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Post by Admin on Aug 6, 2013 16:18:19 GMT
Snipers! posted by HiRezScott on Thu Dec 13, 2012 3:50 pm As promised, we've discussed making large changes to the way sniping weapons behave in Tribes Ascend, and are moving ahead to test changes for next patch. Our goals:- Put more emphasis on making each shot count, and reduce shot spam. Make a hit more satisfying. - Reduce the number of shots per window that a sniper can halt player regen with a low-damage hit. - Address the balance inconsistencies between the energy based rifles and the BXT's. Before we talk about changes, here is some data after the recent falloff nerf. (See attached image - note that "SniperRifle" is the BXT line). It'll help you guys track the effect of that change. The data here is only showing higher level players, and it's worth pointing out that not many players play Sentinel at that tier, so the data can be a bit erratic when viewed by day. The very best players tend to all use the SAP, so while we want to address its position, it's also padded a bit on this graph. Keep in mind that kills and damage will not necessarily describe how effective a Sentinel was in a game. As Bart reminds us all the time, stopping incoming capper regen, even with a low-damage shot, is one of the more important things a Sentinel does to break up routes. (Not sure he used the word "important" though). ;-) Please also note that this graph doesn't describe other Sentinel actions. Players with BXT's might have slightly higher secondary stats, as they have energy after a snipe to evade or respond to other situations with other weapons. Secondary effects of energy cost are not represented with this graph alone. Proposed Changes to Phase Rifle and SAP 20:- Reduce both weapons to 1 round per clip. A reload happens every shot. This lengthens fire rate from 1.2s to somewhere >2.0s. - Reload always pulls the player out of scope, requiring players to reacquire distant targets each shot. Note: The Phase and SAP 20 can be still be shot no-scope. - Increase maximum damage to around 700, and drastically reduce fall-off. Any hit hurts. - Always consume the players entire energy pool per shot. - Damage is calculated based on a total potential pool of energy, so for maximum damage both energy perks and a full pool is needed. General positioning on the SAP and Phase is that they are low rate of fire but high damage. The variance between them would be slight fire rate and maximum damage adjustments. We've discussed having secondary effects for the variants in place of damage trade off, but are not currently planning it. Proposed Changes to BXT's:- Allow shooting no-scope at low damage. Scope is still required for full damage charge up. - Increase fire delay from 1s to >1.5. - Keep clip size similar to what it is currently. - Slightly increase maximum damage and reduce fall off per the fire rate adjustment. General position on the BXT line is that they are higher rate of fire and are more flexible for stopping regen than the energy rifles, but lower overall damage output. They don't require energy to shoot, which gives the sniper some additional flexibility, but require charge up for full damage that locks in their position and prevents a powerful no-scope shot. The clip size means they don't have to reacquire targets between every shot like the energy rifles. Please discuss, and this is all subject to change, of course. :-D
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Post by Admin on Aug 6, 2013 16:19:40 GMT
Weapons in the works. posted by HiRezSean on Fri Dec 14, 2012 3:31 am We talked about this and others today.
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Post by Admin on Aug 6, 2013 16:27:20 GMT
Rock Bouncing posted by HiRezMick on Tue Dec 18, 2012 12:10 pm No, not this rock bouncing. "Rock Bouncing," like skiing was originally, is an emergent and unintended feature that some of the pros mastered. Over the summer we tried to figure out what to do about it. At first we took it out, but then quickly realized portions of it were good for advanced emergent gameplay. Many of the rocks that players could bounce off were actually placed by our designers to block routes. Some folks figured out how to do front-to-front routes on certain maps which could break the gameplay, while other techniques emerged for dodging sniper fire and setting up turn-on-a-dime routes. We took the middle path and re-enabled rock bouncing, but with some restrictions. Some of the pro players messing with the recently released player physics knobs have expressed an interest in bringing back some pre-nerf rock bouncing physics. Among other new physics properties planned for the next patch, we plan on releasing several properties that will let you tweak how this strange and emergent feature behaves. While we don't have plans to change the mechanic in standard public matches, I'm sure it will work its way into physics presets for custom servers. Rock bouncing originated with an optimization to player physics. Within a single iteration of the player physics, which is within a single tick of the game engine, if a player is blocked by a surface, and then by another after adjusting, the player is moved to a "safe" position and moves on with the game. The problem is that this safe position, when going at high speeds, can lead to a course correction that has, in essence, redirected the velocity vector. This redirection, combined with some logic that preserves speed when transitioning from falling/flying through the air to skiing along a surface, is what causes the bounce. We addressed this bug by first determining at what speeds this unpenalized redirection would be allowed. For speeds over the threshold, we preserve the full bounce if the outgoing velocity direction is within a grace window of the intended velocity direction. If the outgoing velocity direction is outside this first window, we linearly fall-off the effect of the bounce to a minimum window angle. If the direction is outside both windows, it will preserve the energy as if it hit the lowest part of the second window. We plan on exposing the following three variables: -The max speed where full rock bouncing goes unpenalized, no matter where the resulting direction goes -The angle for full preservation when going over the max unpenalized speed. -The angle for the falloff window. The outgoing speed is multiplied the max value of this (up to 1) or 0.
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Post by Admin on Aug 6, 2013 16:37:30 GMT
Bella 5 posted by HiRezScott on Mon Jan 07, 2013 3:49 pm Bella Omega: Sworder world, host of the Seventh Firetruce, and the map that just won't die. Initiate Teasing! Note: Imaged are early Work in Progress, not final art or layout. Bella Omega went through a lot of revisions in Beta, and ultimately was cut for very poor performance. We can track the number of players that immediately quit when a map comes up in rotation, and Bella could have been confused for a server crash. So how do you bring a map like that back based on popular demand? We've got a lot of feedback from you guys on the various versions, and overall it was pretty divided. So, after talking it through, what we've decided to do is create a brand new 5th version of Bella. We want Bella to be something that can go into the normal map rotation, not just be on custom servers for nostalgia. Bella 5 will hold true to the spirit of the original design, and including favored features such as force fields, central conduit to generator, larger hills, and the huge underground expansion. It'll also get a new visual treatment, and not look as much like snow. ;-) For those who don't know, I actually did the first two versions of Bella, before Kevin picked up the map and worked on the latter two. It's been a thorn in our side for a while... or near and dear to us... just depends on the day. ;-) Kevin is currently working on the incredible Blue Shift, which some of you saw on Friday, so I'll be tackling Bella 5. Usually I focus on CTF maps geared to rate high for casual users, such as Crossfire and Arx Novena. They tend to be a little smaller, have easy to read central areas, and are very difficult to get lost in. With the new version of Bella we are aiming for a style similar to Arx (focused middle, larger outer hills), but with a good deal more distance between the bases. Arx did a good job of being accessible for new players while still fairly popular for skilled players, and we're looking to push that further. The distances are a little deceptive in the attached images, remember those towers are HUGE. (See the base turret next to it). With all of that size and space, one issue we've always had on Bella is how to provide good alternate entrances into the generator room. To help with that, there is a new concept we are playing with in this map for really fast underground travel. It provides a couple of interesting new strategies, and attack/defend points. If all goes well, I'll see if we can get Bart to stream a demo of it soon!
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Post by Admin on Aug 6, 2013 16:39:36 GMT
gotta unlock faster posted by HiRezTodd on Tue Feb 12, 2013 12:48 am Common feedback we hear: new users would have more fun in Tribes: Ascend if they unlocked items faster We're going to give that a try. Effective immediately, we've cut all the item XP prices in half. No guarantees on how long it will stick. Long enough to measure whether it positively affects the new user experience or not; and also see player feedback on forums/etc. So please do pass along your feedback.
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Post by Admin on Aug 6, 2013 16:41:57 GMT
Public Test Server posted by HiRezMick on Fri Jan 11, 2013 1:06 pm Hey Tribers, With all the new stuff in production (maps, shielded base assets, weapon changes, etc) we want to expose you to some of it before it officially gets released in an upcoming patch. To do this, we are looking to set up a public test server. This will help us make sure we get your feedback and give you a glimpse at some of the work-in-progress stuff. We'll have more details soon!
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Post by Admin on Aug 6, 2013 16:42:59 GMT
Single Purchase Option for Tribes: Ascend posted by HiRezTodd on Tue Feb 12, 2013 12:48 am In response to community requests, we are going to introduce a Single Purchase option for Tribes: Ascend. If all goes according to plan the single purchase edition will be available this Friday 2/15, along with the upcoming content patch. If you enjoy the game as free-to-play, nothing changes. Additional maps for free. But for those wanting a single purchase - this package will unlock all classes, all weapons, and all perks in the current game; everything except the non gameplay affecting items like cosmetics. We'll price it in the ballpark of other PC multiplayer shooters. And if you are a Tribes VIP we'll give an additional discount.
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Post by Admin on Aug 6, 2013 16:45:14 GMT
New Player Assist System posted by HiRezMick on Tue Mar 05, 2013 6:35 pm As we are all working relentlessly to finalize the next patch for Tribes: Ascend, I wanted to take a minute to address some questions around speculation if Tribes has a system that treats new players damage numbers differently. It is true. Ever since the summer of 2011 Tribes: Ascend, which was in alpha testing at that time, has had a system called New Player Assist. The system was written for one goal: to help newcomers experience the awesome gameplay of Tribes. One of the defining features of Tribes is its radically different movement mechanics. The jetpack, skiing, and projectile-based gameplay can be quite a challenge for a newcomer to handle. While the speed and intensity of Tribes isn't for everyone, we wanted to do anything possible to show newcomers how awesome the experience could be. The New Player Assist system awards new accounts with "assist points" under the hood. These points do two things: make shots more lethal and give more protection. Just as one of the default perks is determination in order to help ease discouragement, this system is designed to help out new players as they get used to the radically different Tribes experience. As players do important things in the matches, like killing other players, grabbing flags, etc. these points, which are account-based, begin to wear off. The idea is that if a player is good enough to not need the assist, the assist will rapidly drop off. There are many new players that simply need to be able to stay alive long enough, get a few kills, and make it through a few matches in order to really understand the mechanics of Tribes. This feature has largely gone unnoticed for the lifetime of the game's existence (I imagine it has been uncovered a few times, but I haven't heard of this happening), which tells me that it at least has not harmed the integrity of matches.... And if it has retained people who would have otherwise left the game after one match of being completely owned, then it has done its job and brought more population and love to this wonderful game.
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Post by Admin on Aug 6, 2013 16:51:34 GMT
New Maps posted by HiRezJoe on Mon Dec 03, 2012 1:16 pm Hey folks! Dropping in to say I've been working on a few new arena maps. They are not in a state of final art/design, but I can give you highlights on what the basic ideas behind each map: MAP 1:- indoor - focus on z-axis design (multi-floored play space; emphasis on vertical design instead of horizontal) - does not use any terrain - design based largely off of an older existing arena map - has only 1 inventory station (central, exposed location) MAP 2:- ice cavern setting, with Permafrost crystal-lighting (for now, subject to change) - play space is slightly smaller than Walled-In - does have terrain - large ice columns block line of sight across the map - has no inventory stations MAP 3:- Planned followup by HiRezKate on Wed Dec 05, 2012 5:31 pmUpdates to how maps are progressing: MAP 2: - Mostly closed ceiling, only allows for call-ins in limited areas MAPS 3: - Arx Novina art set, outdoor setting - playspace is roughly same area as Map 2 (therefore, slightly smaller than Walled-In) - no inventory stations - open sky, can call in tactical strikes and inv stations in most places of map - mix between buildings, rolling hills, and canals to provide multi-tiered playspaces followup by HiRezKate on Wed Dec 05, 2012 5:32 pm^is a tease These are WORK IN PROGRESS images, and thus, DO NOT SHOW FINAL LIGHTING/LAYOUT/SET DRESSING/ ETC... But we did think you'd like a peek at what's being worked on =) followup by HiRezKate on Wed Dec 19, 2012 11:40 amI've scrapped Map 1. It just wasn't playing well. It was too small, too cramped, and it was a disconade party with few places to hide. It was also very difficult to get up to the higher-tier play levels if you were down on energy. It was a decently fun arena if you enjoy AOE spam; however, that spam made this a complete death trap. Instead, I've started Map 4. Don't freak out just yet though- MAP 4:- indoor - focus on multi-level play - more hallways and alcoves to run through - no environment hazards - no inventory stations (may change to having just 1) - still no terrain - "sloped" wall edges to allow for skiing through hallways, etc - play space is smaller than Walled-In To help illustrate the difference (and show why I ultimately moved on from Map 1): The left cluster of aqua and lines is Map 1. The middle is Map 4. The right (square outline) figure is the outer wall of Walled in (the playspace of Walled-In is slightly larger than the wall (how many times can I say 'wall' in one sentence?)). It's also worth noting that I've colored in some of the spaced of the map, partly for better viewing comparison and partly to hide details that may/will change after more playtests. I will probably revisit Map 1's floor plan in the future, but I will need to rebuild the map entirely to be larger/wider and solve the problems I discussed before. followup by HiRezKate on Thu Dec 27, 2012 4:53 pmJust a quick update- In-house testing for Map 4 has been fun. And I'm not just saying that because I beat APC in a duel. That was pretty fun though. (Sorry APC, I gotta scrape what glory I can ) A few dev notes: - I poked a hole in the ceiling in one corner, so there is a small space to allow for call-ins - I've decided to not have inventory stations for now (you can use the hole in the roof to call one in if you want). This might change later, we'll see - Initial feedback from people is that it looks/feels like a Quake map, which I'm taking as a compliment as that seems to be linked to comments and requests for indoor Tribes maps Maybe around/after new year's I'll post a teaser image for you guys. followup by HiRezKate on Mon Dec 31, 2012 5:43 pmSo to help ring in the New Year, we decided to show some new content! Wednesday, Thursday, and Friday we will be previewing one new map daily. This is not limited to Arena. There will also be a CTF map to show. You can tune in at 1pm EST Jan 2-4 at the Tribes Ascend Twitch TV Channel. In case you didn't manage to catch the stream live today, you can watch the vlog. We discussed and played a few rounds on Fraytown, which is the map using the Arx Novena set. Skip to about 2:30 for action. Happy New Year, Tribals! followup by HiRezKate on Wed Jan 02, 2013 8:01 pmmall teaser of the indoor arena map that we'll be looking at tomorrow. Catch Bart and me on stream at 1pm EST (GMT -5) to see how it looks and plays when not in the editor! www.twitchtv.com/tribesascend
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Post by Admin on Aug 6, 2013 17:02:04 GMT
New Maps - Part 2 posted by HiRezKate on Tue Jan 15, 2013 7:33 pm In response to the earlier preview/leak and the critiques of the "snow"... followup by HiRezKate on Thu Mar 07, 2013 1:54 pmHello cupcakes <3 I'm sorry that I've been quiet lately. My immune system failed (luckily AFTER the patch shipped) and I was out of the studio for awhile trying to get better. I don't have a lot to say at the moment, except that I'm playing around with rock placement to help block some B2F routes on Canyon. The changes won't make it into this next patch, as I've said in Twitch/some of the forum threads, but the map WILL be updated. I've also started work on a new CTF map. Time and health willing, my goal is to get two finished before the next content drop. This (or these) will come with Blitz and CaH variations. When I'm further along in the dev process, I'll post some preview images. Cheers, Kate
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Post by Admin on Aug 6, 2013 17:12:11 GMT
New Maps - Part 3 posted by HiRezKate on Tue Jan 15, 2013 7:33 pm Hello plz cupcakes- Here are some updates on the newest map: - map layout is similar to Arx Novena, in that it has aqueduct like structures that help block line of sight and provide cover/visual interest to the map - flag stands are about the same distance as Katabatic's flag stands - there is a central hill that blocks base to base line of sight, inspired by Kata's landscape acting as LOS blockers from base to base - central base has tunnels that go through it, just for some fun and interesting set design - above ground, the base is similar to Arx Novena, but turned sideways ---- makes side-to-side routes easier ---- back to front routes are possible, but because the flag stand is angled it takes a bit of practice/set up to grab the flag with good speed - The base interiors and gen room are very different from Arx - fog set up is similar to CCR's - no "special features" (ie, sandstorms) are planned for this map - will add more as I remember things or add things Here are some initial images. I don't have turrets or anything like that set up yet. REMEMBER, this map is a work in progress and things are likely to change before release. imgur.com/4OYAYHgi.imgur.com/E8Xu2Mx.jpgi.imgur.com/IHk1Tbv.jpgi.imgur.com/QDYw7fQ.jpgi.imgur.com/n8EUmb2.jpgi.imgur.com/eIoQ8LR.jpg
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Post by Admin on Aug 6, 2013 17:18:26 GMT
New Maps - Part 4 posted by HiRezKate on Wed Apr 03, 2013 12:57 pm Hello Plz Tribals! Some of you may have read/seen the April Fool's patch notes. Some of the info was real, some obviously wasn't. Officially, I can confirm that Terminus Station IS the official name of the "Katarx" map that has been previewed before. The second map [img src="http://i.imgur.com/5evhXjk.jpg" alt=" CTF Creature' was done as a joke"]- it was a recolor of Tartarus with lots of extra trees thrown in. (Biggest hint that it wasn't real was that there is only one angle) However, people seemed to like the general mood/ art set/ color pallet, so I'll take into consideration doing something similar. Sepulcher (For APC: pronounced seh-pull-kur) is a planned map, but I haven't gotten very far into the design so I'll just share what my intents are: Sepulcher TDM -- Children of the Phoenix/ Inferno set, but with different lighting/colorations (similar to Undercroft Arena) -- "indoor" TDM, with interior cavernous feel. -- WILL have terrain -- Inspirations from Undercroft, T:V's Cavern, and some Shadow of the Colossus- Barba's TempleAs always, once I get further into development I will start sharing images <3 followup by HiRezKate on Tue Apr 23, 2013 10:27 amI know I've been quiet here lately. I was out sick again for a bit My goal is to have some screens to show for Sepulchur by the end of the week, and maybe a couple of the layout designs I'm trying for on CTF Creature. Cheers~ followup by HiRezKate on Wed Apr 24, 2013 1:18 pmThere seems to be some concern over the CTF Creature map, so wanted to clear some things up -- It'll use the Tartarus art set, with the big trees -- going for a more early evening feel (so blue color scheme with warm lights around the bases) -- the terrain is 180 mirrored around the center of the map -- bases are slightly further apart than Arx I updated the imgur album with preview screens. There's been no base design or set dressing or trees added, it's mostly just a terrain preview. imgur.com/a/GIlMtfollowup by HiRezKate on Fri May 03, 2013 6:31 pmI have added new images to the CTF Creature imgur album. Many of them are quite confusing, as the map is still in rough layout/set dressing/lighting phase. I tried to explain where the camera was and was facing to help with orientation, as the base is a bit larger, and the architecture is a little twisted in some areas. Next week I'll try to reshoot some of these images with a lighting treatment done to it. Right now I just have "lights to help Kate see where she's working" Happy Friday everyone! imgur.com/a/GIlMt(sample of my confusing images, sorry plz)
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Post by Admin on Aug 6, 2013 17:24:06 GMT
New Maps - Part 5 posted by HiRezKate on Mon Jun 03, 2013 7:00 pm Small update, nothing horribly exciting: Arena- Desolate- small terrain-based map, size of Fraytown - CCR aesthetics - pretty open, meant to be a good honorfusor arena ground - I like kittens - will have 1 inventory station inside the base - isn't fully set dressed yet - I actually didn't realize I'd made a sort of chibi Chinese dragon face until I took screen shots. But hey, yay dragon zodiacs i.imgur.com/GXns3xU.jpgi.imgur.com/UAerlXr.jpgi.imgur.com/YLoAp6s.jpgi.imgur.com/SI0F1cB.jpgfollowup by HiRezKate on Fri Jun 21, 2013 11:47 amScrapped the layout of the above map, will post some screens of Desolate V2 sometime Soon™ followup by HiRezKate on Fri Jun 21, 2013 3:22 pmAlright, from feedback only a handful of people liked the open map style of version 1 of Desolate. Yes, it was super simplified, and while more was planned the over all consensus was that it was too open. So I revisited it, and added a more playground type structure to a portion of the map. This is still being fleshed out a bit, so we'll maybe see a few more structural levels/ buildings/line of sight blocks in later iterations. Happy Friday <3 i.imgur.com/F4Qa5rzh.jpgi.imgur.com/5aK3dJfh.jpgi.imgur.com/bcCx6A8h.jpgi.imgur.com/O7hHWKuh.jpgi.imgur.com/eOV4UTGh.jpgi.imgur.com/Y2JWMUMh.jpg
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Post by Admin on Aug 6, 2013 17:25:44 GMT
Dev Status posted by HiRezTodd on Thu Jul 11, 2013 11:22 pm From Reddit There are no major dev updates planned for Tribes: Ascend in the next six months. For the next six months our primary development focus is SMITE. Beyond that it is GA2. And beyond that a TA2 would be more likely than a major update to TA; but to be clear no devs are currently working toward TA2. Per the development blog on our forums, the recent TA work has been Kate developing some additional maps. If time allows then these new TA maps (along with some bug-fixes) would be finalized and deployed but no committed date yet. We continue to support TA servers, online community events, tournaments with prizing, bringing Tribes to offline events like recent RTX and upcoming QuakeCon, and live-streaming. www.reddit.com/r/Tribes/comments/1i4jrr/open_letter_to_hirez_response/
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Post by Admin on Aug 6, 2013 17:26:29 GMT
Update - Scanning, Cheating, Mapping posted by HiRezTodd on Thu Aug 01, 2013 11:54 pm Scanningwww.reddit.com/r/Tribes/comments/1i59mx/batch_file_to_stop_the_hirez_service_when_not/>>"I have a problem with Hirez scanning my computer when I'm not playing the game" Understood. However, Hi-Rez policy has always been to scan only when our games are being played. Players are rightly sensitive to privacy and any threat of 'scanning'. I apologize that our initial response to this concern focused more around the legalese and seemed to duck the actual technical implementation. So, to clarify, neither Tribes nor SMITE nor Global Agenda nor HiRezLauncher care what software you are using while not in one of our games. And we do not scan your computer if our games are not running. In order to help combat hacking&cheating we do scan for black-listed programs while our games are active. If you see process activity from HiRezLauncher at other times that is related to checking for patches; and this background loading can be disabled via a user option if you prefer. Cheatingwww.reddit.com/r/Tribes/comments/1in5jn/cheating_on_low_level_pub_servers_is_really/>>"Cheating on low level pub servers is really getting out of hand" Agreed. After double-confirming the technical implementation described above, we reviewed the cheat logs. Through a combination of player reports, video-evidence, automated detection (only while the game Tribes is running), and tireless efforts by APC, we detected and banned over 150 accounts this week. MappingA few weeks ago Hi-Rez announced that no major content updates were planned for Tribes in the next six months. We followed that up with community discussion (Behind The Blue Plate - 7/17) about exploring paths for community created content, which has been asked for since we first started development on T:A and has always been a huge part of the Tribes franchise. After scoping it out we see a path for: 1. user-owned/maintained servers and 2. custom maps and map-lists on those server We will be working on introducing this support into Tribes: Ascend but there is no timeline yet for it's delivery. After a programmer has been assigned and started implementation there will be additional communication but that is still a few weeks away.
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