1 (edited by Alexander 2011-09-01 14:51:15)

Topic: 1st Sep 2011 - Patch Notes And Discussion

Patch Notes wrote:

GAMEPLAY
Change: Replaced another 3 old NPC spawns with new random spawns on every island.

Change: Normalized the NPC level variation in random spawns.

Change: Higher chance of elite NPCs in random spawns.

Fix: Noralgis will not yield an unused rare mineral variant anymore.

Fix: Fixed the distance check of field containers when putting items into them.

ROBOTS AND MODULES
Change: Increased the base accumulator capacity of the Seth (and Mk2) to 4300 AP.

Change: Reduced the damage of the small compositecore slug from 26 to the intended 24.

Change: Signal detector modules will now provide their detection modification effect for only 5 seconds instead of 10 seconds, and their cycle time has increased from 10 to 20 seconds (which is more like a cooldown now).

Change: Reduced the differences between signal detector tiers, making tiers T1 to T3 more effective.

Change: Small increase of the masking modification of signal maskers, and reduced the differences between tiers here as well.

Change: Increased the optimal range of medium ballistic missiles.

Change: Increased the optimal range of medium HCL lasers.

Change: Increased the repair amount of remote armor repairers.

Change: Increased the optimal range of T2-T4 small firearms, and the T4 medium short range firearm.

EXTENSIONS
Fix: The Remote armor repair extension was broken.

GENERAL
Fix: Channel logs for channels with non-Latin characters in the channel name will be now saved to their correct transliterated filenames.

Fix: CSV export will now properly include module names in the file name.

Highlights:

  • Dectection modules now only detect for 5 seconds and have a 20 second cycle time

  • Masking modules now mask better

  • Medium long range missiles and medium long range lasers now have a higher optimal range

So what do we think about these changes?

Re: 1st Sep 2011 - Patch Notes And Discussion

"[10:55:09] <DEV Zoom> hotfixes, some more balance stuff, and more random npc spawns"
That's all the info there is so far I guess.

Re: 1st Sep 2011 - Patch Notes And Discussion

Bet 100k NIC that Balance Change #3 will cause alots of rage.

Have a productive day, runner!
R.I.P. Chenoa, you'll never be forgotten.
DEV Zoom: Line, sorry, I was away for christmas.
http://perp-kill.net/?m=view&id=252086

Re: 1st Sep 2011 - Patch Notes And Discussion

Line wrote:

Bet 100k NIC that Balance Change #3 will cause alots of rage.

I take you up on that bet!

Re: 1st Sep 2011 - Patch Notes And Discussion

It's

Change: Signal detector modules will now provide their detection modification effect for only 5 seconds instead of 10 seconds, and their cycle time has increased from 10 to 20 seconds (which is more like a cooldown now).

Have a productive day, runner!
R.I.P. Chenoa, you'll never be forgotten.
DEV Zoom: Line, sorry, I was away for christmas.
http://perp-kill.net/?m=view&id=252086

Re: 1st Sep 2011 - Patch Notes And Discussion

Now let's just wait a day or two smile

Have a productive day, runner!
R.I.P. Chenoa, you'll never be forgotten.
DEV Zoom: Line, sorry, I was away for christmas.
http://perp-kill.net/?m=view&id=252086

7 (edited by Annihilator 2011-09-01 11:51:49)

Re: 1st Sep 2011 - Patch Notes And Discussion

hmm, sounds like sensor detection is now more like the requested "sensor ping"

only thing that needs to be added now, is the typical sonar "Ping" sound for those who got detected by it.

my two concerns with this change are:
- usually there was a little "lag" between activating the detector and update of landmarklist. if this takes longer then a second, its shortens the time so identifie far away targets
- game still doesn't remember "automatic cycle" setting changes per module when teleporting or docking. In this case i would like to be able to set the module standard to "non-automatic" (20s is a damn long time)

patchnotes missing the special notes about DEV Zoom like the last patch had for Quodys and CRM...

*Disclaimer: This post can contain strong sarcasm or cynical remarks. keep that in mind!
Whining - It's amazing how fast your trivial concerns will disappear

Re: 1st Sep 2011 - Patch Notes And Discussion

Whoa I won!

http://forums.perpetuum-online.com/post/46023/#p46023

Send me my 100k

Have a productive day, runner!
R.I.P. Chenoa, you'll never be forgotten.
DEV Zoom: Line, sorry, I was away for christmas.
http://perp-kill.net/?m=view&id=252086

9 (edited by Annihilator 2011-09-01 12:22:36)

Re: 1st Sep 2011 - Patch Notes And Discussion

i dunno what he's talking about.

how is "increased missile range" by 15% a buff of red bots... and what the hell are red bots?

for forum warriors until evening:
Laser range buff is 25m on all tiers (~7%)

detector standard 20% -> 30%; T3 30% ->35%
masking standard 20% -> 32%; T3 30% -> 45%; T4 50% -> 55%

Med T4 RR from 155 HP -> 200 HP per cycle

*Disclaimer: This post can contain strong sarcasm or cynical remarks. keep that in mind!
Whining - It's amazing how fast your trivial concerns will disappear

Re: 1st Sep 2011 - Patch Notes And Discussion

The part that slightly pisses me off: they've nerfed missile range 4-5 times now, then buffed it again.

MAKE. UP. YOUR. MIND. lol

[18:20:30] <GLiMPSE> Chairman Of My Heart o/
CIR Complaint Form

The Imperial Grand Wizard of Justice

Re: 1st Sep 2011 - Patch Notes And Discussion

What shoud they do? Each change causes alots of QQ, no matter what's changed. And not changing - isn't a solution, cuz there is QQ in any case. Maybe it's players should start to understand what do they want from the game?

Have a productive day, runner!
R.I.P. Chenoa, you'll never be forgotten.
DEV Zoom: Line, sorry, I was away for christmas.
http://perp-kill.net/?m=view&id=252086

Re: 1st Sep 2011 - Patch Notes And Discussion

The new masking and detection changes will effect both roaming parties in a good and bad way as well as defending parties.
Detecting was very much the better man wins. Before anyone flames or claims how this will effect the game the only thing we can do is wait.

I really think these changes might make a difference in PvP.. If there is anyone left..

Re: 1st Sep 2011 - Patch Notes And Discussion

I'm just please remote rep has been buffed, can't wait to test it. I'm still waiting for insurance company to pull finger out, but should have a new machine next week and be back in game ... woot.

Re: 1st Sep 2011 - Patch Notes And Discussion

GL and come back ASAP mate.

Have a productive day, runner!
R.I.P. Chenoa, you'll never be forgotten.
DEV Zoom: Line, sorry, I was away for christmas.
http://perp-kill.net/?m=view&id=252086

Re: 1st Sep 2011 - Patch Notes And Discussion

A few missed additions in this patch:

* Fix: Channel logs for channels with non-Latin characters in the channel name will be now saved to their correct transliterated filenames.
* Fix: CSV export will now properly include module names in the file name.

(updated the patch notes)

Re: 1st Sep 2011 - Patch Notes And Discussion

DEV Zoom wrote:

A few missed additions in this patch:

* Fix: Channel logs for channels with non-Latin characters in the channel name will be now saved to their correct transliterated filenames.
* Fix: CSV export will now properly include module names in the file name.

(updated the patch notes)

I give full permission for any Dev to update my first post as needed. I just prefer to keep all patch note discussion to one thread and this seemed the best way to do it.

Re: 1st Sep 2011 - Patch Notes And Discussion

Alexander wrote:
DEV Zoom wrote:

A few missed additions in this patch:

* Fix: Channel logs for channels with non-Latin characters in the channel name will be now saved to their correct transliterated filenames.
* Fix: CSV export will now properly include module names in the file name.

(updated the patch notes)

I give full permission for any Dev to update my first post as needed. I just prefer to keep all patch note discussion to one thread and this seemed the best way to do it.

Very gracious of you lol

Re: 1st Sep 2011 - Patch Notes And Discussion

The change on the signal detector is fun! It will make small roams more fun to do, though I'm wondering about how much impact the snap shot will have smile.

maskers 5% too smile

nice!

If you tweak maskers more or give assaults a small bost in stealth, why bother with stealth bots, just don't overdo it.

Re: 1st Sep 2011 - Patch Notes And Discussion

Line wrote:

Whoa I won!

http://forums.perpetuum-online.com/post/46023/#p46023

Send me my 100k

Mara Kaid wrote:

The change on the signal detector is fun! It will make small roams more fun to do, though I'm wondering about how much impact the snap shot will have .

Mara said its fun! I won! Send me MY money!
big_smile

Re: 1st Sep 2011 - Patch Notes And Discussion

EWAR bots could use a slight masking nerf. Seems like they're all people roam in now because they're fast as hell and mask like a mofo.

Re: 1st Sep 2011 - Patch Notes And Discussion

Its a grand cycle smile

First it was only ewar, then only mechs, then it was going to be only stealth assaults...

When in roam, do as the roamans do.