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[14.2] Enfin sur le serveur de test ...

Par THEKKEHT le 30/4/2002 à 17:45:28 (#1376078)

Preliminary Build Notes v14.2
IP Reallocation Implemented:

IP Re-Allocation. (IPR)

IPR will now become an active part of the game. You will get IP Re-Allocation points each time you raise a title level. These points will be there until you use them, and will be visible in the same GUI as your regular IP points. These can be used to reset a skill, (point and click) and get the IP back. You can select whichever skill or ability you like - except Map-Navigation.

You cannot wear anything - no implants, no armour, no NCUs - nothing - when you use the IPR.

The system will be backwards compatible, in the sense that if you are level 200 you will get ALL points from all previous title levels.

Here's how it is calculated:

Level 1 - 1 IPR
Level 15 - 2 IPR
Level 50 - 2 IPR
Level 100 - 3 IPR
Level 150 - 3 IPR
Level 190 - 4 IPR


One time Total IP Reset Offer: The original design was to give each player 90 ip reset points to spend, but we have decided to do this differently. Instead you will be able to reset all your skills one time, by hitting accept in a pop up window. We chose this way of doing it to prevent confusion, and to make the system more secure. Here's how it works: A question to activate this functionality will interrupt the normal IP Reset progress the first time around. A pop-up box will explain to you exactly what this offer contains. It is important to understand the following: When prompted for a complete IP reset, you will get two options: 1. "YES" If you select this option, a new pop-up window will ask you whether you are certain. If you are, all skills and abilities except Map Navigation will be reset to their minimum! You can only do this once! The IP reclaimed are added to the IP pool. If you're not certain, you can choose to get the same question the next time you try to use the normal IP reset system. This is basically an "Ask me again later" option. 2. "NO" By pressing this you will never be prompted again, and you forfeit this option forever. Note: All requirements for the normal IP Reset system applies - un-equipping items etc. You will retain all your current IP Reset points if you use this option. This offer stands only in the period between 14.2 and the launch of 14.4!!

Over-Equipping:

All weapons more than 20% over-equipped will have DamageBonus, DamageMin and DamageMax reduced with 25%. (DamageMax is the base maximum damage of your weapon. DamageMin is the base minimum damage of your weapon.) The definition of over-equipped (OE) is: using a weapon if any one of the user's skills/abilities isn't within 20% of what the weapon requires. The formula is: OE = 100 - (Your Buffed Skill or Ability / Requirement in Same Skill) x 100. If this formula yields 20 or higher, your weapon is over-equipped. All armour more than 20% over-equipped, will be reduced in protective ability by 25%. The formula and definition are the same. All pets being commanded by someone with 20% less than the requirements to make the pet, will have their pets go into "/pet behind" mode after their current battle. (Or at once if in no battle.) Pets will refuse to obey commands until the skills are back up. The major point here is that pets will complete their battle before refusing to obey further commands. All armour, weapons or pets will regain their formal status once the requirements are met again. This means that if you have a Meta-Physicist and/or a Trader in your team, you will be just as powerful as before.

New player changes:

Many people find the first levels and hours on Rubi-Ka difficult. This has never been the intention, thus we have reduced the penalty for dying in the very beginning. These are the new changes:

No loss of XP from death until lvl 30

No Resurrection Shock until lvl 25

No loss of items until lvl 15

The start-up First Aid and Treatment kits have had their charges drastically increased. They will now have 300 charges, so healing should be plentiful in the beginning.

Profession Changes:

The Agent now has the ability to swap sides without losing tokens. This is done using an "undercover" kit. Note: Although you keep your tokens (and can even swap to neutral!) you cannot keep wearing your Merit Board. You can put it back on when swapping back. There is also a skill lock on the swap, just as with the normal side change application forms.

Agents are now able to learn and use all the agent-specific nano programs (except for the False/Assume/Mimic profession line) when in a false profession. Essentially you can now execute nanos from two professions - the Agent nanos and the ones from the false profession.

Agents: added two new lines of self-only critical hit increase buffs - Concentration and Sureshot. Check out the boss monsters in team missions, they might be carrying one.

The Agent is no longer able to execute the higher-level Meta-Physicist pet summoning nanos. For the combat pet, the Enmity and Demon lines are no longer executable. For the healing pet, the last 4 pets are no longer executable (The Vivificator, Altumus, Curatem the Grand and Belamorte). The agent can still summon the other combat and healing Meta-Physicist pets.

Agents: added a second line of damage buffs (these are self-only) - the Executioner line of nanos. These stack with the Agent's existing damage buff line. Check out the boss monsters in team missions, they might be carrying one.

Agents: added some Team Concealment buffs - they do not stack with the existing Agent Concealment buffs, but have a lower NCU cost (so they won't override Ruse 1 until they provide a higher Concealment benefit). Check out the boss monsters in team missions, they might be carrying one.

Martial Artist: There has been a change to the existing MA critical increase buff line. These are now self-only and can only be executed by Martial Artists (not Agents under false profession). Three new MA critical increase buffs have been added that can be executed on others, but are less powerful than the existing buffs (this new line does not stack with the older versions).

Item Changes:

Introduced "The Repressor". This is an item usable by Agents only. Targeting a monster, and using this item will reduce the monster’s "hate" towards you. The item does not make the monster stop fighting you if you are alone, but it will increase the chance that it will switch to other targets when in a team.

The Ritual Krys Knife is now no-drop.

Changed the description on the "Clan Merits - Blossoms of Summer".

Grid armour has been increased in duration. It now times out after 6 hours, not 2 hours.

Grid armour: It now provides the Fixer with an innate resistance to root and snare de-buffs. It increases the NCU, nano AC, damage and maximum health of the Fixer, and the amount of AC provided by the Grid Armour was also increased.

Fixed the "65555 Appetizer Glasses" - bug. This item appeared as loot in team missions from time to time.

In a general effort to not have increased critical chances the only way to success, the Flurry of blows has been changed. Its Critical Increase effect has been reduced with 5 seconds. To compensate for this, we have increased the effect of the high level bonus to AggDef. Do remember though, that a high AggDef is a double-edged sword.

Weapons that can be dual-wielded with Martial Arts will now show the required Martial Arts skill, like the other multi-wield requirements. A weapon that does not show a Martial Arts multi-wield requirement cannot be dual-wielded with Martial Arts attacks.

Fixed the description of the Face Graft nanos - they don't do damage so they shouldn't say they do damage. Advanced Face Graft is now faster to execute and is cheaper in nano points to execute than Face Graft.

"Da Taunter" now has the correct range limit (shorter than before), and the damage has been reduced somewhat. This was done to prevent an exploit.

We have changed the Biomech Armour. Earlier its First Aid and Treatment bonuses would only take effect if you were a Doctor. From now on all professions will get this bonus. The Armour Class on the Biomech Cloak has been increased somewhat, and we have fixed a bug so it will keep its shape after changing playfield.

We have introduced hologram items for use by Agents. If they can find any... Agents have also got a new unit of clothing fit for the profession.

Fixed the Assault-Class Tank Armour. It now generates the Absorb Shield nano correctly.

The Fixer's Grid Armour incorrectly had no normal wear requirements. This has been fixed. The wear requirements for the armour are now the same as the summoning requirements.

You may now be lucky enough to pick up new back items that give bonuses like an Armour Cloak, but without giving you a cloak look. Hopefully people who don't want to wear cloaks, but instead display the armour normally hidden underneath will appreciate these.

A whole lot of unique items have been added to drop from the Team Mission bosses only.

New version of Low Light Targeting Scope has been made. This has no night-vision effect, and a lower critical increase buff. The old one will no longer drop, but will stay in the game. Treasure the ones already there...

Updated Battle Suits and Tank Armour. The Battle Suits and Tank Armour had several flaws, which are now fixed. We have drastically reduced the additional cost on executing nano formulas when using the Tank Armour and the Battle Suits. This scales down with level so that high-level ones cost less. Also we have reduced the price on these items so that people can, hopefully, afford them.

Fixed a problem with the Customised IMI Desert Reet 1000 pistol. It should now perform the Flashpoint Burn effect correctly (there is a random chance of it happening with each attack).

Fixed three pieces of DeCranum's Armour (MK II Pants and Gloves and the MK I Helmet) - they all now correctly modify Energy AC.

We have removed the UNIQUE property of all Martial Arts special attacks. You can now carry as many as you like of each type.

All ammunition has been increased to have 100 charges. First Aid kits and Simple Nano Kits have been increased to have 25 charges. The price of these items has not changed. This will not affect any ammunition or kits you currently own, only new ones.

Nano Changes:

Fixed the description on the Total Focus nano. It now specifies the correct evasion penalty.

Moved the nano program Nano Shutdown from the same stacking line as Notum Rejection, as that was incorrect.

Fixed a spelling mistake in the Fists of Fire nano crystal.

Enforcer: The Rage line now correctly removes Combat buffs on you when executed. However, when the PvP 50% damage rule was introduced, that lowered the damage inflicted by the Rage nanos. That has now been fixed, so that you will take the correct amount of damage when using these nanos.

Doctor: Epsilon Purge has been changed, and now dispels running nanos. However, this is marked as a hostile nano because it doesn't differentiate between buffs and de-buffs, so you can only execute it on yourself or on enemies, not on friends. It will remove up to 5 nanos in each school (5 combat buffs, 5 PSI buffs, etc) on the target, but only work on buffs that have an NCU cost of less than 35 NCUs. The execution time of this nano has been increased.

Pet Changes:

When using the "/pet report" command you will now get information about the nano and NCU status of the pet.

Pets will stop responding to commands and enter "/pet behind" state if one or more of the skills the master needed to create the pet goes below 20% of the pet creation requirement. If the pet is busy fighting/healing it will finish its current target before going to this state, unless you give him a new command, in which case it will go to "/pet behind" immediately. This does not affect /pet terminate/free/chat/report/rename.

Heal pets will no longer react to attack commands. Doing this could cause it to stop healing.

Playfield Changes:

The zoning between Clondyke and Andromeda is now more accurate. The trade-off is that you won't be able to zone where you previously could. You can now only zone to Clondyke from the southwestern part of Andromeda, which was the original intention.

Facing the wrong way after some southbound zone crossings should be fixed now.

Moved some trees that were hanging in the air in Broken Shores.

Moved a ground plant that was hanging in the air in Wartorn Walley.

Newland: Added Mission booths and Save booths.

Added a shop in Perpetual Wastelands.

Warning: A number of NPCs have been made unkillable (such as Stanley Adams, etc). They are not meant to be a source of XP.

Updated path finding in Biomere dungeon

Tir, 20K and Newland city: Moved and added mission booths and saving booths to spread out the population more.

Tir: Added a bridge, moved a house and removed some walls to ease transportation through the city.

The Whompa net has been reworked to ease transportation throughout Rubi-Ka. This will be done in three steps. The first part of the new Whompa system has been implemented in this patch. The next two steps will be released in coming patches.

General Changes:

Invisibility is now implemented for player-to-player interaction. This means you can hide from another player, and he will have to hit "?" (Search) button to see you. When you hide, your Concealment skill is used against Perception. (With 75% chance of being hidden if the skill level is equal). When someone is hidden and you search for him or her, you use perception as the attacking skill. (Thus having 75% chance of finding the opponent.) Also, we have found a bug in the Concealment code that we have fixed, increasing the chance of you being hidden from green mobs. The search code is changed when looking for hidden characters. You have a base radius of 5-meters which increases to a 40-meter radius (or all visible characters with 100% char view distance) when you get 1000 in perception.

Increased the XP you get from picking locks.

F9 is now stripped for some debug info. Now only information that is useful to the player will be displayed. You can use "shift+F9" to get all the "old" information.

We now show a progress bar when AO is closing down. We have added this because on some computers the de-allocation of memory can take a very long time and if the player restarts AO while this is happening, the new game might not have enough resources to run properly.

Made some changes to post mission cleanup. Reason for this change is to decrease load on servers. Side effects: - You will no longer be able to delete the mission by deleting all mission keys. You can still delete the mission by using the right mouse button on mission icons and then select the delete mission option.

Implemented improved feedback in character creation when you try to choose a name that has been taken, or is illegal.

Fixed a bug that sometimes caused players to face the wrong way after zoning.

You will now have to remove implants before inserting a new implant in the same slot.

Organisation Changes

Organisation members will now pay due tax when logging out before tax collection time ( every 2 hrs playing time ).

If a member leaves the organisation in debt, the remaining members pay the owed credits to the organisation.

If a member cannot pay tax, there is a warning period of 30 mins before the member is suspended.

The /org kick (name) command can now remove the character from an organisation even if (name) is an inactive character.

Team Mission Changes

When requesting team missions, the other team members can now be in other playfields. All the mission receivers can update other team members with a copy of the mission and key later, using the mission action menu (the "right-click on mission" menu).

The size of the team dungeons has been reduced. This is so that a team mission won't take as long to finish.

Boss monsters in team missions will now be more visually distinct. They will be larger and have a glow. There are a number of different boss types, each with a different glow.

Boss monsters in team missions will now give more experience.

Tweaked the power curve of the team mission boss monsters. They aren't so difficult at lower levels anymore.

Trade Skill Changes

Nano circuitry wire is put into one of the trade skill shops.

Chat Changes:

Added a few commands to make chatting easier:

"/o" to send a message to your organisation.

"/g" will send a message to your team.

"/v" will send a vicinity message. ("/(space)" will also do this)

mouais

Par Lapetitebebe le 30/4/2002 à 17:53:54 (#1376141)

genre ceux qui viennent de passer un title level supplementaire sont un petit peu venere koi .... et qui ont genre 50 lvl supplementaire a passer....mmmmhh super je cache ma joie lolol

bon a part ca si j'ai bien compris (mais pas tout lu lol) si on dit non une fois c non pour toujours sauf si on dit peut etre plus tard koi.....

bon eclairez moi j'ai po eu le temps de lire je dois rentrer chez moi arf :D :D

et vive les vacances d'un jour ;)

Par Enigm le 30/4/2002 à 18:00:03 (#1376185)

non car l'effet est rectroactif

tu recois tous les ipr de tes precedent titres

Par THEKKEHT le 30/4/2002 à 18:07:07 (#1376227)

L'ipr:

Un autres sytème que celui précédement annoncer va etre implanter. QUand tu va vouloi reset tes skill, une fenêtre va te demander si tu veut reset toutes tes skill, tu peut dire oui et ca reset tt, tu peut dire non ou c'est fini, ou faire reposer la question al prochaine fois que tu utilise l'ipr.
A noter que on ne peut reset toutes les skill que dasn le patche 14.2, au patche 14.4 cela sera fini.

Par Stixxy le 30/4/2002 à 18:52:53 (#1376520)

A mon avis, cela va être testé durant 2 à 3 semaines...

Par-contre pour l'IPR, je préférais l'ancienne méthode...mais c'est vrai que là, c'est plus sécurisé, on les comprend, ils veulent éviter des exploits avec les ip..

Par THEKKEHT le 30/4/2002 à 19:01:59 (#1376573)

Provient du message de Stixxy :
A mon avis, cela va être testé durant 2 à 3 semaines...

Par-contre pour l'IPR, je préférais l'ancienne méthode...mais c'est vrai que là, c'est plus sécurisé, on les comprend, ils veulent éviter des exploits avec les ip..


J'ai lu sur le ofrums test que le patche est sortie prématurément pour avoir l'avis des joueurs sur l'oe et sur l'ipr, donc 3 semaines semble un mini.

Par Wiseman le 30/4/2002 à 19:40:32 (#1376790)

Quand je lance AO test server, j'ai le message d'erreur suivant, que je n'avait pas avant:

Error connecting to server:
The dimensionfiles does not correctly reflect the server-version. Please contact Support@funcom.com so they can fix the error.

Quelqu'un d'autre a déjà eu ce problème? Y'a un truc à essayer avant de leur envoyer un mail?

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