While you're at it, you can make PPU playable again and fix the damage over time issues :)
Edit: And reconsider the changes from Neocron Evolution when they removed the DoTs from all weapons except "WoC" and Cannons.

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Oh boy, time to lom my tank back to melee and start punching you all in the face.
Really? this mess is the great balancing?
hacking isnt working, Drones are Crap, 90% of all Weapons are crap (but balanced) ... the other 10% are extremely overpowered
Weapon "Bursts" are slowmotion, even my Skyrim Character draws his Bow faster, than my Highly technologized weapons... far beyond the Year 2800AC...are shooting/reloading.
Terrormaulers now deal more Damage than Persecutor before ....
DoTs are messed up, now we can melee down a Grim Chaser with bare hands....as a Spy (dramatized!)
Areaweapons/Spells etc are fucked up .... Starting Grenadelauncher deals incredibely 1 Damage .... Holy Pestilence deals 33 ....
Did i miss something? (i'll bet i do .. lol)
Anyone else wishes this back? -> https://www.youtube.com/watch?v=6tdVbg5qwm4
Did I miss something ?
You can't cast anti-poison etc. in safezones
Imps are very cool now:
http://www.fotos-hochladen.net/view/...p5fao6bih0.jpg
Thank you all for your patience during this rough deployment. Annoyingly due to some differences between Public Test and Retail we are seeing numerous problems that you have obviously encountered and reported. We appreciate those reports and are thankful for the feedback we have already received.
Measures were put in place to counter those differences, however due to the load on Titan (something we cannot easily produce in test conditions), Murphy's Law is back to kick us while we're down. In an effort to be as transparent as possible, hopefully the following suitably describes the issue.
Most of the current issues are caused by the way in which Neocron talks to itself internally. The issue plaguing us currently has always existed - and did in the R#185 state - but a change made on Vedeena a few months ago has "awakened the beast" as it were.
Present on Vedeena but undetected since then, the more severe version of this issue has been significantly compounded by Titan's population. Even when Titan's population is low it can easily be 1000s of percent higher than Vedeena's, this has brought forward the issues you see at the moment. Some internal logic is being incorrectly interpreted, on a small scale this "corrects" itself harmlessly - not entirely but enough to get by. Under load, this kinda-almost-nearly-correction does not happen fast enough and parts of the game have faulted quite dramatically. As you're obviously aware.
Please don't see that as an excuse, it is not, it is an honest admission of the issues we're facing. These are the issue currently being tackled.
Work behind the scenes has not stopped since patch deployment to remedy these issues. I would like to stress again that the team are very appreciative of your patience while we work to remedy this problem. You can expect an update on the issue in the next hour, even if that is simply to announce an extension of Titan's "test mode" period.
Next post, some responses to the direct feedback we have received in this thread.
These guys are too busy listening to their own selves.
They have their own little agendas and ideas avout what Neocron should be, and sadly for me, I disagree with their views and methods and have to suck it up.
Whatever we say here is simply disregarded and answered by "Coming soon (TM)".
As for me, instead of dealing with the frustration of looking at my all-time favorite game being consistently ruined by the people running it, I'd rather stay away from it.
Eventually they will realise that "Proportional DPM curve for weapons" is a shitty approach, and they will undertake the (harder) task of balancing everything manually since, obviously, this is how it needs to be done.
Yep...
I really don't know ... why i messed my Time on the Testserver .... revealing Problems and discuss them with Devteam.... when they implement the same, fucking Bugs and Errors... two weeks later on the Mainserver.
Playin' now since the beginning of Neocrons first days, seen a lot of Bugs/Errors/Problems/Patches ....Evo 2.1/2.2 as well.....but that takes the cake!
A hot-fix patch will be deployed to Titan in the next 15-30 minutes. This should correct the issues currently being experienced with stability and certain functionality failing to operate. More information when it is available.
Responses to specific feedback are still in-coming.
As per the above, some response to direct feedback received as of 05/08/2014 @ 23:20 BST.
Hopefully this will address some concerns and acknowledge others so we may move forward constructively.
Hacking is one of the main issues affected by the logic issues explained in my last post. While hacking code has not been changed in this patch release, it's traffic through the game has been caught up in the issue we're experiencing. The issue is being worked on and a hotfix will be released as soon as possible. Unfortunately a time frame is not available as of this post.
Thank you for your feedback. The current implementation of the new NPC dialogue window is still a work in progress. While some aspects need to be improved - such as the mentioned camera angles - we felt the benefits provided by this initial stable version, outstrip any negatives or "rough edges" at the point of release. This is something that will see improvements in future patches.
Changes to rate of fire have been made by the removal of sub-skill effect on weapon frequency. Where pre-patch you will have gained a frequency bonus from your skills, this is no longer the case.
As weapons are now balanced by their damage per minute, we can tweak their frequency by lowering damage-per-shot and increasing rate-of-fire. If you feel any specific weapons are majorly affected by these changes (too fast, too slow), please raise separate threads in the Brainport. This will help us to investigate these weapons on a case by case basis and make changes as appropriate.
Can you please expand? An issue which prevented many low level APU spells from casting was fixed in this patch. I hope this is the issue you describe. If not, more details would be appreciated.
Thank you for your feedback. A number of aspects of a players arsenal have yet to be touched. Some of these such as armour and implants will be addressed in the next wave of changes. Balance is a constantly evolving state, if you can provide more specifics we can use that data in order to address and adjust our big picture. Part of the changes in this patch were to unravel nanites and make them more useful, if that has come too far we can of course push them back a little.
Thanks for the feedback, some weapons will be doing less (or more) damage per shot as they now fall in line based on TL. If a whole series of weapons feels too under-powered compared to another series, we can uplift the whole series. This would be based on long term feedback.
A number of users (including members of the Neocron Support Team) are experiencing issues with syncing. This is caused by the issues outlined in my previous post.
This would be incredibly helpful.
Information will be provided regarding the Devourer as soon as possible. This particular issue will be dealt with once Titan has returned to a stable state. Getting Titan back to "retail mode" is currently the top priority of relevant members of the team (which is why i'm responding and not one of them). We have not ignored previous feedback on the issue and appreciate the time spent on Vedeena to provide that information.
Generally we cannot give any time frames for deployment or expected changes. Unfortunately this is due to the way in which our time is dictated by none-Neocron commitments. When we know a positive or incremental change is "coming as quickly as we're able to deliver it", we have fallen to the old 'Soon™' terminology as a catch all place holder - mainly as a tease. I appreciate that this is not always suitable nor appropriate, especially in times where issues are preventing our players from enjoying the Neocron Service.
As explained above, members of the team have continued to work on the issues since patch deployment. Alduin is currently investigating all issues identified and testing fixes internally to remedy them. A number of issues have been located and fixed, however some remain. At this time we're unable to offer a firm timeframe for a hotfix patch. With that said we will be able to confirm at least an extension of Titan's "test mode" operation, likely by the time i've finished writing this post.
We believe this is also linked to the current issues explained above. We will re-check once Titan has returned to a stable state.
It is not possible to change everything in a single big-bang. Unfortunately some aspects of the game were always going to be harder hit than others when changes are made, until they are changed to compensate.
In order to remove some of the hard coded roadblocks we have had to upset the apple cart and break the status quo. PvE combat is inherently linked to PvP combat as both are completed with the same tools - player wielded weapons. In a later patch PvE combat will be adjusted. In order to tackle the main complaint from the community - both in and out of game - PvP was top of the list to re-balance. Regardless of where we started, be it PvP or PvE, we were never going to please everyone. That's simply not possible.
We do consider the further reaching impacts and in order to progress to at least some degree, certain things have to be prioritised over others. Based on community feedback, PvP came first. This is not the end state, this is the foundation for a much more iterative cycle of changes.
This is to be expected. The 15% extra damage is a relative change. APU does 15% more damage in comparison to a Tank weapon of the same Tech Level. Overall the damage out put of a number of weapons has been changed, you should not expect 15% more damage than pre-patch.
Can you expand on this please?
Thanks.
Please utilise the Brainport for any suggested additions to the weapon line up.
Hotfix R#187 has now been applied to Titan.
With the release of R#187 Titan remains in "test mode" until we can be sure stability has been restored. As of this post the "test mode" operation of Titan will continue until 19:00 BST on Wednesday 6th August 2014 (tomorrow).
Once we are satisfied with the stability of Titan, a full database roll back will be performed at the end of the test mode period. Any progress made between the deployment of R#186 and 06/08/2014 @ 19:00BST will be reset. Titan will be rolled back to it's pre-R#186 state at this time.
No specific patch notes are provided for R#187, this patch addresses the stability and functionality issues discovered in R#186 when applied to Titan. Many issues experienced under R#186 were caused by the knock on effects of internal server crashes, which should now be resolved.
This includes but is not limited to the following: Hacking (including HackNet), drone combat, spell casting, vanishing shields/buffs, foreign affects sticking and server (visible and internal) crashes.
Any continued odd behavior not related to weapon balance changes, should be reported here as normal.
For information on the cause of the stability issues, please see my prior post.
We appreciate your patience during this rough deployment and hope to see you in game.
You can kill yourself with a Nanite Pyrolizer tool as of r187
Also, the res animation has changed and it seems pretty awesome. If it is on purpose, bravo, if it's not-- we should probably find a way to keep it.
Is the huge reduction of the damage output of mobs intended? I've been fighting 4-5 launchers without a care in the world as a low level spy. I can't say a specific level but when i started my dex was 30. Pre-patch i had to be super careful. I assume it is linked to this
Quote:
An additional damage boost given to NPCs/Mobs based on their level has been removed. This is now achieved by the Tech Level dependence of weapons.
Right after the patch I went down into the sewers, PP, lev 3 just to check out my weapons. I noticed the mobs like Bats, black roaches and even spiders AI seemed a bit less fuzzy. Meaning they actually moved to attack me as opposed to wandering around. That's a good thing. But with this I noticed the black roaches, the flying ones were doing like 140-180 dmg per hit on my Assassin, who's lev 23. That seems rather high damage for a creature that gives 17 exp when killed (and is hard to target btw!).
We have identified further issues responsible for server crashes since the deployment of R#187. While stability has improved greatly with the latest hotfix, the remaining issues need to be addressed with a further hotfix patch - at least on the server side. At the moment our priority remains getting Titan back to a stable state.
Crashes over night have been linked back to the NPC AI changes implemented in R#186-T#186. Operation in the retail environment has brought edge cases to more frequent use, causing these crashes to surface.
Once Titan's stability has been addressed, we will then move to address any pressing issues associated with the new balance state. More information will be provided as and when we have it.
Thanks for keeping us updated Devs!
Once you get the server stable again, take a look at Mob damage. I was fighting in the middle of 3 WBs, a copbot, a WBT and a small spiderbot and they weren't doing enough damage for me to even worry. Seems really low on their output.
Cant find loompils in TG. Anything else i can find....but no loompills. Any plans for it ?
A server side hotfix has been applied to Titan, fixing the issues i outlined in my previous post. A small hotfix may still be required to tidy up the client side of this issue but that will be deployed during the roll back downtime later this evening if required.
As of this post we are still aiming to return to take Titan down at 1900 BST, at that time the database will be rolled back to it's pre-R#186 state and normal operation will commence. All progress since the deployment of R#186 will be rolled back at that point.
Please drop any suggestions for improvements into the Brainport forum, thanks.
Again we thank you for your continued patience and support during these issues. It means a lot. The best way to assist us at this moment is to pile onto Titan, putting a regular prime-time load onto the server will help us ensure we've caught any remaining issues. You need not worry about losing belts, soullight or faction sympathy during "test mode" as this will be reset with the database rollback.
Damage over time issues are selfexplained and stated here very often :D (just to state some numbers: fire dmg of Devourer = 100, DoT damage with 5 stacks = 300, values are without shield/skill/armor reduction).
About PPU: you can kill a PPU without "antis", cause the shields are about 70 - 80% selfcast (got the values out of log) and with decreasing of heal power and healtick, you can't heal away the damage. It seems like the shieldpower was decreased according to their TL, too (before patch it was 85% on selfcast for all 3 shields), Holy Deflection shields with about 70% and up to nearly 80% on Holy Absorption, the Holy Protection states between them. It also seems that the shields are loosing it's power faster than before the patch, that I need to recast more often.
Another comparsion: CS is doing lesser damage than before, but with new shields applied the damage on ppu is nearly the same, but with force/pierce damage, as you have lesser protection, you will get way more damage than before.
This applied to the higher psi costs and that you need to recast the heal more often, too, your mana is always low and you're eating more psi boosters than before with "antis" on ppu.
I know that the weapons do now lesser damage in comparsion to before and that's why you decreased the heal but you decreased the shields, too, so it isn't balanced anymore. You should try with one or another, not both.
Another thing is, that you can cast the "antis" faster or nearly the same as your shields or heal, now. That means, that you never get a shield or heal on you just for a second and you're dying even faster.
So to make it balanced, you should increase the shield power a lil bit on selfcast and increase the tick again, the heal power itself can be the same (or you increase healpower and let the tick the same). In addition you should increase the frequency (casttime) on shields and heal again or decrease on antis.
I hope this explanation helps alot :)
which weapons did you test against a PPU? That you can't heal against a devourer at the moment should be clear that this is impossible. So to compare the self cast with the devourer is quite useless. The Dissy also has a high damage per burst but the frequency is verly low now. The high damage of one burst also reduces the shield power very quick as with a faster frequency.
I agree to increase the heal per tick. It could be about 5-7% more as now. But I'm against to increase the cast time of the shields. The frequency is ok in my opinion and you should not get the shield instantly like it was before.
To defuse the high spamming of antis the frequency should be lowered a little bit.
For example:
- the normal antis 8 seconds
- the blessed antis 6 seconds
- the holy antis 4 seconds
In the past like NC1 they weren't as fast as now. Please keep in mind that a return of the godmode for PPU's will make fun for the mates who play them but not for the damage dealers who want to kill and hunt them around the trees ;)
But maybe phase two (balancing of the implants and armors) will solve some issues of the damage as well. So they can adjust the damage to the current armors and implants but if they release phase two the need to re-adjust the damage again and this could be the reason why they don't adjust the damage of all weapons in the near future. But we don't need to discuss that there are overpowered weapons at the moment that need to be fixed as fast as possible ;)
Well i have Tested the Droner today while we have Test mode... I have to say The Dmg output ist ok on the most Drones BUT if you keep the Flightspeed so low and the flight altitude fixed to 2m. The Droner will be usable for PvP cuz the Drones cant get over the Walls of a Outpost! If you could fix the flight altitude to 50 m and speed up the flightspeed a lil bit. Then the Droner will be nice Balanced in my Eyes! Also i think you nerfed all Area Effekt dmg to hard... a lot ppl would be lucky if you wil delete the -2 factor on all Area Effekt weapons / spells and just Balance them like all other weapons / spells Based on the Techlevel!
Hallo Runner
Wer nicht das ganze drum und dran lesen möchte, kann runterscrollen und sich das zusammengefasste durchlesen.
Um Kontruktives Feedback abzugeben, erwartet wie jeder andere auch, dass es sich zu herzen genommen wird.
zu allererst finde ich, dass einige Patchnotes gar nicht so schlecht sind. Allerdings (so meine meinung) sollte an den Ecken gearbeitet werden, die am schlimmsten sind. Klar ist Balancing ein sehr wichtiges Thema. aber inwiefern ist es unbelanced seit 2013, dass die Letzten Patches es hätten ausbügeln können. Es gab Super Ansätze
-anti-cheater-patch
-anti-shield-shitbuff-cast-patch
-anti-clipper-patch
jedoch, ist es nicht korrekt das Spiel und die Spielmechanik so zu verändern, dass die schönen Individuellen Einzelheiten verloren gehen. z.B.
-Durch den anti-clipping-patch waren alle zu schnell. Es ist verständlich, dass man den Speed verringern musste. Aber man hätte es so machen können, dass nach der Speedverringerung es sich so angefühlt hätte wie vor dem anti-clipping-patch, der Speedcapped hat den tank erst kaputt gemacht, wenn alle den gleichen Speed haben, dann kann man auch atl und agl rausnehmen und counter strike drauf schreiben.
!! Evtl wäre da eine Proportionale Speedreduction von (austestungsabhängig) z.B. 40% gereicht ohne andere Spielmechaniken zu beeinflussen. Zufolge, dass jedoch ein Speedcapped eingeführt wurde, musste man den Geschwindigkeitsabzug bei schweren Waffen verringern da der Tank nicht hinterher kam. Ich dachte, dass es so gedacht war, dass ein Tank die Waffe wegsteckt um durch den dadurch gewonnen Speed sich etwas zu schützen, also im Prinzip war das Wegstecken der Waffe für den Tank wie das Stealthtool für den Spy, diese kleine aber feine Klassenindividuelle Eigenschaft wurde leider kaputtgemacht.
zudem ist der Speedabzug bei komplett kaputten beinen etwas krass eingestellt, im 1v1 ist es so, wer zuerst die beine getroffen hat, hat gewonnen.
Damals sagte man im Op-Fight (Mister X hat Fullanti alle drauf), heute sagt man (Mister X hat kaputte beine, alle drauf) das ist ein bisschen schade.
Die Disi war definitiv zu stark und musste genervt werden, ob 25% angemessen war, ich sehe niemanden mehr damit rumlaufen, das gilt für die AK umso mehr. Man hätte sie auch in kleinen schritten nerven können um zu schauen wie es sich entwickelt, sie komplett zu nerven hatte zufolge, dass keiner sie mehr benutzte und so richtig sehen, ob diese nerv gut war, konnte man daher nicht.
-Die Schlimmen ecken waren (Netcode) der gut gefixt wurde, aber man hätte den Speed nicht so kaputtmachen müssen
-dann ist es vllt so, dass teile der Community möchten, dass der APU wieder die antis bekommt. Aber dann kommt der APU doch garnichtmehr seine Angriffspells zu benutzen, das war doch Der Grund der damals genannt wurde, als der PPU auchmal etwas unfrieden machen durfte. Nungut, jede community ist anders, wen der PPU zuviele spells hat kann man alternativ auch alle Primes ine ienen spell namens Primes, Blessed Primes und Holy Primes zusammenf+ügen und dafür bekommt jeder unter z.B. F4 drei kleine reiter für 1. Spybuff, consterbuff, supporterbuff usw 2. Heatbuff, Hazardbuff, Basicbuff 3. Combatbuffs wobei man nur eins anklicken kann, den man dann mit wirken vom spell "primes" erhält.
-um den APU nicht als unbalanced-opfer dastehen zu lassen kann man ihn evtl das psi shield geben, was für den ppu totaler mist ist, da ein ppu ohne mana kann keine schilde mehr nachcasten und daher keine rare-selfcast-absorb mehr bekommen.
-um den schaden des apus wieder eine rolle spielen zu lassen, kann man ihn leicht erhöhen und schuaen wie es sich im op fight verhält und immer wieder nachstärken, bis man merkt es ist gut genug und es hat sich eingependelt.
-das gleiche mit 2-3 meelewaffen (um alles überhaupt erstmal halbwegs balanced zu machen dann kann man sich auch ans großprojekt rannwagen.
-bugfixes für die man gebannt werden kann schrecken neue spieler ab. negativ SL entgehen durch vollstacken und syncen fixen oder durch das verlassen eines syncs werden alle stacks die man gemacht hat und evtl noch laufen entfernt.
Das sind so kleine sachen die Neocron wertvoll machen und die man nicht so einfach ignorieren sollte.
!! mein persönliches Fazit (zusammengefasst) !!
-speedcapped wieder raus und den speed proportional anpassen damit es wie vorher ist
-speedverlust bei schweren waffen wieder anpassen, das war doch das besondere induviduelle für den tank
-speedverringerung durch beinbeschuss angenehm aber useful anpassen
-dmg vom apu und meele tank und riflespy LEICHT anschrauben und einpendeln lassen
-psi buff auf apu, damit induvidueall der apu eine überlebensmöglichkeit bekommt und nicht der ganze monk, da der ppu schon genug hat.
-bugs fixen wie faction symp fürs killen von feindlichen biotech npcs und schießen oder sync shoots oder silent spells.
-btw aufm testserver waren alles was stacks macht vom DMG zu stark!
-der heal meiner meinung nach zu gering.
lg Beelzebub
btw
-FPS goes low / fps einbrüche hab ich seit dem patch und ich bin damit nicht alleine
-der rezz dauert zu lang und die leucht rezz animation hängt am ende.
One spell of the test server is missing. The Holy Anti Protection is missing on the retail server. I didn't find it in the Crahn database nor at the trade in PP2. Is the spell a rare item now?
Mob damage still seems a bit low. their fire rate is normal...they just aren't doing enough damage.
Also, the hacking success voice "Log in security passed" has changed. Is that on purpose? It used to sound like a good computer voice, now it sounds a bit like an old aunt trying to tell me how adorable i am.
Just logged onto retail to have a look around. I can now cast multiple Holy Pestilence and stand in the middle of it and it hardly inflicts any damage at all. Casting it in the sewer deals approx. 32-37 damage to small spiders, roaches etc.
Running through Via Rossa I stumbled across two tanks with Devourers, needless to say, I was dead within seconds.. APU really is a shit class to play these days, you cannot venture out of a safezone as you'll be looking for a poke pretty sharpish..
The class is a chore to play.
I've been reviewing some of the healing spells during the testing phase earlier today and wrote down some numbers I'd like to share with you guys. Please note that I haven't been playing for quite a while so I can't supply any pre patch values to any of these spells - I just want to provide you with some valueable data instead of posting something like "fix healz" or "nerf devo".
All values posted below are average values took out of multiple casts with each spell - covering 30 seconds each and including the passive healing a capped character usually provides during that time.
TL36 / SURVIVAL KIT (thought you might want to have this as some kind of baseline)
total amount healed: 197
calculated hp/s: 6,57
TL3 / CRAHN HEAL - 100% DMG
total amount healed: 168
calculated hp/s: 5,60
TL3 / CRAHN HEAL - 146% DMG (PE)
total amount healed: 217
calculated hp/s: 7,23
TL3 / CRAHN HEAL - 187% DMG (PPU without PA)
total amount healed: 338
calculated hp/s: 11,27
TL10 / CRAHNS REJUVENATION - 100% DMG
total amount healed: 164
calculated hp/s: 5,47
TL10 / CRAHNS REJUVENATION - 138% DMG (PE)
total amount healed: 216
calculated hp/s: 7,20
TL10 / CRAHNS REJUVENATION - 178% DMG (PPU without PA)
total amount healed: 318
calculated hp/s: 10,60
TL55 / CRAHN BLESSED HEAL - 100% DMG
total amount healed: 216
calculated hp/s: 7,20
TL55 / CRAHN BLESSED HEAL - 164% DMG (PPU without PA)
total amount healed: 335
calculated hp/s: 11,18
TL55 / CRAHN BLESSED HEAL - 175% DMG
total amount healed: 354
calculated hp/s: 11,80
TL85 / CRAHN HOLY HEAL - 100% DMG
total amount healed: 304
calculated hp/s: 10,13
TL85 / CRAHN HOLY HEAL - 149% DMG (PPU without PA)
total amount healed: 419
calculated hp/s: 13,96
TL85 / CRAHN HOLY HEAL - 161% DMG
total amount healed: 447
calculated hp/s: 14,90
As you can see, a PE using the standard TL3 heal combined with a survival kit can actually get quite close to the amount a PPU would provide with his TL85 holy one (which seems kinda insane). Another thing I didn't expect to see were those lower TL heals performing as good as the blessed TL55 ones when used at higher (damage) percentages.
Well, I haven't been participating in any PVP fights on this patch level yet, but it also feels like those (almost) 15 hp/s a PPU gets out of the holy heal could be quite easily countered (even by a single damage dealer) - effectively forcing you to move and/or die (as soon as someone else joins the fight - even without getting an antibuff).
In my very own opinion these numbers look like there's something wrong about the tech level scaling correctly to the amount healed, resulting in a kinda weak holy heal and (compared to that) quite strong lower TL heals with just marginal differences between each other - which might need a little rework in the near future.
Just my (hopefully at least a little useful) two cents.