The patchnotes can be found here.
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The patchnotes can be found here.
First!
Also good job, seems like alot of work went into this patch! Very thankful for you guys keeping this game alive!
I had 3-4 people try to shoot me in P2 after patch, and they did indeed have a hard time hitting me. In fact they didnt hit me at all almost. I think there may be some "hacksploit" accusations in the following days when more people find out they cant hit shit :)
Runspeed should not be slowed down, it should remain the same however aiming reticles should close significantly faster - Twitch aiming is a part of gaming and one that I welcome the encouragement of into neocron. [I mean we are enhanced via implants and what not!]
There do seem to be a few issues with the patch, new trade bugs have arrived and some peoples character models have broken
dont forget:
even debuffing and healing is harder too ;-)
worst case:
no ppus needed in op fight :p
debuffing still works like Apu spells used to right? so its actually still the easiest job :) in terms of aim.... just try not to get them on the wrong person ;)
Yeah .. the clippers are about to whine.
As I read the Patchnotes this was kind of obvious.
Did you ever play late NC1 or NC2? The Runspeed was not that high and you needed movement and awareness. Especially as a tank where you were slowed down while drawing your weapon.
But there was nothing bad about that. People specced some resist, tried to move better.
The PvP nowadays is just like: "Oh my god, I am at half of my HP, I am gonna RUUUUN!!!!"
And nobody is able to follow, because of the netcode and because of the obstacles they run around.
The runspeed as it is now would be fine if we had levels like in Quake or Unreal Tournament. But we don't. This is Neocron and no High-Speed-First Person Shooter.
I would like to see that Players in Neocron put some diversity on there setups. Like speccing more or less resist. Being able to spend some points on Repair and Vehicle Use instead on speed would be awesome!
Of course, there should still be a slight advantage to players who want to play lowtech, but it should still not have that large impact on your runspeed.
Lots of people reporting missing items, tagged GRs and even goguardians emptied. Expect a server rollback.
It would be tremendously helpful if people were reporting issues either here or in the bug reports forum instead of using only ingame chat.
I wish I could hit like on posts because the above one made me laugh.
Nabbl - Thumbs UP mate.
chaos caves are completely ruined invisible hits / poison / mobs nice patch............... leveling almost grinds to a haulteven with a ppu...... yawn i cba anymore tbh you should have fixed APU barrels before you messed around with the caves not only do you have to dodge all of the above but you need to dodge your own barrels ............ >.< ...... :@
tbh, the incredible runspeed is an highly underestaminated mistake did in 2007. We should find a way back to (CON SETUP > RUNSPEED), to become the game more NC1/2'ish again ;)
this!
Same with this Weapon Lore thing... There once was a cap on 249% weapon precision. Aiming was just "capped". That meant that everybody was at the same level of his aiming skill. Now some people just put every single point in Weapon Lore instead of speccing some Hacking or Poking. Aiming became somehow more easy with that.
I would go the other way and suggest: Put a softcap on Damage and Frequency (which means damage at the end too) and put a cap on Aiming... (as closing reticle shouldn't be that fast as it can be now...)
This. ^
I'm not saying reduce run speed to the point there's no point/advantage speccing more run speed that someone else, but it should be more balanced (flatter run speed increase curve per points spent or something), so that speccing CON is also viable.
For Spies and APU's runspeed was usually always more important than CON, but that's because they are meant to be squishie.
The whole aiming thing seems strange since NC1/NC2. I would prefer that people can hit the cap again and then it is down to other factors how well they fair. Their aiming skill, damage, movements, weapon characteristics etc, etc...
I don't think run speed should be capped, If at all a soft cap, but I still think it should be left as it is with no cap. I like the fast paced combat it brings a challenge into the game, but there needs to be a way of letting pe's move faster. If I play PE then I just feel like a snale, even with drugs!
Props on the patch, gonna give it a test now (hope i've not lost any items! :/)
Please restrict your discussion to the patch only. We know we have some issues to solve in #179 (there are some large back-end changes) so we need to be able to focus on that. Thanks.
IMPORTANT NOTICE:
TITAN in Test Drive Mode until further notice.
I said: "A part of the problem". I didn't say it is the only problem.
And yes. The PE is an Allrounder which means he cannot put enough points on Athletics and Agility to be viable. In addition to the fact that his PAs (except the normal ones) have mali on Athletics or Agility. But he needs his PAs to reach the higher weapons. Another part of the problem.
Balancing is not that easy at it seems. If you change one thing there are a hundred other things which have to be thought through again. The whole balancing relies on item stats (armor, implants, weapons), calculations (resist, weaponry, runspeed), classes (roles, base stats) and player skill. You have to take everything into account.
For example the runspeed: You want to lower the runspeed because the Netcode of Neocron and its leveldesign makes it nearly impossible to maintain such a high runspeed?
Then you have to have a look at the aiming ability for example. When people are slower, will aiming be to easy? What about the resists? Will fights last long enough to be still entertaining? At what point should the skills (agility, athletics) be capping runspeed? Which classes should have a high base-runspeed?
http://dl.dropbox.com/u/1679014/login.jpg
It'll be hard to even do community based QA like this.
Vote for Runspeedcap on 0.86. :)
If a rework of drugs/implants/PA's will come we can discuss about removeing them. Thats the only possibility i see so far.
I noticed some issues earlier when in Regeants regarding mob clipping. Sluggers were taking the most direct root to me on occasions; totally ignoring the walls.
It's like my client was catching up with the server, and warping them through the walls.
I should note, this was with a stable 62 ping.
This seems to be a contradiction, you will evaluate the chances of fixing the issues to see if there needs to be a rollback or not, then you say there definitely will be a rollback to February 4th at the end.. I'm confused, there might be a rollback to even earlier than the 4th? Is that what needs to be evaluated?Quote:
Originally Posted by Mokoi
I'll start editing if you don't take this elsewhere. I've not been on an edit spree in literally years so I'm itching to re-live old times. :p