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Feedback Friday - 7th March 2008

Sneak peek at version 1.6

With 1.6 in the works right now, we thought we’d give you a sneak peek of what you will able to experience for yourself once 1.6 goes live. These are but a couple of those handy little features that were requested at some point or another and we would be happy to get your feedback on some of the changes outlined below by using our Feedback Form.

Kill Streak Multiplier

The kill streak multiplier has been updated to make leveling easier at higher levels.  Previously, the same multiplier was available to everyone regardless of their level and players could only reach a maximum of plus 250%.

The multiplier will be changed to a whole number and the maximum multiplier increases as players go up in level.  The whole numbers will look a bit familiar to you if you played back in beta, but a lot has changed as to when you’ll get the bonus.

  • Up to Level 9, maximum multiplier is x2
  • From 10 to 19, maximum multiplier is x3
  • From 20 to 29, maximum multiplier is x4
  • From 30 to 39, maximum multiplier is x5
  • From 40 onward, maximum multiplier is x6

Experience Booster

There will be an Experience Booster purchasable at every Control Point with the new Global CP Tokens.  This item will allow the player to gain 50% more experience for 30 minutes.  This booster does work in conjunction with other experience multipliers in the game; like the kill streak multiplier.

Group XP Bonus

Group experience bonuses are not a new feature in Tabula Rasa, but we currently do not have an indicator to show when those bonuses are active and what they actually are.  This will change in 1.6. 
Group bonuses work as follows:

  • XP for each kill is divided by group size
  • XP is then increased based on group size:

    • 2 members: +84%
    • 3 members: +154%
    • 4 members: +204%
    • 5 members: + 240%
    • 6 members: +260%
  • All group members in range receive the XP for the kill

Added Error Message Audio Cues

This is a quality of life enhancer that’s been requested for a little while. You should have cues playing for the following things:

  • You’re inventory is full.
  • Trying to get a trade item when your inventory is full.
  • Footlocker is full.
  • Out of ammo.
  • Not enough power.
  • Not enough adrenaline.
  • You can’t hit the target due to LOS issue.
  • You can’t hit the target due to range.
  • Your weapon is jammed.
  • The usable is locked.
  • You can’t use an ability.
  • You can’t do an action on a friendly target.
  • You can’t do an action on a hostile target.
  • You can’t do this action while swimming.
  • You can’t do this action because you don’t have a target.
  • You can’t do this action on a dead target.
  • You can’t do this action on a living target.
  • You cannot do this action now.
  • You can’t do this because your target is invalid.

Interruptible Reload

Players are now able to interrupt a reload when using a weapon or tool.
You may interrupt a weapon/tool reload by:

  • Using an ability (including a consumable)
  • Interacting with an NPC or a usable
  • Switching between weapons/tool on the weapon tray
  • Switching between a weapon/tool on the weapon tray and one from your backpack
  • Using a consumable from the backpack
  • Being the victim of a knockback
  • Performing an alt attack
  • Holstering your weapon/tool
  • Performing nearly any other action in the game, including simple /emotes

Whenever a reload is interrupted, the text “INTERRUPT” floats from the avatar. The only circumstance where you cannot interrupt a reload is when you manually reload a weapon that still has some ammo left in it.


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Comments


Love the idea of a new kill streak multiplier. Also looking forward to the reload interuption wink

Posted by Dorobou on 7th March, 2008 at 16:28

Cool stuff there! Good job. Tho you should really look into way how instances work ... it’s annoying when one get disconnected for some reason during instance and as result all quests are failed.

Posted by pEEtrs on 7th March, 2008 at 17:10

I hope these weren’t the most important options/changes, that 1.6 would bring…
We need some endgame content for the 50s.

Posted by Javelinos on 7th March, 2008 at 23:17

The XP stuff looks good and the audio stuff ‘I thought my character said something anyway, or odes it me more variation?’

The Reload stuff, does that mean if your shot while reloading you get interupted?

Posted by Zenosis on 8th March, 2008 at 0:30

whaaa, give US PAU and high level content gyus, plsss :]

and thx for fast leveling XD

Posted by daler on 8th March, 2008 at 9:17

I love the group bonus, that will push people to socialize more the other stuff I find counterproductive as it will make leveling far too easy in a game that still has to add alot of side and end content.

Adding those further down the road seems more sensible to me.

Posted by scape on 8th March, 2008 at 18:46

After the last few patches the game has become totally unplayable for me. The screen flickers and wont go to full screen mode, so I really can’t comment on your new features.

<From Avatea> Please contact Customer Support on the PlayNC website. They have tools to investigate this type of issue.

Posted by Zparkz on 8th March, 2008 at 22:40

I would tend to agree on the above post concerning the instances. There should be a way in which to recover instances if you become disconnected or the game crashes through no fault of your own. The reload interuption is also a great idea, in fact a friend and I were discussing it yesterday with regards to firing rocket launchers. Added audio and voices just make the entire game feel more real as well so that’s a great bonus too.

Posted by Insidious on 9th March, 2008 at 10:49

This is a nice advancement closer to increasing grouping and reducing grind, however, where’s the looking for group tool?

Posted by Paddy on 9th March, 2008 at 11:00

we want our PAUS and end-game content.

Posted by mig on 9th March, 2008 at 14:11

How do the XP streak multiplier and the group XP bonus interact?

Posted by Astatine on 10th March, 2008 at 18:29

Hi. One area I had hoped would be improved is the Hand to hand side of using a staff. Currently if you have pump five on hand to hand and you hit anyone iwht hte staff they get knocked back, taking them out of range of the next attack. It actually benefits the enemy not the attacker.

Posted by Anton Banks on 17th March, 2008 at 9:14
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