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15.2 PATCH NOTES
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rhiordd Offline
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Post: #1
15.2 PATCH NOTES
Dear Commander,

the notes for the upcoming 15.2 update are below. We will start the PTE testing next week and will come back to you with more details on it on Monday. Please find now, an overview of changes coming with the 15.2 patch.

Due to recent confusion. Please let me shed some light on what is coming to existing worlds and what is coming to new worlds only. The balancing changes will only affect the PTE and worlds that open after the patch deployment. We will let you know once the first world including the balancing changes goes live. This will very likely be Tiberian 4 after successful PTE testing.
Please understand that we never apply balancing changes to existing and live worlds. All remaining changes will be applied to all worlds.


PATCHNOTES UPDATE 15.2
Features & Balancing

Events & Challenges
With the new update, we will introduce an event and challenge system. Challenges are meant to go live at any time and will need your attention to achieve the given goals.
These events are global challenges, they are active on every world, and every world success and contribution counts together to the big global goal. These are no server independent goals, these are challenges for the community as a whole. That said, either everybody claims the reward or nobody does. And that depends on if you manage to achieve the challenge goal. These are challenges from us, to all of you.

• A challenge comes with up to three goals, once you unlock Step 1, you will have to complete Step 2, and Step 3.
• All challenges come with a given time, thereby is important to note that all rewards are only activated once the challenge is completed and the challenge time done. After the challenge time, the reward will be activated for yet another set time.
o For example, you will have five days of time to achieve the three goals. You manage to complete step two in the five days. After the five days, the step 2 reward gets active for two days.

Please note that there can always only be one reward active. If step one reward was “10% fewer attack costs” and step two reward is “30% fewer attack costs” – the final reward will be 30% and not 40%.

During each individual challenge, there are “server restricted rankings” – You will always see who is the most contributing player, and alliance on your server. The top players and alliances per server will also be granted with special badges for each event.
The event system will give us the ability to distribute exciting rewards that have never been seen before. It is a global event for all players combined and we hope to give you some more entertainment on the run for the middle. We will constantly bring in more challenges and rewards, and we are already planning on distributing new units, new camp types and others via the event system to the game in the future.


Server Registration / pre- Sign Up
The pre-sign up is a handy method to place players before the world actually launches. When we go live with event worlds we want to avoid a server crash due to the massive load generated to our servers. A server crash is neither for you and neither for us a good experience and we want to give you a smooth as the possible start into a new world. We, therefore, came up with a signup tool. When we launch specific new worlds, we will enable the pre-sign up. You will hereby be able to log into a world, days before the world actually starts and choose your faction and starting region. When the world opens days later, there is much lesser load generated and your start in the new world should be a lot smoother.


Inactive Players Handling
• Players who haven't loaded a specific game world for 30 days in a row are now inactive players.
• When all members of an alliance are currently inactive, the alliance turns into an inactive alliance.
• This is not only the case when the last player turns inactive, but also when the only active player(s) leave the alliance.
• Substituted players are not counted as inactive when their substitutes logged into their account anytime within the 30 days.
• Inactive players are removed from the player rankings.
• All bases of inactive players are ghosted immediately.
• Inactive players turn back into active players as soon as they load the world again.


Fixes & Improvements
• Noob protection is now removed automatically from the base if you reach the level 18+ Forgotten area (this was 25 before)
• Added Forgotten offense units to the Arsenal
• A new option allows you to level up multiple levels on units and buildings at once
• The System Notifications forum has been removed
• The friend request button has been removed
• Fixed a script error caused by the notification sidebar
• Fixed ambient audio volume reset upon login
• Removed the scroll bar in the alliance overview
• Removed the empty cheat menu from worlds
• Added the correct page numbers to in-game forum pages
• Various further additions to improve stability and performance


Balancing Changes [Only on new worlds]
We applied changes to the overall game with a new balancing set affecting multiple aspects of the game.

Offense & Defense [This change might apply to existing worlds too. Will be evaluated during PTE testing.]
• If a base has more offense units than its offense capacity allows, any offense attack from that base are blocked. This will prevent the selling of offense buildings and still continuing attacks.
• If a base has more defense units than its defense capacity allows, units will be disabled until the necessary defense army points are available. Disabled units will be marked as “disabled” in the defense overview.

Player vs. Player
• Currently you pay at least 11 Command Points per attack: 10 Command Points basic value and
+ 1 CP for each field distance in friendly territory
+ 3 CP for each field distance in enemy territory

• The new basic costs for PvP attacks are 3 Command Points.
You now only +1 CP per field in friendly OR enemy territory when attacking other players

Account Eating
• Each unit and building still grants the same amount of resources, but there is a maximum amount of resources a player can loot from another player.
This loot cap affects Crystal, Tiberium and Research Points.

Base Drain & Farming
• NPC and automated base repair now takes 12 hours instead of 1 hour

Move Timers changed
• Attack recovery is now changed to 6-hour steps, this was 24 hours before. This is only affecting Tiberian 4 and all new worlds going forward.

(This post was last modified: 07-09-2015 02:59 PM by rhiordd.)
10-07-2015 12:12 PM
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otomakine Offline
Fair play for everyone
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Posts: 887
Joined: Mar 2012
Post: #2
RE: 15.2 Patchnote
Thank you!! =)
10-07-2015 12:15 PM
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EMGOLDEX2014 Offline
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Posts: 5
Joined: Aug 2014
Post: #3
RE: 15.2 PATCH NOTES
new worlds = before first taking Forgotten Fortress
(This post was last modified: 10-07-2015 01:15 PM by EMGOLDEX2014.)
10-07-2015 01:14 PM
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PeterCat1 Offline
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Posts: 2
Joined: Sep 2013
Post: #4
RE: 15.2 PATCH NOTES
are you really enjoying the balancing changes?

These changes are not for fair play, but for noobs.
10-07-2015 04:15 PM
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ubersaki Offline
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Post: #5
RE: 15.2 PATCH NOTES
(10-07-2015 04:15 PM)PeterCat1 Wrote:  are you really enjoying the balancing changes?

These changes are not for fair play, but for noobs.

Actually, I think it's the exact opposite. It will bring in new strategies all around, from start to finish.

More incentive for PVP now.. No pushing that cc to high levels and sell for tib and keep attacking higher bases, the inactives being ghosted will be a nice change and the rp farming of forgotten bases is now out of the question, which will make your players dig that much harder.

I see this as an all around benefit. I planned on quitting after my 108 badge, but I may just stick around to test out these nice changes Smile
10-07-2015 04:26 PM
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PeterCat1 Offline
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Post: #6
RE: 15.2 PATCH NOTES
(10-07-2015 04:26 PM)ubersaki Wrote:  Actually, I think it's the exact opposite. It will bring in new strategies all around, from start to finish.

More incentive for PVP now.. No pushing that cc to high levels and sell for tib and keep attacking higher bases, the inactives being ghosted will be a nice change and the rp farming of forgotten bases is now out of the question, which will make your players dig that much harder.

I see this as an all around benefit. I planned on quitting after my 108 badge, but I may just stick around to test out these nice changes Smile

These changes are exactly what I mean. But you gave them a positive evaluation. Did you notice that some changes lead to an opposite result?

Cancelling the rp farming, so that you can drag all the ppl to shoot bases, but meanwhile you cancel the possibility of overclocking, which makes the army strongest and more beneficial from killing bases, and let the pvp war easier be happened than before, which would definitely interrupt the base shooting.

So i said this would be noob changes.
10-07-2015 04:41 PM
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the1nonlyreal1 Offline
Alliance Killer
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Posts: 172
Joined: Mar 2013
Post: #7
RE: 15.2 PATCH NOTES
I think if you are making rp farming off forgotten bases impossible now than you need to also have them give out more rp when killed. The only reason all this rp farming came about was because rp was nerfed with the new economy. You need to have a way to gain rp faster in this game or its still gets long and drawn out. This is coming from someone who is always at the top of the rankings and runs a first place alliance.
10-07-2015 05:03 PM
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whoismikejones3 Offline
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Posts: 167
Joined: Apr 2015
Post: #8
RE: 15.2 PATCH NOTES
(10-07-2015 12:12 PM)rhiordd Wrote:  Inactive Players Handling
• Inactive players are removed from the player rankings.

I would love to see a 'top 50' screen shot with less than 50 players and 'top alliances' screen shot with ONE alliance.

(10-07-2015 12:12 PM)rhiordd Wrote:  Events & Challenges
With the new update, we will introduce an event and challenge system. Challenges are meant to go live at any time and will need your attention to achieve the given goals.

Unfortunately this screws over those that go out of their way to complete this. Everyone else that didn't assist (or is even active) gets the reward also. So it doesn't directly benefit anyone if EVERYONE has it.

(10-07-2015 12:12 PM)rhiordd Wrote:  It is a global event for all players combined and we hope to give you some more entertainment on the run for the middle.

So, there are only a couple worlds where the players don't already have the center; what about those?

(10-07-2015 12:12 PM)rhiordd Wrote:  Server Registration / pre- Sign Up

I don't see how the load is so intense against the server. If a 25,000 slot server can't handle 25,000 players online then maybe go to a 20,000.

(10-07-2015 12:12 PM)rhiordd Wrote:  Account Eating
• Each unit and building still grants the same amount of resources, but there is a maximum amount of resources a player can loot from another player.

Once again; account eating obviously isn't something EA can stop. There has always been a maximum amount someone can loot; it was based on Offense level. So, it looks like more fancy wording to say 'nothing has changed'.

(10-07-2015 12:12 PM)rhiordd Wrote:  Player vs. Player
• Currently you pay at least 11 Command Points per attack: 10 Command Points basic value and
+ 1 CP for each field distance in friendly territory

But you can't attack a friendly (white, blue or green) so this makes absolutely no sense....

(10-07-2015 12:12 PM)rhiordd Wrote:  Offense & Defense [This change might apply to existing worlds too. Will be evaluated during PTE testing.]
• If a base has more offense units than its offense capacity allows, any offense attack from that base are blocked. This will prevent the selling of offense buildings and still continuing attacks.
• If a base has more defense units than its defense capacity allows, units will be disabled until the necessary defense army points are available. Disabled units will be marked as “disabled” in the defense overview.

What?! Has anyone ever heard of PVPer's that 'minimized' base sizes in order to become quicker and more deadly in combat? This also stunted growth so they eventually were forced to change back or quit due to maintained weakness while others grew stronger.
Far as I can tell most of the changes are harmful. Turns the game more into farmville. Farmers generally don't use funds so you are only shooting yourself in the foot again EA; PVPers fund but are being driven away.

(10-07-2015 12:12 PM)rhiordd Wrote:  Balancing Changes [Only on new worlds]

The newly worlds that are staying empty/taking forever to fill are the ones getting the changes? The ones where 95% are previous medal holders?
(This post was last modified: 10-07-2015 06:45 PM by whoismikejones3.)
10-07-2015 05:29 PM
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forPeace01 Offline
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Post: #9
RE: 15.2 PATCH NOTES
all world?
10-07-2015 06:09 PM
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Pero223 Offline
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Posts: 177
Joined: Jul 2014
Post: #10
RE: 15.2 PATCH NOTES
Invent something for taking care of winning alliances and preventing them from screwing up the rest of the world. There have been many many suggestions made regarding this.
10-07-2015 07:10 PM
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