I love most of what is here. I know it's minuscule, but I liked the AFK message thing. Keeps people from constantly spamming you tells when your AFK. But, still a great update. <3 the email thing.
I think it meant it won't send them your afk message if you just sent them a message. Not that normally a person sending you a tell won't get a message.
Also, the blue rez thing...first, people acting as if this wasn't big obviously don't read the forums much...it's been complained about for a long time. Also, I'm pretty sure /release is the same as /reconstruct or clicking reconstruct. You can't unflag yourself is what I think it's saying. Or /release reconstructs you but takes the flag off? I dunno. Probably just means your flag doesn't disappear until you reconstruct, so that rezzes will flag the rezzer.
The manner in which the flagged-recon section is worded is confusing. Let me get this straight:
If you accept a res, you will still be flagged. If you recon and come back immediately, you will still be flagged. That is, until the usual five minute timer wears off.
To not be flagged, you have to type /release before recon'ing or accepting the res?
I think that the rule is when you die you will remain flagged until you reconstruct. If you accept a rez instead of reconstructing, you will revive flagged as hostile and the person who rezzed you will also flag as hostile.
I think "/release" is actually just the command for reconstructing.
The missing pipe ends are due to another old texture that was never put in the copy of the resources that are actually in Live. Thought I had this taken care of along with the other one yesterday, but the integration on this one didn't happen. I think we'll probably just end up shipping with this one (and fixing it in a follow-up update), if no actual showstoppers crop up in testing today...
The manner in which the flagged-recon section is worded is confusing. Let me get this straight:
If you accept a res, you will still be flagged. If you recon and come back immediately, you will still be flagged. That is, until the usual five minute timer wears off.
To not be flagged, you have to type /release before recon'ing or accepting the res?
I think that the rule is when you die you will remain flagged until you reconstruct. If you accept a rez instead of reconstructing, you will revive flagged as hostile and the person who rezzed you will also flag as hostile.
I think "/release" is actually just the command for reconstructing.
Rare. Whilst you're on could you possibly clear this up?
The manner in which the flagged-recon section is worded is confusing. Let me get this straight:
If you accept a res, you will still be flagged. If you recon and come back immediately, you will still be flagged. That is, until the usual five minute timer wears off.
To not be flagged, you have to type /release before recon'ing or accepting the res?
I think that the rule is when you die you will remain flagged until you reconstruct. If you accept a rez instead of reconstructing, you will revive flagged as hostile and the person who rezzed you will also flag as hostile.
I think "/release" is actually just the command for reconstructing.
Rare. Whilst you're on could you possibly clear this up?
Tch. I'm always on.
Anyway I'll have to ask Dracomet, because I don't know for sure. I think what you've got there is probably right, though.
The manner in which the flagged-recon section is worded is confusing. Let me get this straight:
If you accept a res, you will still be flagged. If you recon and come back immediately, you will still be flagged. That is, until the usual five minute timer wears off.
To not be flagged, you have to type /release before recon'ing or accepting the res?
I think that the rule is when you die you will remain flagged until you reconstruct. If you accept a rez instead of reconstructing, you will revive flagged as hostile and the person who rezzed you will also flag as hostile.
I think "/release" is actually just the command for reconstructing.
Rare. Whilst you're on could you possibly clear this up?
Tch. I'm always on.
Anyway I'll have to ask Dracomet, because I don't know for sure. I think what you've got there is probably right, though.
Perhaps I'm missing something, but what's the benefit of being res'd still flagged on non-hostile servers? Is it to facilitate the res'er flagging, also?
Perhaps I'm missing something, but what's the benefit of being res'd still flagged on non-hostile servers? Is it to facilitate the res'er flagging, also?
So that you don't just pop back up and get free hitsies on someone, would be my guess.
Perhaps I'm missing something, but what's the benefit of being res'd still flagged on non-hostile servers? Is it to facilitate the res'er flagging, also?
So that you don't just pop back up and get free hitsies on someone, would be my guess.
If you accept a res and jump back up still flagged, a nearby Spy will have a free punt wrapped in a gold ribbon in front of their very eyes. Res seems to have been neutralised.
Perhaps I'm missing something, but what's the benefit of being res'd still flagged on non-hostile servers? Is it to facilitate the res'er flagging, also?
So that you don't just pop back up and get free hitsies on someone, would be my guess.
Yep. On a non-hostile server "blue rezzing" broke the entire ebb/flow of combat, and caused there to be no down time, resulting in no feeling of accomplishment, diminishing the actual enjoyability of PVP.
Dear Devs, good job on finally making the PvP flagging change to rezzers, I guess. Should have been done years ago, but you're finally doing it nontheless.
I must ask, Why Now? And why isn't there a line in the notes that says, "we apologize to stolk for this change taking so long."?
And to that one crybaby, if you wanna stand around and do nothing, don't rez anyone. Problem then solved. PvP then better.
controversial/noteworthy = very very good, or very very bad ">
That's why they're controversial. =p
Yeah, I am just worried because is what awesome notes we have now a sign of things to come, or are the awesome notes we have a balance of things to come
controversial/noteworthy = very very good, or very very bad ">
That's why they're controversial. =p
Yeah, I am just worried because is what awesome notes we have now a sign of things to come, or are the awesome notes we have a balance of things to come " width="15" height="15" />
controversial/noteworthy = very very good, or very very bad ">
That's why they're controversial. =p
Yeah, I am just worried because is what awesome notes we have now a sign of things to come, or are the awesome notes we have a balance of things to come " width="15" height="15">
ok, now you've officially made me skeered.
Yeah... I tend to have that affect on people
No point listening though, I thought the new area was a new district
- An AI bug causing patrolling mission NPCs to leave the mission area and navigate to 0, 0, 0 has been fixed.
Sexy enough to join S9!
- Hyper-Deflect can no longer be used at the same time as the other three Hyper- abilities.
... hmm, I'd rather see it as we could use any two Hypers we chose, now we can only use 1... also, I have to go through all my load outs now as I have them /saveloed >_<
*CENSORED* kinda improvement is hyper defect no longer working with hyper dodge/block/sense. Make it so sense and Deflect are linked together so you can only have one of them on at a time. Way to bust up something that was working fine. PvP just got really stupid.
I should mention that there still may be other things that cause NPCs to get lost and wander to 0, 0, 0. If that turns up again we'd need some good reports from you guys on exactly where, what mission you were running, and so forth. Hopefully it was just the one cause that was the problem, but we can't be sure.
Slowly, we return to the original combat system. I must say, this is not a very good add-on. Hackers are fine the way they are, now you can only defend against whomever you're in interlock with. I question this update now, as I believe just about everyone will go Hacker and/or Spy again. Just my 2 cents on the subject, I won't argue the point.
However, the NPCs not taking a stroll anymore will be a plus. But having to refigure out the new changes on the abilities, that'll be a pain.
I don't see the issue. Hackers were stripped of their all-conquering prowess in CR2, so it made little sense to enable Deflect to run along with any other Hyper. Now you just have to keep your wits about you and switch where applicable, just as you would if you find yourself versus a knifer after a gunman, for example.
Edit: I can see what everyone's saying, and I do anticipate a hail of DOT's in the coming days. I also think it'll level out, however.
Yeah, I think it should've always been Deflect/Sense + Dodge/Block (choice of the 2)...I'm a little curious to see how this will impact PvP now...heck, even PvE to a degree.
I don't see the issue. Hackers were stripped of their all-conquering prowess in CR2, so it made little sense to enable Deflect to run along with any other Hyper. Now you just have to keep your wits about you and switch where applicable, just as you would if you find yourself versus a knifer after a gunmen, for example.
I'd like to see you efficiently switch between all 4 defenses when you're getting zerged. Hacker was working just fine in CR2, it's balanced unlike CR1 hacker. Now it just means you're definitely more likely to get hit by hack after hack while you're in interlock with an MA or gunman or mkt, and getting owned by the rest of the other trees just because you can only have one hyper activated.
I don't see the issue. Hackers were stripped of their all-conquering prowess in CR2, so it made little sense to enable Deflect to run along with any other Hyper. Now you just have to keep your wits about you and switch where applicable, just as you would if you find yourself versus a knifer after a gunmen, for example.
I'd like to see you efficiently switch between all 4 defenses when you're getting zerged. Hacker was working just fine in CR2, it's balanced unlike CR1 hacker. Now it just means you're definitely more likely to get hit by hack after hack while you're in interlock with an MA or gunman or mkt, and getting owned by the rest of the other trees just because you can only have one hyper activated.
I completely understand that perspective, but just as clearly as I can see one in which choosing IL has now become more of a pertinent tactic. It does make IL more of a deathtrap, that's for sure.