Deux mois d'EarthRise
MHS est-il en échec total avec son jeu ou sont-ils en train de remonter la pente, voici quelques indices permettant de résoudre l'énigme.
Mieux vaut un parachute qu'un pneu
Si le jeu était sorti dans le même état qu'aujourd'hui il y a deux mois, fort à parier qu'il y aurait encore pas mal de Joliens (et de joueurs tout court) sur "ER". Malheureusement pour nous cela fait deux mois qu'ont le trouve dans les bacs. Il est probable qu'a l'heure où j'écris ces lignes qu'il soit collé au fond d'un tiroir à prendre la poussière chez vous.
De gros efforts ont pourtant eu lieu durant les semaines précédentes : le dernier patch offre sont lot de bonnes nouvelles, avec notamment un nerf de l'arme "nanobotique" lui enlevant sont aoe pour 15% de chance de "disturb" l'adversaire. On trouve aussi une légère bonification des armes de corps à corps lors de leurs attaques basique.
Certains mobs sont dorénavant doté de skills et seront par conséquent plus redoutable à combattre, pas mal de modifications également sur les armures craftées, quelques quêtes supplémentaires et plusieurs petites choses qui augmentent le confort de jeu.
Le rubberbanding est quasiment réduit à néant. Le mot est quelque peu indigeste alors qu'il s'agit d'un phénomène plutôt simple : les mobs et joueurs se situent désormais à l'endroit où on les voit sur notre écran et non plus à 10m !
ALELUYA dirais-je car pour ma pars le jeu deviens enfin jouable en pve (ce qui n'est pas un mal qu'à outre le grind y'a pas grand-chose à faire). C'était l'amélioration majeure de la semaine, si l'on ajoute toutes celles faites par MHS depuis quelques temps il est clair que le studio bulgare remonte la pente.
Coté mauvaise nouvelle, le lag est toujours présent coter serveur (moins flagrant grâce aux modifications sur le rubberbanding), et le fait que les textures soient toujours chargées via le disque dur n'arrange pas les choses. L'exploit du alt-f4 n'est toujours pas réglé suite à des difficultés rencontrées par l'équipe de développement.
La fin des deux mois gratuit se rapproche a pas de géant (souvenez vous MHS a donné récemment 10 jours de plus aux joueurs ayant joués pendant la période qui fut rollback). La grande question est : "Cela sera-t-il suffisant pour que les joueurs décident de franchir le pas d'un abonnement ?". Même madame soleil s'éclipserait devant un tel dilemme... c'est dire.
Conclusion :
Sortis de léthargie depuis peu difficile de prévoir son avenir mais en attendant c'est un week-end est à double xp, alors si vous avez acheté le jeu profitez donc de l'event pour y refaire un tour et ainsi constater par vous même de toutes les améliorations qui ont été implantées (et y'en a un paquet !).
Maintenant les news officielles dans la langue natale de Molière Britney (noter c'est quand même plus classe sexy).
Double xp pour le weekend
Double XP is only a few short days away! It will take place this weekend, April 1-4 from 3pm GMT on Friday April 1st to 8am GMT on Monday April 4th and will include BP and CP. This is a great opportunity for you to enjoy all of the new and enhanced features from recent patches, including new quests, crafting queues and autostack, and to make up for the valuable time lost during the rollback. It will be great to see everyone in-game to experience the newest quest lines and tons of competitive PvP combat.
Double XP weekend is just the first of the exciting event series for Earthrise. Over the next few months, Territorial Warfare and craftable vehicles will be introduced into gameplay. Improvements are being made all of the time, with Masthead continually working on updates and patches. You can stay up-to-date on all the latest by reading Ostiak’s posts every Monday in the Developer Announcement Forum. You can check out the most recent one, here.
Are you planning to play this weekend? How are you going to take advantage of the Double XP?!
Plan de développement des mois d'avril et mai
Un petit extrait en français, merci à Zav' pour la trad
- Possibilité de rez ses alliés (et ennemis?) qui est la feature choisie par la communauté en février
- Des indicateur sur la mini map pour les quêtes... (dommage pour ceux qui aimaient justement ne pas savoir et devoir explorer...)
- Partage de l'expérience pour les groupes (enfin !)
- Craft pour personnaliser les équipements, armes...
- Diplomatie interguilde (alliance et guerre) // Les alliés seront vus comme des membres de sa guilde, les ennemis seront en rouge et les tuer n'interférera pas avec l'alignement.
- Modification du chat avec ajout pour le personnaliser (police, taille, couleurs)
- Liste d'amis et d'ignorés
- Amélioration de l'ia
- Amélioration des ombres
- Amélioration du client et du serveur
SOFIA, BULGARIA – March 31, 2011 - Masthead Studios, a leading independent developer of MMOs, today released its expanded development roadmap detailing upgrades and enhancements that will soon be implemented within its MMORPG, Earthrise.
New features for integration in April and May of 2011 include:
• Resurrection mechanics – The first feature chosen in February by the Earthrise community as part of the “Choose your game feature” official forum.
• Quest hints on the minimap – Players will have a clear indicator on the minimap as to where they need to go to work on their quest task.
• Parties will share battle points, levels of contribution and karma from a killed enemy.
• Item and vehicle painting – Crafters will be able to produce paint and sell/give it to other players so they can personalize their armor, weapons and vehicles.
• Guild diplomacy – Guilds will be able to declare war on other guilds and build allies. Guilds at war with each other will be flagged red and the affiliation of their members will not change if they kill each other. Guilds that are allies with other guilds will be considered one entity and all mechanics will work as if they were one guild.
Additional enhancements include:
• Improved chat window with customizable tabs, font and messages.
• Friends/ignore list.
• Improvements to the monster AI.
• Force attack toggle on and off.
• Resurrection points will have an affiliation.
• Inverse kinematics of the main characters.
• Improved shadows.
• Continued client and server performance improvements.
“We are very excited about the new items that we are currently finalizing, and appreciate all of the constructive feedback that we consistently receive from our dedicated community,” said Atanas Atanasov, producer of Earthrise and director of Masthead Studios. “We will continue to seek player input to conduct future developments and could not be more energized about the future of Earthrise.”
Patch note 17601
Combat
• Slide effects over player characters that could cause control glitches is now fixed.
• Immobilized and stunned player characters are now immune to push pack effects.
• The bug where the Overpower and Shield Up abilities combination was causing RPG to hang entirely is fixed.
• Demolition effect description is fixed to match the actual effect behavior.
• Drain effect now deals the same damage when used with tier 1 and tier 0 weapons.
• The damage gradation of drain effect over tiers is now -1, so when used with tier 10 weapon it deals 10*20 damage per tick as opposed to 11*20.
• Default attacks of Melee Core weapons no longer have 10 percent chance to cause slow. Those weapons now have 20 percent chance to cause immobilize.
• Default attacks of Melee Special weapons now have 20 percent chance to cause slow and 10 percent chance to cause jam on their targets.
• Default attacks of Nanobotic Core weapons no longer places an area of effect on the target location. Instead, their default attacks now have 15 percent chance to cause disrupt.
• Nanobotic Special weapons now have their default attack drain chance reduced to 15 percent.
• Nanobotic abilities Disassembly Swarm and Assembly Swarm now have their damage/healing multiplier lowered to 50 percent of weapon damage as opposed to 90 percent.
• Nanobotic ability Regain now regains 5 percent health, 10 percent energy and 10 percent stamina, respectively, per negative effect.
• Nanobotic ability Hibernation now heals for 200-500 percent of weapon damage.
• Re-balancing base damage scale per tier of all weapons. This may decrease, increase or keep the same damage per second characteristic of weapons. The change is minor and varies from 2 to 10 points of damage per second.
• Base damage per second of Nanobotic weapons is lowered with 20 percent.
• New tactics that enhance damage and healing abilities are created:
o Powerup - increases damage of single target abilities.
o Intensity - increases damage of area of effect attack abilities.
o Rebuild - increases healing of single target abilities.
o Alignment - increases healing of area of effect attack abilities.
Crafting
• One of the input ingredients for crafting the tier V Precision Rifle Core (Vulture) is changed from Portable Rifle Chassis II to Portable Rifle Chassis III.
• New blueprints and designs are created:
o Armor Grade IV: +4% Armor, -4% HIT Points, compatible with vest items.
o Hit Points Grade IV: +300 Hit Points, -1% Armor, compatible with vest items.
o Stamina Regeneration Grade IV: +2 Stamina Regen, -6% Hit Points, compatible with boots items.
o All Negations Grade IV: +2% All Negations, -1 En Regen, compatible with gloves items.
o Threshold Grade IV: +4 Threshold, -1% Hit Points, compatible with leggings items.
o Energy Points Grade IV: +8 Energy, -2 Stamina, compatible with helm items.
o Energy Regeneration Grade IV: +2 Energy Regen, -1 Stam Regen, compatible with helm items.
o Weapon Damage Grade IV: +8% Damage, -3% Crit Chance, compatible with ranged weapons.
o Range Mod Grade IV: +4% All Ranges Modifier, compatible with all weapons.
• Old designs and blueprints have their description updated.
• Tier 3 crafting station in Boneyard will have more than one guard.
Creatures
• New particles for some creature attacks and abilities are created and updated. Those are creatures using models of:
o Balor
o Beetle
o BogHorror
o Burzun
o Crusher
o Yashi
o Bane
• Creatures near Living Quarters, Power Plant and all industrial complexes in Industrial Area are re-arranged. Their re-spawn time has been increased.
• Some of the existing creature spawns in Lowlands are fixed.
• More spawn locations for Safe Bots with increased re-spawn time are created.
• Some inactive guardians in Tech Collective Base are removed.
• Three additional Defense Bots are placed at each entrance of Tech Collective Base.
• One additional Perimeter Drone and Security Drone are placed in Tech Collective Base.
• Five additional Hammer bandit camps are created in Lowlands.
Quests
• Gear providers in Exodus Island and across Enterra island will provide the items via direct conversation - single click.
• Re-supply location in Alpha Expeditionary Camp in Lowlands has been changed.
Servers
• Re-written protocol for sending motion to game client. Introduced separate channel for motion-related data only. Introduced lag-compensation and smooth client-side prediction of motion, and data compression. This should greatly enhance the smoothness of character movement and significantly reduce rubber-banding and erratic movement, especially on the faster connections. Targeting moving character should be much easier now.
• Fixed server side issue preventing server to start when there are improperly deleted avatars and avatar index couldn't be rebuilt.
• Fixed server side crash when looting exploration reward objects spawned at specific places.
• Introduced ability for the game masters to specify battle experience, crafting experience, and loot chance multipliers.
User Interface
• Icons for interactions and quests will not disappear from the minimap when you switch to battle mode and will be visible in both battle and exploration modes.
• Addressed, hopefully for real now, issue with switching weapons between equipment and the belt which sent the unequipped weapon in the inventory.
• Added damage direction indicator. Players will now see the general direction the damage is coming from
World Environment
• More stashes in Industrial Area, Lowlands and Lost Santos are placed.
• Fixed a bug where the player character can stuck in the bases of the reactors of the Power Plant.
• Crafting consoles in Noir Core are moved on the platform for easier access.
• The area around the Nucleos in Hatchery is now dangerous.
• A stuck place inside the ship's hold near Road Camp is fixed.
• Positions of some bushes and lamps in Sal Vitas polices are corrected.
• Resource Drill locations in Lowlands are modified.
Known Issues
• Delaying character removal on disconnection (aka Alt-F4 fix) has been pulled-off from this patch as it will need a little bit more testing. We will deploy it as hot-fix before next patch.
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18 mars 2016
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29 avril 2013
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9 avril 2013
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3 avril 2013
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2 janvier 2013
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