Update 64 Discussion - November 06, 2008

173 posts · 2008-11-05 13:44:46 to 2009-01-12 04:31:37

#36300517414 11/05/2008 13:44:46 Update 64 Discussion - November 06, 2008

This thread is for discussion of Update 64, which is scheduled to release on Thursday, November 06, 2008.

#36300517428 11/05/2008 14:08:01 Re:Update 64 Discussion - November 06, 2008

I'll reserve my judgement until I see how it all works. Main thing I'm interested in is how the new Cinematic will be.

In before a slew of people after the patch goes live going "LOL WHERE DO I GO I CAN'T FIND IT :("

#36300517430 11/05/2008 14:08:53 Re:Update 64 Discussion - November 06, 2008

I'm eager to see the new cinematic as well as how this new critical mission system will operate.

#36300517431 11/05/2008 14:15:56 Re:Re:Update 64 Discussion - November 06, 2008

ArchDuke wrote:

I'm eager to see the new cinematic as well as how this new critical mission system will operate.

Same as Arch.

#36300517439 11/05/2008 14:30:05 Re:Update 64 Discussion - November 06, 2008

A little confused by this "Family timer durations are now capped to the recast timer of the ability that was used to trigger the family timer.  This will skip part of the recast sweep on the logic bomb and most of the code nuke abilities, as those are intended to only have 2 second recast times" and why it was added.

#36300517451 11/05/2008 14:54:27 Re:Update 64 Discussion - November 06, 2008

we open a new door in the hallways.

I looking forward

/cheers

#36300517454 11/05/2008 14:58:45 Re:Re:Update 64 Discussion - November 06, 2008

ZaneZavin wrote:

A little confused by this "Family timer durations are now capped to the recast timer of the ability that was used to trigger the family timer.  This will skip part of the recast sweep on the logic bomb and most of the code nuke abilities, as those are intended to only have 2 second recast times" and why it was added.

Not being a hacker I don't really understand, does this mean that logic bombs and code nukes will be able to be cast in quicker succession? To be honest I'd rather see attention on the Spy/assassin/MKT abilities then on the Hackers.

#36300517456 11/05/2008 15:00:55 Re:Update 64 Discussion - November 06, 2008
  • The Demon Head Medallions dropped by the Demon Army in Tabor Park can no longer be traded to other players
  • Demon Head Medallions can be sold for increased $info, or traded to Michel for half that $info value plus XP
  • Michel will exchange Demon Head Medallions for Demon Head Souvenirs, which can be traded to other players
  • Good to see that system continued. Still don't know why it was never added to the other quests though.

  • Added user tip messages when reaching levels 3 (neighborhood mission contacts), 10 (Hyper-Jump), and 15 (Archivists)
  • As silly as it is, this is one of the patches highlights for me. =P

  • Family timer durations are now capped to the recast timer of the ability that was used to trigger the family timer.  This will skip part of the recast sweep on the logic bomb and most of the code nuke abilities, as those are intended to only have 2 second recast times
  • Huh?

  • Crew Captains other than the Faction creator no longer have the Faction Disband button active
  • And here I was thinking players have been wanting more control over their factions, not less. ¬_¬

    #36300517457 11/05/2008 15:04:25 Re:Re:Update 64 Discussion - November 06, 2008

    cloudwolf wrote:

  • Crew Captains other than the Faction creator no longer have the Faction Disband button active
  • And here I was thinking players have been wanting more control over their factions, not less. ¬_¬

    I guess we had some instances of a rogue R1 captain disbanding a faction and they're fixing that so only the faction creator can disband. 

    /shrug

    #36300517471 11/05/2008 15:38:00 Re:Re:Update 64 Discussion - November 06, 2008

    Family timer durations are now capped to the recast timer of the ability that was used to trigger the family timer.  This will skip part of the recast sweep on the logic bomb and most of the code nuke abilities, as those are intended to only have 2 second recast times.

    EDIT: oh wait... DO WANT! ... still it's too late to remove the picture SMILEY

    #36300517486 11/05/2008 16:06:39 Re:Re:Update 64 Discussion - November 06, 2008

    ZaneZavin wrote:

    A little confused by this "Family timer durations are now capped to the recast timer of the ability that was used to trigger the family timer.  This will skip part of the recast sweep on the logic bomb and most of the code nuke abilities, as those are intended to only have 2 second recast times" and why it was added.

    Yeah, what does that even mean?

    #36300517488 11/05/2008 16:09:38 Re:Re:Re:Update 64 Discussion - November 06, 2008

    monkeymanx8 wrote:

    ZaneZavin wrote:

    A little confused by this "Family timer durations are now capped to the recast timer of the ability that was used to trigger the family timer.  This will skip part of the recast sweep on the logic bomb and most of the code nuke abilities, as those are intended to only have 2 second recast times" and why it was added.

    Yeah, what does that even mean?

    I think it means that you'd do a say, a code nuke 2.0, and the cooldown that's on all code nukes would be different than 2 seconds. This change would fix that.

    #36300517490 11/05/2008 16:11:55 Re:Update 64 Discussion - November 06, 2008

    Probably means like Code Nuke 1.0, 2.0 had a 2 second reuse timer and he's now making 3.0 have a 2 second reuse timer, rather than the 4 second timer it has now.

    Edit: What eval said.

    #36300517560 11/05/2008 17:25:32 Re:Re:Re:Re:Update 64 Discussion - November 06, 2008

    eval wrote:

    monkeymanx8 wrote:

    ZaneZavin wrote:

    A little confused by this "Family timer durations are now capped to the recast timer of the ability that was used to trigger the family timer.  This will skip part of the recast sweep on the logic bomb and most of the code nuke abilities, as those are intended to only have 2 second recast times" and why it was added.

    Yeah, what does that even mean?

    I think it means that you'd do a say, a code nuke 2.0, and the cooldown that's on all code nukes would be different than 2 seconds. This change would fix that.

    What this means is your family timers are capped at the reuse timer for the ability you just used if it is longer that the individual's reuse timer.

    • Abiliy x has a 2 second reuse timer.
    • Ability x belongs to reuse Family timer of 4 seconds
    • Ability x is now usuable after 2 seconds instead of the 4 seconds of the family timer due to the reuse time cap.
    #36300517566 11/05/2008 17:30:46 Re:Update 64 Discussion - November 06, 2008

    Ah okay, I get it now. Thanks for clearing that up.

    #36300517602 11/05/2008 19:28:09 Re:Update 64 Discussion - November 06, 2008

    My Howie load and I will enjoy that immensely. 

    I'm not so fond of the IS-Booster change.  I mean, it'll be good having a stack of them to use regularly but I liked the idea of having them limited because it made them more valuable. 

    Good move on the 'user tip messages' too.

    #36300517608 11/05/2008 19:59:02 Re:Update 64 Discussion - November 06, 2008

    As others have said, I'm really interested in seeing how these changes actually work in practice and not just the bits and pieces of info we've been given.  I'm still on the side of "what we're gaining doesn't make up for all we're losing" but I hope to be proven wrong.

    Oh well, if nothing else works out in the positive, I'm interested in the new Industrial gloves.

    #36300517642 11/06/2008 01:25:03 Re:Re:Re:Re:Re:Update 64 Discussion - November 06, 2008

    9mmfu wrote:

    eval wrote:

    monkeymanx8 wrote:

    ZaneZavin wrote:

    A little confused by this "Family timer durations are now capped to the recast timer of the ability that was used to trigger the family timer.  This will skip part of the recast sweep on the logic bomb and most of the code nuke abilities, as those are intended to only have 2 second recast times" and why it was added.

    Yeah, what does that even mean?

    I think it means that you'd do a say, a code nuke 2.0, and the cooldown that's on all code nukes would be different than 2 seconds. This change would fix that.

    What this means is your family timers are capped at the reuse timer for the ability you just used if it is longer that the individual's reuse timer.

    • Abiliy x has a 2 second reuse timer.
    • Ability x belongs to reuse Family timer of 4 seconds
    • Ability x is now usuable after 2 seconds instead of the 4 seconds of the family timer due to the reuse time cap.

    Ah, thats the way I read it but wasn't sure.

    Pretty cool change, seems a little more intuitive.

    Though it seems a little odd to change such an enstablished system this far down the line, any particular reason for it? Sploits?

    #36300517649 11/06/2008 01:57:42 Re:Re:Update 64 Discussion - November 06, 2008

    Shinryu wrote:

    I'm still on the side of "what we're gaining doesn't make up for all we're losing"

    QFT

    #36300517657 11/06/2008 03:30:56 Re:Update 64 Discussion - November 06, 2008

    Yeah, I wont have an opinion until it goes live. Im excited to see how everythings gunna work though.

    #36300517661 11/06/2008 03:39:14 Re:Update 64 Discussion - November 06, 2008

    One thing I really like, the locations (apart from them being downtown of course) of the Org NPC's haven't been revealed so people either have to watch the cinematic to find out (the cinematic is supposed to point out these locations) or wait until others have found them!

    #36300517674 11/06/2008 04:08:00 Re:Update 64 Discussion - November 06, 2008

    Ill wait and see.

    Itll be worth a look anyway.

    #36300517733 11/06/2008 05:39:51 Re:Update 64 Discussion - November 06, 2008

    I'm looking forward to seeing how this new setup works, hopefully it works well.

    #36300517783 11/06/2008 06:36:04 Re:Update 64 Discussion - November 06, 2008

    Lots of red hardlines in Downtown on Syntax. lol

    #36300517793 11/06/2008 06:59:44 Re:Update 64 Discussion - November 06, 2008

    I justed noticed the pumpkins are still there and active.

    #36300517814 11/06/2008 07:25:45 Re:Update 64 Discussion - November 06, 2008

    Rarebit, the cinematic is brilliant. I can tell that the process is probably incredibly painstaking and exhausting. But it was worth every minute. Best cinematic since they stopped the original style, and definitely better than some of those with regards to story content. Kudos!

    Now to talk you into adding music and a code-fall intro and outro, with the code resolving into the title (like the movie intros). SMILEY

    #36300517817 11/06/2008 07:29:03 Re:Re:Update 64 Discussion - November 06, 2008

    ShiXinFeng wrote:

    Rarebit, the cinematic is brilliant. I can tell that the process is probably incredibly painstaking and exhausting. But it was worth every minute. Best cinematic since they stopped the original style, and definitely better than some of those with regards to story content. Kudos!

    Now to talk you into adding music and a code-fall intro and outro, with the code resolving into the title (like the movie intros).


    as much as i appreciate the hard work.. it looks amaturish at best imo.

    Im not saying i could do any better, but i know others that definately could.  In all honesty id rather not have a cinematic if its going to be as difficult to watch as that.

    #36300517829 11/06/2008 07:51:01 Re:Re:Re:Update 64 Discussion - November 06, 2008

    aisuru wrote:

    ShiXinFeng wrote:

    Rarebit, the cinematic is brilliant. I can tell that the process is probably incredibly painstaking and exhausting. But it was worth every minute. Best cinematic since they stopped the original style, and definitely better than some of those with regards to story content. Kudos!

    Now to talk you into adding music and a code-fall intro and outro, with the code resolving into the title (like the movie intros).


    as much as i appreciate the hard work.. it looks amaturish at best imo.

    Im not saying i could do any better, but i know others that definately could.  In all honesty id rather not have a cinematic if its going to be as difficult to watch as that.


    Well, I think you have to have an appreciation for the noir-ish style of Rare's art. He's been producing images like those used in the cinematics for years (look at his threads in the RSI forums for early examples). I agree with you in that some of the images, taken singularly, were a little difficult to make out what was happening. But taken as a whole, it wasn't hard to follow the action, and (in my opinion) gave a heightened sense of darkness and foreboding.

    #36300517833 11/06/2008 07:55:47 Re:Re:Re:Re:Update 64 Discussion - November 06, 2008

    ShiXinFeng wrote:

    aisuru wrote:

    ShiXinFeng wrote:

    Rarebit, the cinematic is brilliant. I can tell that the process is probably incredibly painstaking and exhausting. But it was worth every minute. Best cinematic since they stopped the original style, and definitely better than some of those with regards to story content. Kudos!

    Now to talk you into adding music and a code-fall intro and outro, with the code resolving into the title (like the movie intros).


    as much as i appreciate the hard work.. it looks amaturish at best imo.

    Im not saying i could do any better, but i know others that definately could.  In all honesty id rather not have a cinematic if its going to be as difficult to watch as that.


    Well, I think you have to have an appreciation for the noir-ish style of Rare's art. He's been producing images like those used in the cinematics for years (look at his threads in the RSI forums for early examples). I agree with you in that some of the images, taken singularly, were a little difficult to make out what was happening. But taken as a whole, it wasn't hard to follow the action, and (in my opinion) gave a heightened sense of darkness and foreboding.


    Yeah could just not be my thing.

    Im sure given the fullness of time and practice Rare will get his method down and it will flow a lot smoother.  For me personally though.. it doesnt work.

    #36300517835 11/06/2008 07:57:42 Re:Update 64 Discussion - November 06, 2008

    So far, I think this was the best cinematic Ive seen! I absolutely loved it.. it made me go O_O and :O and yeah.

    Second best, I think, is the wireframed ppl. I so want that effect!

    #36300517847 11/06/2008 08:11:21 Re:Update 64 Discussion - November 06, 2008

    So, how is the new story quest thing?

    #36300517878 11/06/2008 09:05:02 Re:Update 64 Discussion - November 06, 2008

    I really liekd the cinematic, but it would be SO much better with actual sound. Don't mind voices, just at least something!

    #36300517890 11/06/2008 10:00:00 Re:Update 64 Discussion - November 06, 2008

    Cinematic was much better than I expected for a first-time attempt, I'm impressed.

    Um, Jack-o-lanterns still ingame. Whoops?

    Farmable Runtimes supposedly? ...BAHAHAHAHAHAHA Disregard, Zionites are dumb.

    Omgz gask masks.

    Not liking the wireframe stuff too much, looks kind of strange and not...pretty. Buffs aren't too shabby though.

    Oh god wat. (That's at  Hampton Green X: 128 Y:191 Z:-213 btw)

    I do believe this update is a step in the right direction.

    #36300517913 11/06/2008 10:39:10 Re:Update 64 Discussion - November 06, 2008

    Just started to have a run through this, still having fun on Gears, but so far, I have to admit, i am VERY impressed with this.

    #36300517942 11/06/2008 11:14:45 Re:Update 64 Discussion - November 06, 2008

    Too much grind involved in getting the items. The new direction is great and all, the missions are good, the implentation of new story telling methods is good. But it all turns into grinding too quickly.

    #36300517959 11/06/2008 11:55:53 Re:Update 64 Discussion - November 06, 2008

    Update 64 FTW!!  Love the artwork Rare, but some background music would serve to make the cinematics a bit more immersive.

    #36300517991 11/06/2008 12:40:04 Re:Update 64 Discussion - November 06, 2008

    So, feedback on the actual clothing items/list of them so people can see them.

    Archived image unavailable: HamptonPants.gif

    Buffs: Alright I guess for a level 30 item?

    Looks: Not too bad.

    Archived image unavailable: HamptonJacket.gif

    Buffs: Good resist buffs for a level 40. Contested Withdraw bonus is very small (Most contested withdraws are about half of what the average accuracy are for a level 50, so that'd maybe add one point to it.) Evade Interlock Bonus does absolutley nothing of noticable effect, as far as I know.

    Looks: Again, not too bad. Nice to have more clothing that was previously NPC only.

    Archived image unavailable: GasMask.gif

    Buffs: For a level 40 item, very poor resistance buffs. Determination as far as I know increases the speed at which debuffs given off by lower level NPCs/Players are swept off. This is almost completley useless.

    Looks: Awesome. Zomg gasmask.

    Archived image unavailable: WireframeEarpiece.gif

    Buffs: Resistance buffs are okay/above average as there's a bunch of other buffs. Movement bonuses are good. Defense Buffs are good. Overall though, I'd say that's a bit overpowered for a level 40 item.

    Looks: Bleh. Wireframe stuff on a non-wireframe body doesn't look so good to me.

    Archived image unavailable: WireframeGlasses.gif

    Buffs: Very good resistance buffs for a level 50 item considering the other buffs on it. Accuracy bonuses are all good, probably increase a standard level 50's main Accuracy by about 3-4 points. Doesn't seem as overpowered as compared to SSR shades and the Valkyjar gear.

    Looks: Again, Bleh.

    Archived image unavailable: HelStompers.gif

    Buffs: Inner Strength Regen -5% has almost no effect on any level 50. 30 in each resistance seems a bit much, there's no real weakness to wearing it. Damage bonuses are a nice addition to. But compared to Seraphims, I'd still wear Seraphims over these in PvP/PvE. If anything people are just going to stack more with these.

    Looks: Awesome.

    Archived image unavailable: CloudedSpectacles.gif

    Buffs: Resistance buffs good, there's a weakness in there. Max Health is hardly notice-able considering most attacks hit you in the ballpark of 200-1000 damage, 50 extra points of health won't do much. Concentration bonus I'm not even sure works, but if it does I guess it's helpful? Accuracy bonuses are nice but the SSR shades or even the Wireframe glasses are way better than this. Compared to the Hel Stomper boots, the Merovingians' unique item is far better buffs-wise than this.

    Looks: Good I guess, I know some people really wanted Veil's glasses.

    Archived image unavailable: GrayBandana.gif

    Buffs: Only 3 resistances, but a good bonus of each. This Bandana has a resistance weakness, that is good for balance. Stealth is I guess good if you don't want to get popped out of sneak by people wearing those Valkyjar glasses, but if someone sees you in Sneak and you're flagged, you're going to probably get shot and get knocked out of sneak anyway. So, the Stealth buff is in my opinion fairly useless. Pacify Duration? No, absoultley worthless. That's only available in a portion of a hacker tree and the duration it adds doesn't even add up to an extra second of being pacified. Max Inner Strength Bonus does absolutley nothing of value. I cannot even think of an ability that adds Max Inner Strength, only one that takes it away (Force Enhancer?). So if you wore this bandana while using Force Enhancer, you'd actually take away more Max IS than if you didn't have it on. Yay. The only things that increase your Max Inner Strength are a few clothing items, and their value isn't modified by any clothing you wear/your stats.

    Looks: Alright.

    #36300517995 11/06/2008 12:48:22 Re:Update 64 Discussion - November 06, 2008

    Clouded Specs do have 3 resists.

    Thanks for the rundown. Personally, at the moment the only item worth getting are the wire glasses, but as you said, Bleh.

    #36300517997 11/06/2008 12:51:42 Re:Update 64 Discussion - November 06, 2008

    Why does everyone skip over that Seraph wore thoe type shades first ;_;

    Anyway.

    Cinimatic  - A+
    Bravo sir! All worries have been removed about how this would work. The cinimatic plays a bit fast and it takes a few viewings to fully understand what is happening but still a job well done.

    Story - D
    This needs work. 6 weeks with only 9 missions (3 that the average lvl 50 can play through) which can easily be completed in 2 hours. Hopefully something will be happening between now and the next update that spreads this abit but i can't help thinking that 2 weeks in the content will be old and bland and will have 3 dead weeks rather then just the 1.

    New gear- B.
    Hampton gear and wireframe stuff aside the new gear looks good. Buff wise I can't comment but on looks alone job well done.

    Noob content -
    haven't done....can't grade.....so yeah =P

    Gang Boss Pills - B.
    I will probably never farm or look for these but they are a neat little tool to have just for fun.

    #36300518022 11/06/2008 13:48:46 Re:Update 64 Discussion - November 06, 2008

    The whole Wright thing on the rooftop's real easy to do. Other people showed up for whatever reason, but you really only need a healer (two helps) and two damage dealers. The NPCs bug out very easily and Wright can be engaged seperate from her helpers. It'd help if she also through off a "Run" ability.

    Looted her, like a level 40 random shielded coat, small amount of info, and an Accelerator bit. Why not a Deaccelerator bit, so people could potentially get more of the collector items without running out of Deaccelerator bits?

    #36300518023 11/06/2008 13:48:59 Re:Update 64 Discussion - November 06, 2008

    Here is the cinematic with music I added.

    #36300518062 11/06/2008 16:36:05 Re:Update 64 Discussion - November 06, 2008

    Nice music Zane! It added an element of suspense and danger. I like the content of the cinematic.

    #36300518070 11/06/2008 17:05:56 Re:Update 64 Discussion - November 06, 2008

    As for bugs, in the Merv 11.3.1 first phase, Nicky G. Says if you talk to her twice "[Team] Nicky G.: Consider that a freebie, sugar. Come chat with me in Club Paradise some time--when it (i}isn't{/i} in danger of infestation by wild programs, that is." There's a ( instead of a { on the isn't part.

    It seems Hel Stompers look a little strange on Male body type 1 and 2, I'll get a screenshot of that in a sec to see if it's actually a bug. EDIT: Craint delivers!

    #36300518105 11/06/2008 18:14:10 Re:Update 64 Discussion - November 06, 2008

    The cinematic was great, considering it's a first attempt it's really quite impressive like most people have been saying. A good job well done with that.

    I have to agree with the points raised about the buffs earlier in the thread, but I'm sure some of the high tier items will come in handy in some circumstances and as for the lowbie items, well I'll tell you when one of my lowbies can use them SMILEY

    The time it takes to farm the items is pretty satisfactory too. Particularly if you have multi-org alts that can now farm the content, it puts them to good use. You can farm the items for others or yourself and participate in the story too. All in all, that should amount to a fair amount of time that other activities, like Live Events for example, would have taken up. Hopefully, at least.

    So far, so good. I'm enjoying it and I have to say I wasn't let down.

    #36300518143 11/06/2008 19:18:46 Re:Update 64 Discussion - November 06, 2008

    *checks calendar* Nope.. not April 1st... Hmmm...

    #36300518171 11/06/2008 21:30:22 Re:Update 64 Discussion - November 06, 2008

    Well nevermind, I've been corrected. Wright does drop Deaccelerator bits.

    Farm away.

    #36300518175 11/06/2008 21:41:45 Re:Re:Update 64 Discussion - November 06, 2008

    eval wrote:

    Well nevermind, I've been corrected. Wright does drop Deaccelerator bits.

    Farm away.

    Now that they're farmable, 40m for decel SMILEY

    #36300518176 11/06/2008 21:45:15 Re:Re:Re:Update 64 Discussion - November 06, 2008

    KoenhX wrote:

    eval wrote:

    Well nevermind, I've been corrected. Wright does drop Deaccelerator bits.

    Farm away.

    Now that they're farmable, 40m for decel

    PISH-AW, not worth the time put into farming them.

    #36300518177 11/06/2008 21:47:42 Re:Update 64 Discussion - November 06, 2008

    So, every single gang boss has a mask, right?  Man.. I must be having some horrible luck then.. JaneTheRipper just isn't dropping one for me.  SMILEY

    #36300518179 11/06/2008 21:48:34 Re:Re:Update 64 Discussion - November 06, 2008

    Shinryu wrote:

    So, every single gang boss has a mask, right?  Man.. I must be having some horrible luck then.. JaneTheRipper just isn't dropping one for me. 

    10% drop rate.