|
Author |
Thread Statistics | Show CCP posts - 28 post(s) |
|
CCP Paradox
556
|
Posted - 2012.10.25 13:28:00 -
[1] - Quote
Dev Blog: The Retribution of Super Friends Duality Update Thread
Super Friends will be online on Duality, from 17:00 UTC Friday October 26th. Join the Channel (Help Super Friends) to supply feedback directly, alternatively please post in this forum thread!
OK. So let's skip straight to the features: (Note, this is so far. We still have quite a bit of work to do, and will aim to keep you updated.)
Important notes:
- Note that features can change, all provided on player feedback. That's why we're asking that you check out Duality!
- For the Salvage Drones & Micro Jump Drive, I will be giving out the Skill Books and some points on Duality should you not have any. This is so you can use the items.
- No Kill Rights functionality is yet in this build to be tested. This will come at a later date. We are very interested in just the feedback of the above features.
- Searching for Top Bounty Hunters who do not make the top 10 list is due to be added in our current work cycle.
Bounty Hunting
- You can now place a bounty on any player character in New Eden
- You can also place bounties on corporations and alliances.
- The minimum bounty amounts are: Players (100,000 ISK), Corporations (20,000,000 ISK), Alliances (100,000,000 ISK)
- You can view Bounty information in the Show Info window for Characters, Corporations and Alliances.
- The Bounty Information in Show Info is accumulated for all bounty pools. It also has a tooltip on mouse over, to show the breakdown of all bounty pools.
- There is a Place Bounty icon (+) in the Show info window you can use to place a bounty.
- A fleet that claims a bounty on a player, will now get paid for the bounty. The payout is split equally amongst the fleet members
- Kill Reports now contain the Bounty Payout amount on them, as well as LP's awarded for the kill if they also receive LP's.
- There are new WANTED icons that overlay on Character portraits or Corp/Alliance logos.
Bounty Office
- The Bounty Office is now accessible in the Neocom under the Business section. This can be used at any time. (No longer restriction to stations)
- The Bounty Office consists of the 10 Most Wanted list of Characters, Corporations and Alliances
- The Bounty Office also shows a list of the 10 best Bounty Hunter players, Corporations and Alliances.
- You can track how much bounty you have added to entities in EVE with the My Bounties list.
- Your bounties list is sorted by the most recent bounty that you have contributed to at the top of the list.
- You can search for a Most Wanted target if they are not in the top 10 list. It will show their place in the universe with 5 others above, and the 5 below.
- There is a Place Bounty icon (+) on each entry in all three lists (Most Wanted, Top Bounty Hunters, My Bounties)
- There is a Place Bounty section at the bottom of the Bounty Office. You can search for characters, corporations or alliances to place a bounty here.
- The Most Wanted/Top Bounty Hunters in each list will be visibly larger than the rest. Because they're awesome.
Little Things:
- Corporations now have Kill Reports accessible to all corporation members (no roles required.)
- The highlight frame for UI elements such as a text entry field has been toned down slightly from the bright white it used to be.
- We've given a bit of facelift to expandable menus (for example used in the fitting window and new bounty office) and the drop down boxes, so they look nicer now than they did before
Salvage Drones
- Skill: Salvage Drone Operation.
- Small drone (bandwidth 5). Base salvage chance 3% (skill gives 2% per level in addition).
- Can be automated to salvage white and blue wrecks.
- Can be manually set to salvage any wreck in range by targetting the wreck and choosing to salvage it.
Micro Jump Drive
- Skill: Micro Jump Drive Operation.
- Spool up time 12 sec. Jumps ca. 100 km. Cooldown 5 minutes. Battleship only. Affected by warp scrambled. Increases base sig radius.
Ancillary Shield Booster
- Reduced capacity GÇô 7 regular booster or 9 navy boosters.
- Increased cap need when running without boosters.
- X-Large booster now has duration of 5 seconds instead of 4.
Reactive Armor Hardener
- Skill (Armor Resistance Phasing) now reduces cap need by 5% per level in addition to reducing cycle time.
- Percentage change per cycle is now 6 instead of 3 (so resistances shift twice as fast).
And that's it folks, that's what you can go and check out on Duality and please give us feedback on. Please try things out, and don't forget to have fun.
Fly Safe! Team Super Friends CCP Paradox | EVE Quality Assurance | Team Super Friends @CCP_Paradox |
|
|
CCP Punkturis
C C P C C P Alliance
3534
|
Posted - 2012.10.25 13:51:00 -
[2] - Quote
I can't wait for you guys to see all of our new stuff:3 Gÿà EVE User Interface Programmer Gÿà GÖÑ Team Super Friends GÖÑ @CCP_Punkturis My Dev Blogs |
|
|
CCP Punkturis
C C P C C P Alliance
3534
|
Posted - 2012.10.25 14:22:00 -
[3] - Quote
Mizhir wrote:CCP Punkturis wrote:I can't wait for you guys to see all of our new stuff:3 I can't wait for testing it out and put bounties on ppl. And claim some for myself.
you should try to get on top of the bounty hunter's list!! Gÿà EVE User Interface Programmer Gÿà GÖÑ Team Super Friends GÖÑ @CCP_Punkturis My Dev Blogs |
|
|
CCP Punkturis
C C P C C P Alliance
3535
|
Posted - 2012.10.25 15:31:00 -
[4] - Quote
Louis deGuerre wrote:Reading tweetfleet I suddenly realized a blasterthron suddenly jumping to you from 100km away could be a really nasty suprise. Very situational but there are uses.
it also looks really cool Gÿà EVE User Interface Programmer Gÿà GÖÑ Team Super Friends GÖÑ @CCP_Punkturis My Dev Blogs |
|
|
CCP Paradox
558
|
Posted - 2012.10.25 15:42:00 -
[5] - Quote
Meditril wrote:CCP Paradox wrote:Micro Jump Drive
- Skill: Micro Jump Drive Operation.
- Spool up time 12 sec. Jumps ca. 100 km. Cooldown 5 minutes. Battleship only. Affected by warp scrambled. Increases base sig radius.
Are you jumped 100km into a random direction or are you jumped into the direction your ship is currently facing?
It will jump to the direction you are facing. Right now there is an issue if you are stationary (at 0) then it will not jump you. So align to an object, and activate the module. CCP Paradox | EVE Quality Assurance | Team Super Friends @CCP_Paradox |
|
|
CCP Paradox
558
|
Posted - 2012.10.25 16:03:00 -
[6] - Quote
Bienator II wrote:out of interest. Will CCP filter those poker adds from the bounty list? Would be nice to have a top ten of people which actually undock.
The list that exists on TQ will vanish (it was in our dev blog).
Hosedna wrote:Will salvage drones also loot ? Or only salvage ?
Yes, they salvage the wreck and return back to your ship with the loot. If you have no cargo space, it will just poop out the salvage into a cargo container. CCP Paradox | EVE Quality Assurance | Team Super Friends @CCP_Paradox |
|
|
CCP Punkturis
C C P C C P Alliance
3535
|
Posted - 2012.10.25 16:44:00 -
[7] - Quote
CCP Paradox wrote:Bienator II wrote:out of interest. Will CCP filter those poker adds from the bounty list? Would be nice to have a top ten of people which actually undock. The list that exists on TQ will vanish (it was in our dev blog).
also, with the new mechanics people shouldn't be as willing to spend gazillion isk on getting themselves at the top of the list since they can't just go and pod themselves to get the isk back Gÿà EVE User Interface Programmer Gÿà GÖÑ Team Super Friends GÖÑ @CCP_Punkturis My Dev Blogs |
|
|
CCP Paradox
561
|
Posted - 2012.10.25 19:38:00 -
[8] - Quote
Kenneth Skybound wrote:Some interesting changes - slightly sad about the micro-jump drive being quite so limited.
Looking forward to the salvage drones. Also interested to know if they would loot. (logically, I'd expect this to be a Tech 2 drone feature - BUT I DIDN'T SAY THAT DON'T DO THAT). :P
Yay reactive hardener change - might look into using it.
Looking forward to bounty hunting and the upcoming kill rights changes.
Yes the drone loots for you. It salvages, once a wreck is salvaged it returns to you with it. As CCP Tuxford says, "Go forth and salvage!" everytime he uses the drones.
CCP Paradox | EVE Quality Assurance | Team Super Friends @CCP_Paradox |
|
|
CCP Paradox
561
|
Posted - 2012.10.25 20:12:00 -
[9] - Quote
David Laurentson wrote:CCP Paradox wrote:Kenneth Skybound wrote:Some interesting changes - slightly sad about the micro-jump drive being quite so limited.
Looking forward to the salvage drones. Also interested to know if they would loot. (logically, I'd expect this to be a Tech 2 drone feature - BUT I DIDN'T SAY THAT DON'T DO THAT). :P
Yay reactive hardener change - might look into using it.
Looking forward to bounty hunting and the upcoming kill rights changes. Yes the drone loots for you. It salvages, once a wreck is salvaged it returns to you with it. As CCP Tuxford says, "Go forth and salvage!" everytime he uses the drones. Wait. Do you mean it brings back the salvaged items, or it loots the wreck (potentially flagging you as a thief)?
Just the salvage my friend :P
CCP Paradox | EVE Quality Assurance | Team Super Friends @CCP_Paradox |
|
|
CCP Punkturis
C C P C C P Alliance
3537
|
Posted - 2012.10.26 15:26:00 -
[10] - Quote
please play around with this over the weekend and let us know about the issues you run into! Gÿà EVE User Interface Programmer Gÿà GÖÑ Team Super Friends GÖÑ @CCP_Punkturis My Dev Blogs |
|
|
|
CCP Paradox
565
|
Posted - 2012.10.26 19:35:00 -
[11] - Quote
Max Kolonko wrote:New "Inventory" category.
PROS: I can finally get to shipps / hangar / cargo with ease
CONS: once I open it, where is the navigation tree?
Please post here, https://forums.eveonline.com/default.aspx?g=posts&t=164037&find=unread This is where you can ask about the Inventory changes :) CCP Paradox | EVE Quality Assurance | Team Super Friends @CCP_Paradox |
|
|
CCP Tuxford
C C P C C P Alliance
380
|
Posted - 2012.10.26 22:14:00 -
[12] - Quote
jolanai wrote:So, I tested the hell out of that MJD - it's great but a tiny bit OP in the "getting away" department. Even with a focused point from a broadsword on me, I Was able to use it and get away. HRm.
The first version of this module used the normal warping mechanics where we got stuff like warp scrambling for free. We decided that that implementation wasn't acceptable so we decided on an actual jump. The version you have on Duality is the most simple version of that functionality with no restrictions checked in so that graphics could start working on the effect (and holy **** did they do a good job).
Short story, MJD has no activation restrictions yet. https://gate.eveonline.com/Profile/CCP%20Tuxford/StatusUpdates |
|
|
CCP Tuxford
C C P C C P Alliance
382
|
Posted - 2012.10.26 22:29:00 -
[13] - Quote
Sentinel zx wrote:will there be a timer for MJD, that i can see when i can use it again?? No, but that is a really excellent idea and we should just do it.
https://gate.eveonline.com/Profile/CCP%20Tuxford/StatusUpdates |
|
|
CCP Tuxford
C C P C C P Alliance
388
|
Posted - 2012.10.27 09:24:00 -
[14] - Quote
Sentient Blade wrote:Panhead4411 wrote:Sorry for seeming blunt, but isn't that what we are paying you to do? (come up with the good ideas, as opposed to some of the bad ones so far discovered in this patch) Blah blah blah. But out of curiosity, if we're getting timers for the MJD can we also get the same applied to other modules with huge-ass reactivation delays such as cloaks, and bomb launchers.
Yeah MJD is using the exact same module reactivation delay feature as any other module that has it so it would be something that would be put in place on all those modules. However the timer code in the module isn't the easiest to work with so this might be considerable more work than I'm expecting.
https://gate.eveonline.com/Profile/CCP%20Tuxford/StatusUpdates |
|
|
CCP Tuxford
C C P C C P Alliance
388
|
Posted - 2012.10.27 09:26:00 -
[15] - Quote
Panhead4411 wrote:
Still waiting to hear if you do get scrammed after you activate MJD if you then become absolutely stuck since you said there is no doing anything after clicking it.
As far as I know then if you get scrammed after you activate it, or more to the point that you are scrammed when you actually attempt the jump then you are **** out of luck. https://gate.eveonline.com/Profile/CCP%20Tuxford/StatusUpdates |
|
|
CCP Paradox
568
|
Posted - 2012.10.29 17:50:00 -
[16] - Quote
Just posting, to confirm that we're currently reading all the feedback. Thanks so much to the people who have contributed to writing bug reports and writing on the forums :) CCP Paradox | EVE Quality Assurance | Team Super Friends @CCP_Paradox |
|
|
CCP Punkturis
C C P C C P Alliance
3544
|
Posted - 2012.11.01 21:45:00 -
[17] - Quote
I like the suggestion of being able to drag char/corp/alliance into the bounty search window to place bounty on them, I will see what I can do to add that in - thanks guys! Gÿà EVE User Interface Programmer Gÿà GÖÑ Team Super Friends GÖÑ @CCP_Punkturis My Dev Blogs |
|
|
CCP SoniClover
C C P C C P Alliance
232
|
Posted - 2012.11.02 00:00:00 -
[18] - Quote
Kalaratiri wrote:Out of curiosity, is the MJD stopped by scrams and long points, or just scrams? And do bubbles have any effect on it?
The current version on Duality is not affected by any warp canceling effects, but there is another version on the way that is affected by scramblers (will work similar to MWD). This means for instance that existing bubbles and interdictors won-¦t affect MJD as things stand (nor will disruptors ofc). |
|
|
CCP SoniClover
C C P C C P Alliance
233
|
Posted - 2012.11.02 16:11:00 -
[19] - Quote
Xer Jin wrote:CCP SoniClover wrote:Kalaratiri wrote:Out of curiosity, is the MJD stopped by scrams and long points, or just scrams? And do bubbles have any effect on it? The current version on Duality is not affected by any warp canceling effects, but there is another version on the way that is affected by scramblers (will work similar to MWD). This means for instance that existing bubbles and interdictors won-¦t affect MJD as things stand (nor will disruptors ofc). i like this idea i feel it keeps it mostly fair i still think 12 seconds for the ramp up is heavy (maybe we could get a skill to lower this )
The Micro Jump Drive Operation skill (which you need anyway to be able to use the MJD) does this. It reduces the time by 5% per level, so fully trained the spool up time is 9 seconds. |
|
|
CCP SoniClover
C C P C C P Alliance
233
|
Posted - 2012.11.03 23:03:00 -
[20] - Quote
LtauSTinpoWErs wrote:Is CCP considering implementing navy cap booster 50's and 25's for the Small and Medium Ancillary Shield Boosters? If not, wouldn't it be fair to increase the capacity for those two shield boosters so they could then fit the same amount of regular cap boosters as the intended navy ones (since there are no navy cap boosters in these sizes as of yet). Thank you.
We're not adding these for winter, but might very well add them later, even in a point release of Retribution (no promise though )
Kronic Offender wrote:With regards to the new bounty system I have the impression that someone could be perma-bountied if people continuously add to the bounty pool. Is this true?
Yes, this is possible.
Cornette wrote:I have a question about the bounty system: If there is a bounty on a corporation or alliance, is that bounty divided witht the numbers of members they have and does that also include inactives, trial accounts and alt chars on the same account?
The pool on corporation/alliance is shared for all members, so each kill on these members pays out from this shared pool until it is drained. |
|
|
|
CCP SoniClover
C C P C C P Alliance
233
|
Posted - 2012.11.03 23:04:00 -
[21] - Quote
Double post |
|
|
CCP Tuxford
C C P C C P Alliance
394
|
Posted - 2012.11.05 23:13:00 -
[22] - Quote
War Kitten wrote:CCP Tuxford wrote:Panhead4411 wrote:
Still waiting to hear if you do get scrammed after you activate MJD if you then become absolutely stuck since you said there is no doing anything after clicking it.
As far as I know then if you get scrammed after you activate it, or more to the point that you are scrammed when you actually attempt the jump then you are **** out of luck. Bah, more junk feedback. Does "**** out of luck" mean you don't jump and the module deactivates, or does it mean, as the poster asked, that you're locked out of doing anything forever? Or are you locked out only until the 12 second delay finishes? It sounds like you guys have people wiling to test this stuff, but you didn't actually include any of the functionality to test yet.
I guess I misunderstood the question a bit let me try to explain as best I can.
1. You activate the module. If you fail any of the checks, like if you are scrambled, then the module fails to activate. You can try to activate it again immediately (although unless you get rid of whatever is blocking the activation you-¦re gonna get the same results. 2. If successful you go into this spool up phase where you can-¦t do anything (well any movement really) until it tries the jump 3. If the module succeeds activating it spools up for some seconds and then attempts the jump. If it fails there you can still move freely but since the module successfully activated it is still subject to the module reactivation delay and you can-¦t activate it for some time (think it-¦s 5 minutes or something). https://gate.eveonline.com/Profile/CCP%20Tuxford/StatusUpdates |
|
|
CCP Paradox
572
|
Posted - 2012.11.13 10:24:00 -
[23] - Quote
Substanz Cloud wrote:Hello, I have a question about the new bounty system. The character bounty is easy. But I understand the Copr or Ally-bounty as variable. An example: 100 million bounty to a Corp with 100 members. For the first kill you get 1 million, is 100 million - 1 million = 99 million. For the second you get only 990000 ISK. If I understand correctly, after 50 kills only 40 million will be paid out. Because I could not test it on the Buckingham, I would be interested if I am correct. As a result, I also see an existing bounty forever on the Corp or Ally, that you will never get rid of.
I would suggest to change these mechanics so that the time of payment of bounty to all the amount of the Corporation or Ally is divided and is loaded. This also has the advantage that new members do not automatically gotten a bounty and the amount will not be stretched to infinity.
You misunderstand the system.
I'll write it in the example you wrote. Each kill will continue to be the same value if it was 1 million. And that is withdrawn from the Corporation bounty pool until it is empty. If for example the kills were worth 1.3 million. Then we would be able to cleanly withdrawn 1.3million from the 100million pool 76 times. After that we are only left with 1.2 million in the pool, which is the final payout.
Please read over our Dev Blog for further information, which is given at the very top of the starting post in this thread. CCP Paradox | EVE Quality Assurance | Team Super Friends @CCP_Paradox |
|
|
CCP Punkturis
C C P C C P Alliance
3605
|
Posted - 2012.11.13 13:18:00 -
[24] - Quote
YuuKnow wrote:Absolutely LOVE the new bounty system.
:3
we've been polishing the UI quite a bit this week so it should be even better soon!
- I made it so people can drag characters to the search field (at the bottom of the bounty window) and place bounty on them
- I made it so you can right click a character and "place bounty" and that will open the bounty office with that character searched for at the bottom of the bounty window
Gÿà EVE User Interface Programmer Gÿà GÖÑ Team Super Friends GÖÑ @CCP_Punkturis My Dev Blogs |
|
|
CCP Paradox
573
|
Posted - 2012.11.14 14:20:00 -
[25] - Quote
Payout comes from both the ship and the pod. If the target is in Highsec, they may have a killright on them. If someone has put that killright up for sale you can activate it and then attack them without concord intervention. CCP Paradox | EVE Quality Assurance | Team Super Friends @CCP_Paradox |
|
|
CCP Paradox
573
|
Posted - 2012.11.14 16:27:00 -
[26] - Quote
Fade Toblack wrote:CCP Paradox wrote:Salvage Drones
- Small drone (bandwidth 5). Base salvage chance 3% (skill gives 2% per level in addition).
Large Sleeper Wrecks have a -20 modifier to salvage chance - meaning the drones are useless for the better Sleeper sites. Has this been considered?
The drones are not intended to be as efficient as the modules. They have their own set of perks however. Two of which are automation and range. CCP Paradox | EVE Quality Assurance | Team Super Friends @CCP_Paradox |
|
|
CCP Paradox
573
|
Posted - 2012.11.14 18:22:00 -
[27] - Quote
Bienator II wrote:shouldn't the engage shortcut (F) be mapped to salvage for salvage drones?
as i tested it the log said "drones engaging target" but they all stayed in idle mode. Right click salvage worked
Engage is a hostile act, salvage is separate from this. You can choose to tell them what to salvage, or let them salvage the field automatically. CCP Paradox | EVE Quality Assurance | Team Super Friends @CCP_Paradox |
|
|
CCP Paradox
578
|
Posted - 2012.11.19 09:18:00 -
[28] - Quote
Zor'katar wrote:To answer some of my own questions and provide feedback:
Cycle time is 10 seconds, same as Salvager modules.
They do potentially get aggroed by NPCs. I ran a couple of missions, and the only two frigate-sized targets I found did switch to and start popping the salvage drones. Any chance of changing this? They have precisely zero combat benefit, so it's sort of odd that the AI that's supposed to be a bit smarter would pay any attention to them at all.
They all seem to target the same wreck at the same time. Any chance this can be changed so they spread themselves out more? Seems quite inefficient.
Other than that, I love them with the Vargur. I can fit three tractors, pull the wrecks in, and the drones deal with the salvaging about as fast as I can kill things and pull them in (and I'm only at skill level 3).
One issue I ran into, though, and I'm not sure if this is a bug or user error. After finishing my last mission, I had four wrecks sitting near me. I gave the drones the salvage order, and they picked one wreck, salvaged it, and then went idle again. I had to keep issuing the salvage order, and they continued to salvage one wreck, return, and go idle. Earlier, they were merrily going from one wreck to the next without extra orders, so I'm not sure what the difference was.
You will have had Focus Fire enabled Zor'katar. They act the same way as drones do with that enabled. Turn it off and they will go their separate ways. However, in this case it is far more efficient to let them focus fire as they do not have the best chance of salvaging by themselves.
As for the bug you mentioned, I would need to have known the status of the wrecks. I will look further into that myself. CCP Paradox | EVE Quality Assurance | Team Super Friends @CCP_Paradox |
|
|
|
|