Last edited by Satan2k2; 05-08-14 at 21:58.
Jupiter Titan OZ-T, OutZone Traderz
-=[L-o-Z]=-, Light of Zion
Satan2k2Reckless <3
'Wallace' Family
OZ-T, OutZone Traderz
Eli Wallace - Rodney Wallace
Oh boy, time to lom my tank back to melee and start punching you all in the face.
He who knows not and knows not that he knows not is a fool; avoid him.
He who knows not and knows that he knows not is a student; teach him.
He who knows and knows not that he knows is asleep; wake him.
He who knows and knows that he knows is a wise man; follow him.
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 ?
I've seen things you people wouldn't believe.
Attack ships on fire off the shoulder of Orion.
I watched C-beams glitter in the dark near the Tannhauser gate.
All those moments will be lost in time... like tears in rain...
Time to die.
You can't cast anti-poison etc. in safezones
Imps are very cool now:
http://www.fotos-hochladen.net/view/...p5fao6bih0.jpg
"Ich bin für klare Hierarchien. Gott hat ja auch nicht zu Moses gesagt: "Hier Moses, ich hab' da mal was aufgeschrieben, was mir nicht so gefällt. Falls du Lust hast schau' doch da mal drüber." Nein, da hieß es: Zack, 10 Gebote! Und wer nicht pariert kommt in die Hölle. Bums, aus, Nikolaus." (Stromberg)
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.
Trivaldi
Neocron Support Team
N E O C R O N - G A M E . C O M
»I'm in a glass case of emotion!«
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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!
I've seen things you people wouldn't believe.
Attack ships on fire off the shoulder of Orion.
I watched C-beams glitter in the dark near the Tannhauser gate.
All those moments will be lost in time... like tears in rain...
Time to die.
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.
Trivaldi
Neocron Support Team
N E O C R O N - G A M E . C O M
»I'm in a glass case of emotion!«
DOWNLOAD NEOCRON • PLAY NEOCRON • FACEBOOK • TWITTER • IRC • GET SUPPORT • FORUM RULES • RULES OF CONDUCT
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.
Trivaldi
Neocron Support Team
N E O C R O N - G A M E . C O M
»I'm in a glass case of emotion!«
DOWNLOAD NEOCRON • PLAY NEOCRON • FACEBOOK • TWITTER • IRC • GET SUPPORT • FORUM RULES • RULES OF CONDUCT
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.
Last edited by Trivaldi; 06-08-14 at 01:53.
Trivaldi
Neocron Support Team
N E O C R O N - G A M E . C O M
»I'm in a glass case of emotion!«
DOWNLOAD NEOCRON • PLAY NEOCRON • FACEBOOK • TWITTER • IRC • GET SUPPORT • FORUM RULES • RULES OF CONDUCT
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
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!).
Last edited by Valandur; 06-08-14 at 03:32.