Update 56 Discussion
86 posts · 2007-11-14 15:50:54 to 2007-12-25 21:09:21
Edit: Sitting effect now penalizes all defense types. FINALLY!!!
First! Always wanted to say that :>Spam! lulz
Anyway patch notes..yeah nothing too exciting but we knew that from discussions before.
I like the double buffs on the event shirts and stuff..more reason to where the Verdigris now.
"A new option has been added to the Options window on the Game tab. The new option is Scripted Bullet Time Camera. This option controls whether or not your camera goes through the scripted bullet time behavior when a bullet time animation plays or stays where you have placed it (distance or position relative to the player's model.)"
Sounds pretty neat.
Should be a good little patch...looking forward to the cinematic.!

Fixed exile animations!!! I've been waiting forever! Thank you! Already have the BT camera disabled in my useropts, but its a nice addition. I like the sound of the changes to the viral fx, as well as sitting. Doubling the levelscaling rewards is great.
But those archive missions... I can't wait to get my Suit! The katana looks pretty neat too, but I'm going to wait on that and the zion/merv rewards untill the interlock fix.
Fixed exile animations!!! I've been waiting forever! Thank you! Already have the BT camera disabled in my useropts, but its a nice addition. I like the sound of the changes to the viral fx, as well as sitting. Doubling the levelscaling rewards is great.
But those archive missions... I can't wait to get my Suit! The katana looks pretty neat too, but I'm going to wait on that and the zion/merv rewards untill the interlock fix.
LOL...Which one....?! *reaches into hat...take your pick!!
Overall a nice mid holiday patch!!
I'm definitely looking forward to the hotfix for this, hopefully it all gets through okay. I'm especially hoping the ending move where the guy spins like a top by himself has been fixed, cuz I see that a lot.
LOL...Which one....?! *reaches into hat...take your pick!!
Scheduled for December 6th. Rarebit's redoing/adding bullet time to all finishing and special moves. Fixing a bunch of other animations too, appearantly.
Dr5mith wrote:I think he meant which one of the animation fixes
LOL...Which one....?! *reaches into hat...take your pick!!
Scheduled for December 6th. Rarebit's redoing/adding bullet time to all finishing and special moves. Fixing a bunch of other animations too, appearantly.
- Mission archive chapter reward FX items now have a System chat panel activation message.
Why? The last thing we need is more potential for System spam. I want pointless messages removed, like for /mimeelbow.
Anyway, everything else looks groovy.
Nothing particularly noteworthy, though I'm looking forward to using the improved Interlock options once the bullet time's fixed. Bah, and you fix the annoying viral deflection shield just as I stop using hacker/coder trees. 
...
- Mission archive chapter reward FX items now have a System chat panel activation message.
Why? The last thing we need is more potential for System spam. I want pointless messages removed, like for /mimeelbow.
Does that not mean just your system chat?
A nifty Update, been working on my Noble Coat since.... this morning... o.O But looking forward to it 
Er, not that I condone lovin' a Lupine. Despite... wait... okay, I do condone.
Uh... hooray Lupine animation fixes.
*bows out of the thread rapidly*
- Ability interlock accuracy bonuses are now shown. These are the base values added to a player's total and are not reflected in the player's bonus panel. These values are influenced.
I'm interested in seeing this. Is this supposed to be like in the first combat system?
Procurator wrote:H'mm, that may be true. Not so bad then, but still useless....
- Mission archive chapter reward FX items now have a System chat panel activation message.
Why? The last thing we need is more potential for System spam. I want pointless messages removed, like for /mimeelbow.
Does that not mean just your system chat?
Glad to see that one finally getting fixed, it was always a problem to counter during tournaments when a team was facing a UM and knife thrower. This fix was long overdue.
"Fixed an outdated reference to the truce in Zion's "seduction" graduation mission, "Meet with Niobe." (Thanks Othinn1.)"
*sighs* It just means I have to find a way to go through the mission again. -_-
And I doubt I'll ever be able to replay all the Zion graduation missions anytime soon. Unless the QA server reopens. Then I'll just /copychar Othinn over to there and redo them.

Using the actual game background while suppling animated characters. Kinda gives back some of the feeling that it was an old style cinematic.
Punch Reversal Catch Slam and Maki-Otoshi have the highest MA acc bonus available for normal abilities (20). HAHAHA, I so totally knew it.
Also, there are some issues with the boni information:
- Some information is placed inpropriately on NON-Interlock abilities. Such abilities obviously have no IL acc boni, or do they? If they have a general combat bonus, it should be named as such.
- Some combat abilities have no such information whatsoever, does that mean they have a bonus of 0?
Also:
Minimal amount I found: -56 pts of IL acc boni for Code Infection 4.0
Maximum amount: +100 Canny Strike
Omg, that's soooo gonna be interesting on what people will use from now on. I'm gonna see spies only retreat with canny strike from now on, haha. Dunno, but that whole thing is so kinda funny XD
If nothing is listed the bonus is indeed 0.
- Ability interlock accuracy bonuses are now shown. These are the base values added to a player's total and are not reflected in the player's bonus panel. These values are influenced.
- Replaced the non-Agenty "you're" contraction from the border Agent shout "You're not authorized in this area" with "you are."
- Escape Moves now use Withdraw Tactics and fail while enraged.
- Find Weakness no longer stacks with Upgrade Master.
I'm not sure about this first one, it seems to be a tiny step below showing visual roll values again. The intricacies of interlock combat will have been removed because of this alteration. Now we know with no equivocation, which abilities have a better chance of hitting, it'll just be CR2's version of 'the first to hit Sidekick combo wins'. Really not a fan of this, thus far.
I expect the MKT-whining to commence at any second. The use of withdraw tactics is an unexpected but welcome manner in which to level the playing field a little more. The Find Weakness stack was a given, but fantastic to see implemented regardless.
The "You're" contraction has always bugged me, another small but most welcome mercy.
CR1 all over.
Secondly, if the inherent bonuses are influences, does a negative bonus get made even worse by your influences, or is it lessened by them.
So let's say you have 50pts ballistic accuracy from the Handgun style, and another 20pts ballistic accuracy from the Duelist buff. You also have a ballistic accuracy influence from Focus, clothing and whatever of 50%. Your natural ballistic accuracy is (50+20) * 150% = 105pts.
The accuracy bonus from the abilities is added before the influence. So if, in Interlock, an ability has a 'bonus' of -10pts, your ballistic accuracy when using that ability is (50+20-10) * 150% = 90pts.
In other words: yes, a negative bonus gets worse.
The Interlock Accuracy Boost listed on abilities is base points added when the abilities is used.
Per the patch note these values also get influenced.
If nothing is listed the bonus is indeed 0.
I think you should add that still, though. Also, why are there IL bonus acc pts to NON-IL abilities?
Roukan wrote:
Yeah that change definately ruins combat for me. Now everyone will be doing the exact same moves over and over and over and over.Nope, it won't change THAT much (at least with guns and MA), because of a simple reason: People have already used these abilities as they are descripted. Knowing that an ability of another tree has better accuracy than this one doesn't change much, especially with guns and MA. Why? Because the accuracy is still calculated with the assigned stance. Kungfu still has the highest acc base, knowing that it's abilities has the lowest acc doesn't change a thing. If you use a karate ab, you'll still have karate style acc base. Nothing changes at least in these two branches.
CR1 all over.
Spy, well, spies abilities don't have such a significant bonus, except for some abilities like Punt and Reverse Bulldog, which have +80. Frankensteiner in contrast, has +0. Also, I'll see more people use Canny Strike for it's +100 acc (which easily goes up to 150+ acc bonus with the influence).
As for Hackers, it's shocking to know just HOW much they get debuffed in interlock. It's a shocking debuff up to -57 pts (+80 with influences). Hackers will be much more aware of these in IL from now on.
oh and Lupine are still using Silver Bullets >_>
hey what gives the exile animations are still somewhat broken when using aikido grab!
oh and Lupine are still using Silver Bullets >_>
Tisphone (The Kedemoth boss) has been doing the Lupine Pounce on me, even then she just stood up straight as it happened.
Does this mean that, for example, the -28 to acc for stun 1.0 will be made worse by your influence %? ie it goes from -28 to -42 if you have +50% influence?The Interlock Accuracy Boost listed on abilities is base points added when the abilities is used.
Per the patch note these values also get influenced.
9mmfu wrote:Does this mean that, for example, the -28 to acc for stun 1.0 will be made worse by your influence %? ie it goes from -28 to -42 if you have +50% influence?The Interlock Accuracy Boost listed on abilities is base points added when the abilities is used.
Per the patch note these values also get influenced.
Yup, that means that at worst case, you'll get up to -90+ acc debuff from e.g. Code Infection 4.0. That's just shocking.
The question is, do they get influenced before or after they are applied to the base? Because that makes a large difference.
(x + y) * z = x*z + y*z
Mhmm....but we have some new bugs sneaking in at the back door. Aynways, updates are always good!
Eh? It doesn't make a jot of difference. The base is influenced as well. Either the base and the bonus are influenced then added together, or they're added together then influenced. It doesn't matter.
(x + y) * z = x*z + y*z
Well, that's not what I meant. If they get influenced, THEN added to the base points and the AGAIN the base (with the bonus added) gets influenced, it DOES matter. All boni are added together in the end, the question still is, when are they influenced and when are they added?
I would like to see a patch that doesn't focus so much on mission type o's etc etc... and focus more on content.You willing to front the bill for a new dev? Cause it seems like SOE aint.

Well, that's not what I meant. If they get influenced, THEN added to the base points and the AGAIN the base (with the bonus added) gets influenced, it DOES matter. All boni are added together in the end, the question still is, when are they influenced and when are they added?Oh. Good grief! They're not going to get influenced twice.

At least, they'd better not get influenced twice...
It friggin rockzors!
Edit: Can I get teh perp version?
