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.

Quote Originally Posted by Torg View Post
hacking is borked, too. plain warbot is impossible on 80 HCK (like 30 HCK before).
supply boxes are usual in difficulty, but stay locked after hacking.
Quote Originally Posted by jj dynomite View Post
Mad Copbot and Substandard Cyberguard are too hard too. like hacking a 120/120 security safe right now.
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.

Quote Originally Posted by Valandur View Post
I like the larger screen when talking to NPC's, but, maybe you could add a space between an NPC's words, and our potential replies? Its kind of sandwiched together at the top of the screen right now.

Also the camera angle during conversations is rather weird. It seems inconsistent now, changing at times. Has anyone else noticed this?

Overall though, it's an improvement!
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.

Quote Originally Posted by Dr Strange View Post
I know aoe weapons had a damage nerf, but did some weapons get their rate of fire tweaked? Using a Winding Argument (rare nade launcher), it now feels like an eternity between each shot, like its so slow now it's just faster for me to use a single target weapon.
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.

Quote Originally Posted by Mortis View Post
okay but useless for apus, cuz of the the low techlvl apu spells..
new spells inc?!
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.

Quote Originally Posted by Powerpunsh View Post
In general i find the PVE and PVP damage to low. The Weapon overall damage is way lower and the fixed lowered frequency decreases it way more. Making pistols and rifles more powerful than heavy combat weapons is a deal i could live with look on the resistance the specific classes has but there are more factors like stealth and the new buffed nanites.
I dont like this direction. Now it is making a tank to force even more on pistol/rifle setups.
More damage for each skillpoint (ye, a tank wont reach probably not that much PC/RC than HC but its still worth it) and whats best: Quite invulnerability from piercing weapons. 77-78% resis is possible WITHOUT buffs.

I hope to see some adjustments soon. See you ingame. =)
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.

Quote Originally Posted by Valandur View Post
Both my Assault rifle, and Substandard Pulselaser Rifle took a damage hit with the patch. I know the rifles damage went from 13 per round down to 10 dmg per round. Not sure of the pulse rifles exact drop. I believe it was doing 16, Now 11. Those figures are on lowbie mobs, Rats and Radiated Roaches.
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.

Quote Originally Posted by Cyco View Post
hmmm....am i the only one with sync problems ? All 3-4 sectorchanges (appartment, sewer, sector,...) i lost the connection. Syncronising.
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.

Quote Originally Posted by nabbl View Post
I would recommend to just do a lot of PvP against all the different classes and respec to get the maximum. After a month or two we should see clearer regarding the different benefits each class has or has not.
This would be incredibly helpful.

Quote Originally Posted by Tino View Post
Thank You for making the devourer OP...i am better with the dev than the dissy =) Love Tino <3
Quote Originally Posted by Massaker View Post
I don't understand why the devourer is still overpowered. There were so many posts about the incredible damage and nothing changed. Now you get 5 hits of the devourer and they kill you after the sync in the safe zone due to the stack damage...

A statement of the responsible dev member to this will be nice.
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.

Quote Originally Posted by Massaker View Post
For any further "soon (TM)" you will offer the community free ice cream First it was funny to read this but now to use in any post the "soon (TM) is a little bit ridiculous, isn't it? A sentence like "We are on it and investigating the issue and give you feedback if we know much more "
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.

Quote Originally Posted by Sevendust View Post
//////// And Now A Post With Tested Feedback, Which Is The Point Of This Thread \\\\\\\\

Something is wrong with foreign casted shields & I think SHIELDS in general. Multiple effects: #1: Foreign casted targets take random dmg (22-57 dmg all chest shots). #2: Damageboost has no effect on a shielded target, and you actually do ~4 LESS dmg. Self casted shields barely applying any defense. (Self-casted PE shields applied only 8% defense.)

//end
We believe this is also linked to the current issues explained above. We will re-check once Titan has returned to a stable state.

Quote Originally Posted by Kame View Post
Now another thing for you thick-skulled people : Making mobs harder to kill essentially changes the server's main economic currency's value (un-ressed rares).
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.

Quote Originally Posted by Kame View Post
Do you guys even TRY to consider what the changes you make will effect things ? I think not.
[snip]
All we ever wanted was PVP balance BTW. Not Neocron evolution 2.2
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.

Quote Originally Posted by zerAruleR View Post
Hello.

I hope i didnt double post this.

I play Apu .

Before Patch my Holy Lightning dies up to 520 dmg on Chaos Minion
my full Slotted Holy Toxic Barrel up to 2xx something.

In patch note i read some spell effects changes. and the note that apu spells do 15% more dmg.
The reality is, that the spells do now 15% of the damage before

Holy Lightning maximum damage of 115 on the same minions.
Holy Toxic Barrel 33-34.

I went out of cave and quit the game.
In nc1 times the people said. npopd ( never play on patch day )

i be sure you will fix this soon.
you do great work.

so long

zerA
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.

Quote Originally Posted by Satan2k2 View Post
While you're at it, you can make PPU playable again and fix the damage over time issues
Can you expand on this please?

Quote Originally Posted by LeoPump View Post
You can't cast anti-poison etc. in safezones
Thanks.

Quote Originally Posted by Ascension View Post
This. I've commented several times regarding DoT's on APU spells.. Apoc/Poison Beam etc, why is there still no rare poison beam either..?
Please utilise the Brainport for any suggested additions to the weapon line up.