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Redrick

Вероятный состав патча 1.1.5

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На реддите собрали ожидания от патча 1.1.5

 

Общее:

  • Введение GIM (новый менеджер инстансов)
  • Обновление матчмейкера
  • Новый лаунчер

Балансовые настройки для:

  • Оружие
  • Щиты
  • Буст
  • Корпус
  • Ракеты
  • Контрмеры
  • Кулеры
  • Полет
  • Уменьшение скорости поворота гимблов, основываясь на их размере

Возможно новый индикатор предупреждения о ракетной угрозе.

Вероятно появятся летабельные Merlin и Scythe.

Конкретики по балансу не названо, общая задача увеличение времени убийства (TTK - Time To Kill) и общее замедление битвы и при этом сохранение ощущения динамичности/насыщенности событиями - которым славиться АрКом. По сути разработчики нацелены на усиление "полетно-центричной" (пилотирования) составляющей, не убирая при этом уникальные преимущества АрКомовского  6DoF полета.

 

Вероятно нас ждет больше, а часть озвученного не войдет в патч, но кажется, что это будет очень интересный патч.

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Я ещё жду новую систему повреждений для всех (или хотя бы некоторых) летающих кораблей. Но тут уж как получится.

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Про новую систему писали что-то - девтрекер надо посмотреть. Как я понял, это просто оптимизация, а не поголовно всем как у Гладиуса (могу ошибаться, не вчитывался)

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Именно переделывают то, что уже летает, под новую систему повреждений.

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Как у Гладиуса будет у всех. Это и оптимизация ,и процедурное богатство фейков. У Мерлина её уже точно показали. А вот остальные корабли на каком этапе сложно сказать. 

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Из идущего RV патч на PTU попадет возможно сегодня, ждут добро от QA

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1.1.5  на тесте сегодня не ждать https://forums.robertsspaceindustries.com/discussion/comment/5318580/#Comment_5318580

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Полный патчноут 1.1.5 позже по ссылке (скопируйте кто-нибудь), краткий ниже:

  • летабельные Мерлин и Коса
  • фиксы нацеленные на борьбу с фризами при спавне/гибели кораблей
  • увеличен лимит игроков до 16 на картах с  Squadron Battles и Battle Royale
  • кнопка “Electronic Access” заменила кнопку Arena Commander в главном меню
  • иконки Arena Commander и Star Marine отображаются в меню Electronic Access
  • у аккаунтов не имеющих доступов иконки Arena Commander и Star Marine серые
  • игровые режимы будут иметь красные рамки у аккунтов приглашенных в лобби игровых режимов, к которым они не имеют доступов
  • игроки заходящие в игру из одного лобби всегда будут в одной команде
  • в лобби теперь играет музыка

Изменение игрового баланса:

  • убийство с одного выстрела усложнили
  • уменьшили повреждения CS (кросс секция) ракет
  • х2 увеличили здоровье всех человеческих коарблей
  • диспропорцию оружия по размерам увеличили (Weapon disparity per sizes increased)
  • пере балансировали потребление буста и скорость перезарядки
  • пере балансировали трастеры кораблей, что бы они лучше соответствовали задачам корабля
  • дисперсия чафов/Chaff увеличена

Бэк-энд технологии уже несколько раз описывались

 

- New Launcher 2.0. Not just an updated version of the old launcher, but the first version of the new launcher! This will look similar to the current version but is a complete tech rewrite which significantly improves download speed and stability, as well as giving us much more visibility into troubleshooting launcher issues. Launcher 2.0 also allows us to start the work on our strategic goal of having much smaller incremental patch sizes.
- General Instance Manager (GIM). A full rewrite of the backend services that not only allocates and manages Arena Commander and Star Marine game server instances, but also the framework for multiplayer Hangars and the Persistent Universe game servers.
- Matchmaker Service. A full rewrite of the matchmaking system that will keep players in public groups on the same teams, eliminate long waits, and resolves the issues of perpetual Match Not Founds.
- “Phoenix” Dynamic Environments. A completely new backend service that allows us to spin up and scale services and environments at an exponentially faster rate with sharply improved stability. What does this mean for you, the players? We can scale up to test much faster to quickly and safely provide identical environments on Live that we use while in dev and in testing, and we can rapidly compensate for spikes in traffic.

 

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BR на 11 игроков

 

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Ого, скорость загрузки! Раньше минуту ждали. 

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Может монтаж просто, вырезать 10 минут загрузки проще простого :)

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В этом патче скорость загрузки правдо высокая,даже не смотря на то что PTU залил на терабайтную свалку вместо SSD.

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Contents:

Arena Commander
Additions
Balance/Tweaks
Fixes
Known Issues

 
Additions:

Gameplay

  • Battle Royale and Squadron Battle have had their maximum player count increased to 16
  • Respawn penalty has been applied for situations where a pilot would intentionally destroy the ship to either reload missiles or prevent another player from getting a kill
  • Reworked the server, instance, and matchmaking service from the ground up
  • Lobby system and game servers now talk to each other about the teams that a client is on in the lobby and in game
  • Lobby system will now remove players from a lobby if the instance system crashes rather than letting a group remain in a broken lobby
  • Game Instances are able to transition from completed matches to hosting a new match more quickly

Ships

  • Vanduul Scythe is hangar and combat ready (shows as captured vanduul fighter in lobby)
  • P52-Merlin is hangar and combat ready
  • Due to being a snub fighter, the Merlin does not have intakes. As such, it does not replenish fuel while flying. In the PU, it would do this by docking with a Constellation
  • Accounts that have constellation variants that come with a snub fighter will be given a Merlin loaner ship to use in Arena Commander
  • Like other loaner ships, loaner Merlin’s cannot be placed in the hangar
  • Placing a Constellation Andromeda in the hangar will also spawn a Merlin

Components

  • Added support for spray patterns to weapons based on weapon mount type
  • Added new attenuation for missiles explosions
  • Added weapon names to Vanduul armaments
  • Added blade extension for captured Vanduul Scythe. It is activated by turning the item on in the weapon UI
  • Human engineers have increased the weapon lethality for the ship for the captured version of the scythe

User Interface

  • Added a HUD effect to the Vanduul Scythe where the alien ship HUD will appear in some situations
  • Electronic Access button has replaced the Arena Commander button in the main menu to help with indicating that Arena Commander and Star Marine and simulations within the game fiction
  • Arena Commander and Star Marine icons have been added for each game module
  • Game module icons will be grayed out for accounts that do not have access to them (Star Marine is grayed out for all accounts)
  • Game modes and maps will have a red overlay for accounts that are invited to lobbies which contain game modes they can’t play
  • Lobby host will receive an error if a player in a lobby doesn’t have access to the selected game mode
  • Match ID’s have been put back into the game to make it easier for players to report issues with specific instances
  • Match ID length and complexity has been increased to ensure that they’re always unique

Environment

  • Transitioned the audio system for all game content over to new cross-platform sound engine
  • Added additional ambiance to the VFG Industrial hangar
  • Added new splash screens when initially logging into the game

Balance/Tweaks:

Gameplay

  • Updated how ships calculate their mass when in the hangar
  • Points that are earned for doing damage to ship hulls has been adjusted due to the changes in ship health
  • Rebalanced Vanduul Swarm to be in line with desired difficulty due to the balance changes made to ships

Ships

  • Boost consumption has been rebalanced so that it involves more decision making for when to use it and involves less attrition
  • 300-series hull health increased x2
  • Aurora hull health increased x3
  • Aurora top speed increased to 175
  • Avenger hull health increased x2
  • Avenger wings upsized from size 1 to size 2
  • Gladiator hull health increased x2
  • Gladiator adjusted to drift more when turning so that it handles appropriately for its size and role.
  • Gladius hull health increased x2
  • Hornet family hull health increased x2
  • Hornet rotational velocity increased
  • Hornet rotational acceleration decreased
  • M50 hull health increased x3
  • Mustang hull health increased x3
  • Restricted missile hardpoint sizes from size 1-3 to size 3 only to restrict possible missile racks on the Hornet Series
  • Cutlass hull health increased x3
  • Decreased Cutlass boost angular velocity from 3x normal to 2x normal

Components

  • Weapon damage increased by about 25%
  • The weapon damage disparity between sizes increased to 75%. Helps to make fixed weapons vs gimbaled weapons a more valuable decision.
  • Weapon accuracy for gatling weapons decreases/spread increases over longer sustained rate of fire
  • Weapon mount and gimbal slew rates are now set based by size
  • Adjusted weapon mounts so that their IM and EM signature generation scales with mount size
  • Increasing cooling flow for weapons due to higher health and shield values
  • Chaff counter measures will now fire in bursts of 4 across a 120 degree horizontal arc, chaff counter measure ammo box sizes have been quadrupled to match the burst
  • Size and potency of chaff reduced
  • Missile damage raised x1.5 for all missiles to help compensate the increased ship/shield health and the raised Shield absorb for splash damage
  • Tempest II reduced explosion radius and overall damage
  • Stalker V reduced explosion radius and overall damage
  • Shield values have been doubled
  • Shield splash damage absorb factor increased from 1 to 1.25 as a baseline. SECO-Splash shields raised to 1.5 and SECO-Drop shields raised from 0.8 to 1
  • Shield recharge rates have been reduced
  • Shield regen delay increased across the board for all sizes. Shortest delay is 9.5s for Size 1 and 19.5s at Size 4

Environment

  • Rotated the holotables and moved most of them next to a wall

Fixes:

 

Gameplay

  • Client and server performance for when ships are destroyed and respawn has been greatly improved
  • Clients that enter a team game mode from the same ranked lobby will now be on the same team
  • Characters rolling while prone is now seen by other clients
  • Characters no longer spawn in as a pair of eyes
  • Fixed a few issues that were causing characters to spawn in a pilot seat standing up (some still exist)
  • Fixed an issue causing ships to sometimes sink into landing platforms in Multiplayer Free Flight when using automatic landing
  • Fixed a crash that would occasionally occur when landing in Multiplayer Free Flight

Ships

  • Fixed an issue where the ship name would appear as debug text for the tutorial Gladius’ ship AI
  • Front panels on the Mustang now animate when used
  • Mustangs no longer float in the air after landing with damaged or destroyed wings
  • Fixed the mustang turret showing debug text in the holotable
  • Fixed an issue where swapping turrets in a constellation would cause character animations to malfunction
  • Killing a Cutlass now gives proper credit

Components

  • Delta Rocket pods no longer display their name as debug text

User Interface

  • Fixed an issue that caused cross-hairs and reticule to sometimes go missing upon respawn
  • Thrusters can now be deactivated in power management
  • Holding tab will no longer cause the score board to default to on

Environment

  • Murray Cup poster now appears in the Asteroid Hangar
  • Cloud in race maps are no longer popping in and out

Known Issues:

These are not representative of all known issues in the build. The following issues are bugs that were introduced with this version of the game that we feel are most impactful to play experience.

Gameplay

  • Spawning will sometime cause blood splatter to appear on the helmet
  • Pressing tab five times will open chat in Arena Commander
  • There are a number of issues that prevent progression through the Arena Commander tutorial
  • Connection error 8 will occasionally occur when connecting to a multiplayer match
  • Spectator cameras cannot be controlled and will shake too much when observing another ship
  • Comstab can no longer be disabled/enabled
  • Matchmaking will load clients queued up for different race modes into the same server instance
  • Client can get stuck on an infinite load screen if they are matched into a server instance that no longer exists due to the game ending
  • Client will black screen when entering a lobby if it is unable to communicate with the Generic Instance Manager
  • The ability to send invites does not recover if the Generic Instance Manager crashes (workaround, enter your own lobby as a host to update your clients online status and invites should work again)
  • Leaderboard statistics are not being communicated to the website

Ships

  • Ships will sometimes spawn without IR and EM signature
  • Ships will sometimes not be able to respawn in Arena Commander
  • Merlin jerks when boosting after lateral turn
  • Merlin HUD cannot be interacted with
  • Constellation Andromeda ship surfaces are missing textures and lighting, causing them to be black in some areas
  • Freelancer variants are missing textures and lighting, causing them to be black in most areas
  • Retaliator is missing collision in several locations

Components

  • Motion blur settings for some ship components is set higher than it should be

User Interface

  • There is no message or timer indicating the penalty for early ejection
  • Error codes are not being displayed in hangar and are not visible until a client loads into another match, making it seem like they appear at the start of a match
  • Game Mode selection resets when returning to the lobby (this in turn can cause the lobby host to see duplicates of other players in the lobby)

Environment

  • Large blocks of invisible collision are present on the left and right sides of the Aeroview hangar

 

 

 

UPD.

Contents:

Additions
Balance/Tweaks
Fixes
Known Issues
Additions:

Ships

Added new Merlin thruster effects

User Interface
Added a warning message for the respawn penalty when ejecting
Balance/Tweaks:

Gameplay

Shield values for Vanduul in Vanduul swarm have been reduced
Increased frequency of Vanduul focusing on the player ship

Ships
Increased boost consumption
Increases hornet rotational thruster strength
Tightened up Hornet lateral strafe
Reduced the amount of drifting the Merlin would do

Components
Decreased spool up time
Gatling weapons can now fire while weapons are spooling up
Increased Suckerpunch range
Reduced amount of ballistic weapon damage that Shields absorb before applying damage to hull through the shields
Reduced armor energy absorption to make it less effective vs energy weapons

Environment
Improved load times for ragdolls
Fixes:

Gameplay

Fixed some of the issues preventing tutorial completion
Comstab can now be enabled
Fixed an issue where the race mode announcer audio would get quiet as players got further away from the starting area
Spectator cameras are more stable when observing another ship
Fixed a server crash that was causing large amounts of players to disconnect
Fixed an issue where game instances were turning into bottomless pits for specific game types and ate all the matchmaking requests without spinning the instance up
Fixed one of the issues that was causing clients to get kicked back to hangar due to entering a state that would allow the client to connect to a match, but never finish the connection process

Ships
Fixed some thruster issues with the Merlin that would cause it to jerk around when boosting

User Interface
Fixed an issue where the Andromeda loaner Merlin wouldn’t be accessible unless the Andromeda was in the hangar
Fixed an issue where the loaner Merlin granted by the Andromeda would get stuck on a permanent load screen

Environment
Large invisible collision blocks have been removed from the Aeroview hangar
Fixed a crash that was being cause by the social module elevators in the hangar
Fixed an issue that was causing some of the platform numbers in Free Flight to look like bubbles hovering over the landing pads
Fixed some missing texturs that were causing red ‘replace me’ squares are under the ships in the tutorial
Known Issues:

These are new issues found in addition to those mentioned in the previous PTU patch notes

Gameplay

There are several issues that prevent the tutorial from being completed when reloading into it
The game client doesn’t communicate to players why they are unable to respawn
Warlord and Vixen do not spawn in at the start of Vanduul Swarm
The Generic Instance Manager will sometimes not assign game rules to an active group. Usually this can be identified by the team value being show as 1/. Launching into a match while a group has empty game rules will result in the client getting stuck searching for a match without being able to cancel. (workaround: change the game mode and map, then leave the lobby and make a new one. This doesn’t always work)

 

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Сегодня будет на лайве https://forums.robertsspaceindustries.com/discussion/273668/1-1-5-publish-to-live-downtime-at-12pm-cdt-5pm-gmt

 

Сервера выключат в 20:00 мск (5пм гмт). Ожидают примерно часовой даунтайм и запуск серверов в 21:00 мск ( 1pm CDT/6pm GMT.)

 

Патч 1.1.5 не включает в себя Лаунчер 2.0, который тестили на PTU

 

 

 

This is a *huge* update and we'll have full Patch Notes available for you soon, but in the meantime, here are some highlights:

- Battle Royale and Squadron Battles now support up to 16 players.
- Vanduul Scythe and P-52 Merlin are Hangar- and Flight-Ready.
- Accounts with Constellations will be given loaner Merlins; however, these loaners cannot be placed in a Hangar.
- Multiplayer stuttering along with freezing issues on ship spawn/destruction have been addressed.
- The “Electronic Access” button has replaced the Arena Commander button in the Main Menu.
- Arena Commander and Star Marine icons will be seen in the Electronic Access Menu.
- Arena Commander and Star Marine icons will be grayed out for accounts that do not have access to the respective module. (Note: Star Marine is NOT playable in this update.)
- Game modes will have a red overlay for accounts that are invited to lobbies which contain game modes they do not have access to.
- Players entering a game from the same Lobby will now always be on the same team.
- All game content audio has been transitioned to the new WWise cross-platform sound engine.
- Lobby now has music!

Several game balance changes have also been introduced:

- One hit kills have been reduced.
- Gatling cannon spool time reduced; gun now fires while spooling.
- Reduced CS missile damage.
- Increased missile range.
- Increase health for all human ships; some 2x, some 3x. Be sure to check Patch Notes for specific ship changes.
- Weapon disparity per sizes increased.
- Rebalanced boost consumption and recharge rates.
- Rebalanced ship thrusters to be in line with ship goals.
- Chaff dispersion has been increased.

We’re also deploying several sizable new, backend technologies:

- General Instance Manager (GIM). A full rewrite of the backend services that not only allocates and manages Arena Commander and Star Marine game server instances, but also the framework for multiplayer Hangars and the Persistent Universe game servers.
- Matchmaker Service. A full rewrite of the matchmaking system that will keep players in public groups on the same teams, eliminate long waits, and resolves the issues of perpetual Match Not Founds.
- “Phoenix” Dynamic Environments. A completely new backend service that allows us to spin up and scale services and environments at an exponentially faster rate with sharply improved stability. What does this mean for you, the players? We can scale up to test much faster to quickly and safely provide identical environments on Live that we use while in dev and in testing, and we can rapidly compensate for spikes in traffic.

Known Issues (partial list):

- Audio problems may exist throughout the client as we troubleshoot integration of the new WWise audio system.
- Clients can occasionally get stuck on an infinite loading screen due to being connected with an instance that no longer exists .
- Gameplay divergence can cause situations where it appears like a ship is being hit but not taking damage, when the shots are actually missing the ship.
- The HUD and UI are completely missing throughout the tutorial.
- Constellation Andromeda and Freelancers have much of their interiors a solid black.
- Players cannot interact with the Merlin HUD.
- Players may infrequently not be able to spawn after death in multiplayer matches.
- Retaliator floor collision is disabled and players will fall through the floor.
- Combustion Pistol cannot be equipped.
- Characters may animate incorrectly when leaving ships.

Please note that most of our content is unoptimized at this time, and machines may encounter higher CPU/GPU/RAM usage than normal with 1.1.5. We'll continue to investigate this and potential memory leaks with the client.

 

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На PTU были те же косяки с тормозами, что и на паблике?

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