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VetteroX
11-01-04, 09:32
Few restrictions... gotta actuallyhave a chance of happening, for example, Id LOVE to say le removed, but wont happen. Remeber, its a patch... not an expansion pack.

Heres mine:

Weapons Tweaked:
-APU spells are no longer random damage, for example a 648% HL will always do the ame amount of damage. (damage of spells is now the average between the high and low extremes)
-Poison beam range cut down to 2/3 of what it is now.
-Terminator DoT fixed
-Wyatt Urp range and power increased
-All burst weapons now more accurite (shots miss less often) when player is crouching and recticle is tight.
-Silent Hunter damage slightly increased, clip size slightly bigger, new secondary fuction button for scope and zooming.
-All plasma rifles now hold 20 rounds in a clip.
-ray pistols clips size reduced from 30 to 20.
-Doom Beamer damage slightly increased.
-Executioner damage slightly increased
-Redeemer damage slightly increased
- All stealth tools now have a 10 second delay after each activation, a stealth user can still stealth immeditly at first, but must wait for 10 seconds before being able to stealth again.
-parashock fixed according to tls, par ahalo no longer feels like para halo.

Gameplay changes:
Antishock pills now make the player immune to parashock for 3, 5, or 10 minutes. Price of drugs doubled.
-Turrets now take time to put down, stealthed players can not place turrets.
-stealthed players cannot loot belts.
-All guards reduced back to their 80/80 strengths.
-TH turrets reduced
-LE cannot be worn past passive rank /55 its now a tool for leveling, not escaping pvp.
-MC5made into an anarchy zone.
-Chaos caves and swamp caves are now anarchy zones.

Items added/changed
Viper King and Titan armors are now helmets.
-Cypher helmet (epiic prize for BD, TG, FA, TS etc) now has same reqs but reqires 49 st. It is now a useful item to get. People who already did the epic may do it again, as they proably sold the helmet to yos.
-Tank power armors negative to athletics reduced by 5 on each pa, energy resistance on each pa increased by 5.
- Smart Cyber Eyes improved. level 1 adds 4 tc, 2 adds 8 tc, 3 adds 12 tc, and 4 adds 16 tc.
-New rares, gatlin pistol, tl 96, gatlin rifle tl 97, gatlin cannon tl 99.
- New non rare melee item added, improved sword, tl 64.

Changes to get started:
-upun awaking in mc5, a char has a melee weapon, and a nice quality rifle, pistol, or spell, like 75% quality, and starts with more ammo and medkits, and 10,000 cr. !0k is really nothing, but enough so a new player can do a few things without getting frustrated.
-more mobs added to mc5.
-more vendors with cheap prices added to mc5.

nonamebrandeggs
11-01-04, 09:44
-All freezers removed completely



That would make me cream.

Gotterdammerung
11-01-04, 09:58
Just to add some clarity here to anyone who may scan this quickly and not realise this:

The above posted is not any official reakktor patch notes, they are merely a players "wish list'

Please don't get confused

Psycho_Soldier
11-01-04, 10:01
I like your patch notes except for a couple things Vet. People should be able to wear LE at all times, if they don't want to PvP they dont have to, but LE would be deactivated in WarZones.
Any type of freezing/shocking should be removed from game. Also All APU spells should get a rectile, and PE's can't use stealth.

ServeX
11-01-04, 10:05
-PPU Class removed
-Turrets Removed
-Silent Hunter now does more damage
-PEs can no longer use stealth.
-Tanks are now awareded extra health points for every 10 levels of constitution. (In example, at level 80 they are given 50 more health, at level 90 they are given 50 more health, at level 100 they are given 100 more health.) In total, the maximum ammount of health given from capping const, with all levels combined is 200 additional health.
(A variant to this changed would be if each point in body health translated into more HP per point invested.)

shrubbery
11-01-04, 10:06
I like that, seems like a fair tradeoff =D I guess they would have to spec some weapon lore too, eh? OOOOO I like!

Spectra260
11-01-04, 10:25
-all freezers removed completely

-increase tanks runspeed with cannon out

-increase droprate of techs to double what it is now

-people dont trade 20 mill or multiple 5 slot rares for MC5 chip

-more people in server:rolleyes:

-better support for smaller clans, who have a really hard time competeing with a big clan, i.e PIMP vs dark

this can be proven that KK doesnt like small clans by: 3 different hackers, such an importance for PPU's, and alot of other smaller things...

ummm

OH YEA

-perma sync problem completely fixed, will never happen again

-FRE problem fixed, will now happen 1 out of every 100 days of play:wtf:


more things but im tired

VetteroX
11-01-04, 10:28
well... a drug that makes u immune to freeze for 10 mins at a time is pretty much removing it... freezing pvm is fine... mc5 and doom ahrginger ne freeze is a pain in the ass.

craio
11-01-04, 10:49
-Drone bugs fixed
-Added Callash his idea about drones(whatever it might be)

notneo
11-01-04, 11:00
never lose equipment through syncs/gr etc so you dont lose that mc5/5 slot uber piece of equipment that took you 6 months to get and then kk give you 100k for it

Psycho_Soldier
11-01-04, 11:03
Oh forgot to add one more thing. Fixed bug where inventory item graphics get switched. I personally havnt lost much from that because I relog everytime I pay to get my backpack. Alot have people have lost lost of good items that way though and it's truely a shame. Just basically, all bugs fixed...

.Cyl0n
11-01-04, 11:22
-turrets got a 60 sec timer and cant be planted in stealth
-spells of higher tl override lower tl spells
-le for players under skillrank 55 only
-guards extremely lowerd especially in TH
-alt tabbing doesnt fuck up your buffs anymore ( display bug)
-monk class "rolled back" to hybrid time and made a balanced "hybrid class"
-all freezer / stun spells / weapons removed
-10 sec delay for zoning after you took dmg from another player
-stealth spy only
-doombeamer dmg upped
-db has to stack 3 times on players like on mobs to reach max effect
-hlt bonus for tanks
-alot of exploits fixed
-increased drop rate for tps inc mc5 parts
-no belts anymore... random drop from qb directly....still a safeslot tho ( otherwise too many ppl will cry :p )
-last position of any player can now be hacked and sighted by a skilled hacker ( 110 at least ) at any term - only once every 15 min to prevent chasing
-rare gat for tanks
-aoe rifles and good aoe pistols
-rare baseball bat "bat of doom" added
-reduced runspeed nerf while having hc weapons equiped
-slotted armor!

:eek: ;)

.cy

ichinin
11-01-04, 11:55
- LE for everyone :D
- Slotable armor ?
- More Exp gain for tradeskillers !!!
- Random bonus byproduct for tradeskillers when constructing
- Some kind of Auto pay thing for pokers. If they dont pay, no poke unless the poker specifically sets PAY to zero.
- More intresting and dynamical missions, killing 3712 Aggressor captains/spiders or whatever is not funny.
- GRs should unload plastmabombs on anyone camping them.
- Make appartments safezones (not clan apps)
- Hackable vehicles... hackable EVERYTHING!
- An personal assistant NPC you can hire and issue commands to and can be used to carry your stuff.
- Also, Pets!!!
- More intresting "camping" sites
- Remove Vehicle Handling skill, or lower reqs for all vehicles on that skill.
- Remove all membership in factions for new players, let them choose whoever to join in the game (free the first time) by completing a mission to "proove their worthyness".
- Also, make factionless more usefull.
- Bring back "Traders Union/Anarchy Breed"
- Stop nerfing, make other items/classes stronger instead.

LTA
11-01-04, 11:57
-bdoy added in full

Breschau
11-01-04, 12:50
Ok, I know you said they have to have a chance of happening, but:

- clipping plane increased to 2000m

more realistically (maybe :p) :
- sniper rifle scopes activated by the same key as a regular scope with 2x, 3x, 5x and 10x settings (each press of the key cycles to the next zoom level). Or alternatively, holding it zooms gradually. Release and press again to deactivate (no resetting back to zero when you get to the max zoom and don't release in time).
- belt drops removed - item drops out in the open
- safe slot removed
- dropped item is randomly selected from top 20 items instead of top 10
- reduced rare weapon power (or increased non-rare power) so the difference is not quite so great - though owning a rare weapon would still be an advantage
- missions revamped - rewards now appropriate to effort involved (no pointless missions) and glitches removed (the timer bug, various bits of missing text). More complex missions would be nice too, but trying to stay realisitc (despite the first entry in these notes)
- more 'dungeon' areas added, of varying levels of difficulty.
- mob loot revised, especially at lower levels - guns, implants, etc, now appropriate to the level of runner likely to be fighting said mobs.
- soullight removed
- faction allies/enemies revised
- clan wars implemented
- citycom forums completely redone - lag on lengthy posts should be gone now
- stun type weapons no longer affect player characters
- construct skill past the requirement to hit quality cap increases chance of slots (double the skill needed for cap would almost guarantee one slot)
- shops now retain player-sold items for x hours in a seperate tab to the main stock

s'all I can think of off-hand

Sefran
11-01-04, 12:57
- all freezers removed

-no longer random damage on Holy Lighting

-More runspeed when having a HC weapon out + less stamina drain

-Silent hunter Damage/Frequency increased

-Tradeskill EXP increased

- HC eye and Research Chips

-Protopharma resistor adds poison resist

-Holy heal now only has 60-70% of its power casted on some1 else then the ppu

-HC now increases the aiming on heavy weapons more so it will be possible to have cap aim :D

-The tank PA has the sexy camo look and removed the CON and ATH penatly and is replaced with some agil and dex.

Rade
11-01-04, 13:26
-Runner location brought back to citycom but requires a succesful
hack based on the targets SL.

-A subgame similar to flying a drone in neofrag against turrets in
a cyberspace enviroment implemented instead of the current
hack game. Several players can enter the same cyberspace area
to help out or defend against hackers. Some version of remote
hacking implemented.

-Effectiveness of blessed and holy heal halved.

-Duration of all stealth tools cut down to 2/3 of its current
duration.

-Rare nailgun implemented. Different poison ammo mods for the
nailgun that do other things than poison damage, for example
build up drugflash.

Shadow Dancer
11-01-04, 14:56
god kill me

I wrote a long ass post and my comp froze. *sigh*


Class/Skill/Weapon modifications Again :rolleyes:

APU
-Lowered the "ceiling" of random damage on energy modules

-Increase damage for all fire spells. Finally. :rolleyes:

-Poison stacks last 6 seconds long now instead of 24. Hence, damage is more front loaded.

-Reduce poison beam range to be more inline with other beam spells.

-New rare poison beam added. Plague. TL 95

-New apu modules added. Energy PSI barrier. Fire PSI barrier. Poison PSI barrier. These spells reflect apu attacks of the specified type. Normal barrier reflects one attack. Blessed barrier reflects 2 attacks. Holy barrier reflects 3 attacks. This spell can be cast on others. Only one barrier may be in effect at anytime.


PPU
-Shelter/Deflector is now self-cast only. This decreases the importance of ppus to a REASONABLE level now.

-New PPU modules added. Teleport, blessed teleport, holy teleport. Teleport teleports the ppu to the reset position point in their current zone. This particular version will be quicker than the others(although still slow, to prevent abuse), since it will be more of an escape spell. Blessed teleport teleports the ppu to any warzone on the map, except those with ops that are locked out to him. Holy teleport, teleports the ppu to any zone on the map period, regardless of restriction.

-No comment on parashock until patch fix.

-Int gain increased. For REAL now. SO that you can actually cap your 2nd stat, like the other classes. :rolleyes:


HC

-New grenades added. Higher TL as well. Tear gas(i'm not the best with names, sue me). Causes drug flash to those hit with it. Uhh "poison" grenade. :p. Causes deadly toxic fumes to seep forth upon impact. Firebomb. Powerful high TL mid-range grenade. Creates a powerful firebarrel effect on the floor. Smoke bomb. Causes alot of smoke. Enough to cause confusion and cover up targets completely in smoke. X-ray grenade. Pure radiation damage in the area of effect.

-Due to the super human strength tanks possess(blah blah rp reason), they can carry corpses from one location to another. Moving slowly as if carrying an extremely heavy weapon.

-Tanks start with 100 additional health regardless of the body health stat.

MC

-Various assortment of poison mods added. Poison mod that simply does straight out poison stack damage. A poison mod that slowly weakens the body. Each poison swipe will reduce all resists by 5 per stack for the duration of the stack, which will be 30 seconds long. The amount of stat reduction is subject to change and would be tweaked on test server. Another poison mod that makes the victim feel sluggish(reduces ath/ag stats). Follow same pattern as the previous mod. And a 4th poison mod
that seeps into the brain and causes severe damage. (reduces int based skills by a certain amount). Again, the length of the stack and the amount of stat reduction would be CAREFULLY tweaked on test server.

-Melee pa gives immunity to parashock.

-New rare energy blade. TL 121. Excalibur X. Modeled after the famous sword and enhanced with the latest technology. :p


SPY/PE

-Special binoculars. 3 levels. The first and 2nd available to private n00bs. The first has a range of about 500m. The zoom is special. It allows you to pass the clipping plane, and you can choose the level of zoom. It isn't "set" like the scope on sniper rifles. The 2nd is also 500m and has night vision. The third has a range of 500m and has night/x-ray vision. Can see through solid matter and see people on the other side, as well as see stealthers. The rare version has a range of the entire zone. These "toys" require TC. The range is to be tested and tweaked on the test server.

-A trap setting kit or "demolitions" kit or something. Allows you to set various traps. Just requires TC. Obviously the PE can't use all of them. :p Poison dart traps, trip wires, timed explosives, etc....

-Mini citycom laptop. Just requires 60 or so int and some TC. Same effect as citycom.

-Disguise kit. Same reqs as citycom laptop. Changes the appearance, rank, name of the user to whatever they want. Disguise "breaks" when you pull out a weapon.

-Various new options for hackers at the citycom screen. Hackers can now hack someone's location on the citycom. Difficulty is increased if hacking via a citycom laptop. Initial difficulty based on SL. If hacking skill is lower than the hack skill of the "victim", they are alerted to your hack. Ops can also be hacked via a citycom laptop if within the same zone. But difficulty increased. 3 hacker rule "altered". You can hack it 3 times, but the difficult increases each time. 2 people can hack it at the same difficulty, but the person who hacks a 2nd time will get a tougher hack. So if you wanna ninja hack an op by yourself, from your citycom laptop, you better have 220 hacking. :lol: :p

Hackers can also hack control of turret systems to turn it against the op owner via hackroom or citycom laptop. Difficulty increased if hacking from a citycom laptop. Hackers can now also change genrep settings via the citycom laptop or hackroom. It would be harder via the laptop, and if you fail the owners of the op get a warning. Hackers can now also hack personal information based on SL of the "target". They can hack doors in apartments(but not the cabinets :p), they can hack the passwords of the apts and locations of the apts via a citycom. They can hack medical records as well. So they can discover your entire character setup. Genreps can now be hacked. Here's how it works. You click on the genrep. Their are 2 lists. 1 is the normal list. The 2nd is the "hack" list. This only contains ops you have tagged. It would say something like "Soliko lab" for list 1 and "Hack Soliko Lab" for list 2. You click the 2nd option and if you beat the hack, you get GRed to soliko. Hackers also have the additional option of attempting to hack a layer of the op without alarming the owning clan. But if you fail, you get a shock so strong you die and are automatically sent to your apartment. ;) And finally, belts can be PICKED UP and taken to a hacker so that they may be hacked. LE users cannot have their location or personal information hacked.

-Sniper rifles have had their damage increased.

-I have no idea how to help out droners. Don't they need tons of bug fixes instead of just general improvements?

TRADESKILL

-For every 10 points of cst/res above 100, the tradeskiller may cst/res another item at the same time. So someone with 150 CST can cst 6 items at the same time. Someone with 200 research can research 11 items at the same time.

-weaponparts weigh alot less.

This is all I can think of atm.

Vehicles

-Various new mods added for vehicles. Turbo boost for hovercraft, wheeler, protective energy field generator for chaincrafts, various ammo mods for rhinos, etc........ Too tired to list all the ones I had in mind. :p

That's all i can think of for now. Maybe more later. :p

shodanjr_gr
11-01-04, 16:41
Patch Notes:
-Removed Parashock
-Removed PE Stealth

-Removed Stephan Bast from KK customer support

Ascension
11-01-04, 16:44
Shadow Thats a HHHHHHHHHHHHHUUUUUUUUUGGEEEEE posto_O

how long that take ya?

- Remove freezers seems to be in most peoples dream patch notes:)

bounty
11-01-04, 16:49
I'd like to see something in neofrag that would give you very basic AI. You could go to a terminal and punch in /60 apu and it would give you a fairly good opponent to play against. This would give you a decent idea about your setup.


remove para

remove local people showing up

be able to see anyones location via citycom

jnky
11-01-04, 17:22
what i fucking ace idea shadow dancer...
hacking citycoms to find the whereabouts of particular assholes on the map... combined with increace in dmg of the sniper rifles drools, assasin can be a trade for combat peeps (ô_ô)
best thing ive heard since nerf teh para

Candaman
11-01-04, 17:31
i think the nerf jnky should come into effect

Xaru
11-01-04, 17:39
- more XP for tradeskillers
- research time reduced
- endosceleton boneset, adds only to transport negatives on resists
- i still want a barterer chip :)
- soullight split up into faction soullight (must be different from faction sympathy but related) and then a most wanted list for every faction, with rewards on their tags. :D

thats what i would like most. and a few of the mentioned ideas were really great.

Xaru

evs
11-01-04, 17:52
lol



This sig disturbs you. Because you are so naive that you think i am formatting your harddrive via the internet. Go on. Ask a mod to remove it before you loose all your valuable porn. Of which you should have a backup. But anyway...
Oh btw, also press cancel if you want to save your data. Thats it...keep pressing....


i like that, except my main drive's not C: ;)

also - yeah remove freezers, apu range blah blah
we just seem to keep asking for nerfs or removals of everything.

The way we're going we'll all be sat at the same op all exact clones of each other bar a different class name type :(

Drake6k
11-01-04, 17:56
- DoY added
- Monk class removed
- Removed Safezones
- All freezers removed
- Both MC5s removed
- Entire game now a warzone
- Items drop on ground instead of in a belt
- Stealth now has a 30 second delay between uses
- Local name list removed
- Made all those rares people dont use not suck
- All pulse guns can now be modded with poison
- Melee weapons now have poison mods
- Rare nailgun added
- Rare grenade launcher added
- Devils Grace is now red
- Paw of Tiger and Vein Ripper removed from rare part pool
- All rare spells and freezer weapons removed from game
- You can now buy medicant guns in stores
- Junk knife drops again
- Mobs drop stuff worth picking up again
- Neofrag games can be created and joined from homecom stations
- Removed the tsunami guards at pp1 entrance
- You now sit normaly on subway
- New eye implants that give special vision modes
- AoE weapons now go where you shoot them if you have enough weaponlore
- Pepper Park small and large apartments switched
- Faction enemys can no longer genrep into enemys home. (Tangent cant GR to Tech Haven, Cityadmin cant GR to TG, exc)
- Clothing shops redesigned with more styles and you can rotate the mini-you manualy
- Simple armor and explosive weapon shops now in Plaza

Cubico
11-01-04, 17:57
- added decks "desert" and "aztec" to Neofrag
- Added new feature to application launch window which allows to enter Neofrag and select deck from a list
- Added new rare tank sniper weapon
- LE removed
- Skill system removed. This should fix about 95% of all balancing problems
- PPUs removed
- All para spells removed
- PEs removed
- Spies removed
- All zones removed, that should fix about 95% of the sync bugs
- Added NPC trader into all NF decks
- NPCs now sell 5slotted artifact items

ino
11-01-04, 18:01
mmm Shadow nice spy/hacker stuff.. it is needed most of the stuff anyway.. just hacking op's isnt worth the hackpoints.. Spies really need some good hacking stuff to do.. All the stuff I might not agree too but most..

The ppu's self cast shileds thingy. Is making the super high mobs weaker implemented in that idea too then?. cause ppl needs to play the mobs like they where by them selfs only they have a ppu with a holy heal that can heal them back to full quick and then back to shooting. But I cant see that happening at all in mc5 tho.. And making highlvl mobs weaker will make it too easy for the ppu's that can cast shields on them selfs.. The self cast thing might work great needs to be tested alot first on test before implemented tho.

Or just weaken the shelter effect on ppl more so it still does something atleast pvm. Even if ppl think that ppus ruin the game for them in pvp or whatever it can kill some pvm that also is nessecary for the ppl who thinks ppus ruin the game for them in pvp to get to the pvp stage.

And they should if selfcast only is implemented make the group heal as powerful as the singel heal (lower the tl of it to the same as holy heal but keep the mana consumption it has allready).. gonna be aloooot of mana wasting going on if ppl cant have shelters on them..

Doc Holliday
11-01-04, 18:14
Hmmmm. Gr rules unlocked. Slot enhancers no sold as complete enhancers for 0.09 and 1.5. illegal still drops. Terminator finally introduced. Soullight system reworked and also the faction system to allow a little more change. a dynamic faction symp between clans. CLAN WARS ADDED!!!!! another hi level mc5 style area with a similar set of chips ( same reqs etc. make em generic chips. u can find sf parts all over. why not sa's )

The ability to live in the wastes. tawkeen village for example. make more of the locations in game ie old greycore outpost an sherman bay. make em tourist spots possibly. SORT THE BLACK DRAGON CASINO THING OUT!!!! please :p.

Finally fix the generic epics so we got a proper reward im dieing to do mine.

Vampire222
11-01-04, 19:42
also remove holy antibuff if its selfcast only, and remove para

Beanie McChimp
11-01-04, 19:53
-Spys do incredible damage
-Freezer guns actually do decent freeze and damage
-aeroplanes in-game. Planes can bomb outposts.
-Fortresses fire missiles (misiles 200 mil)
-Anti-Aircraft turret.

Spectra260
11-01-04, 20:50
ohh yea good idea cy...


slotter armor would be the shit:D



this is a good thing for KK to look at i think so they can see what everyone wants, and as we all can see alot of people have a common thing, "remove freezers"

gogo remove them:D

Maarten
11-01-04, 21:19
Let's see...

- Increased TL of rare melee weapons so they are more in line with other rares.
- Changed TL of most melee weapons to fix gap
- Removed the shockers and added a freeze effect to the baseball bat like the description says
- Added more versions of baseball bat including a rare one
- Added a poison mod for claws, swords, knifes
- Added xray mod for laser blades

- Modified the Mini Rocketlauncher's rockets. Now they are homing but have no splash damage like the WB's rockets.
- Added rare Mini Rocketlauncher
- Removed freezer pistols
- Removed T-C requirement from Gatling Pistols
- Added rare Gatling Pistol
- Added all non-rare Gatling Pistols to the shops
- Increased damage Executioner and Beam of Hell

- Strange Book actually drops now.
- Added rare Gatling Rifle
- Removed T-C requirement on Sniper Rifles
- Removed freezer rifles
- Increased damage Healing Light

- Removed the Anti-Vehicle and Anti-Air Rocket Launchers and improved damage on Rocket Launchers done to vehicles.
- Removed the T-C requirement on Gattling Cannons
- Added high TL Grenade Launcher
- Increased frequency a lot on Judgement Day Launcher
- Increased damage and accuracy on AoE cannons a little
- Removed freezer cannons
- Increased effect H-C has on the aiming of Heavy Weapons

- Halved the parashock effect done by para spells
- Removed Crahn Catharsis
- Changed Holy Damage Boost into Damage Boost and added higher TL Holy Damage Boost

- Reduced range Poison Beam
- Added rare Poison Beam
- Removed Crahn Antibuff
- Added psi attack 3 APU spell

- Reduced TL of rare drones.
- Added the ability for drones to have slots and added drone mods, no ammo mods though.

- Increased XP gain when tradeskilling a lot
- Reduced time needed to research items
- When copying a blueprint, time needed is based on TL of blueprint instead of TL of item

- Details on Law Enforcer updated
- LE doesn't work in warzones
- Runners that start in a non-city faction don't start with a LE
- LE runners can GR anywhere but 50% of GR cost is donated to clan money of the clan who owns the op

- Stealth Activators now produce a small amount of SI

- Added a Hacker Machina Glove
- Added special barter eyes
- Added HC eyes

- Updated ammo detail pages to show percentages that are actually correct

- Changed loot tables. Around rank 25/25, mobs drop lvl 1 implants and bones, around 50/50 mobs drop lvl 2 implants and bones and around 75/75 and higher mobs drop lvl 3 implants and bones.
- Mutants also have a small chance of dropping the weapons they are using like the Lazar Gun, Lazar Rifle, Nailguns, Street Model Rifle, Junk Knife and Gatling Pistols.

- Fixed the Agressor Cellars. Mobs and drones no longer fall through the floor and people don't get stuck in the narrow passageways.


That's about it. I may have forgotten something. But I've only mentioned the things that are easy to do. Or should be easy to do anyway. I also haven't mentioned any bugfixes because that would be kinda pointless. I doubt KK wants to have bugs in this game so they will fix whatever they can anyway. If you guys still think I should add I can simple put "- All bugs fixed". ;)

Judge
11-01-04, 21:32
I think I agree with everything you said maarten except for this:


Originally posted by Maarten

- Removed the Anti-Vehicle and Anti-Air Rocket Launchers and improved damage on Rocket Launchers done to vehicles.


I think its good to have different weapons for different circumstances.

Dribble Joy
11-01-04, 21:47
Hmmmm

- All freeze weapons made PvM only.

- Duel wielding for Melee

- Double handed wepons for Melee introduced, lower rof, high dmg, speed reduction like heavy weapons.

- Foreign casting of Shelters and Deflectors removed. Increase of boosts on all resist/combat/support boosters, and a reduction in Mob dmg.

- Increased quality and TL of dropped boss items. Increase of Dungeon difficulty, Ie. more than 5 mobs in Point Red Storage.

- Stealth 1 made TC 90, Stealth 2 TC 105, Stealth 3 TC 110, Obliterator TC 115.

- Increase of dmg on BoH, very slight increase on Judge dmg, slight decrease of BS high end dmg, Libby aiming improved.
FL clip size increased to 24.

That's all for now.

Sefran
11-01-04, 22:02
Like that ''Le doesnt work in warzone'' very much, would stop the lame le spying in OP wars.

Maarten
11-01-04, 23:09
Originally posted by Judge
I think I agree with everything you said maarten except for this:

I think its good to have different weapons for different circumstances.

Are there tanks that actually carry such a rocket laucher around along with the ammo for it?

And even so, I think the anti-air launcher should be removed and let the anti-vehicle rockets also damage air vehicles.

And I forgot a few things:

- Napalm rockets now do DoT burn damage like the Grenade Launchers
- Reduced Vehicle Use requirement for the Trike (doesn't make sense it takes more skill to drive a trike then a tank)

Dribble Joy
11-01-04, 23:24
- Removed DEX bonus from PEPA

trigger hurt
12-01-04, 08:02
Originally posted by Dribble Joy
Hmmmm
- Foreign casting of Shelters and Deflectors removed. Increase of boosts on all resist/combat/support boosters, and a reduction in Mob dmg.

- Stealth 1 made TC 90, Stealth 2 TC 105, Stealth 3 TC 110, Obliterator TC 115.


These two right here sound like "nerf the spies"

- in op fights, spies need a shelter from a ppu on occasion. Sometimes we don't get the opportunity to find higher ground and we have to be in the thick of the battle. Why should we suffer because some people are unable to kill a char who is buffed by a ppu?

-the stealth changes you propose would only hurt spies more than they are already damaged. we either sacrifice damage on our main weapon or sacrifice much needed speed. If you don't want pe's using stealth, just take it away from them completly.

my ideas

- pe's can no longer use stealth
- tradeskillers can actually level off of construction/implant/research/etc
- tanks runspeed nerf lessened
- dex base nrg or fire armor added, not as effective as inq/dur armor
- new tool to customize RPOS layout/colorscheme
- in-game tool to manage rare parts
- plaza mall opened in plaza 5-tradeskillers can open their own vendors to sell all items they make (blue prints, constructed items, recycled items implants, etc)
- Neocron Faction HQ's made into safe zones, Black Dragon Casino opened in OZ. New 'hang outs' utilized. Faction HQ's hackable. If faction hq falls, their stock value decreases. All other safe zones now anarchy zones.
- No soul-light loss if you kill your aggressor (not the mob).
- Ability to evade faction gaurds. Stealth can be used in all zones. Make the ledges usable by everyone (not just people with high agl/atl)

Lenard
12-01-04, 08:07
omg i edited this out

Dribble Joy
12-01-04, 08:10
Originally posted by trigger hurt
- dex base nrg or fire armor added, not as effective as inq/dur armour

I don't want to start an arguement, but spy defence is allready very high, if cirtain imps are used they can reach PE level defences.

The foreign cast thing is not a spy nerf, it's a way of balancing the combat classes, believe it or not, with thier own buffs, they are as near to balance as ever.
Removing foreign casting brings that balance to the OP fight, where by the massive reliance on PPUs is removed. (not the usefullness of PPUs, just the absolute nessesity of them, holy heal is stil teh ubar)

//edit the Stealth req increase was to make the use of Stealth 1 harder for PEs, the rest was simply bring them into line.

IceStorm
12-01-04, 08:46
Like that ''Le doesnt work in warzone'' very much, would stop the lame le spying in OP wars.
And replace it with more Obliterator users, more moles, more same-faction-as-attackers characters, and more dead cameramen with TeamSpeak...

Deter people from using the LE for spying, don't punish LE users for hunting, with changes like:

- LE removal/insertion now takes three times as long as before (24 minutes vs 8 pre-patch)
- Upon reinstallation, LE drops all positive faction sympathies to 10. This should prevent immediate reclanning once it's removed (although it may increase instances of ganking...).
- If a player exits a clan, he/she cannot reinstall the LE for six hours of real logged-in time

Anywho, other things I'd like to see:

- Aparment lifts added to the wastes, along with key vendors that can be used to buy specific lift level 1/2/3 keys. Any lift can be tagged as a primary apartment, regardless of faction. Key Vendors and Lifts are left as an exercise for runners to find. (And make Vendors 100/100 so they can't be killed easily).
- Engine range limits fixed such that one can use sniper rifles and fusion weapons at their max ranges (baring that, reset fusion weapons so they reach max damage at 600m).
- Improved registration of single-shot weapons server-side
- Added TL45 and TL75 non-tech street model rifle
- Added TL76 Tsunami Assault Rifle
- Added TL78 Nail Gun
- Adjusted Plasma weapon spread such that bursts don't go all over, but fire in a tighter cone spread when off target
- All Fusion weapons are now AoE, not just cannons
- All Stealth Tools now incorporate a "distract mind" function such that once stealthed, a runner drops off mob radar
- Hover vehicles now hover over water
- Wheeled/tracked vehicles now drive through water, but their health degrades slowly while in water.
- Research timer recalibrated to more closely follow the construction timer
- Added rare Barter Machina Glove
- Added Research CPU 1/2/3, purchasable at Tech Haven
- Added rare Baseball Bat melee rare
- Added hover transport (hover version of the APC)
- Added vehicle dismiss option to vehicle entry menu

That's all for now.

SorkZmok
12-01-04, 08:47
- inqui1 and dura1 one reqs decreased by 3
- FL clip increased to 24
- FL aiming speed increased
- stealth 2 is now spy only
- rolh and rog dmg or aiming lowered
- fusion rifles now do aoe dmg

- melee dmg increased
- more melee dmg mods introduced
- tank runspeed with cannons out increased a little

- apu maximum random dmg decreased
- apu non rare spell range decreased
- holy heal nerfed
- all freezers are made pvm only

- cleaned up the rare part pool: rare freezers removed, ultima mods and slot enhancers now drop as complete mods
- rare drone TL lowered, added ammo and stat mods for drones, incresed drone pvp dmg a bit.
- rare guns like wyatt earp, boh, executioner, healing light fixed to finally make em useful
- strange book finally drops
- NF fixed, scoreboard works again, no more weird bugs like ppl floating around, it now takes less than 30 seconds to exit NF
- removed a bug that forced you to relog after you died with 3 or more drugs running

TheEnemy
12-01-04, 11:35
- Added anti-vehicle and anti-air minirocketlaunchers
- Added rare pistols to fill gap between liberator (tl 91) and judge (tl 100)
- Added other new rare weapons
- Added new types of weapons (particle beams, fire beams, fire ball launchers, etc)
- Made grenade launchers stronger
- Made hand-held grenades stronger and removed H-C requirements
- Quickbelt now auto-replaces items you have used if you have any in your inventory (eg medkits, psi boosters, grenades)
- Added extra 2 quickbelt slots (for - and = keys)
- Removed random APU damage
- Reduced poison beam range
- Research speed tripled and items no longer fail or break
- Increased duration of stealth slightly, delay of 10 seconds between each use
- Anti-freeze drugs now prevent freezing for several minutes
- Added revolutionary new game content that makes Neocron so much more interesting to play

I'm sure I could go on but that will do for now.

Flyl
12-01-04, 11:47
Vet that looks like your attempt to be able to wear PE PA and still get good resists. Viperking armour/Titan armour should remain as vests, with weaker armours added to the game as leg peices/helmets, perhaps even boots. There is a complete lack of boots in the game.

My additions:

- Plasma rifle clip size changed to 40, same as the plasma cannon.
- Melee damage furthur increased.
- Change guard rank and difficulty from 120/120 to 105/105, as 80/80 is too much of a drop, and the guards need to do damage.
- Increase poisen damage, keeping the duration the same.
- Add new rare item: "Holy Plague", a holy poisen beam weapon for APU use.
- Add more boots, and possibly some gloves that do resists rather than PSI/Machina.
- Finish and fix the mission system to remove mission stat timeouts, add complex and clan missions.
- Add new factions to StockX, Trader Union, etc.
- Change the stealth affect to a lighter blue.
- Change the colour for Black Dragon on the faction map to a darker black, making it more visisible/

darknessfairy
12-01-04, 12:02
Ok my ideas... I must say that they are not my ideas, but another persons, so if you think they are poo then blame them not me :p

- HC Eyes... Everyone else has a eye why not HC tanks?
- Also... We all have 2 eyes, 2 arms, 2 legs etc Why not have space for two eye imps, two arm imps etc?
-Female PA, So we females, well look female :p

trigger hurt
12-01-04, 17:23
Originally posted by Dribble Joy
I don't want to start an arguement, but spy defence is allready very high, if cirtain imps are used they can reach PE level defences.

edit the Stealth req increase was to make the use of Stealth 1 harder for PEs, the rest was simply bring them into line.

Spy defense is nowhere near the level of pe defense. I have yet to see a spy go into MC5 and survive long enough to do any damage and get any loot. I also don't have a monk or tank, so it's fairly impossible for me to get MC5 chips without paying a rediculous amount for them. In other words, the defense of a spy shouldn't have to hinge on whether or not I can get this chip or not. If you want to speak on balance, give every character the ability to go into MC5 and get techs. Otherwise, you are just spouting hot air.

By changing stealth to make it harder for PE's to reach, you are making stealth harder for spies to reach. For stealth 2, I would have to put in 90'ish base T-C, with imps and self buffs, I could get to 105, but those extra points I had to put in would have been valuable in Agility or RC/PC.

Rade
12-01-04, 17:29
Originally posted by trigger hurt
Spy defense is nowhere near the level of pe defense. I have yet to see a spy go into MC5 and survive long enough to do any damage and get any loot. I also don't have a monk or tank, so it's fairly impossible for me to get MC5 chips without paying a rediculous amount for them. In other words, the defense of a spy shouldn't have to hinge on whether or not I can get this chip or not. If you want to speak on balance, give every character the ability to go into MC5 and get techs. Otherwise, you are just spouting hot air.

By changing stealth to make it harder for PE's to reach, you are making stealth harder for spies to reach. For stealth 2, I would have to put in 90'ish base T-C, with imps and self buffs, I could get to 105, but those extra points I had to put in would have been valuable in Agility or RC/PC.

And you think PEs and Tanks can do that? no sireee. A well
specced Spy has a defence more or less exactly the same as a
RoLH PE.

Shadow Dancer
12-01-04, 17:31
Spies can spec themselves specifically for mc5 and live easily through it with a ppu. My apu had specced himself for mc5 and was able to take alot of hits.


Of course spies don't have aoe. :p

trigger hurt
12-01-04, 18:27
Originally posted by Rade
And you think PEs and Tanks can do that? no sireee. A well
specced Spy has a defence more or less exactly the same as a
RoLH PE.

With my PE, before I deleted him, I spent plenty of time in MC5. On a couple occasions, I did enough damage to get loot. I took my spy there once, set all of his resists for nrg/xray...even had a ppu specifically for him, he was toast. And since I don't have AoE, I can't hide behind a post and shoot the floor or cast a barrel.

Tanks and Monks are best suited for MC5. All I am asking for is armor that doesn't hinge on whether or not I got an SA or not.

5150
12-01-04, 18:48
PvP restricted to targets of a similar rank
GMs will now force people to RP
(now was it really worth taking my LE away for the hell I will now put you through?)

Wilco
12-01-04, 19:27
Originally posted by 5150
PvP restricted to targets of a similar rank
GMs will now force people to RP
(now was it really worth taking my LE away for the hell I will now put you through?)
*owned* ... FULL ACK, 5150!

*snickers* ... *giggles maniacilly*

*ROTFL* ...

Regards, Wilco

P.S.: simply raise de-/reinstall time for LEs ... those who actually PLAY with their LEs installed, have every right to go everywhere; that includes the use of GRs (that is going & playing in "warzones") und the use of all facilities (that is YOs and GoGus/Terminals in OPs)...
P.P.S.: lots of very good and not so good ideas (balanced as well as unbalanced)... but don't swet your brains out.. i believe, that BDoY IS ready for rollout, so all your suggestions come to late ;)

Nullifidian
12-01-04, 20:51
*de-lurks*

- PPU skill removed.
- Shelters, Deflectors, Ressurrect, and Para removed
- APU skill renamed to Psionic Aptitude skill and all other Psi spells moved to Psi Ap skill
- Freezer weapons removed

Weapons given concealability ratings
- certain weapons made illegal to carry inside city limits
- Copbots scan your inventory and have a chance to detect illegal items based on concealability
- Knives, laserblades, and other small melee would have highest concealability
- pistols would have next highest concealability
- large melee would have midrange concealability
- rifles would have low concealability
- cannons would have NO concealability
- anyone who is detected as having an illegal item on their person will be shot

De-emphasis of specialization
- lower all of the caps for damage, frequency, etc. on all weapons
- increase the effect skills have on aforementioned "modificators", thus allowed people to have multiple capped skills

Further weapon changes
- Melee changed to have lowest damage and range but fastest runspeed. Melee are the second lightest weapons.
- pistols have second lowest damage and range and only slightly slower runspeed than melee. Pistols are the lighest weapons.
- rifles have second highest damage and longest range but second slowest runspeed. Rifles are the second heavist weapons
- cannons have highest damage and second longest range but slowest runspeed . Cannons are the heaviest weapons.
- Aggressive psi spells are modified to equate to different weapon types in terms fo damage, range, and runspeed. i.e. High damaging spells have long range but reduce the Psi Monk's runspeed dramatically.

Keep in mind at this point when you look at the weapon changes that with the de-emphasis of specilization it could be easily possible to gain excellent skill in multiple weapon types.


Total redesign of Research
- It is now possible for research to design entirely new weapons.
- all parts for items have been given real names (instead of just a part number)
- all item parts have a meaning. For example, some itemparts will increase damage and decrease accuracy. Some will decrease range and increase frequency. Etc. and so forth. Quality of itempart will determine the degree of the modifiers.
- the higher the quality of the projected finished design, the higher the research skill it would require to make the blueprint successfully

Total redsign of Mod process for constructors
- A constructor can now modify an item by "opening it" and installing additional parts as well as replacing existing parts with better ones.
- Slotted items will allow constructors to add parts still, but the available mods are instead now the same as the available itemparts. Thus, most modifications will lower an aspect of an item while raising another.
- Unslotted items can still be modified by replacing existing parts with other parts.
- The quality of the parts involved as well as the tech level of the item determine the difficulty of the modification being done and the skill required to accomplish it.
- Partial success could result in a successful installation of the modification at a slightly reduced power.

Drone changes
- Drones can now store a certain amount of items limited by weight
- Drone can now be slotted and modified
- Destroyed drones are not blown up but instead are reduced to 0% condition (not necessarily 0/0 though). This includes Kami drones.
- Drones can be designed from scratch using the new methods described in the research changes
- Possible modifications to drones include Damage method (pulse laser, plasma, rayguncannon, etc.), range, frequency, speed, roaming range, accelleration/decelleration, weight, carryweight
- New drone types include stealth drone, hack drone, emp drone (disables machinary including other drones, vehicles, and turrets)
- Drones can now be made to have multiple tools. For example a drone may have a hack tool and a stealth tool, or perhaps an emp device and a weapon.

Changes to Repair
- Repairers may now either repair by the current method or attempt to open an item up and replace damaged parts individually.
- replacing damaged parts requires the existance of new parts to replace the damaged ones with.
- replacing damaged parts requires more skill than simple repair but can result in repair without permanent condition loss. Replacing the parts in this manner however also costs more money because of cost in parts and because it requires more grease.

Changes to recycling
- Recyclers can now build whole itemparts from junk
- Which parts are available for the junk they have depends on skill
- the resulting quality of the parts is also based on skill
- Recyclers may now also remove parts from full items. This is especially useful because sometimes a broken item may ahve several itemparts which are completely intact. Also, some items which are lower quality may contain several higher quality itemparts which are tough to make and rare to find

Armor creation
- Armor is can now be custom created
- Each piece of armor protects against 3 types of damage. It has a Primary, Secondary, and Tertiary damage protections. The Primary is twice as powerful as the Secondary. The Tertiary is about 90% as effective as the Secondary.
- Effectiveness of the armor is based on the parts used in designing the armor. This is further modified by the type. Chest offers greatest protection, followed by legs, then head, then feet.

Black Market
- Certain rare drugs and non-store purchasable implants can be found in OZ and Pepper Park in random quanities and high prices from various vendors.
- rare drugs are illegal and if a Copbot detects them the person carrying them will be shot
- Second-hand implants are also illegal. Those detected carrying them will be shot
- Some implants are illegal to install. If a deepscan reveals such an implant installed, the person will be shot.

Implant changes
- Unpoking an implant results in NO condition loss but instead results in minor synaptic impairment and some damage
- Having an implant pop causes condition loss as currently


Well, that's a partial list. There are a whole lot more changes I'd like to see, too. That's just what I could think of off the top of my head.

spikeownzu
13-01-04, 05:38
good patch notes vet.

kk shud take a good look at them ;)

g0rt
13-01-04, 07:48
Originally posted by nonamebrandeggs
-All freezers removed completely



That would make me cream.

nuff said

Cyphor
13-01-04, 16:54
-remove all frezzers
-remove all turrets
-fix the kami and make hybrids viable
-fix droning bugs
-fix game performance bugs
-higher lvl buffs can replace lower lvl ones

Scikar
13-01-04, 17:32
Monks

Hybrids encouraged as a specific class, with specific spells to use.
-All PPU and APU spells have a 0 in the opposite skill as requirement.
-Spells for hybrids are copies of their APU/PPU equivalents but with EPU req. For example, a Blessed Shelter is available with a PPU req, or with an EPU req. The EPU req would be made higher/lower in accordance with balance.
-Hybrids expected to use Blessed PPU spells and lvl 2 buffs, along with Halos.
-Holy PPU spells, lvl 3 buffs, beams and upwards, HAB intended for pures.
-Hybrids given blessed anti-para/DB/dote, and regular anti-buff/shield/deflector/heal.
-Rare halos added with only EPU req.
-Base damage and caps on hybrids spells adjusted for balance, instead of % penalties.
-Hybrid PA and implants added.

More to come later, gotta go. :)

Rade
13-01-04, 18:00
Well, thats one solution sci but it would make all monks cookies
dont you think?

Scikar
14-01-04, 11:38
Originally posted by Rade
Well, thats one solution sci but it would make all monks cookies
dont you think?


No. It wouldn't be any different to the current system. The average hybrid setup sucks, but if you take the cookie apu kami setup, it's uber. Most non-cookie hybrid setups aren't as good as as other classes, so there's little point in speccing a setup like that when APU kami setup is so much better. The difference is, if you account for hybrids directly, then they have the option, as APUs and PPUs do now, of choosing between XPU and PPW. Some APUs have capped mana pool, others concentrate on APU. Same for PPUs. With a better system hybrids would have the same choice. Hybrids could also be given some unique toys to play with.

Q`alooaith
14-01-04, 12:31
All weapon's reballenced..

Pistol's now need Dex and Str to cap fully.. Weight decreased

Rifle's Dex and Int.. Weight decreased.

Drones Dex and int.. Weight decreased.


Cannon's, weight increased, Str and dex needed to fully cap..


Resist Psi reduces damage taken from all Psi modules upto a max of 50% of the damage resisted (more can be resisted with damage type resist's to the spefic damage type of the spell)


NF can be entered from hometerms..

Str and Transport reblannced, max load now more bassed on Transport than Str.

Original monk
14-01-04, 16:51
original's patchnotes 223:

-copbots drop slotted working Copbotplasmarifles now and they are allowed to be used ...
-proximity mines that do about 5 hp damage to a 0/2 noob are available in hew and bpable and constructable ...
-hybrids can use all spells again and are balanced atlast or hybrids are removed (one of em both will do but no semi-solutions)
-HL got damage nerfed SLIGHTLY, FA got damage boosted hugely
-TS guards removed in PP, onlything in PP 1 atm are the 2 veroguards ...
- SH is singleshot (so shoot + reload, shoot + reload etc) and does insane damage
-disruptor damage upped slightly
-FL damage boosted INSANELY
-holy catharsis= 50/min rof and about 100 less mannaconsumption
-all freezerrares removed from rarepartpool
-slotenhacers sold at crytons -100K for 0.9 -300k for 1,5- 500k for illegal-
-all stealth = SPY only
-blessed spells = PSI only
-added 120 new emotes
-added ingame games like: poker, roullet, slots, 21 etc etc
-added cigarettes (see the 120 emotes stuff)
-all mc5 chips are REQ 90 or all MC5 chips are REQ 95 not only a SA 90 yust so the "jack of all trades" could use em ...
-all pa4 's are usable witouth drugs: only with the best impsetup usuable: so that the jack of all trades isnt the only one using PA4 fo free ...
-staminadrain for tanks decreased hugely, so atleast my tank can keep running around while he shoots ...
-all dronerbugs solved, new dronerstuff added
-all melleestuff boosted, mellee made viable again in pvp ...


(i dont have a droner or a melleetank but i think there so neglected by KK that they deserve to get some new toys and boosts)


Ok that will be it: in that particular order

Flea
15-01-04, 03:15
- Increaced runner sLaYtOr's resists to 114 each

- Increaced runner sLaYtOr's INT to 100

- Increaced runner sLaYtOr's DEX to 100

- Increaced runner sLaYtOr's STR to 100

- Increaced runner sLaYtOr's PSI to 100

- Increaced runner sLaYtOr's CON to 100

-Runner sLaYtOr' given:

Helmet that provides +119 fire
Chest that provides +119 energy
Belt that provides + 119 x-ray
Trousers that provide + 119 poison
Boots that provide + 119 force + 119 Pierce

-Runner sLaYtOr's CS damaged increaced by 100%

-Runner sLaYtOr now has 100 fps everywhere

-Runner sLaYtOr now has no cash cap, and 100 billion credits

-Runner sLaYtOr now has x100 of every item ingame

-Runner sLaYtOr now has an apartment with 600 cabinets

-Runner sLaYtOr now can spawn mobs

-Runner sLaYtOr now no longer experiences FRE's

-Runner sLaYtOr now has the one and only new rare "Death" a psi spell that when casted on other runners, causes them to perform "/set kill_self 1"

-Runner sLaYtOr no longer drops items when he dies

-Runner sLaYtOr no longer has implants fall out when he dies

-Runner sLaYtOr no longer experiences "synaptic impairment"

-Runner sLaYtOr now has a constant "7" ping

-Runner sLaYtOr has the power to grant "DOY" to the community

ALL RUNNERS

- "sex" emote now causes 1 damage to any runner that views it ("sex kill" is now possible and encouraged)

40$Poser
15-01-04, 03:23
-nerfed whiners
-spammers on trade channel get kicked to log in screen
-super nintedos now drop from warbots
-egos have been nerfed
-120/120 mariachi band cave run added in place of chaos cave
-stormbots moved from outzone subway exit close to gr (to give a new pvp grounds)
-replaced random city noise with songs off every cooleo album

SorkZmok
15-01-04, 04:45
Originally posted by Original monk
original's patchnotes 223:

-copbots drop slotted working Copbotplasmarifles now and they are allowed to be used ...
-proximity mines that do about 5 hp damage to a 0/2 noob are available in hew and bpable and constructable ...
-hybrids can use all spells again and are balanced atlast or hybrids are removed (one of em both will do but no semi-solutions)
-HL got damage nerfed SLIGHTLY, FA got damage boosted hugely
-TS guards removed in PP, onlything in PP 1 atm are the 2 veroguards ...
- SH is singleshot (so shoot + reload, shoot + reload etc) and does insane damage
-disruptor damage upped slightly
-FL damage boosted INSANELY
-holy catharsis= 50/min rof and about 100 less mannaconsumption
-all freezerrares removed from rarepartpool
-slotenhacers sold at crytons -100K for 0.9 -300k for 1,5- 500k for illegal-
-all stealth = SPY only
-blessed spells = PSI only
-added 120 new emotes
-added ingame games like: poker, roullet, slots, 21 etc etc
-added cigarettes (see the 120 emotes stuff)
-all mc5 chips are REQ 90 or all MC5 chips are REQ 95 not only a SA 90 yust so the "jack of all trades" could use em ...
-all pa4 's are usable witouth drugs: only with the best impsetup usuable: so that the jack of all trades isnt the only one using PA4 fo free ...
-staminadrain for tanks decreased hugely, so atleast my tank can keep running around while he shoots ...
-all dronerbugs solved, new dronerstuff added
-all melleestuff boosted, mellee made viable again in pvp ...


(i dont have a droner or a melleetank but i think there so neglected by KK that they deserve to get some new toys and boosts)


Ok that will be it: in that particular order
OMG half of your suggested changes would fuck nc up so bad, everyone would quit. o_O

Benjie
15-01-04, 05:14
Originally posted by Flea
- Increaced runner sLaYtOr's resists to 114 each

- Increaced runner sLaYtOr's INT to 100

- Increaced runner sLaYtOr's DEX to 100

- Increaced runner sLaYtOr's STR to 100

- Increaced runner sLaYtOr's PSI to 100

- Increaced runner sLaYtOr's CON to 100

-Runner sLaYtOr' given:

Helmet that provides +119 fire
Chest that provides +119 energy
Belt that provides + 119 x-ray
Trousers that provide + 119 poison
Boots that provide + 119 force + 119 Pierce

-Runner sLaYtOr's CS damaged increaced by 100%

-Runner sLaYtOr now has 100 fps everywhere

-Runner sLaYtOr now has no cash cap, and 100 billion credits

-Runner sLaYtOr now has x100 of every item ingame

-Runner sLaYtOr now has an apartment with 600 cabinets

-Runner sLaYtOr now can spawn mobs

-Runner sLaYtOr now no longer experiences FRE's

-Runner sLaYtOr now has the one and only new rare "Death" a psi spell that when casted on other runners, causes them to perform "/set kill_self 1"

-Runner sLaYtOr no longer drops items when he dies

-Runner sLaYtOr no longer has implants fall out when he dies

-Runner sLaYtOr no longer experiences "synaptic impairment"

-Runner sLaYtOr now has a constant "7" ping

-Runner sLaYtOr has the power to grant "DOY" to the community

ALL RUNNERS

- "sex" emote now causes 1 damage to any runner that views it ("sex kill" is now possible and encouraged)

I think thats in the test server atm m8. Probabally coming with the next patch! :p

Dribble Joy
15-01-04, 05:15
I second that.

FL dmg is fine, aiming and clip size is the problem.
Distruptor is an EVIL weapon.
Blessed spells PSI only... well the only one that any other class could use was the blessed def, take that from PEs, and you will fuck them so bad.
No SA for PE's is just tight, and you should know that PE's are NOT joats.
making the PEPA4 any more higher in dex req won't solve anything, and it really ISNT that much better, all of 2 PC/RC and a few armour points. Letting the other classes use thier PA4 without drugs (most PEPA4 wearers DO use drugs.) would be in proportion, unbalanced, the differenc in stat bonuses being much higher.



Pistol's now need Dex and Str to cap fully.. Weight decreased

And fuck over anyone who wants FOR, and btw wtf str for pistols O_o

Resist Psi reduces damage taken from all Psi modules upto a max of 50% of the damage resisted (more can be resisted with damage type resist's to the spefic damage type of the spell)

Noone no matter how yummeh Resist PSi sounds, noone will spec it.

It's late so that all probably made no sence.

Benjie
15-01-04, 05:20
- Implamented ciggarettes.
- Implamented several variations of the sex emote.
- Fixed the exploit that allowed benjie to peek into runners 'temporary internet files' folder.

40$Poser
15-01-04, 05:46
missed one thing

-fixed fatal run time errors onzzxdzsdosdadkla