If you do nothing else you have to fix the hitboxes of the pillars in nexus secure substation on point, they are gamebreaking.
That one will definitely get fixed before the next season.
If you do nothing else you have to fix the hitboxes of the pillars in nexus secure substation on point, they are gamebreaking.
That one will definitely get fixed before the next season.
Fix the crippling lag effecting Emerald before you even consider running another round of Outfit Wars to distract the community, otherwise you might not have a community left to play Outfit Wars.
Scheduling wise, two Outfit Wars a year, spaced roughly 6-months apart, sounds reasonable. If you run the event too often you risk it losing its luster and less people will be interested in participating.
Fix the crippling lag effecting Emerald before you even consider running another round of Outfit Wars to distract the community, otherwise you might not have a community left to play Outfit Wars.
I feel this. We're still working on gathering information for the performance issues, as it doesn't (at the moment,) actually seem like the spawn system is the culprit. It's our highest priority at the moment, but some software licensing turmoil over the holiday is setting us back. That should get cleaned up in short order now that everyone is back in the office though.
Hey all. We're in the planning stages for when Nexus, Season 02 should begin, and I was hoping to gather some thoughts on the event and gameplay. Even if you didn't get a chance to participate last year, feedback from the audience's perspective would be useful as well.
I'll say up front that we're not committing to major changes regarding Outfit Wars this year, but we should have a bit of time for refinement and cleanup, at the very least.
External link →Wrel, the NS-11A frontline does not have access to a normal 1x sight. The choices are either iron sights, HS-NV 1x, 2x, or 4x.
Are you able to add that? I assume that would be included in the hotfix you mentioned but wanted to make sure.
Thanks
Indeed, that will be fixed, and a 3.4x will be added as well.
Wait so how do we claim it, do we get a code and then redeem it at the depot or link our prime to steam/DB account
I’m just not at my laptop rn and don’t want to claim it and lose it
On the page linked above, you click the "Get In-Game Content" button, and it'll you to another page with a unique code.
The items are account-wide, and you can claim the offer any time before Dec. 21st.
We cleared up some confusion with Amazon this morning, and the in-game link now works correctly. There are some polish issues with the weapon that will be cleaned up in a Hotfix next week.
Items included:
Either of these links should work now:
Read more External link →I'll point out that all it takes for defenders to undo all the progress is to drop the conduits (or sneak in) and revert them all. If that happens all attacker progress is lost.
This will be changing to a 30-second overload mechanic when the tech is complete. We're aiming for next week, but that will depend on how much progress is made between today and tomorrow.
Hey there. As some of you have guessed, the reintroduction of the Spawn Priority System is likely the cause of the performance issues when populations are high. We're still investigating, however, and seeing where further performance improvements can be made. Much of the team will be spending this week with their family, as it's a Holiday here in America, so there won't be much progress made until everyone is back "in the office" next week.
This issue has been a little bit rock-and-hard-place over the years. Good spawn system = expensive, old spawn system = poor game flow (and let's be clear, every incarnation of the legacy spawns was bad.) The improvements to the system have lowered the server burden, but seemingly not enough to make the kind of impact we want.
For the time being, we're going to reduce the continent population caps to 250 per faction (it's currently at 300 per faction) so that we've got a playable game while work continues...
Read more External link →Slightly annoying because I had stopped doing this one for that reason. might give it a another go now. Thank you for the information.
Surveying the Land mission has been reworked, and now requires you to be near the objective area for a time, instead of interacting with an (often buggy) object.
Under Misc. Changes, Fixes, and Additions, second from the top.
Directive is Live a bit earlier than intended. Most of it should be proper, but the weapon won't be able to hit anything until it gets the latest data. Patch notes for the update land later today, and the update will hit tomorrow morning.
The Axe being the default knife category is a travesty. It belongs with the pickaxes/clubs/hammer club of 600 damage slightly slower high reach melees.
While we're at it, knives should properly display their category's specifics via the statline. At least stop showing quick melee stats.
It belongs with the pickaxes/clubs/hammer club of 600 damage slightly slower high reach melees.
Yeah, this is a bug. We'll get the fix out, along with the fix to allow its use with directives.
Assuming direct control...
We can probably throw the title to folks who were online on any server during the event times. The community as a whole did a good job rolling with the punches of this one.
The JGX guns have a special modifier called air drag. This is what causes the projectiles to drop so severely. Without that the trajectory would be hilariously flat.
This is what causes the projectiles to drop so severely.
Not quite. What "drag" does is exert an opposing force on the projectile, slowing its speed over time. It functions similarly to air resistance in real life. The reason the gravity on the JGX is so low (2 versus 4 or 5 on other main cannons) is because it, and a handful of other weapons, use a "true ballistics" projectile type that calculates gravity differently from standard "ballistic" projectile types. Some other examples of weapons using this projectile trajectory type are the Thumper, Underbarrel Grenade launchers, the Buzzard, Glaive IPC, Flail.
With that said, the trajectory isn't "hilariously flat" at all, and remains far more severe than any other tank cannon.
I can see it now:
CB-ARX Newton
- Refire rate from 84ms to 100ms
- Max damage from 15 to 10m
- Removed attachments
- Removed large bullets
- Headshot damage multiplier from 2.0 to 1.2
Dev notes: The Newton was overperforming and we saw a lot of great community feedback on how to reign it in. We couldn't pick one over the others so we implemented all of them. Now the Newton's role is that of a Tanto, but worse, which was a spot that was sorely lacking in the NSO carbine lineup.
Nah, just pulling the larger bullets off of it.
The country dropdown should populate for you now if you want to give it another shot.
Issue is resolved now. Thanks for shooting up a flare.
Read moreAt least we have the option for the TAA/FXAA shit.
TAA is objectively f**king awful looking and it's being forced into a bunch of games. I'm sorry but I really don't enjoy looking through a screen door instead of seeing some jagged edges.
As for the spawn changes, it'd be nice if you guys managed to address your terrible server issues instead of having to do half-assed work-arounds that ultimately always negatively impact gameplay (hint: the most important part).
BTW, where's the animation pass that was supposedly worked on 2 years ago that we talked about before? From what I understood in our conversation, a lot of the work had been done by the guy that was hired to do it, layoffs etc. etc. but has this stuff just been sitting there for 18+ months now with nothing forthcoming? This is something that I might expect given the emphasis here on functional visual stuff.
Hope to hear more very soon about some elephants in the room when it comes...
BTW, where's the animation pass that was supposedly worked on 2 years ago that we talked about before? From what I understood in our conversation, a lot of the work had been done by the guy that was hired to do it, layoffs etc. etc. but has this stuff just been sitting there for 18+ months now with nothing forthcoming?
Frankly, that fell through. A lot of the work that was done wasn't able to stand up to heavy scrutiny. The truth of it is that animation updates are, at this point, an aspect of the game's development that we are least capable of delivering on, and I'm not sure when or if that will change.
For those of us who prefer buttery smooth framerate over pretty graphics, this doesn't add a whole lot. I play at minimum settings because I love this game for the gameplay not the 10 year old graphics.
For those of us who prefer buttery smooth framerate over pretty graphics
Stay tuned then, we've got some stuff to talk about in the next letter that you'll probably be interested in.
we'll talk more about gameplay updates and adjustments in the next letter.
Cool. Is that gonna be this or next month?
I'll say this, as much as people bitched about Oshur launch spawn system, I liked it.
Unsure of the exact timing for the next article, but we'll be more active in teasing bits and pieces as we lead up to the anniversary. Definitely have some cool stuff coming down the pipe that I'm excited to talk about.