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Author Topic: 14.11.2014 Changelog [ WE PORT 4000 AGAIN ]  (Read 24462 times)

cirn0

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14.11.2014 Changelog [ WE PORT 4000 AGAIN ]
« on: November 14, 2014, 12:14:59 AM »

We're gonna try port 4000 again, hopefully no DoS attacks.

Bug:
- First-aid and Doctor targeting has be re-enabled, crashing bugs fixed ( please report any problems )

Changes:
Beginning of the ZC Revamp!
- All zones now capturable (minus the gates)
- Zones Captures automatically begin when enough faction members are present to contest the territories.
- Timer is removed when opposition arrives, it is a fight to the death now.
- Uncontested Zone Capture time brought down to 10 minutes.
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Myakot

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Re: 14.11.2014 Changelog [ WE PORT 4000 AGAIN ]
« Reply #1 on: November 14, 2014, 02:32:38 AM »

Is there any salvagable info on which zone provides what upon being captured?
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Captain Chilly

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Re: 14.11.2014 Changelog [ WE PORT 4000 AGAIN ]
« Reply #2 on: November 14, 2014, 01:49:30 PM »

ALL ZONES ARE CAPTURABLE

RISE AND SHINE, AoP Players

anonymousplayer

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Re: 14.11.2014 Changelog [ WE PORT 4000 AGAIN ]
« Reply #3 on: November 14, 2014, 04:28:29 PM »

This will be a mighty back and forth with 5 players per faction!
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paragon

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Re: 14.11.2014 Changelog [ WE PORT 4000 AGAIN ]
« Reply #4 on: November 14, 2014, 06:04:33 PM »

I'm really sad that you don't announce changes like LDR bonuses modifiers.
30 kg for the Carry Weight bonus comparing to the old 100 kg sounds like a joke. 70% change. Was it really that big problem? Actually, I think it's kinda right update, not sure exactly about the number. Can you please give us your reason?
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Smalltime

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Re: 14.11.2014 Changelog [ WE PORT 4000 AGAIN ]
« Reply #5 on: November 14, 2014, 06:17:23 PM »

I'm really sad that you don't announce changes like LDR bonuses modifiers.
30 kg for the Carry Weight bonus comparing to the old 100 kg sounds like a joke. 70% change. Was it really that big problem? Actually, I think it's kinda right update, not sure exactly about the number. Can you please give us your reason?
Reason: Leadership is currently broken as hell. Lots of bugs. Current numbers aren't final.
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paragon

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Re: 14.11.2014 Changelog [ WE PORT 4000 AGAIN ]
« Reply #6 on: November 14, 2014, 06:25:49 PM »

But "broken as hell" is not any kind of argument I can use to calculate. I see some reasons to change CW to be much less than 100 kg. But I just interested why 30 and not 50 kg... but alright. Again, I think that 30 kg is better than 100 anyway.

At least would be cool to see something like "Changed some values in LDR modules" even without details so we know where to search for it.
« Last Edit: November 14, 2014, 06:29:18 PM by paragon »
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cirn0

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Re: 14.11.2014 Changelog [ WE PORT 4000 AGAIN ]
« Reply #7 on: November 14, 2014, 09:44:00 PM »

Carry weight is trivialized by the food and leadership buff, both which initially didn't really have much thought put into it.

I'd like to be able to use item weight as a pro / con to certain items to promote uniqueness towards gameplay. By squishing extreme stat ranges, I'll have an easier time balancing things.

Same goes for leadership buffs, the range of the old system was between 1x to 200x effect bonus, which made it become pretty much binary - go 10 cha or go none.  Now it runs on a logrithmic scale which again promotes our idea of  characters not needing to stack or dump stats.
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mAdman

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Re: 14.11.2014 Changelog [ WE PORT 4000 AGAIN ]
« Reply #8 on: November 15, 2014, 08:06:09 PM »

Carry weight is trivialized by the food and leadership buff, both which initially didn't really have much thought put into it.

Agreed, but carry weight's only dependency is strength, and for obvious reasons not everyone values strength highly in their build.

If say Endurance or Agility (or both) added small increments to carry weight (similarly to how bleed resist is dependent on 3 or 4 different stats in varying degrees) you might be able to do away with the trivialising situational buffs entirely.

Same goes for leadership buffs, the range of the old system was between 1x to 200x effect bonus, which made it become pretty much binary - go 10 cha or go none.  Now it runs on a logrithmic scale which again promotes our idea of  characters not needing to stack or dump stats.

That is good to hear, :) and it is how the other stats work so it makes sense.
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Niamak

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Re: 14.11.2014 Changelog [ WE PORT 4000 AGAIN ]
« Reply #9 on: November 16, 2014, 01:49:43 AM »

can we get some reroll token pls ?
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lvhoang

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Re: 14.11.2014 Changelog [ WE PORT 4000 AGAIN ]
« Reply #10 on: November 16, 2014, 02:09:04 AM »

Lol i d love to reroll traits :p
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paragon

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Re: 14.11.2014 Changelog [ WE PORT 4000 AGAIN ]
« Reply #11 on: November 16, 2014, 02:46:10 AM »

1 reroll for each 100 000 ZC score
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lvhoang

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Re: 14.11.2014 Changelog [ WE PORT 4000 AGAIN ]
« Reply #12 on: November 16, 2014, 03:08:24 AM »

Hahahah lets do it!
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mAdman

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Re: 14.11.2014 Changelog [ WE PORT 4000 AGAIN ]
« Reply #13 on: November 16, 2014, 05:10:29 AM »

1 reroll for each 100 000 ZC score

Interesting concept hehe, a bit overkill though.

How about instead, perhaps trading like 50k rep for a reroll, to keep artifact's value high throughout.

?? ;)
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naossano

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Re: 14.11.2014 Changelog [ WE PORT 4000 AGAIN ]
« Reply #14 on: November 16, 2014, 05:50:11 AM »

- Timer is removed when opposition arrives, it is a fight to the death now.

I liked other updates but this one might break the server.
With the timer/score combinaison, an team in lower number could still win the match by using guerrilla or showing up at the right time.
Now, if team A has 6 players and team B has 30 players, there is no way team A could slaughter team B and there is no way team A could win. The B team would just have to stay in position knowing that they have no chances of being slaughtered. If faction A has only 6 players, they will never bother coming if they don't have some chance of winning.

You had a great concept, and you removed it.

Also, what could prevent faction C from bringing fake faction D characters to contest the area team C is taking, then make those fake D chars die or leave, so team C winning without waiting 10 minutes ?

Otherwise, it is awesome to finally be able to capture all zones...
« Last Edit: November 16, 2014, 06:12:59 AM by naossano »
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S1mancoder

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Re: 14.11.2014 Changelog [ WE PORT 4000 AGAIN ]
« Reply #15 on: November 16, 2014, 07:09:32 AM »

naossano
Swarm faction B can recap flag for thousand times and thus mechanics will be same. So no point in old system.
By the way winnig here is not about the zones really, I cant understand why you dont really get it already.

Issue with quick recap is easily solvable and it will be fixed soon (if not already).
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paragon

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Re: 14.11.2014 Changelog [ WE PORT 4000 AGAIN ]
« Reply #16 on: November 16, 2014, 07:17:04 AM »

50k rep it's about 1h of lucky scavenging.
500k rep sounds better but still has no effect making you to participate Zone Control.
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mAdman

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Re: 14.11.2014 Changelog [ WE PORT 4000 AGAIN ]
« Reply #17 on: November 16, 2014, 07:21:37 AM »

50k rep it's about 1h of lucky scavenging.
500k rep sounds better but still has no effect making you to participate Zone Control.

100k is the cap though, maybe 75k or so instead?

True that artifacts can be accumulated pretty quickly and people likely have tonnes spare by now, but you can only get artifacts in the core, and rep from participating in ZC or assignments, assignments getting the short end of the stick in comparison to how quickly you can boost rep with artifacts and ZC.

I don't see a functional purpose for making rerolls ridiculously expensive, other than to ostracize new players from doing so, which is a bit backwards IMO.
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paragon

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Re: 14.11.2014 Changelog [ WE PORT 4000 AGAIN ]
« Reply #18 on: November 16, 2014, 08:04:40 AM »

You can make player bring 500 relics instead of taking rep from his balance.

But okey, I wouldn't like to the price that high. 100 I like more.

New players have their 5 reroll attempts for free.

Anyway, there will be changes considering reputation system AFAIN.
« Last Edit: November 16, 2014, 08:15:32 AM by paragon »
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mAdman

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Re: 14.11.2014 Changelog [ WE PORT 4000 AGAIN ]
« Reply #19 on: November 16, 2014, 08:21:30 AM »

True,

When it comes to rerolls, in my eyes, the main idea is to make it accessible to everyone, but making it enough work that it can't be abused, and force the player to put more direct thought into what he wants, not just flippantly change his mind every half an hour etc.

Excluding low level and lowly geared players from rerolling just makes it frustrating for newer players to have to start again or make alts etc.
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