Page 1 of 15 12311 ... LastLast
Results 1 to 10 of 144

Thread: [Important] Game Changes & Patch Notes/Release Notes | Forums

  1. #1
    Player Experience Manager
    Join Date
    Mar 2011
    Posts
    545

    [Important] Game Changes & Patch Notes/Release Notes

    Closed Beta Phase 3 Update
    Game version: 0.7.0


    General


    • Starter Kit!
      • New players will now receive both primary weapons and a pistol for each of their characters.
      • Starting Requisition Points have been adjusted to result in a round number after completion of the tutorial

    • When a player dies, he will be shown the "Death log" with more information on damage taken.
    • Voice Comms icons were added on top of players head and on the tactical map when they speak.
    • The name of users speaking through Voice Comms is now displayed on the left side of the HUD.
    • The health of a squad mate will now be shown when the user is pointing at him.
    • Kills/death in the scoreboard were moved to lower part of the screen to focus on teamplay
    • Grenades you are throwing don't bounce against your Blitz Shield anymore.
    • Players will now retain their stance (stand, crouch, prone) after performing a jump over or on top of an obstacle.
    • Implemented several audio design improvements to class devices
    • Corrected an issue that caused Loot to be far more rare than intended
    • Armor, Device, and Weapon Customization interfaces have been improved
    • Corrected an issue that caused squad mates not to be shown between matches in the lobby
    • Daily Missions have been renamed Daily Challenges
    • Grenades will now Auto-stack in the inventory
    • Repeatable Achievements and Accolades have been combined into a Medals System
    • The game will automatically assign optimal visual settings for machines with graphic processor from Sandy Bridge, Ivy Bridge, and AMD X1000 cards family.
    • Fixed various disconnection issues and Crashes.


    Map


    • A compass was added to the mini-map.


    Assault


    • The visual effect of HEAT device from the player triggering it has been improved.


    Weapons


    • A new reticule showing weapon dispersion is shown in iron sight mode for the LMG, SMG, Sniper, Handguns
    • Shotguns now have a new circle reticule in 3rd person mode
    • Improved starting weapons:
      • Ultimax: Increased the Rate of Fire and added a bipod and red dot full
      • M500: added a red dot small
      • MP5: added a red dot small
      • M27: added a red dot full



    • Assigned semi-auto firemodes to LMG36 and L86 weapon types
    • Rebalanced handguns to differentiate them:
      • USP 45: Increased damage, reduced Rate of Fire
      • FiveSeven: Reduced Rate of Fire, doubled magazine size
      • FNP45: Increased damage and magazine size, reduced Rate of Fire
      • Redhawk: Increased damage
      • PX4: Reduced Rate of Fire, increased magazine size

    • Pentagun: Slightly increased reload time and ready time, adjusted magazine size and reduced accuracy
    • Improved the time delay when tapping shots for the following weapon types and variants: OC-14, M96, Mk 46, LMG36, L86, 6P41, M27, As-Val, Mk16, SAR-21 and ACR
    • LMG ammo pools now include at least one full magazine reload


    Known Issues


    • There is a high chance that users on moderate NAT will have replication issues with users on strict NAT
    • Locking your screen may result in a disconnection from the game
    • Clients are sometimes kicked from the session after they use the "Alt+Tab" function while in windowed mode
    • User might receive the error "Runtime Error! R6025 - pure virtual function call" when he quits the client during "Match Starting In" phase
    • Changing from prone to crouching/standing stance on the slope/stairs will cause the player to involuntarily slide down a short distance
    • Rarely, clients remain stuck on the respawn screen after the warm-up time , after all of them joined the queue of a new session






    Closed Beta Phase 2 Update 5/10/2012
    Game version: 0.6.0

    General


    • Conquest game mode is now 1 round
    • Teamwork-focused device assists: When the user triggers Blitz, Heat, Oracle or Blackout and their effect lead to a teammate killing an enemy, the user will be rewarded.
    • New Launcher Skin
    • Fixed an issue whereby the custom faces and skin color of the Specialist and Recon characters were not carried correctly into the game
    • Re-implemented the Bearded face in character customization
    • Polish core movement animations
    • Remove camo from helmets so that it will maintain its original appearance
    • Set default minimum resolution to 1024 x 768
    • Improvements to the attributes shown for armor and devices
    • Add tooltip for effective Health in the Stats Page
    • Confirmation message on changing video resolution to allow recovery for resolutions not supported by user's monitor
    • Clicking on the Achievement Points in persona data now links to the achievements page
    • There is now a message to confirm an inventory slot purchase
    • Fixed loot so that it occupies the same inventory slot as the box when opened
    • Fixed numerous distorted reload animation issues.
    • Fixed several epilepsy risk issues (spatial patterns on maps)
    • User was sometimes stuck in tutorials when updating the inventory was taking too long
    • Fix an issue whereby Voice Comms sometimes did not work between matches.
    • Added confirmation to user quitting matches


    Map

    • Opened up the train doors near point C in Markov Station map, allowing another path through the tunnel
    • Markov Station: Made changes to capture point B to improve map playability


    Assault

    • Adjust Blitz shield collision size and rebalance Blitz turn behavior
    • Adjusted ADS duration to take into account the deployment time.
    • Changed requirement for "Well Done" achievement from 3 enemies killed to 6 enemies suppressed by HEAT



    Recon

    • Enabled oracle to detect friendly as well as enemies


    Specialist


    • Added Blackout Disable, which triggers when the user uses blackout on an enemy who has his ability activated
    • Added AEGIS Protect, which triggers each time a team mate stays in the user's AEGIS shield for an accumulative duration of 5 seconds
    • Tuned LMG recoil values
    • Increased LMG accuracy, but increased spread when continually fired. Makes tapping accurate shots possible.


    Weapons


    • Reduced Pentagun damage and recoil
    • Reduced damage for most other shotguns
    • Significantly reduced semiauto shotgun fire rates
    • Tune sway for high magnification scopes
    • Laser sights are now available on all primary weapons
    • Reloading a weapon will temporarily cause you to stop sprinting
    • Added weapon class name to magnum ammo
    • Improvements to "weapon up" behavior when close to a cover
    • Improvements to reload while in cover
    • Reduced concussion grenade one-shot effectiveness by greatly reducing damage
    • Increased ease of use for concussion grenades by increasing blast radius
    • Increased M1014SD, Pentagun SD, KPS-12 SD damage to match medium barrels (prevents CQC variant weapons from being customized to superior silenced weaponry)
    • Reduced KPS-12 damage and recoil
    • Increased M1014 damage and recoil
    • Slightly increased recoil for AR medium and long barrels
    • Improved SMG accuracy and reduced damage (reduces OP longer barrels)
    • Reduced vertical grip ready time multiplier
    • Increased KPS-12 mag size
    • Increased ADS duration
    • Rebalanced SR accuracy to reduce no-scope effectiveness
    • Increased LMG ready time to reduce run ‘n gun behavior
    • Improved LMG performance in cover
    • Reduced Ultimax recoil (starting Spec LMG)
    • Tuned LMG recoil values
    • Increased LMG accuracy, but increased spread when continually fired. Makes tapping accurate shots possible.






    Closed Beta Phase 2 Update 4/4/2012
    Game version: 0.5.6

    Lobby Changes

    • GRO Lexicon change across the board (See appendix for details)
    • Various changes to Metro Station map based off playtest feedback (See appendix for details)
    • Adding a category "Events", containing achievements and date-specific events
    • Adding repeatable achievements
    • Auto-equip when you purchase item
    • Adding "log out" in the ESC menu
    • Adding "Remember me" in login

    Game & Map Changes

    • AMM UX improvements
    • Fix various exploits on maps
    • Prone strafe speed adjustments
    • Splash screen is too loud, levelling it with rest of game
    • Fix Share Intel network spam
    • More Disconnection resolutions
    • Update graphics for weapon reload and weapon ready timing icon
    • Clearer indicator for critical hit
    • Made tactical map less bright to be more readable
    • Reduce warm-up time from 3 minutes to 1.5 Minutes
    • Some epilepsy fixes

    See last page for detailed improvements and changes


    Closed Beta Phase 2 Changes
    Game Version: 0.5.5


    Lobby Changes

    • New playlist activity indicator in the Match Lobby screen (low/med/high)
    • Additional Lobby sounds for the new UI reskin.
    • Various bug fixes related to in-game web browser.
    • Re-enabled video options in matches and V-Synch (off by default)
    • New UI tutorial and "kit selection" flow for new user accounts

    In-Game Changes

    • Fixed a frequent crash relating to SKE_cl_BaseModifier::SetLocalPose()
    • New Dead body shaders – Dead bodies now appear de-saturated.
    • New Invulnerability Shaders – Invulnerable characters now appear glowing (only during initial spawn)
    • New prone aim and reload movement behaviour (more realistic)
    • Tweaked depth of field blur, especially when in Cover.
    • Grenades bounce off Aegis Shield now making the ability more resilient.
    • Fixed various "fall out of world" bugs and other exploits.

    Other Improvements

    • Fixed various network spam occurrences
    • Reduced disconnections and optimize flow-related bugs
    • Compatibility improvements (DirectX capabilities)


    Jan '12 - March '12 Changes

    Game Version: 0.5.4

    This marks the beginning of the North American Closed Beta Phase 1. Please see below for a list of changes and bug fixes that have occurred since the previous test ended.


    Major Changes

    • Bodies of eliminated players now give ammunition
    • User Interface has received a major overhaul
    • New options when right clicking a players name in the chat lobby; add players to party, friends list, ignore and whisper
    • Multi****on Mouse support added
    • Game models have received an update
    • AN-94 has received a vertical handle and semi-auto mode
    • As-val damage has been lowered
    • Shotgun accuracy has been improved, and range reduced
    • Pistol accuracy has been improved, and range reduced


    Gameplay

    • Camera Shake added when player dives prone.
    • Target lock issue fixed when player is using blitz
    • Improved accuracy of weapon up calculation for every stance
    • Minimize Ragdoll shaking by performing penetration check
    • Improve accuracy of weapon up calculation for every player stance
    • Fixed player teleporting after performing peek and moving in cover
    • Fixed player slide down when proning is slope
    • Fixing the crouch 360 aiming
    • Fixed prone poses and transitions
    • Fixed the forward movement clipping through geometry
    • Cloak is easily seen through the silhouette of the character
    • Delay ADS damage until it is deployed
    • Reduce the angle of camera changes to be less when player diving to prone

    User Interface
    The User Interface has been re-skinned and should now be easier to navigate
    • Better chat on loading screen
    • Sell Armor inserts and ammo boosts in consumables section of store
    • Shorten Big Figures for Stats
    • Lobby Reskin
    • Grenades - Removed Splitting
    • Support Ammo boosts in Store
    • Improve daily missions and postmatch RP/GC reward display
    • Improve Readability of Achievements page by using same style for locked items as in the store
    • Improve readability of achievements page by using visual style more like postgame for complete/incomplete
    • Achievements page - bigger expand collapse icon
    • Add XP(Current/Required) tooltip for persona widget and match results
    • MUCH faster purchase confirmation animation
    • Default Empoty Slots do not show item name on first equip
    • Add notification to social UI
    • Post match: Every subachievement display in acheivements page should be the same as post game

    Bug Fixes
    Stay tuned for a full list of bug fixes


    December '11 - Jan '12 Changes
    The purpose of the January 18-20 is to determine if matchmaking and latency issues still persist within the game.


    Ghost Coins available via Daily Mission
    We have introduced Ghost Coins into the game. Ghost Coins are used to purchase new items from the shop. To obtain Ghost Coins during this small closed beta, follow these steps:

    <Image coming soon>

    1) Log into the game
    2) Click "Play now"
    3) You will be given the option to "accept" the daily mission
    4) Click "accept"
    5) When mission objectives are completed you will receive your Ghost Coins automatically







    October '11 - December '11 Changes


    Data Wipe
    There was a data wipe in-between play sessions. This means that your levels, equipment, and friends lists from the previous October F&F test were reset. This is a part of the beta process and we apologize for any inconvenience.


    Matchmaking
    There have not been significant changes made to matchmaking, but changes are scheduled for the coming months. This is a top priority for the developers as they understand the importance of Auto-balance, hot joining with friends etc.

    Rooftop Map
    A new map using the assault mode, set on the rooftops of Moscow.


    Permanent Item model
    A Ghost's gun is his own. Now, every weapon or armor you'll purchase will permanently be yours. This will give you the freedom to enhance it and feel the satisfaction that it's yours forever. Apart from this, we've re-enabled item selling and buy backs - this means that whatever you sell, you can also buy again with the same price.


    Itemized Abilities and Passives

    • Abilities can be equipped/unequipped.
    • Abilites now act as a container that players can purchase upgrades for - similar to armor and inserts.
    • Ability upgrades are functional.
    • Players start the game with NO abilities.
    • Players with no abilities will not have their character model show these abilities in game - for example a assault with no blitz ability will not have the shield. Same goes to characters in the lobby.
    • Passive abilities are also itemized, players also do not start with these. Passive abilties can be purchased and equiped via loadout. Passive abilities CANNOT be upgraded[

    More Features

    • Weapon Variants
    • Laser Pointer
    • Ammo Boost
    • Homepage and Ghost Feed
    • Voice Chat Update[
    • New Keyboard mapping





    Developer Notes

    Itemized Abilities and passives

    Class ability upgrades can now be purchased from the store. They serve to increase the effectiveness of skills in various ways. For example, some upgrades may reduce the cooldown time of ability use, others may increase the power of the ability, or the duration of use.

    Team upgrades (passive abilities) confer an aura of effect on the player and this information is shared to teammates around the player. Effect examples include the armor reinforcing ability of the Assault, the movement detection ability of the Recon and the ammo dispensing ability of the Specialist.


    Weapon variants

    Weapon variants provide gameplay variety to players. Some variants are optimized for precision, while others for sheer close range firepower. Iconic weapon variants like the MP5K are also available for sale.

    Laser Sight Attachment

    The laser designator is an attachment that can be used to designate an enemy to teammates. When the player goes into iron sight, the full beam of the laser is visible to teammates, helping them know which enemy they’re aiming at. Also, the designator can place a marker in 3d space, allowing the player to draw allies attention to specific areas.

    Ammo boost
    The only special ammo (ammo boost) currently available is the Magnum boost, which increases weapon damage. The magnum special ammo can be depleted.
    Last edited by ChemZero; 06-14-2012 at 08:43 PM.

  2. #2
    Player Experience Manager
    Join Date
    Mar 2011
    Posts
    545
    Updated 3/5/2012

  3. #3
    Senior Member
    Join Date
    Sep 2008
    Posts
    715
    I don't ever remember seeing this thread before.
    BeefJerkyHunter
    My WordPress Blog

  4. #4
    Member DavidRuiz2012's Avatar
    Join Date
    Mar 2012
    Location
    United States of America
    Posts
    80
    Me either, however it awesome to see these improvements and additions

  5. #5
    Community Manager chemzero's Avatar
    Join Date
    Sep 2010
    Location
    NC, USA
    Posts
    914
    I'm glad that everyone has enjoyed seeing it
    ChemZero -- Community Manager / Waffle Consumption Specialist Extraordinaire

    Click Here to Contact Customer Support

  6. #6
    GRO Community Leader JoshHardenburg's Avatar
    Join Date
    Mar 2012
    Location
    NW, Pacific Ocean; 180° by 100°E
    Posts
    556
    Can't wait to see the update for phase 2.
    IGN:Typhoon
    Community Leader

    Assault: lvl 30, Specialist: lvl 25, Recon: lvl 21
    Engage Tactical Snuggling!!!
    Contact Ubisoft Support Here.

  7. #7
    Player Experience Manager
    Join Date
    Mar 2011
    Posts
    545
    Updated 3/27

  8. #8
    GRO Community Leader KegaroOne's Avatar
    Join Date
    Mar 2012
    Location
    Chicago, IL
    Posts
    346
    I have a few questions...

    1. Why after 2 weeks of beta testing, is this all you guys made changes to? There were tons of other issue that I believe were brought to light by the testers.

    2. Is this going to run for 2 weeks like phase one or will it be longer in its duration?

    3. Are there more beta keys being sent out so that we have a larger pool of players for testing?

    4. Any chance those that are already in the beta can get 1 or 2 more keys so they can share them with friends and family that have shown interest in testing the game?

    C.B. TRIPLE 30'S

    |O.B. Main Account | Specialist : Level 0 | Assault : Level 0 | Recon : Level 0 |
    |O.B. Alt Account | Specialist : Level 0 | Assault : Level 0 | Recon : Level 0 |
    >>Submit Trouble Ticket<<

  9. #9
    A question, please.
    When the Aegis Shield is activated and some guy throws a grenade on the floor close to them, would the shield push the grenade away or will it enter the shield?

  10. #10
    Senior Member
    Join Date
    Sep 2008
    Posts
    715
    Quote Originally Posted by KegaroOne View Post
    1. Why after 2 weeks of beta testing, is this all you guys made changes to? There were tons of other issue that I believe were brought to light by the testers.
    I am also taken aback by this. No improvements to HEAT?
    BeefJerkyHunter
    My WordPress Blog

Page 1 of 15 12311 ... LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •