Forums » General
Changelog:
- Serco Vulture Guardian turbo drain changed from 56 to 55, top speed increased from 220 to 225.
- New Raptor UDV available in UIT stations, requires high Admire standing with UIT, also minimum of Dislike with both Serco and Itani.
- Faction standing for major "foreign" nations (to which your character does NOT belong) are now capped at +600. This only impacts Serco, Itani and UIT standings, there are no changes to minor and corporate factions.
For instance, this means if your character is UIT, the highest Itani faction standing you may acquire is "Respected" (the reverse also being true). The levels of "Admire" and "Pillar of Society" are reserved for native faction members.
- Serco/Itani mutually exclusive faction standings have been changed to equalize at Neutral (0). This means that if a character achieves +600 with Serco, the character's Itani standing will fall to no-higher-than -600, and visa-versa.
- The default faction standings for Itani on a new UIT character has been changed to Neutral (0) to reflect the updated mutual exclusion of Itani/Serco.
- Player-owned capships now inherit the owner's keychain so the capship won't get attacked in conquerable stations.
- Player-owned capships are always visible on the keyholder's radar no matter how far away they are in the same sector.
- Turreted non-capital scale ships no longer persist.
- Player-owned persistent capships should now use their custom name.
- Serco Vulture Guardian turbo drain changed from 56 to 55, top speed increased from 220 to 225.
- New Raptor UDV available in UIT stations, requires high Admire standing with UIT, also minimum of Dislike with both Serco and Itani.
- Faction standing for major "foreign" nations (to which your character does NOT belong) are now capped at +600. This only impacts Serco, Itani and UIT standings, there are no changes to minor and corporate factions.
For instance, this means if your character is UIT, the highest Itani faction standing you may acquire is "Respected" (the reverse also being true). The levels of "Admire" and "Pillar of Society" are reserved for native faction members.
- Serco/Itani mutually exclusive faction standings have been changed to equalize at Neutral (0). This means that if a character achieves +600 with Serco, the character's Itani standing will fall to no-higher-than -600, and visa-versa.
- The default faction standings for Itani on a new UIT character has been changed to Neutral (0) to reflect the updated mutual exclusion of Itani/Serco.
- Player-owned capships now inherit the owner's keychain so the capship won't get attacked in conquerable stations.
- Player-owned capships are always visible on the keyholder's radar no matter how far away they are in the same sector.
- Turreted non-capital scale ships no longer persist.
- Player-owned persistent capships should now use their custom name.
Hm. I'm curious about this new Raptor... Also looking forward to see the new faction stuff in practice.
[edit]I put the UDV's stats on the wiki[/edit]
[edit]I put the UDV's stats on the wiki[/edit]
It's good to see changes to the faction system moving forward. I agree with the mutual exclusion, but feel that completely preventing someone from essentially switching sides is a bit too heavy-handed.
A suggestions thread i wrote I while ago covers one approach that I think would help the whole faction scenario, especially the flip-flopping that has plagued the game for so long.
http://www.vendetta-online.com/x/msgboard/3/27221
A suggestions thread i wrote I while ago covers one approach that I think would help the whole faction scenario, especially the flip-flopping that has plagued the game for so long.
http://www.vendetta-online.com/x/msgboard/3/27221
There is inevitably going to be controversy over a major change like this, even if it's been discussed at great length. People have worked hard for standing, and it's rough to see it go away, and I understand that. But.. I strongly believe this fundamental change is in the best interests of the game, and I wanted to "get it over with" quickly so I can move ahead on my intended changes for the next few months.
Some things to keep in mind:
Items / Ships that are faction-exclusive is really just an opportunity for a more player-driven economy, something I plan to help enable.
Mutual exclusion does not rule out the possibility of changing factional "citizenship" via some specialized and very difficult mechanic. But, it was beyond the scope of what I could deliver this week.
Options like "dual respect" might even become possible, again, via mechanics that are very difficult to achieve and maintain. We can still have flexibility and let people find their own path, without it being as fast of a pendulum swing as the "game of standing" had become.
As always - Nothing is cast in stone. I'm still open to continued feedback on all of this. I'm really aiming to change a LOT of things in the next few months, and the reality of my.. commitment to that, is hopefully becoming self-evident. I'm all for tweaking whatever I can to make the best possible game for everyone involved, across all play styles.
Some things to keep in mind:
Items / Ships that are faction-exclusive is really just an opportunity for a more player-driven economy, something I plan to help enable.
Mutual exclusion does not rule out the possibility of changing factional "citizenship" via some specialized and very difficult mechanic. But, it was beyond the scope of what I could deliver this week.
Options like "dual respect" might even become possible, again, via mechanics that are very difficult to achieve and maintain. We can still have flexibility and let people find their own path, without it being as fast of a pendulum swing as the "game of standing" had become.
As always - Nothing is cast in stone. I'm still open to continued feedback on all of this. I'm really aiming to change a LOT of things in the next few months, and the reality of my.. commitment to that, is hopefully becoming self-evident. I'm all for tweaking whatever I can to make the best possible game for everyone involved, across all play styles.
Bravo to incarnate for making a change. Experimentation! Non-stagnation!
By the way, all of you who weren't online just now missed a fantastic time of Incarnate spawning a huge flock of raptors to attack the players in B-8.
By the way, all of you who weren't online just now missed a fantastic time of Incarnate spawning a huge flock of raptors to attack the players in B-8.
Awesome update!
My only concern is that UIT who are military members cannot buy their respective military ships...?
Wow, Nice update.
My only concern is that UIT who are military members cannot buy their respective military ships...?
If you mean in terms of Serco/Itani, we will figure something out. We'll trigger on the military-status accomplishment, and make sure it's in the context of them having a current military mission (and then one at a time with replacement if they die in the mission). UIT people might be limited to IBGs and SVGs.. not sure, we'll see how it shakes out.
If you mean in terms of Serco/Itani, we will figure something out. We'll trigger on the military-status accomplishment, and make sure it's in the context of them having a current military mission (and then one at a time with replacement if they die in the mission). UIT people might be limited to IBGs and SVGs.. not sure, we'll see how it shakes out.
THIS IS GOOD!
It's taking forever to update... I don't want to complain before I've flown the new raptor... but why that one? It's one of the most underused ships that yellowspace offers... unless the torques have been bumped up a bit to make it more agile? Either way I'll probably be sticking with my WTDs.
It's exactly because it's underused that I wanted to buff one into something more interesting. Plus, it's always been a "UIT" type ship, intended for flexibility with things like integrated storm radar, I thought it fitted the character of the UIT wanting something usable in a lot of different scenarios.
A lot of aspects have been bumped up, including armor to 10,500. We'll see how it shakes out with these numbers. I was trying to make it "interesting" without being "uber", but I'm still open to on-going tweaks. More use-cases will show up with increases in fog as well.
A lot of aspects have been bumped up, including armor to 10,500. We'll see how it shakes out with these numbers. I was trying to make it "interesting" without being "uber", but I'm still open to on-going tweaks. More use-cases will show up with increases in fog as well.
It's taking forever to update...
The network upstream of our main update server (totally unrelated to the game server and network) seems to be having problems. Upwards of 55% packet loss, and the intermittent loss is not causing the game update client to fall back to the secondary servers. It falls back on connection-failure, but not currently on high-packet-loss.
So, for now, I'm manually switching to our fallback servers in DNS. It'll take an hour to propogate across the internet (TTL).
On Windows machines, if it still seems super-slow, you may need to manually go into Control Panel -> Administrative Tools -> Services, then find "DNS Client", right-click and select "Restart". Otherwise it may cling to the cached IP for an obnoxiously long time.
I'll swing it back to our main (and usually very-fast) update server when I'm sure the network there is solid again.
The network upstream of our main update server (totally unrelated to the game server and network) seems to be having problems. Upwards of 55% packet loss, and the intermittent loss is not causing the game update client to fall back to the secondary servers. It falls back on connection-failure, but not currently on high-packet-loss.
So, for now, I'm manually switching to our fallback servers in DNS. It'll take an hour to propogate across the internet (TTL).
On Windows machines, if it still seems super-slow, you may need to manually go into Control Panel -> Administrative Tools -> Services, then find "DNS Client", right-click and select "Restart". Otherwise it may cling to the cached IP for an obnoxiously long time.
I'll swing it back to our main (and usually very-fast) update server when I'm sure the network there is solid again.
Excellent update, I am curious how this will impact trading and RP.
Now where is my credit card?
Now where is my credit card?
Looked at the Raptor stats earlier. Aside from a roughly 20% increase in armor, there really isn't much difference. I'd still like to see the thing with 2 Large Wep Ports. As it is, it's still basically a heavy Vulture.
aweesommmee sauce... grrreat work
"I'm really aiming to change a LOT of things in the next few months, and the reality of my.. commitment to that, is hopefully becoming self-evident."
Indeed it is. You have obviously reviewed a lot of forum discussion and you are to be commended for acting on it.
The faction exclusivity changes are unequivocally the single most significant and best changes to the game in the last 3 years. I promise you this will generate conflict worthy of the game's namesake.
Indeed it is. You have obviously reviewed a lot of forum discussion and you are to be commended for acting on it.
The faction exclusivity changes are unequivocally the single most significant and best changes to the game in the last 3 years. I promise you this will generate conflict worthy of the game's namesake.
I'm not a huge fan of limiting people to their native faction, but whatever. The mutual exclusion is good, about time I say. UDV Raptor looks interesting. The speed boosts should help; 60 m/s was fairly limiting.
The nation specials are nation-special again!
Nice work, Inc. & co! :-)
Nice work, Inc. & co! :-)
Excellent uptdate!