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Feedback Friday - 8th August 2008

Greetings Soldiers, and welcome to this week’s Feedback Friday.  The Development Team is ending its final week of adding content to the Deployment 12 build.  This next week, we will be focusing on bug fixing and polishing, and then we’ll eventually put it on PTS for your viewing (after QA puts it through the wringer, of course). 

Adrenaline Changes – We hear ya!

In Deployment 11, we made some changes to the way adrenaline is generated (see patch notes). After reviewing your feedback on these changes through the forums and Feedback Form we’ve decided not to put these changes live with Deployment 11. 
This doesn’t necessarily mean that the way adrenaline works on live is not going to change. We will continue to evaluate other options to balance adrenaline for PvP and PvE. Thank you for sending in your great feedback and keep it coming!

Feedback Form Questions


  • Q. When are you going to add character server transfers?

    A. This is something that we would love to add in the future, unfortunately, it is not on the top of the priority list at the moment. 

  • Q. I don’t get the Feedback Friday about Clan Owned Control Points. If you could clarify COCPs, I think that would help. From what I’m reading, it looks as though COCPs are being implemented like the war game map. It’s less a “control point” that “clans” can “own” and more a “map” that players can randomly “war” on, in the form of a “game”. I think if this is how COCPs are implemented, players will be sorely disappointed. Unless, there’s a direct impact on the world maps, this just isn’t what (me at least) people were hoping for.

    A. Our current plan is to integrate the COCPS on the live, static maps, however this may change depending on testing, feedback, functionality, etc.  Yes, the COCP prototype is similar to the War Game map, but it does however have several things that the Wargame map doesn’t that will help us better prepare for COCPs.  For example, the COCP prototype will be testing out a new grouping server, clan buffs, and eventually leader boards and other additions.  The gameshow element is just something we threw in for fun.  We’ll have more for you about this as we finalize the COCP prototype.

D12 Patch Note Preview– subject to change!


  • Gauntlet Map

    The Game Mechanics Team has created a Gauntlet Map for testing purposes on the Public Test Server with Deployment 12.  This map features 10 rooms of mobs at increasing difficulty.  This map is not for the faint of heart, but if you love a challenge, this is the map for you.  More information to come about this map as we finish out our D12 development.

  • New Map UI

    Ever been on a journey to a specific location only find out all too late that there is a large mountain in your way?  Yes, we think that is annoying too.  We’ve implemented a new system in Deployment 12 that will make maps more accurate and better distinction and topography lines.  Woohoo!

That’s it for this week’s Feedback Friday. Feel free to send any comments on this article via our Feedback Form.  Enjoy your weekend!


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Comments


“New Map UI” - WOOHOO! I played “Two worlds” and just didn’t care about the official roads…
...and I tend to play the same way on RGTR, so this is a feature I am REALLY looking forward to!!

Couldn’t find any answer to this one yet: Will the level you can reach ever be increased or will you stuck on 50 for all eternity? And will there be content to match the new skill (maps, enemys)? - I am just level 21 with my first character but I love this game and would find it a pitty if it ends with 50.

<Avatea> It does currently have a fixed level cap and there is currently no plan to increase it just yet. We’ll be adding more high level content first before we consider that option smile

Posted by Christopher Lee Thomas on 8th August, 2008 at 15:05

hola gente

Posted by xxxwwwxxx on 15th August, 2008 at 6:38
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