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 Post subject: Promjene ukratko U quantum of solac.... Rise :)
PostPosted: Wed Nov 12, 2008 10:02 am 
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Plahuter

Joined: Thu Aug 07, 2008 3:01 am
Posts: 121
SVE promjene:
http://myeve.eve-online.com/updates/patchnotes.asp

http://myeve.eve-online.com/devblog.asp?a=blog&bid=596
Weapon gruping, povucite sve turete na jednu hrpicu i pucate sa jednom tipkom 8 tureta. Ako su u igri rakete izleti samo jedna velika raketa ali jaka. Mogu se grupirati samo potpuno identicna oruzja. Lakse mjenjanje kristala ili municije!

http://myeve.eve-online.com/devblog.asp?a=blog&bid=591
Certifikati, nista posebno samo grupe skillova da je lakse njubekima skuziti kaj je vazno skillat. Nit se prodaje, nit daje neke bonuse, nista, samo mala pomoc u razumjevanju.


http://myeve.eve-online.com/devblog.asp?a=blog&bid=574
Brzina
Jao.....sta su tu sve napravili.
Image
Image
The red and green markers are the minimum and maximum attainable speeds with a single tech2 MWD of each ship class; the white bar indicates the standard deviation.

The new values result in a smooth slope across the classes, yet still allowing some fringe cases, which is fine as long as it holds true to our utopian speed goals.
Changes around microwarpdrives

Warp scramblers (the close range ones), are due for a complete makeover. Our current idea is to have MWD's deactivate as soon as they get hit by their effect, and continue to be disabled until the effect is lifted.

This creates a whole new dynamic for PVP; the choice between fitting an afterburner or a MWD becomes a tricky one. It could also create a scenario where smaller ships would prefer to use an afterburner and scrambler, instead of a MWD, webifier and disruptor. Who knows? We might even see some crazy setups where both afterburners and MWDs are utilized.

A brief reactivation delay added to the microwarpdrives might ensure a speedy target actually slowed down, and of course with the MWD disabled, a webifier would have an even greater effect.

Our current idea is to have MWD's only differ in capacitor capacity penalty as well as reactivation delay, instead of the speed progression between meta levels. This means they would all give the same speed boost, 500%, the aim being to reducing the number of factors affecting the maximum velocity attainable over a normal tech2 MWD.
Webifiers

Currently when you’re webbed it’s pretty much game over unless you’re doing more DPS or have a better tank. The 90% speed reduction makes combat too static and predictable when webifiers have been applied. To address this, webifiers in our proposed changes have been reduced in effectiveness down to between -50% and -60%.
Nanofibers & Polycarbon Engine Housings

In order to reduce the slots required to attain maximum speed, we have to get rid of some variables. As you probably know one can fit 3 modules affecting the same stacking-nerfed attribute without being significantly hit by the stacking penalty. For example, if we had two types of damage modifiers—one that only increases the rate of fire and another one that ups the damage multiplier—one could fit 6 of them without being affected by a stacking penalty. In a nutshell, this is what’s happened with nanofibers and overdrives.

Nanofibers and polycarbon engine housings changed to affect maximum velocity and agility (which is basically what they did before, through mass reduction) would ensure balance, morphing them into a mixture of overdrives and inertia stabilizers and thus stacking penalized against those modules.

Our current implementation makes 3 nanofibers approximately as effective as 2 overdrives and 2 inertia stabilizers. This means, if one would want to fit for maximum speed, go for overdrives; maximum agility, fit inertia stabilizers; a bit of both, use nanofibers.

Polycarbon engine housings are overpowered, both in general and with regard to corresponding modules; this is because the tech1 version is currently more effective than a tech2 nanofiber. Following our changes we’re looking at them being 30% less effective than their module counterparts, which is more similar to the difference between modules and rigs in other categories.
Overdrives, Implants and Gang Bonuses

The balance between these systems is very delicate. Our suggested solutions would mean, yes, a general decrease in maximum velocity across the board, now that the interplay of all affected systems is duly accounted for. But the proportional gains are similar to before.

Our intent is to have overdrives range from approximately 7% to 12.5%; the high-grade snake set 24.7%; the low-grade snake set 16% and the gang bonuses down to 25.8% but with an added agility bonus. So yes, there is a speed nerf underway, but exclusive speed bonus items still retain their relative value, the snake set for instance still being the fastest single speed bonus item that money can buy.

All of this is of course done to push maximum velocity below the cursed ludicrous speed as it was defined, safely stitching back the burst seams of both our physics engine and gameplay.


OSTALO:


* 54 new missions have been added for Level 1 through to Level 5. These missions are primarily for Empire based factions.
+Player corporations will be able to create and award medals to their members.
+Double clicking on a character icon in chat will now display "Show info" rather than starting a conversation. This is the default setting.

CHANGES

Ships

* Changes have been made to all Frigates, Interceptors, Stealth Bombers, Destroyers, Cruisers, Battlecruisers and Battleships regarding base speed and micro warp drive speed. Rookie, Industrial, Capital and shuttle class ships remain unaffected.
* All interceptors now have a new role bonus. Interceptor Skill Bonus: 15% reduction in micro warp drive signature radius penalty per level.
* The Kronos and Paladin have had their webifiers bonus increased from 2% to 10% per skill level.
* The Crane, Prorator, Prowler and Viator can now equip a covert ops cloak and can therefore warp whilst cloaked now. In addition these four ships can gain a 5% bonus per transports skill level to the CPU need of fitting a covert ops cloak.
* The Crane, Prorator, Prowler and Viator can now use a black ops jump portal.
* The Crane, Prorator, Prowler and Viator have had their +2warp strength bonus removed.
* The bonus to the shield booster amount for the Crane has been reduced to 5%.
* The armor repair duration bonus has been removed from the Prorator.
* The shield booster cap need bonus has been removed from the Prowler.
* The armor repairer cap need bonus has been removed from the Viator.
* The Bustard, Impel, Mastodon and Occator all gain a +2 warp strength bonus. In addition, the Bustard and Mastodon have gained a +5% bonus to shield hitpoints per Transport Ships skill level and the Impel and Occator have gained a +5% bonus to armor hitpoints per Transport Ships level.
* The Bustard has had its shield boost bonus reduced to 5% per level.
* The Impel has had its armor repairer duration bonus removed.
* The Mastodon has had its shield booster capacitor need bonus removed.
* The Occator has had its armor repairer capacitor need and duration bonus removed and an armor repairer amount bonus added.
* The corporate hangar bay of the Rorqual has been increased to 30,000 m3.
* The Procurer has had its agility slightly increased.
* The Skiff has had its agility slightly increased.
* The Mackinaw has had its CPU increased by 10 and the cargo capacity increased by 1000m3.
* The Nighthawk has had the explosion radius bonus changed to +5% heavy missile explosion velocity per level.
* The Flycatcher has had the explosion radius bonus changed to 3% reduction of Light Missile damage reduction factor per level.
* The Heretic now has an explosion velocity bonus changed to +5% per level.
* The Golem now has an explosion velocity bonus changed to +5% per level.
* A situation existed where your active ship could, incorrectly, be stored in a Carrier ship maintenance bay while docked at a station. This has been fixed and it is no longer possible to store your active ship in a Carrier while docked at a station.
* Carrier pilots now have full access to the carrier corp hangars even if corporation roles for corp hangars are different.
* Jaguar bonuses have been clarified, and resistance bonuses have been removed.
* All Harpies and Hawks have been recalled for urgent paint jobs. They will now show their respective mega-corporations' colors.
* Both jump freighters and regular freighters may now loot from jump freighter wrecks.
* Carriers and Motherships will no longer keep additional targets locked when triage mode expires. The ship will revert to the maximum number of locked targets as allowed by the player’s skills.

Modules

* Nanofiber Internal Structures of all types no longer give a mass reduction and will instead have a velocity modifier and inertia multiplier.
* All overdrives have been reduced in effectiveness by 37.5%. Faction variants (Republic Fleet and Domination) will have a maximum 12.5% velocity modifier but cargo capacity drawback will only be 5%.
* The micro warp drive is now vulnerable to warp scramblers (the 7.5km version). If you get scrambled your MWD will immediately end its cycle. You won't be able to activate it until you're out of warp scramble range, and the reactivation timer has expired. In addition, all MWD's now give you a 500% speed boost, regardless of meta level.
* The capacitor penalty associated with micro warp drives will now be based on meta level. A standard Tech I MWD will have a capacitor penalty of 25% when equipped while the meta 14 MWD will have a 0% penalty to capacitor status. Signature radius bonus will also be applied in this manner. A standard Tech I MWD will have a signature radius penalty of 500% while the meta 14 variation will be 411%.
* Changes have been made to all variations of afterburners. A standard Tech I afterburner will now have a speed boost of 112.5% while a meta 14 variant will have a 162% speed boost. Adjustments have been made to the cap requirement for meta 11 and above. There are clear advantages and drawbacks to the two types of modules within the same meta level. Some afterburners will have a smaller cap and power grid need while others will have more speed bonus and less CPU need.
* The following afterburners have all increased in meta level by a factor of +1: Gallente Navy 1/10/100MN Afterburner, Shadow Serpentis 1/10/100MN Afterburner, Monopropellant I Hydrazine Boosters, Cold-Gas I Arcjet Thrusters. The LiF Fueled I Booster Rockets will be reduced in meta level by a factor of -1.
* Stasis webifiers now have a maximum effective speed reduction of -60%. This changed from the maximum effective speed reduction of -90%. In order to compensate, all standard webifiers and faction variants will have either better range and CPU fitting requirements, better range and speed factor, or better speed factor and CPU fitting requirements. Officer variants will now have up to 20km range (reduced from 40km) and a speed reduction factor between 55-60%. Capacitor use, power grid and CPU fitting requirements have been tweaked depending on meta level.
* Warp scramblers have been changed and, along with the current ability of +2 warp scrambling strength, will now incapacitate an active micro warp drive. The Dark Blood and True Sansha warp scrambler have been promoted to meta level eight and the four variants within meta levels seven through nine will allow for either better range and CPU fitting, better range and strength, better strength and CPU fitting or much better CPU fitting.
* Officer warp scramblers will now have a maximum range of up to 15 km. Capacitor use, power grid and CPU fitting requirements have been tweaked depending on meta level.
* The radius of the large mobile warp disruptors have been reduced by about 26%. This will range from the smallest (Mobile Small Warp Disruptor I) of 5000m radius up to the largest (Syndicate Mobile Large Warp Disruptor) of 33,500m. In addition, the total hit points of the Syndicate Mobile Large Warp Disruptor have been increased by 50%.
* Skirmish Warfare skill will be changed to give a 2% per level gang bonus to agility.
* Skirmish Warfare Mindlink will also be changed to give a 15% gang bonus to agility, in addition to the 50% bonus to the command bonus of Skirmish Warfare Link modules. The agility gang bonus overrides effect of the Skirmish Warfare skill gang bonus, just like for the other "passive" mindlink bonuses.
* Skirmish Warfare Link will be changed to give a 2% command bonus, resulting in a maximum 25.875% boost.
* Energy Nosferatu and Neutralizers have had their blueprint job times reduced to be in line with other modules.
* The Protest´ Large Armor Repairer I blueprint and module will now appear under the search options in the Contracts menu.
* The Remote Sensor Booster II has had its skill requirements changed to Sensor Linking 4 to bring it in line with other T2 modules.
* "AURA" warp core stabilizers have been enhanced and their CPU requirements reduced to 22.
* T1 and T2 Mercoxit Mining Crystal BPO’s have had their required number of Nocxium for building modified. In addition, Tech II Mercoxit mining crystals can now be reprocessed.
* A signature radius of 25m has been added to Mining Drone I, Mining Drone II, Civilian Mining Drone and Harvester Mining Drone. This will now prevent 100% scan success on mining drones with any type of probe.
* Descriptions for warfare link modules have been changed. It now says: "Note: The Gang bonus only works if you are the assigned fleet booster."
* "Passive Defence Armored Warfare Link" does not cause aggression and it is possible to dock and jump after having it activated.
* Several warp scramblers have been renamed to better specify their functionality:
o Faint Epsilon Warp Prohibitor I -> Faint Epsilon Warp Scrambler
o Initiated Harmonic Warp Jammer I -> Initiated Harmonic Warp Scrambler
o J5b Phased Prototype Warp Inhibitor I -> J5b Phased Prototype Warp Scrambler I
* Several warp disruptors have been renamed to better specify their functionality:
o J5 Prototype Warp Inhibitor I -> J5 Prototype Warp Disruptor I
o Fleeting Warp Scrambler I -> Fleeting Warp Disruptor
o Faint Warp Prohibitor I -> Faint Warp Disruptor
o Initiated Warp Jammer I -> Initiated Warp Disruptor

Rigs

* Polycarbon Engine Housing I and II no longer give a mass reduction and will instead have a velocity modifier and inertia multiplier.
* Locus Coordinator rigs are now subject to stacking penalties.

User Interface

* Unchecking the "Pilot has neutral standing" option will now only remove neutral pilots. CONCORD, Customs Police, stargates, billboards, sentry guns and secure containers will now show up on the overview.
* The overview and brackets system has been overhauled. There is no longer a system specified default tab; you can now change the name of any tab from the tab itself or from overview settings. When all named tabs are deleted, the system generates the "default" tab again..
* Overview and Brackets Settings have now been changed to Overview and Brackets Profiles respectively.
* All Overview tabs can now be deleted, even the formerly hidden default one.
* The minimum size of the corporation window has been increased. Corporation: Members >Find Member in Role will now display the listing properly as a result.
* Opening the star map from the "show route" option by right clicking the available contract now minimizes the station information bar.
* Players will no longer be able to see the ranks of retired members of a militia.
* Double-clicking on the open votes tab has been disabled. The group now only expands and doesn't open a new window.
* Windows will now retain their correct size and properties when they are unstacked.
* The zoom feature on the mapbrowser (F11) has been removed as it did not function as intended.
* The “view market details” option has been returned when creating a link to an item's "show info" in a chat channel in the right click menu options.
* There is now a "Fetching Data” progress bar when opening the "Color stars by" tab in the World Map. This bar will prevent UI errors in the map if a player clicks on another tab.
* The fitting windows in station services will now only close when you actually undock. If you abort the undocking, the window will remain open. When you dock, the fitting window will remain open.
* You can now set a destination on the map screen to an avoided system and get there without turning off the avoidance feature.


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 Post subject: Re:Promjene ukratko U quantum of solac.... Rise :)
PostPosted: Wed Nov 12, 2008 10:03 am 
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Plahuter

Joined: Thu Aug 07, 2008 3:01 am
Posts: 121
Ima jos tih pizdarija, moram ic radit sad, ali procitajte sitna slova na prvom linku, ima dosta cakica.


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 Post subject: Re:Promjene ukratko U quantum of solac.... Rise :)
PostPosted: Wed Nov 12, 2008 11:58 am 
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Plahuter

Joined: Wed Oct 15, 2008 4:57 am
Posts: 92
I zaboravio si jednu dosta vaznu stvar ( ako si ipak napisao ispricavam se, nisam bas detaljno procitao jer sam citao patch notes)

Agent mission bonus rewards above 100,000 ISK will now be subject to corporation taxes. For example, if your player corporation has a 10% tax rate then 10% of your mission bonus reward will now be added to the corporation wallet.

A medalje kostaju 5 mil ISKa za napraviti, i jos 5 mil ISKa za dati jednom igracu, tako da se bas i ne isplati muciti sa time


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