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CCS v1.0.1: Yes its true, its true, CCS v1.0.1 is currently in beta development and should within the next few weeks go live to the live play scenario, heres the low down on whats being done and what to expect. Updated Information on New Additions(12/16/09@7:15AM): - Melee and Ranged damage avoidance have now been split between two stats:
Perception - Manages Ranged Damage Avoidance Finesse - Manages Melee Damage Avoidance - -LIFE and -STAMINA Damage are now partially resistible via the Intelligence stat, giving a nice defensive bonus to casters and healers.
And of course Willpower still manages overall resistance to status effects. This now expands character development to seven statistics, giving characters even more control over their defensive development.
- Massive performance improvements facilitated by changes to communication usage, meters should become far less susceptible to slow downs under load.
- More performance improvements in relation to the unification of all skill usage under one script versus four.
- Intelligence will now affect damage amounts for caster and healer offensive skills, as well as increasing healing output for all archetypes.
- Strength modifier has been given a bit more pay out for points invested in it.
- Addition of three new status effect conditions which will allow for debuffing and damage reflection.
- Anti-Camp system rewritten, the new system cannot be fooled in any way, if you're not conscious and at the keyboard it is going to get you, if you are, its not going to bother you much if at all.
- Secondary Skill Bank has been returned to the dialog menu, so on top of your six hotkey skills you now have access to 3 more skills you can set on the main menu thats activated with the F2 key.
- GM Call Button has been moved off the HUD, that button now queries player data. GM Call Button is available via the Main Menu.
- Addition of Target/Defensive Target system to the HUD, this allows you to lock a target and have that target be the direct recipient of all hostile skills, defensive target will be the direct recipient of all beneficial skills.
- Addition of new Tank archetype modality called Adamant; now as a tank takes damage, their damage modifier increases, so the more damage they take, the more dangerous they become.
- Fix for damage based point generation, lowering required damage to generate one racial point.
- In preparation for the next version of CCS, the CCS system now tracks your kills to the database. It will not become apparent as to why this is being done until a bit later, but for now, who you killed, when, what time, how many times you killed them, thats all being tracked by the system.
- Particle effects given pre-load resolution, now all associated particle graphics should rez instantly for the user rather than just being gray squares unless they actually rez for your client.
- Changed ranged damage base to 10 points per projectile.
- Changed system ceiling to 2048m, now you can use a lot more of the vertical dimension in CCS sims.
- New level up sounds and effects.
- Global Mandatory Respec will occur with the release of CCS v1.0.1, and everyone will be respec'd under the 4 point per level rule, versus 6 points per level, racial bonuses have not changed and will not be affected. But you now will have less points to invest over the development of a character, so you will have to be smarter about how you place them and it will now be impossible for high level characters to stack four stats to 100 and two others to 50 or above. This will close the gap, heavily, between high level and low level players, making high level characters more vulnerable and making stat development more important.
This is just the stuff as it stands right now, theres been a ton of "under the hood" development as well, preparing for our eventual shift to the new system in 2010, and basically making the system ready to make that transition when we're ready to bring out the new system to the public. As stated it should be a week to two weeks and then we should have a full public release ready, there may be additions to this list of improvements and feature additions as we develop through beta. But its coming and will soon be finalized and ready for you all to play. CCS Has an Investor!: No I'm just joking, a bit tongue in cheek really and only a few people will get it. We do not have an investor, we are simply incorporating as an S-CORP under the name Gamma Wave Games, I have spent the last 4 years under a "Doing Business As" designation as "Ground Zero Games" but because of taxes and legal requirements, and because there is another gaming company that is LLC registered under that name, for 2010 I must incorporate what I do into an actual legitimate business entity and have taken the time to register the business under the new development house name Gamma Wave Games. So its official, we're now a legitimate entity....who knew all this would get so complicated eh? So there you go, a whole bunch of news in a fairly readable format. Hope everyone has a great day and please, stay off mine and Melanie's backs for the next week or so while we try to finalize the new release okay?
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