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Topic: Initial changelog  (Read 93437 times)

Kilgore

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Re: Initial changelog
« Reply #30 on: August 28, 2013, 01:13:33 pm »
Nothing was changed here except that Jet Antidote is now available from shops.

Read changelog; if something is not mentioned there, then it wasn't changed.

Changelog (28.08.2013)
Slave run changes:
- Level 18 required
- Cooldown removed
- Rewards decreased a bit
« Last Edit: August 28, 2013, 06:52:56 pm by Kilgore »

Kilgore

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Re: Initial changelog
« Reply #31 on: August 29, 2013, 03:14:08 pm »
Changelog (29.08.2013)
- Changed burst mechanics. Critical chance is calculated for every bullet in burst separately. In non-critical hits, up to 70% of bullets might count as critical. For critical hits, not less than 80% of bullets will be counted as critical. This doesn't change the chance to get a critical hit in any way.
- Critical table changed: fixed a bug with head/eye critical hit effects which caused headshots to be more effective than eyeshots. Critical table will be posted after the launch, if requested.
- 3-minute relog cooldown to make fastrelog in pvp not so easy. This might be changed or removed later if causes problems or general annoyance, we'll see how it works.

My comment on these changes:
1. Was the reason why Spray and Pray was removed; makes bursts more effective in general. All bursts weapons have been tested after this change. As I'm strongly against making changes to "combat" perks during the session, the only thing that can be changed for balancing things out might be weapon stats. However, I don't think it will be necessary.
2. This is well known by 2238 pvp players, so there is not much to explain here. Headshots are less powerful than eyeshots now, that's it.
3. Personally I'm against such timers but it's introduced to stop fastrelogging madness in PvP. As it is stated in rules, such behaviour will lead to warnings and character bans. Also, the rules are clear that duallogging and fastrelogging is allowed for any non-PvP activity. To highlight the difference between PvP and non-PvP activity, I'll use few examples:

a) I use a character for trading in town and farming encounters. I also use a duallog with another character to make it faster/more effective. <- Allowed
b) I was killed in town/encounter/other location by another player, I bypass fastrelog timer and immediately enter with another char to engage him. <- Not allowed, both chars will be banned if such action spotted.
c) I've been farming using two characters, but a hostile player enters my encounter, I use only one character to engage him <- Allowed
d) I've been farming using two characters, but a hostile player enters my encounter, I use both characters to engage him <- Not allowed. Likely to get a warning and then being banned.
e) I use one character to fight in town, and another to scout an area inside this town <- Not allowed, leads to ban.

Shortly, if you use dual log or fast relog you must be absolutely aware of the fact that you can use this in no pvp situations or you risk being banned.
If you are using a single character at all times, then you are completely safe.

If you spot a player violating these rules, use +requesthelp or PM one of administrators (me or cubik2k), providing as much evidence as you can. If no administrator witnessed it, suspected characters will be put on observation and warned/banned if spotted breaking game rules.


Other changes tonight:
- Removed Fast Reload perk,
- Quick Pockets now reduces reload cost to 1,
- Increased level requirement of Quick Pockets to 6.
- Gathering of Chemical Components made easier,
- Capacity of barrels with Chemical Components doubled,
- Removed delay from respawning Chemical Components,
- Medical Terminal placed in VC Vault (also with few guards there) and inside Shi Temple in San Francisco.
Changed recipes for chems:
Stimpak: 1x Hypodermic Needle, 1x Bio Med Gel, 1x Xander Root, 1x Broc Flower,
Super Stimpak: 1x Stimpak, 2x Bio Med Gel, 1x Chemical Components,
Radaway: 1x Bio Med Gel, 1x Chemical Components,
Rad-X: 3x Bio Med Gel, 1x Chemical Components,
Mentats: 6x Fruit, 2x Chemical Components,
Buffout: 5x Meat Jerky, 2x Chemical Components,
Psycho: 1x Super Stimpak, 1x Bio Med Gel, 2x Chemical Components
Jet: 1x Brahmin Shit, 1x Empty Jet Canister, 2x Chemical Components
« Last Edit: August 30, 2013, 03:55:24 pm by Kilgore »

Kilgore

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Re: Initial changelog
« Reply #32 on: August 30, 2013, 03:55:13 pm »
Changelog (30.08.2013)
- Added a warning on worldmap screen when being followed by strangers (not members of your current faction)
- Disabled Town Control feature for balancing early session gameplay. It is planned to be enabled again on 6th of September 2013.

Strike

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Re: Initial changelog
« Reply #33 on: August 31, 2013, 08:26:52 am »
Still changes before server open? :D

Kilgore

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Re: Initial changelog
« Reply #34 on: August 31, 2013, 08:44:30 am »
Yeah, still much to do, so expect changelog (but this time, without perks/skills changes, your characters are safe!).

Wallace

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Re: Initial changelog
« Reply #35 on: August 31, 2013, 12:09:24 pm »
Will capping of skills at level lower than 300 is a permanent option? Or will there be some use for let's say repair 300 skill someday?
Desert Drifters

Strike

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Re: Initial changelog
« Reply #36 on: August 31, 2013, 12:11:01 pm »
Will capping of skills at level lower than 300 is a permanent option? Or will there be some use for let's say repair 300 skill someday?
One of 2238 bad things was this annoing 300% skill madness, I'm really glad they fixed it finally.

Wallace

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Re: Initial changelog
« Reply #37 on: August 31, 2013, 12:13:00 pm »
Well it's a good thing those aren't necessary anymore BUT still having a higher level of a skill that would give some more benefit would be nice
Desert Drifters

Perteks

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Re: Initial changelog
« Reply #38 on: August 31, 2013, 01:27:26 pm »
You can't have more skill than writed in changelog, its like hard cap.

zinthos

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Re: Initial changelog
« Reply #39 on: August 31, 2013, 01:37:45 pm »
Quote
- Added option for female characters to get a green mohawk skin at the barber (animations by: Geras and Yanok)
will be male mohawk hairuct available for players?

Kilgore

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Re: Initial changelog
« Reply #40 on: August 31, 2013, 07:13:46 pm »
Zinthos: unfortunately there are no male animations for mohawk.
« Last Edit: August 31, 2013, 11:01:50 pm by Kilgore »

Daryl

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Re: Initial changelog
« Reply #41 on: September 01, 2013, 08:54:52 am »
I gotta say that I played this game for 2 hours last night and you guys have done a amazingjob so much better I reallyenjoyed and cannot wait to play lol my girlfriendis going to hate you guys looz

DocAN

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Re: Initial changelog
« Reply #42 on: September 01, 2013, 10:22:34 am »
I gotta say that I played this game for 2 hours last night and you guys have done a amazingjob so much better I reallyenjoyed and cannot wait to play lol my girlfriendis going to hate you guys looz

buy her a flower :D

Strike

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Re: Initial changelog
« Reply #43 on: September 02, 2013, 04:20:21 am »
There was update, but no info on changelog?

Kilgore

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Re: Initial changelog
« Reply #44 on: September 02, 2013, 07:46:09 am »
I'll try to post info about missing 2 changelogs today. Sorry, got no time for that earlier  :P