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Quick Heads Up on CCS v1.0.1 |
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Written by Suzanna
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Wednesday, 10 February 2010 18:02 |
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Hey all, Just as a heads up for the network beta RC7 went out last night and largely the reports are good. There was one identified issue that I can't let go live that we're going to have to fix before we release. The problem stems from a relatively complex but simple oversight. In the CCS system previous to 1.0.1, all skills were being handled by three different scripts, each skill category had its own .php framework we were using to define values and all the categories had their own page with its own input format. In CCS 1.0.1 we've consolidated all skills into one unified php framework to allow the use of one script to handle all three skill categories, offense, healing and support. Last night I identified an oversight in our condensed php framework that was causing a few skills to not perform properly, this oversight was not something that came to our attention in previous RC betas because the skills it actually affects are like 2% of the skill base entirely. So this will take us a day or two to actually add the functions missed in the condensation of the php frameworks for the skill system, then to define their values in the new single script skill handling system. So our release last night got postponed and will likely not make it to live til potentially Friday, as Melanie is traveling on business today. Adding the script definitions for these functions and php additions is not hard, but the new single script solution defines and handles skills under a different logic than all the previous versions of CCS, so for this I definitely need her input to finish it off. Other than that one issue everything else is reporting back five by five so we should be good to go for live launch once we fix this one oversight. I apologize for the continued delay but my philosophy on this release is that I'd rather release right than release fast. Thank you for your patience all. |
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CCS v1.0.1 / API v2.5 / The Forum |
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Written by Suzanna
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Wednesday, 27 January 2010 11:39 |
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CCS v1.0.1 Heres the low down on where we're at with CCS v1.0.1. We are currently running the beta RC4 version of it amongst the CoLA GM group. Melanie and I have spent many hours burning the candle at both ends to get where we are and things are looking pretty good but there are still a few flaws and bugs that we are trying to iron out of the code base. We have completely rebuilt how the system processes and handles skill usage, consolidating what used to run from 4 separate scripts down to 1 script and one skill template to manage all three categories of skill type, this has produced some extremely fast performance even under the most overloaded of conditions. I did some testing in CoLA with 50 people in the region at the time and while the region was performing fairly badly and the main menu, targeting menus and skill menus were near to instant and had almost zero delays and this was in a situation where the region time dilation was 0.08 and sim FPS was about...7 at the time. So performance wise the update is extremely promising, but as stated there are still a few bugs in the code base that I want gone before we release to live, some of the major show stoppers have been fixed, a few oddities have popped up along with those fixes that we're working on. Heres the low down on the full release plan and features: CCS v1.0.1 Features/Release Plan: The original plan to reduce the point base from 6 points per level to 4 points per level has been put on the back burner for this release (which is fine, we can do this at ANY time should it become evident its needed as its all back end controlled now and not controlled from the meter and requires no update for it to occur), the reason we decided to scrap this idea temporarily is because not only have we added a 7th stat, but every stat in CCS now has extremely critical use so characters must spread their stat points around to be effective, if they don't, they're going to be extremely vulnerable in some situations and easily killed. Here is the explanation of how stats will work in CCS 1.0.1 - Strength - Strength is now class configurable, the base melee damage of 10 / total strength x 5 = bonus melee damage. So if you have 45 strength, your bonus damage is +23 points per hit, so you hit for 33, that is the base melee damage strength factor of 1. Now since strength is now class configurable, Tanks and DPS classes will actually get a strength factor modifier of 2 and 3, so bonus damage per hit is multiplied x2 or x3 depending on whether you are a Tank or DPS class. So your 33 damage becomes 66 or 99 damage per melee hit, with 45 strength, using un-enhanced weapons and using no damage increasing abilities. Healers and Casters will remain at the Strength Factor 1 modifier. The reason DPS classes are getting an x3 modifier is explained further below in tank class changes.
- Fortitude - As per usual Fortitude will determine your total Hit Points along the same math in use in CCS 1.0
- Endurance - As per usual Endurance will determine your total Stamina along the same math in use in CCS 1.0
- Intelligence - Intelligence now gives a base modifier of base damage / intelligence score x10 = bonus, for all caster spells, as well as healer heals. So if you have an intelligence score of 55, and you have a spell that hits for 295 damage base, there is an additional 54 points of damage added to the total base damage of the attack. This applies to heals as well, this factor is also configurable from the back end and can be increased/decreased as needed to improve its performance. Only healers and casters gain these bonuses to their skill based attacks and support skills. Intelligence also now allows you a max total of 33% CCS skill damage avoidance (at 100 intelligence), which means that people using CCS skills against you, at 100 intelligence will have a one in three chance of missing you entirely with a CCS Skill because you're just too damn smart for their clumsy attacks. So its extremely useful for Healers and Casters in their roles, and gives them a defensive boost, but is also very useful for Tanks and DPS classes to increase their damage mitigation capability. So, as you can see, being "dumb" in CCS is no longer the smart road to travel.
- Willpower - Willpower as per usual determines your resistances to status effects, but has had its base maximum total mitigation reduced to 33% at 100 Willpower.
- Perception - Perception now only manages RANGED damage avoidance, and is capped at a total of 33% max total avoidance at 100 Perception
- Finesse - Finesse our new 7th stat, works along the same lines as Perception, but applies only to MELEE damage avoidance and is capped as the other stats are at a total mitigation of 33% at 100 Finesse
So as you can see, the new stat base does not have a single useless skill in it. And because there are no skills that are more critical than the others, and all of them have very heavy value in regards to investing developmental points into them (versus really just...3 stats in 1.0) plus the addition of the 7th stat Finesse, we've decided that reducing the points per level on initial release may gimp people to the point of unplayability since you're really going to have to spread your points around a lot more equally now to be effective. And since maxing any one defensive stat doesn't make you impervious to damage, having to concentrate on managing resistances between four separate mitigational stats means you probably are going to need the points you have to even be viable. I will go ahead and make this warning right now in bold text for the people that aren't quite up to speed on what all this means: IF YOU PUT ALL YOUR POINTS INTO FORTITUDE AND ENDURANCE TO GET AS MUCH HP AND STAMINA AS YOU CAN YOU WILL GET RIPPED IN HALF LIKE A WET PAPER BAG IN COMBAT DUE TO YOUR LOW DAMAGE MITIGATION ABILITIES, IF YOU MAX ALL FOUR DAMAGE MITIGATION STATS YOU WILL STILL BE HIT BY SOME FORM OF ATTACK 2 OUT OF 3 TIMES, IF YOU IGNORE STRENGTH YOUR MELEE OUTPUT WILL BE HORRIBLE, IF YOU IGNORE INTELLIGENCE YOUR CASTING DAMAGE/HEALING/AND ABILITY TO AVOID CCS SKILLS WILL BE HORRIBLE. YOU CAN NO LONGER MIN/MAX 3 OR 4 STATS AND WIN IN CCS There I think that explains the stats situation a little better hopefully it answers a lot of questions. On top of the way stats work, we are adding the following: - New CCS HUD - The New CCS HUD has the addition of a Offensive and Defensive Target slide out window, its very simple to use, once opening it, click the Offensive Target button, it will only choose targets in your direct line of sight, choose the target from the menu and it assigns it to the targeting system as your primary target. Now, once this is done, all hot keyed skills, if you are within range of the target you've specified, hit that target WITHOUT the need for you to click a name on a target dialog window like you do now. So instead of hitting say, F3 to use Fracture, then clicking the intended targets name from the drop down window, you hit F3, and your Fracture hits the target you have set in your CCS targeting window as your offensive target. The same applies to Defensive Target but Defensive Targets are the primary recipients of all your beneficial skills, heals, damage blocking and buffs, so if you have a team you play with, your team can set up your support and tank characters to automatically support specific people in the group defensively, and the same applies, you do not need to depend on clicking a skill then clicking the target, you simply hit the hot key for FirstAid, and FirstAid is immediately applied to your defensive target without the need for mouse clicking another drop down.
- RP Tool - The CCS HUD now has an integrated simple RP Tool which will allow you to change your name and speak as a different character while in RP without the need for attachment of secondary systems that use variant formatting. Simply click Set name, type /4 Your Name, and you will see it sets the name of the character you wish to speak as there. Then to speak as that character name you simply type everything you wish to say on channel 4. RP Tool chat is easily distinguished from normal chat as it is green in color. It is the first of several additions to the HUD that will come over time.
These two additions are in slide out panels that don't actually "slide out" at all, thus they see very little slowdown from lag, we're using texture animation and once again, TexPos button activation to lower prim counts in use and because of this, and the fact to even access SL you must have a viewer running viewer version 1.23 or higher (Emerald is a 1.23 compile, for those wondering) the old Legacy HUD for CCS is being discontinued and will no longer function with CCS at all as of the 1.0.1 release.
New Abilities Level 70 and Beyond: The skill system will be updated to add in the appropriate scaled to level abilities for players that have exceeded level 70, adding new versions of their class based skills at the appropriate tier in the 70 - 80 level range. Tank Changes: Tanks have always had a bit of an ill rep, their armor always helped with basic melee damage, but did nothing for status effects and skill damage. Resolute Armor and its variant forms now also gives a base willpower boost while using it, that has helped Tanks a bit in regards to avoiding status effects while armored, but it still doesn't seem to have been enough in regards to making the Tank class viable against DPS and Healers in regards to its role. So with that in mind we've added the following new passive ability to Tanks called the Adamant Factor: - Adamant - Passive tank archetype base ability, it applies to all tanks. And in basic it means that the more damage you take, the more damage you put out, we will be starting all tanks out at an Adamant Factor of 3, this means that if you lose 25% of your total health, your melee damage output doubles, if you lose 50% of your total health, your melee damage output triples, if you lose 75% of your total health your melee damage gets !!!QUAD DAMAGE!!! (old school reference there). So basically the idea is, while you are harder to damage than other classes and can survive more punishment than other classes, as these other classes get you beat down....you become like THE HULK and the angrier you get, the more damage you do, the closer to death you become as a Tank, the more dangerous you are. This plus armor, plus willpower boosts while armored, should make the tank almost as good as it can get until we add in their Defensive Target Shielding ability, which will allow them to absorb 50% of all damage directed at a target they choose to defend (Not in 1.0.1, but will be added after the release).
So given the damage increase factors of Adamant in the Tank archetype, you can now see why the strength factor multiplier for Tanks is 2, and DPS is 3, because DPS will always need to put out that exta bit of damage as a general rule, but a tank as they get closer to closer to death, can start to out damage a DPS class as well, requiring careful tactics on the side of the DPS class to ensure they're not too close when HULK GETS ANGRY!!!
API v2.5
As of last night, in anticipation of the impending 1.0.1 release I released a new API module to the 3rd party developers group, it is NOT API 3.0, it is simply a minor API update for people that are already holding licenses and ONLY applies to weapons that use HUDChan user statistics to make their weapons cost stamina or adjust damage based on strength or whatever else. If your weapon does not use any user based statistic to modify its enhancements, then the 2.3e API module will still be functional for your designs, if your weapon requires HUDChan/User Statistic information to function, then you need to update to API 2.5 because API 2.3e will no longer function properly with those API calls. PLEASE DO NOT RELEASE ANY WEAPONS UPDATED WITH THE API 2.5 MODULE UNTIL THE CCS V1.0.1 RELEASE OCCURS, DOING SO WILL MAKE THE WEAPONS NON-FUNCTIONAL AGAINST CCS 1.0 METERS So yeah thats all great Suz but when is it being released?: It is our intention to attempt to have the beta RC4 bugs addressed by tomorrow, January 28th, and release tomorrow night. Should this go awry due to new bugs popping up from fixes of old bugs, I will be putting the release in abeyance until February 8th to ensure we have a full 10 days to work on all remaining issues before release. I will not release this version of CCS only to have to turn around and fix bugs in it in bits and pieces after the fact, it comes out as perfect as possible and thats the long and short of it. - THERE WILL BE A GLOBAL MANDATORY RESPEC ISSUED TO THE NETWORK ONCE THE 1.0.1 SYSTEM IS RELEASED, IT WILL BE MANDATORY, AND GIVEN THE CHANGES TO HOW STATS WORK, YOU WILL WANT TO BE FAIRLY JUDICIOUS IN YOUR STAT POINT ASSIGNMENTS AND NOT STICK WITH THE OLD MIN/MAX MENTALITY.
- ONE WEEK AFTER RELEASE A SECOND GLOBAL RESPEC WILL BE ISSUED FOR PEOPLE TO EITHER HOLD ON TO AND USE AT A LATER DATE, OR USE IMMEDIATELY TO FIX PROBLEMS THEY'VE IDENTIFIED IN THEIR SKILL ASSIGNMENT UNDER THE GLOBAL RESPEC.
After the second respec is issued no further respecs will be issued, on request, not for money, not for all the begging in the world, so play the two you're getting here smartly. RP based respecs will continue to be honored until the following additions are made to the CCS Character Profile: Coming Soon to a Profile Page Near You: - XP Purchasable Respecs - Very soon after the 1.0.1 release, if you wish to respec you can do so by simply "rerolling" the character, a base percentage of total XP that has yet to be determined will be the cost for said respec, but in a simple example if we did a 10% respec XP cost, and you had 10000xp, it would cost you 1000 of that XP to enable the respec. 10% is NOT the final decided on number, this is just an example, but soon you will have respecs at your fingertips whenever you want them and they won't cost you a real life dime.
- Secure Character Transfer - A lot of people sometimes need to get on a new avatar for various reasons, many of them legitimate, some of them not so legitimate, at this time in CCS we say no to 99% of transfer requests because there is no way for us to actually determine the validity of the request. We are going to be adding a system that will allow people to set up a secure password for character transfers which will allow them to transfer their XP from one character to another via their character profile. And it will ONLY work if both characters are using the same IP address at the time of transfer (no selling characters, I'm on to you, you RMT wannabees) Once the secure transfer is done, the original record is DELETED, and the new record carries on with the old characters XP assigned to it.
The Forums: We've set up limited access priveledges for the Agora forum designer on our SQL system so they can log into it and make the necessary changes to the Joomla/Agora database to get everyones forum access re-enabled, this should happen in the next day or so from everything I understand, and as soon as its done Stormy will update the website to let everyone know that you can get back to hooting and hollering at each other on the forums. Sorry for the continued delay on this but I think we're just about done in regards to getting over this technological hump. So thats the news, hope it answers a lot of questions and helps people to understand whats coming, when its coming, and why its taking the time its taking. Thanks all, and have fun out there! |
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Last Updated on Wednesday, 27 January 2010 13:21 |
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Written by Suzanna
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Tuesday, 12 January 2010 06:11 |
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CCS V1.0.1 Heya all just a heads up as we continue to get CCS 1.0.1 polished off and set up. I had hoped for an end of December release but with holidays and family commitments that wasn't going to be possible. But, on top of that due to LSO base optimizations we've done, and changes to how the meter handles skill data and how the server sends it to the meter there have been some variant bugs in the process of development that have slowed us down a little to work them out under the new way the programming is handling its data. I realize this is a bit of a "downer" for some but it is coming, technically I could have released it a week ago but I refuse to let 1.0.1 out the door with any large outstanding bugs in it so the process of finding problems, fixing problems, and then having fixes create other problems which we have to identify and resolve, has slowed down our release time line for 1.0.1 but I do still expect it to be released very soon. Largely the biggest reason for this is the script consolidation, and unification of all skill types under one LSO handler, its going to help performance immensely, but because its such an integral part of how everything works, the unification of the skill processing has, while lowering resources and simplifying overall communications, made the single LSO handler and its related back end PHP and SQL components far more complex than previous system versions. So just a heads up, its coming I'm testing a new version every few days or so, and sending it back to the development table once I identify issues I don't want going live with it. The Forums Stormy has been handling this and as of right now my information on it is that we're waiting for a patch from the Agora development team which will reassign users to their permissions or allow us to assign user permissions enmasse. Right now because of the way the back end configuration for the forum works, its all done through the Joomla interface and theres absolutely no way to mass authorize nearly 5000 people for forum access without going through and doing it 20 users at a time by hand, its tedious and monotonous to do and Stormy has school, real life, her job and her business in SL to deal with and I myself have to run the network and deal with system development so its something we'd prefer people remained patient on til the Agora patch fix is posted and we can get that integrated. Sorry for the inconvenience in regards to it, but we should have it resolved fairly soon. Thanks everyone and keep having fun, soon as situations change I'll ensure everyone is made aware. |
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Development Time Examples - Since we're still in testing for CCS v1.0.1 |
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Written by Suzanna
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Friday, 22 January 2010 18:57 |
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Just a little humor to share with people development time schedules by an actual professional company since everyone is ardently waiting for CCS v1.0.1 and we're busy working out the bugs of it all to ensure theres no issues on release and people keep asking me for dates. From Valve Software themselves: | Valve Time | Actual Time | | Coming tomorrow at 11 AM | Coming tomorrow at 2 PM | | Today | Tonight at 11:49 PM, Pacific time (This was the actual time the TF2 Public Beta went live.) | | Tomorrow | Later this week | | This week | Next week | | This year 1 2 | Next year 1 2 | | Q1 | The third week of Q2 | | (This year's) holiday season | Fall of next year | | Beginning in (next month)... | Beginning in the month after the stated one | | Shortly | In six months | | We're finishing this feature up now | We've just finished the concept and we'll start working on it in the coming weeks (see below) | | In the coming weeks | In large updates starting in five months and continuing over the next two years | | "within the month" (Feb 1st): "just after" April 15th: "the week of April 20th" | April 29th | | January or maybe even March | May 23 | | After the holiday weekend / After Memorial Day | Next week | | Christmas of 2007 | Coincident with the Rapture | | Until the problem is fixed with an SDK update | For the engine after the engine after this (where everything but our tools has changed) | | Early 2008: Late summer, 2008: Early November, 2008 | November 18, 2008 | | October 2nd | October 3rd | | Monday | Monday-ish (Monday depending on your time zone) (This was what Monday's announcement date changed to on http://steamgames.com/tf2/heavy/ within an hour before it went live.) | | Within about an hour | 5 hours later | | Couple of hours | 7 hours later | | Later this week | In 3 weeks | | When we started working on TF2 | 22 years ago (putting the date 11 years before the initial release of Team Fortress) | | October 27, 1 PM, PST (8 PM, UTC) | October 27, 11 PM PST (October 28, 6 AM, UTC) (Left 4 Dead 2 early access demo first delay) | | October 27, 11 PM, PST (October 28, 6 AM, UTC) | October 28, 1 PM, PST (8 PM, UTC) (Left 4 Dead 2 early access demo second delay) | | October 28, 1 PM, PST (8 PM, UTC) | October 28, 2 PM, PST (9 PM, UTC) (Left 4 Dead 2 early access demo third delay) | | October 28, 2 PM, PST (9 PM, UTC) | October 28, 3 PM, PST (10 PM, UTC) (Left 4 Dead 2 early access demo fourth delay) | | October 28, 3 PM, PST (10 PM, UTC) | October 28, 5:08 PM, PST (October 29, 0:08 AM, UTC) (Left 4 Dead 2 early access demo fifth delay) | | ...any minute now | 5 days later | | Midnight | 1AM | |
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Written by Stormy
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Friday, 01 January 2010 00:06 |
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Update 11 January 2010: I heard back from one of the admins over at the support site from the forums and the scripter has had a family emergency he has had to go take care of. But they are working on a fix for the problem still. I told them I would much rather have a fix that works and is tested than one that hasn't, and I ohpe everyone agrees with me there. Again I am sorry this has taken so long but it is out of my hands at the moment. Update 06 January 2010: Please please please read the posts below. I have people messaging me, dropping notecards on me, leaving me messages here. All saying they cant see the forums. Mean while this post has been here since I realized there is a problem. DO NOT make a new account for the forums. And please, for my sanity's sake, read the updates here. I will post an update when the forums are back up and running properly. But if I have to keep logging in and checking IM's and notecards because people are not reading this it is just taking more time away from the other things I need to do on the site and also my own school work. I've also been asked by several people if Linden Labs has answered my support ticket yet. As for the answer, no they havent, because Linden Labs does not control our forums nor do they make the software we use for it. I will say however that the creator is working on a fix and has it in the testing phase right now. All I am asking is people be patient. Not having forums for a few days is not the end of the world. The forums were long over due for a software upgrade so I did that today. A few things you will notice: - The color scheme changed. I might adjust this a bit since it is just one I downloaded from the forums website for now (the starter one was horrible)
- Everyones birthday is no longer set for you turning 40 on December 31st. I had no clue it was doing that and people kept saying the website says everyone is 40 today and I thought it was some joke someone posted because no one would be specific. Until Suz messaged anyways.
- There are some generic user icons right now but I will be uploading a few add on packs this weekend. Though the generic ones have had a few new ones added in the upgrade so if you were using one or just have that plain forum square icon under your name you can change this in your profile under Personality.
- The Latest Posts section on the front of this page has also been upgraded. Now when you hover over the post with the mouse you can see a little snipet of the most recent post in the thread.
A few known bugs: - For some reason in the upgrade it only added some people to the citizens group. This is the group that allows people to see the forums and the posts. For example CCS-General Discussion. I have a support ticket in for this since there are over 4800 registered users on the website it would take me forever to add you all individually to the citizen group. I will how ever be doing this in small batches for now until I can get this cleared up with support so please please please be patient with me on this.
- Developers-I have added those of you whose ID's I know to the developers group on the forums. If I missed anyone please send me an IM in SL(Stormy Wilde) with your forum user name and I will get that taken care of ASAP.
Again I am sorry for any inconvenience this has caused. All I ask is that you be patient with me while I work to fix the problem. Update Friday, January 01: As of a few moments ago I just finished speaking witht he creator of the forums. He is working on a fix for me this weekend and will have it for me on Monday. Needless to say for a free product this forums staff has given me better customer service than some paid products I have used. |
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Last Updated on Monday, 11 January 2010 17:39 |
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