NylesBlack

NylesBlack



06 Dec

Comment

Originally posted by Antaiseito

Thx for the answers!
If i am in the 80m radius and someone would repeatedly enter and leave the 40m radius, would it not flash again? But the whispering would go aggressive-calm-aggressive, right?

Correct, it would always flash again if they re-enter (but not leave) the 40m radius. Although, there is a certain delay to avoid this becoming too spammy, so it is only allowed to retrigger every X seconds.

Comment

Originally posted by wndg

Does this work both ways? If I'm in 40 m radius and someone else enter 40/80 m, do i get red flash again?

No, that should not be the case, otherwise it defeats the whole purpose of being an intented benefit for those approaching an area over those already in the area - possibly in ambush. You are supposed to only get the warning once. Since you got it already when you entered, it shouldn't retrigger once someone else enters the 40m radius.

Comment

Either you entered the 40m mark or you 1) entered the 80m mark while another player was already at the 40m mark OR 2) you were between 80m and 40m and another player entered the 40m mark

Any of the above triggers the red warning flash on the boss icon once and the boss whisper will be more aggressive now when you go to dark sight.

So approaching the boss will always trigger the red flash eventually to tell you that you are close to the lair, however getting it at distance is an indicator that other players are around - possibly camping the boss.


02 Dec

Comment

The anti-camping mechanics introduced in this update are - as explained during the dev stream - not a silver bullet to fix all camping issues, but each attempt to tackle a specific camping problem, of which there are a number of different situations in the game.

The boss audio is not meant to do anything against campers after banishing. It's purpose is to de-incentivize camping dead or alive bosses before the banishment broadcast. For this type of camping the increased amount of items and the bonus for extracting fast will be much more effective.

The whisper mechanics' role as an anti-camping mechanic is achieved in one part through readability improvements to better understand the boss' status so players don't run into a lair where players are camping the dead body and blast them with a shotgun the moment they open the door. The absence of the sound helps figure this out easier than currently possible.

The other part here is to make it a bit more awkward f...

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27 Nov

Comment

Originally posted by oh_stv

Alright this is how it works.

- whispering sound 80m

- intense sound 40m

This alone doesn't help at all with campers. The thing you missed is this:

With players inside the the 40m area, the 80m area sounds is also intense.

That tells all players in the 80m area, that there are players in the 40m area, but doesn't tell these players that there are ppl approaching.

This leads to the incentive

A: as a camper you have a disadvantage -> less camping,

B: kill the boss ASAP because, you 1. take the advantage from all other players 2.you wont be distracted by the noise.

The downside is a little disadvantage by the intense sound playing during the boss fight. To be fair, it is already quite loud when doing the boss, so this is probably just minimal.

My name is commander Shepard and this is my favorite post in the Citadel! ;)

Comment

The weapon team was gathering around in tears, standing around the work bench when Alex had to bend the bolt. We knew it was for the better, but we all lost something that day.


22 Nov

Comment

Originally posted by Rexli178

Someone likes Hobs and Shaw.

Or the Simpsons for that matter. ;)


24 Oct

Comment

Originally posted by lurkinglurkerwholurk

So basically partner up with him then extract for an easy 100?

That only makes you his partner in crime! And no, you won't get your own wanted poster for that! :D


23 Oct

Comment

Originally posted by Mrs_Puffington

Do I really get 100$ if I kill this guy? Like... is this a weekly challenge or something?

PS: In the game of course.

Read the details. You would have to return him alive to collect the reward. So good luck with that! :D


14 Sep

Comment

Originally posted by PaunchyFool

They either died while on fire, or while they were downed an enemy Hunter threw a (hell)fire bomb or lantern causing them to burn through their heath bars which when all bars are depleted they are Burned Out and cannot be revived

When you die while burning, the fire goes out on death and has to be reignited. Of course, if you die in a burnign area, you would start burning again right away. :)


29 Aug

Comment

Ha! Nice piece of Propaganda there! Of course what you fail to show is the part before were you chased me through the swamps and the only reason I got away was because of a third guy getting involved! :D

GG! :D


09 Aug

Comment

Originally posted by Spec_ops_Grunt

consider how weapons are balanced among each other in the same caliber in regards to sway. Sparks has one shot but is more stable in live than Lebel or Mosin, in test Mosin and Lebel have same non-existent sway as Sparks, making them straight upgrades, and thats before the velocity changes.

That is not correct. All standard rifles have the same sway settings. There are only differences for rifles with bayonet attached and now, in 1.0, also for weapons with silencers. Base Sparks, Mosin, Lebel, Vetterli and Winfield share the same sway setup, which has been been lowered on test server the same for all.


06 Aug

Comment

This should be fixed on 1.0 test server.


01 Aug

Comment

Originally posted by Paradox_Wolf

u/NylesBlack is there any chance you can clarify a little bit? When you say earning XP with a weapon fills the bar towards the next unlock, does that mean just having the weapon equipped will progress it at the end of a match? Or does it mean solely the XP earned by firing that specific weapon at monsters/Hunters/Bosses will progress it?

I'm sure we'll know the actual answer to this when it reaches the test server, but I'm just curious!

It will be the kills you make with that weapon. So for example, having a Winfield, a Nagant revolver and a Knife in your inventory means, you can progress all three weapons throughout a mission. Every kill you make will contribute to the progression of the weapon you used for that kill respectively. In practice it will most likely mean you progress a main weapon faster than a sidearm, and that progress with a knife or other tool will be a continuous thing alongside. The XP gates take that into account and you will notice that the amount of XP you need depends on the value of the weapon and how likely it is for a player to actually use it in game.


31 Jul

Comment

Quoting here from another thread:

"There will be a change to make the challenges in the Book of Weapons XP-based instead of the current specific challenges. We had to use the existing system (which makes sense for daily and weekly challenges as well as Book of Monsters unlock) since the new XP system was not available before we went on test server.

So, with one of the next updates on test earning XP with a weapon (or its variants) fills the bar towards the next unlock. This will make the progression system feel less like "side quests" and allows players to simply unlock new variants by playing how they like as long as they are using a weapon from the same unlock category."

Comment

There will be a change to make the challenges in the Book of Weapons XP-based instead of the current specific challenges. We had to use the existing system (which makes sense for daily and weekly challenges as well as Book of Monsters unlock) since the new XP system was not available before we went on test server.

So, with one of the next updates on test earning XP with a weapon (or its variants) fills the bar towards the next unlock. This will make the progression system feel less like "side quests" and allows players to simply unlock new variants by playing how they like as long as they are using a weapon from the same unlock category.

Comment

The game acknowledges your actions with accolade cards. There are both good (like extracting bounty) and bad ones (like you getting killed).

Accolade cards have an internal ranking that gives them more value, the better the achievement. So, killing two hunters is less impressive than killing 8 hunters. This quality-grading is represented by the the trimming of the card and also yields a higher amount of Blood Bonds.

The Top list, takes the highest quality accolade cards and highlights them separate from the rest. Only the top-5 cards can yield Blood Bonds.

Additional accolade cards that award extra cash or bounty are listed under "other".

In case there have been less than 5 valuable cards, it won't be a Top 5, but a Top 4, 3, etc.

Hope this helps!


26 Jul

Comment

There will be further price adjustments for some weapons, as well as actual gameplay tuning on test server.

The thing I can confirm here today already is that both the Dolch and Uppercut will got back to their current live prices as the next step. There will also be additional gunplay tuning for the Dolch to make it slightly harder to control in rapid fire. There will be more details in the changelog of one of the next test server updates when it's ready.


24 Jul

Comment

Originally posted by xbillybobx

Will the secret skill number used for matching also go to zero? Does prestige affect that number?

We are still debating that point. Might be that ELO ranking is not going to be wiped to make finding enemies with similar skill faster on launch.