs should be able to use APU's spells at all.

I do think that Blessed Hybrids should be viable though. However the problem is now that any blessed hybrids we do have now can usually can do alot of damage as they have alot of apu as the requirements are much higher than they used to be. I remember fighting Blessed Buff Hybrids that could use Holy Lightning. But back then they could be killed. They would damage boost you but they would have a very hard job hitting you due to their low damage on their spell.

El Jimben
14-12-04, 20:47
Beta 4 - Patch #143

Neofrag fixed
Neofrag works correctly now.


Since when!! :D

QuantumDelta
14-12-04, 23:00
Beta 4 - Patch #143

Neofrag fixed
Neofrag works correctly now.


Since when!! :D
It was fixed, it worked.
It got borked again somewhere along the lines :p

Tidus_Origin
14-12-04, 23:10
Wasn't there a time (before the 1st hybrid nerf and the spell requirement increase) where hybrids could use pretty much everything? I remember 6 or 7 of us fighting a hybrid and all he got were flesh wounds...? Unless that was the blessed buff/Holy lightning hybrids that've been mentioned before?

naimex
14-12-04, 23:35
Wasn't there a time (before the 1st hybrid nerf and the spell requirement increase) where hybrids could use pretty much everything? I remember 6 or 7 of us fighting a hybrid and all he got were flesh wounds...? Unless that was the blessed buff/Holy lightning hybrids that've been mentioned before?

I had a psi lvl 71 hybrid once back in the beginning.


Capped all spells to the max, could runcast everything, and had capped psi pool.

actually all spells were autocapped back then.

jernau
15-12-04, 02:40
Wasn't there a time (before the 1st hybrid nerf and the spell requirement increase) where hybrids could use pretty much everything? I remember 6 or 7 of us fighting a hybrid and all he got were flesh wounds...? Unless that was the blessed buff/Holy lightning hybrids that've been mentioned before?
In early retail there were Holy/Holy hybrids.

There were lots of reasons why - stacked s/d/h, different skill-effects, different reqs, instant boosters, viable psi-shield, etc.