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Changelog 24/11/2012

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JovankaB:
Followers and motion sensor bugs introduced with the update should be fixed now on public server.

Alexandrite:
What do dog tags do btw?

BenKain:
Fantastic update guys, its really awesome to see so many great updates and fixes in such a short time. I'm a really big fan of role playing elements that have been added of late, especially the motion sensors, very cool stuff.
I too would enjoy crafting personalized dogtags, purely for the shits and giggles.
Can't wait for the "completed" crafting system, thanks Johnny Nuclear for confirming it will actually be completed in the future, that's all I needed to hear, it was seeming like no one was going to comment on that end.

Keep up the wonderful work guys!

Jotisz:
Nice update there!
I especially like these ones:
- Replication timeout for player characters reduced to 20 seconds.
- Re-enabled "Flaming Dancer" animation.
- Dogtags can be worn as headgear.
- It's not possible to walk over (and fall into) sewer holes.

T-888:

--- Quote from: JovankaB on November 24, 2012, 09:29:16 pm ---Me.

It won't change anything for any "troll" with more than one character.
Except no need to relog - but then you have to wait 20 seconds.

Fast reloggers crying that people playing with one character will return too fast, good joke.

--- End quote ---


(oh yeah, "trolls" gonna have a good time)

No need to re-log, what the ...

This doesn't improve the situation. It'd be nice if it did, but it doesn't, such candy land doesn't exist for me. Quite the opposite, it'll do more bad than good. The replication timer never was considered long by anyone nor an issue at the same time, if you really believe that this will help, then it's preposterous and i know why exactly this will  just not work at all in practice.

Here is the thing. Players witch bring more than one character to fight with (those witch bring 1 character still have utterly no chance even if the timer was 0, in practice they die very fast and leave very low amount of loot so it is very fast to loot them and get out of the city before they can retaliate), rarely experiences timer at all unless he lost all his characters at the same minute, but when he loses all his characters, no matter how much as long as it is more than one, logically the player will switch to a character witch has been dead already, at least he should because that is how it works in practice. Therefore any player that does that won't experience the replication CD at all, meaning the desired effect witch should take place after replication time decrease, is just non-existent for players with alt disadvantage( everyone uses alts in combat now, at least in TC, the problem is that one team just has more and this change won't do shit for them). Once dead, it's a matter of travel distance, organization to get back, some are better at that, some are worse, those players witch don't have base near each city, dedicated re-spawn bases etc. etc. are the players with the disadvantage.

The alt amount and replication timer are two completely different things that just don't go together, no matter how you look at it. It's not the replication timer witch is the obstacle for players, but the location of bases and the ability to re-gear the character. There are factions that already does that in lighting speed, so fast that you can't even loot the equipment accumulated on the ground in some TC city during a fight.

On top of this useless solution we get this.


--- Quote from: T-888 on November 24, 2012, 08:12:52 pm ---Trolls, rejects and other loners who are bored shit-less, rejoice! Now you are going to be able to come back from the dead in matter of seconds and keep on annoying the rest of the community, ninja-loot in TC more often, suicide burst much more frequently and all kind of stupid shit anyone can think of to do, faster.

--- End quote ---

The 1 minute CD was already like nothing, now it's cut down by 2/3. Brilliant Jovanka, just brilliant.

The update is good, but this is real bad.

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