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http://forum.globalagendagame.com/phpbb/viewtopic.php?f=139&t=18396&st=0&sk=t&sd=a
As many of you know, we have been working hard at a new version (1.3) named sandstorm.
Based upon our Sandstorm testing, the scope of the changes we are introducing is so significant that we think it is best to phase in the functionality over a few patches versus releasing all at once. This way, we can better manage all of the change and provide the highest quality experience we can.
Here is the very high level breakdown on the major functionality and the most likely order that it will be patched in. There are dozens of other features and functions that will be included in each phase, but this should give you a general roadmap. We expect the 1.3 update process to start in the begining of may for phase I with additional patches for the next phases coming as soon as that phase looks stable.
Phase I
New Weapons, Armor, and Loot system
* Weapons with quality and stats
* Weapon/Armor Loot drops from NPCs
* Token reward system
* About 30 new weapons (7 for each class)
* Hands-Free Jetpacks
Phase II
AvA Update
* Single large zone
* Agency selectable open times
* Ability to generate weapons (like PvE loot)
Phase III
New content
* Quest system
* Warzones (64 player matches)
* Openzones (PvE with quests in open areas)
* Defense missions (10 person PvE mission type)
Phase IV
Agency update/New generation Equipment
* Agency win conditions with new generation of weapons/armor
* Achievements & Unique collectibles
Sniper09
01.05.2010, 02:51
Hört sich richtig gut an.......
noch ein paar infos zu 1.3 (der untere teil ist schon etwas älter):
If all goes well Phase I should be on PTS by the end of next week (first week of may)
On the new version (1.3) friends have a different name tag color then teammates.
Hand-Free Jetpack allows you to hold down space bar to use the jetpack.
Combat Jetpack works the same way as the Hand-Free Jetpack but also allows you to shoot while you are using the jetpack.
The current jetpack is also available
All jetpacks are balanced to play well
Tournaments are coming at some point in the later phases
A lot of the new UI will be in the Phase I, there are also many other feature in Phase I that I did not list. For example: 10 person arena Q, ability to do co-op missions without a full team, etc...
AVA Changes:
- Single map for whole world open 24/7 (may be only 23 hours/day)
(If there is too much activity and not enough agencies can participate, and additional world map will be added.)
- There is no longer an alliance tax on number of members, but an agency can have a max of 150 members.
- Agencies can open for production at anytime during the 24 hours for a minimum of 1 hour, and only once per day. Maximum of around 10-15 hours of production per week.
- Agencies must open every 72 hours. They will automatically be opened (for one hour) in order to meet this requirement if necessary. The agency status screen displays the next auto-open time.
- All players in the agency get up to 4 Conquest tokens per day. (One per each hex they hold at the closing of their production session, and only on days agency is open for production, bust have HQ to get tokens)
- Agencies can no longer protect their allies with defensive facilities
- Bases are going to be removed for map, bases will return in the future with different type of gameplay/rewards
- AvA facilities can create weapons for players (or AvA items depending on production needs), these are the same weapons that would come from PvE Boss loot drops.
- The object of AvA will be to create a new generation of weapons. (more to come on how an agency will accomplish that)
- The reward for an Agency who creates a new generation weapon (there are about 70 existing and 30 new ones) will be the ability to NAME the weapon (Weapon will have the generic name like sniper rifle with AkA given by the agency) This is the universal name for the weapon that everyone will see.
There will also be various balancing/exchanges to current agencies for their current effort while as the same time allowing for groups to start an fair terms.
Additional notes:
- Agencies can attack when they are closed for production
- An agency has to declare the full amount of time they will be open when they open for production (minimum of 1 hour, 15 min increments)
- The number of hexes an agency will 'want' to hold would most likely be less then the current numbers (having 10 hexes would be considered a large amount). Managing and building them up to highest tech level will be much more important
- The win condition (creating weapons) will require more then just holding hexes
- Alliances will be less important then they currently since only an agency wins not an alliance
- The single map will have logic around which server should launch the mission (most likely around time of day)
- All existing zones will be closed, agencies will be compensated for what they currently have
- we are also looking to add a new tournament system soon after 1.3 for agencies that want a pure competitive fair team vs team matches
- There will be more valuable and less valuable areas in the map to fight over to make sure that some natural agency tiering will take place. Also, an agency will Not want to own hexes that are disconnected from the HQ
- Production time limits, number of tokens, and various rewards are design to allow a casual player to fully participate in the game. This allows us to reduce grind and make sure players are focused on the fun.
The AvA format will be getting some additional modifications to make it more accessible and rewarding.
There are two main changes we are currently working on.
First, we are improving the reward system by allowing AvA facilities to create weapons/armor (similar to the drops in PvE missions). AvA will also award special tokens.
Second, we are changing the format of the open/close times. In the new format each region (NA, EU, Oc) will have one large map with a long open/close time (probably somewhere between 8-12 hours)
An agency will be able to open/close their territories for production when they want (with a whole bunch of restrictions that I will post somewhere else). This will allow each agency to determine when they want to play.
The AvA changes are designed to resolve the two biggest complaints about AvA. (Based on extensive feedback, not just from the forums)
1. Timing of AvA missions
2. Rewards
We are giving agencies the flexibility to determine when they want to be open for attack. This allows more casual groups to make sure they have enough players on-line to be open for production and therefore to be able to compete better.
We are allowing production to go directly towards personal rewards so most agencies who currently feel like there is no reason to play in AvA (since they are not going to win the zone) will now have a reason to participate.
Character levels and specializations:
Leveling from 30-50 will now have a lot more meaning.
At level 30+ players will be able to choose a specialization path for the character. Each class has two specializations (that match the current Skill Trees)
You can only choose one specialization which allows you additional skill points in the specialization tree and allows you to use new weapons/devices that are being introduced.
If you want to specialize in both areas and change between them frequently you will need to create and level up another character for that class.
New weapons/Device:
For each class specialization new weapons and devices are being introduced. We are trying for at least one weapon/device per slot type per class
Some examples: The Laser Sniper Rifle, The Barrage Grenade Launcher, The Claw,The Perfect Rifle, The Beacon Tracker, The Impact Hammer, The Multi-Heal Gun, The Oathbreaker Boost. There are over 50 that we are currently evaluating for introduction.
These weapons/devices will be earned in a special way using Conquest Tokens
These weapons have a minimum player level requirement ranging from 30-50
Store openings:
More stores will be open.
The Jetpack store will have two new jetpacks available that are purchased using Conquest Tokens
UI
A new hightech UI is being introduced although not all screens may be changed to it in time for the 1.3 release.
Conquest and Mercenary Tokens:
Conquest Tokens are earned by playing/winning different parts of the game with a maximum tokens that can be earned each day. (Subscribers will get them faster since they will be able to participate in more parts of the game, but everyone can earn enough over time to get the various rewards)
Mercenary Tokens are earned by playing/winning various matches with a maximum tokens that can be earned each day. (All players earn these at the same rate)
Rewards, Loot and Crafting:
We plan on having full Armor drops as loot in PvE missions which are character bound when you get them (both Co-Op and Open Zones)
We also plan on allowing Armor crafters create upgrade kits to these Armor drops to improve their stats.
Weapon upgrades will be replaced with Upgrade Kits that allow players to improve the stat on the actual weapons (instead of overall stats)
Weapons will also drop as loot in PvE with improved stats over current weapons (which can be then upgraded with Weapon Upgrade kits from crafters)
Weapons and Armor can also be purchased with Conquest Tokens and Mercenary Tokens.
Open Zone (Warzones)
We are currently testing these zone which are large open spaces that players will join to do various missions. For the 1.3 release we plan on having open PvE zone with several different mission types as well as a PvPvE zone with several mission types and a zone win condition.
We are currently rewriting some of the Unreal 3 server to allow more players to interact in the zone. We don’t know what the final number will look like yet but we hope for a minimum of 30 players in a PvE zone and 50 in a PvP zone.
Weapons & Armor:
The weapons and armor system has been significantly overhauled and looks promising. The key changes are that weapons & armor will now drop as loot in PvE missions and will have different quality stats. (There is also ways to buy weapon and armor gear with tokens for those that will not have access to higher level PvE). Crafters will be able to create and sell upgrade kits to improve weapons and armor core stat.
As an example, you may defeat a high level boss that will drop an epic sniper rifle with additional bonuses on it (like extra range, more damage, faster projectile, etc..)
The overall balance will still be maintained so the difference between a max epic weapon and the base version is no better then the difference of players with Epic vs. Common now.
Open Zones:
After various testing on the open zones, the general conclusion is that they are best for serving two purposes:
Creating a more immersive world and allowing for solo play.
We are currently working on two Open Zones. The first is the a large area next to dome city, and the second is based in the commonwealth region.
Each Open Zone will have an NPC that helps to explain the purpose of the zone and how it fits in the game world, and at least one other NPC to given repeatable missions.
Players can do the missions solo, but also have the option to team up (xp and rewards get split), there are also some random Boss mobs that a team can try to beat for better loot.
The dome desert zone will be design for lower level players and the commonwealth for higher level players.
While in the Open Zones players can enter a Mission Q (like PvP, Co-op Pve, etc), at the end of an instance mission you will return back to the Open Zone you were in.
We are still testing how many players and NPCs will be in a single zone, the design goal is to make sure you get to see other players while running around while having enough enemies to fight.
PvE co-op missions (Special Ops):
A new 10 person dome defense mission was created. Players will be taken to one of 6 locations in the desert to protect a facility from waves of attacking NPCs.
Some new low/medium level co-op missions are being created to fit with the desert dome area while the current co-op mission against the commonwealth will only be offered at high/max/DA levels.
Warzones:
Warzones are the larger scale PvP battles.
We have done significant optimization to the Unreal server including making it multithreading and the first map we are working on should handle 64 players very well (32v32).
We will continue to test the limits of the server (and client) to see if we can have higher player counts with reasonable performance.
There is still a lot of design/implementation taking place (to make sure we don’t get zergs and keep things interesting)
New weapons/devices:
About 30 new weapons/device are currently being tested. These are alternatives to current weapons/device (not stronger/weaker but different)
Each class gets about 8 new weapons/devices. Here are some examples: Flame turret, Long range grenade launcher, high accuracy Rifles, laser (instant) sniper rifle, duel wield swords, combat jetpack, and lots more.
Most of the new weapons will require a minimum of level 30 to use and will be purchased with special tokens.
UI/Misc:
There is a new visual UI upgrade to many screens. (Looks cleaner and more high tech)
XP will be rewarded on kills (in PvE) and shows up in combat text
Reaching a new level has a special FX on the player to indicate that you leveled up
Working on DX10 support/AA
Lots of general optimizations
ein paar interessante infos:
The loot table are designed to give each player a weapon/armor drop at the end of a successful mission (both PvP and PvE).
We make sure that you get loot that's right for your class, but other then that it will be a random item and random stats (although all the stats will be valid for that item)
Different levels of PvE mission difficulties have the same drops, but very different drop rates. For example, low has 1% chance at epic, while high is 5% and DA is much higher at about 25% (not all finalized)
Weapons and Armor (which did not exist before) is bound. Crafting loot and mods (which replace upgrades) can still be bought/sold on the auction house.
We also plan to add additional crafting items in the future.
The total difference between the base weapon and an epic weapon with epic mods is a max of about 20% more damage (or other type of stats) for the same generation of weapon (we only have one generation out at this point but a next gen weapon will probably be about 7-10% better)
The current mats (which everyone should save up if you can) will be directly converted to the mats needed to create the new weapon/armor mods. There is no loss on those so save up on them and you can create as many mods as you want after the new update.
The issue with converting the current upgrades is that we don't have a 1 to 1 path to give players an equal item. If we had enough time we could probably exchange the current upgrades back to components but that requires a lot of dev work.
You can fly 'forward' with the new jetpack if you jump, start to drop a bit and then press the space bar again.
und noch was über die items:
# Common items unlock at the appropriate level for that weapon.
# Uncommon items unlock at the appropriate level for that weapon, and offer 1 randomly generated benefits ( [X] )
# Rare items unlock at the appropriate level for that weapon and offer 2 randomly generated benefits ( [XX] )
# Epic items unlock at level 30 and offer 3 randomly generated benefits ( [XXX] )
# At level 30 Mercenary tokens can be used to purchase Epic level items which are functionally the same as the base item and have their benefits ( [XXX] ) randomly generated at time of purchase.
# All items have the same amount of mods imprintable to them.
# The difference then between a common weapon and a epic weapon is only the ( [ XXX] ) benefits
von http://forums.steampowered.com/forums/showthread.php?t=1269430
In 1.3 Gear will be obtained from drops and from buying them, with credits or tokens, tokens giving higher quality gear. You can get drops from both pvp and pve. In pvp you can get all types of quality loot, in pve you have to play the harder types to get top quality.
Gear can have 1 random modifier that fits it (i.e. you wont have a Sniper rifle with +% healing) per quality. Uncommon(green) gets 1, rare(blue) gets 2, Epic(purple) gets 3.
Then you can apply a crafted mod, which also comes in 3 qualitys to a device/armor, I do not know if you can apply a higher quality mod to a lower quality base item if not.
DEVICES_________________Base Mod________Crafted Mod
[d]Damage_______________+4%_____________+3% to +9%
[h]Healing________________+4%_____________+3% to +9%
[p]Power cost_____________-5%_____________-2% to -6%
[c]Cooldown______________-2%_____________-2% to -6%
[v]Pet Health_____________+4%_____________+3% to +9%
[n]Deployable HP__________+4%_____________+3% to 9%
[r]Range*________________+5%/10%/20%
[q]Effective Range_________+10%
[t]Duration**______________+5%/+10%
[x]AoE radius***___________+5%/10%
[s]Shields(assault)_________+4%
[m]Moral Requirement_______-1%
ARMORS__________________Base Mod________Crafted Mod
[r]Ranged Resist____________+.5%___________+.5% to +1.5%
[b]AoE Resist______________+.5%____________+.5% to +1.5%
[m]Melee Resist____________+.5%____________+.5% to +1.5%
[n]Health bonus____________+.5%____________+.5% to +1.5%
*Ranged slot seems to get 20%, Specialty seems to get 10%, turrets get 5%
** I saw regeneration only got 5% per [t], possibly applys to all HoTs
*** AoE radius seems to be 10% on offensive AoEs, 5% on defensive/buff AoE(medic waves/grenade, robotic stations)
So for example, you might get a Epic Ballista Sniper rifle [rpq] then you can put a epic damage mod on it, and it would have +20% range, -5% power cost, +10% effective range, and +9% damage.
OR you could find one that had [ddd] then put a ranged damage mod on it for +21% damage total, which is what you could have had max before this change on current live version with all 7 epic weapon upgrades.
Hope this helps at least one person :D
also i don't know how to make a better table, so i did what i could.
Crafted mods have more letters per quality, a green damage mod is [d], a blue damage mod is [dd] a purple one is [ddd].
Update zu AVA
http://forum.globalagendagame.com/phpbb/viewtopic.php?f=207&t=19172
Elements of the below may change prior to release. And some of the functionality below is not yet ready to be tested during this weekend's test. But the below represents the current patch notes for AvA in the Version 1.3(A) release.
Alliance vs Alliance
• There will now be a single AvA Zone for the entire game world. This zone will be open 23 hours a day, starting from 10:00 GMT, 06:00 US Eastern Daylight, 03:00 US Pacific Daylight. All previous zones will be closed.
• Each AvA season will last a fixed number of days (initially 27 days, with one open day before the next season begins). A new season will open every 4 weeks (the season length may be tweaked over time).
• When a zone opens, new hexes will become available to bid on a random basis throughout the first day that the Zone opens. THis mechanism is to prevent the map immediately being taken by those that are able to bid right when the Zone opens.
• At the end of each AvA season, the Zone is reset. All AvA resources gained the game are forfeited. Winners are recorded in a Hall of Fame, plus given Achievements and other in-game rewards.
• Hexes continue to hold facilities (of different ranks and types), which produce resources for your agency whenever your agency is open for production. Any time your Agency is open for production, your hexes are vulnerable to attack.
• Agencies can open for production at anytime during the day for a minimum of one hour and a maximum of 4 hours at a time. To open production for your Agency, hit the OPEN TERRITORIES button on the AvA Control Map (Hotkey "Y"). In order to open a zone for production, you must have the "Allow Facility Management" permission within your Agency.
• Once production closes during a day you cannot re-open for production until the next day. A day starts when the Zone opens (10:00 GMT). Agencies can keep their territory open for production a maximum of 16 hours per week.
• Agencies may still attack when not open for production. Any hexes acquired through attack will be open for attack for one hour following your victory, regardless of your Agency's open time.
• Agencies must open for production at least once every 72 hours. They will automatically be opened (for one hour) in order to meet this requirement if necessary. The Agency status screen displays the next auto-open time.
• Each AvA item that can be produced will be assigned a certain "point value", based on the effort it takes to produce that item. The winner of a season will be the agency that holds the most total "points" (i.e., has produced and held onto the most stuff) at the end of the season. If an AvA item is destroyed, those points are removed -- so you must make tactical choices between the value that an item gives you in combat and the value it gives you toward the points goal.
• AvA items cannot move between agencies. If you leave an agency, any AvA item in your inventory will be automatically returned to your agency. AvA items cannot be sold on the Auction House or mailed to other players.
• The current system for Agency taxation will be eliminated. Instead, all agencies with greater than eight players in them will earn a 10% bonus on any earnings of their members. So, if you are member of an agency with at least 8 players, and you earn 1,000 credits on a mission, your agency will also earn a 100 credit bonus for your efforts (total credits of 1,100 given for the mission).
• Agencies will be capped at 150 players.
• Once you join an Agency, you cannot join another for 72 hours.
• Agencies can configure their Home Region on their Agency Management screen (Europe, North America, Pac-Rim). All territories that you own will launch off of servers in your base region. (So if you attack an Agency whose base region is Europe, then the mission will run from European servers, regardless of your Agency's Home Region).
• All players in an Agency get up to 4 Conquest tokens per day for AvA participation: One for each hex held at the closing of their production sessions, and only on days the agency is open for production. You must have a Command Center (i.e, HQ) to earn the tokens.
• Agencies can no longer protect their allies with defensive facilities.
• To receive the adjacency bonus for having territory connected to your Command Center (i.e., HQ), your Agency must own all of the connected territory (connected territory owned by your Alliance no longer counts).
• Bases have been removed, but may return in the future with a different type of gameplay and rewards.
• Two new AvA maps have been added for Theft missions on Labs and Factories (2-point Breach/Payload combo maps).
• All AvA taxes are removed (no taxes on number of players or number of hexes owned). The only credit cost associated with AvA is bidding.
http://forum.globalagendagame.com/phpbb/viewtopic.php?f=139&t=19099&p=258482#p258482
The timeframe for release 1.3A would be about two weeks from now unless there are major AvA issues. (It's hard to test AvA without releasing it since we need a lot of players active at once)
Obviously we plan to clean up bugs along the way.
Ich find diese News sehr interessant, Epic craften lohnt sich noch und STAHL existiert nach 1.3 nicht mehr:
Individual conversions
1) Weapons: all existing weapons will be deleted and each character will be given only the basic weapons for his/her class and level. In addition, 1,000 credits per level will be provided to the account in order to purchase additional weapons from a vendor.
2) Upgrades in player inventory will be converted back into their base components. In addition, players will be awarded Mercenary tokens for each upgrade (up to enforced max of 800) on the following scale:
· Uncommon: 10 per upgrade
· Rare: 20 per upgrade
· Epics: 30 per upgrade
3) Upgrades in agency inventory will be converted back into their base components. No award of Mercenary tokens (so agencies are encouraged to distribute upgrades in inventory to their players strategically).
4) Blueprints: all blueprints will be deleted and replaced with credits, as follows:
· Common/Uncommon -- 2,000 CR
· Rare -- 10,000 CR
· Epic -- 20,000 CR
5) For players with XP above the Level Cap: XP will be converted to credits at a 1:3 ratio.
6) Components, Crafting skills, XP, Level, Credits: no change
AvA Conversions
1) Agencies with more than 150 members will be converted unchanged but will be unable to add members until they thin their ranks to less than 150. If ranks are not thinned quickly, Hi-rez will follow up with individual agencies for resolution.
2) Any Alliances with more than 150 members will be disbanded.
3) Work in progress (production) will be deleted
4) AvA Items (Beacons, Turetts, Vandals, Facilities, etc) will be removed from both Player and Agency inventory and converted to credits based on a matrix.
Das heißt also:
- nochmal craften um die 800 Tokens voll zu machen
- STAHL wird aufgelöst, da > 150 Mitglieder
- Falls jemand nicht auf 800 Tokens kommt, könnte die Agency für ihn craften, patch 1.3 kommt, die komponenten werden ins agency inv zurückgelegt, aber der spieler hat die tokens,
- wer epic BP´s günstig unter 20.000 ankauft kann sie nach dem patch mit gewinn verkaufen
WENN alles so bleibt wie sie es planen.
Quelle vom Post von Eneky:
http://forum.globalagendagame.com/phpbb/viewtopic.php?f=207&t=19293
Plus noch ein paar andere infos:
The token caps are on an account basis. Remember, though, that you'll receive components for all your upgrades, allowing you to get high-level mods across all your characters if you have high-level upgrades against them all today.
Additional items added to the AvA design for Phase 1:
+ Hexes may no longer be transferred between Agencies.
+ Any time a hex transfers ownership, the facility on that hex is destroyed.
+ All members of your Strikeforce must now been within your Alliance.
Also vor 1.3 sollten die Agencies mal ordentlich aufräumen, damit wir unter der 150 Mitglieder-Marke bleiben.
Also vor 1.3 sollten die Agencies mal ordentlich aufräumen, damit wir unter der 150 Mitglieder-Marke bleiben.
https://account.globalagendagame.com/GAregister/stats/agencyprofile.aspx?a=19355
Also vor 1.3 sollten die Agencies mal ordentlich aufräumen, damit wir unter der 150 Mitglieder-Marke bleiben.
(das mit dem 150 ist - mindestens temporär - wieder vom tisch)
THe following three items have been **REMOVED** from the AvA Design:
• Hexes may no longer be transferred between Agencies.
• All members of your Strikeforce must now been within your Alliance.
• Alliances will also have a cap of 150 players, meaning that you can have one Agency with 150 players, or, for example, three agencies in an alliance, each with 50 players. If the 150-player cap is met on an Alliance, the Alliance will be automatically disbanded.
This means:
1) Hexes can be xferred (as you can today)
2) Your strikeforce can contain non-alliance members
3) No cap on Alliance size. Continued cap on Agency size of 150.
http://forum.globalagendagame.com/phpbb/viewtopic.php?f=207&t=19315&p=263614#p263614
Here is some feedback on the thread and what we already have planned:
Itemization:
* Vendors will sell weapons/armor with fixed stats (although these stats may not be visible until you purchase them due to implementation time, but they will always be the same)
Matchmaker:
* Several adjustments have been made. Matchmaker will not force a 50/50% but it will setup a match to be as fair as possible between the two sides.
* The matchmade Qs are being split to 10-29 and 30+ for more fair sides
* An option will be put to only enter a match with no teams
AvA:
* We are increasing the number of winners to the top 10 agencies. (top agency will get one reward and the other 9 will get a different reward). The rewards are all cosmetic for now.
Loot/Rewards:
* Different PvE mission levels are available. Solo and Team co-op are separated.
* New higher difficulty (and lower) have been created for both solo and co-op
* Rewards are adjusted for the number of players in the mission (less players higher chances for better rewards)
Post 1.3A, hopefully 1.3B
Openzone with quests which should help new players learn about the global agenda and the world they are engaged in.
Warzones for larger battles
Tournaments for structured teamplay
New PvE missions
Economy:
* More components for crafting and more items to craft are in the plans
* Salvage of unneeded weapon/armor for high end components for crafting
* Crafted Consumable items that can be bought/sold
Itemization:
* In the future we will allow for other fixed stats weapons/armor. Probably with crafting and some special drops.
Agency Leveling (virtual HQs)
* A variety of system are being put in place to allow for agencies to level up using all the various game play modes available in GA. More on that latter.
Und hier noch das konsolidierte ganze:
http://hi-rez.custhelp.com/app/answers/detail/a_id/192
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