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.