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Happy Thanksgiving to All |
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Written by Suzanna
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Thursday, 26 November 2009 06:16 |
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Just a quick shout out to the entire CoLA and CCS community, wherever you are, whatever part of the world you're in, it may be an American Holiday, and maybe a little confused a holiday at that, but still, a quick happy holidays to all that will be celebrating with friends and family today. Enjoy your time with whatever family you may have, even if that family is online. We thank you for everything and hope your holiday is safe, fun and refrains from too much gluttony if at all possible. And then everyones FAVORITE day of the year, Black Friday, hope everyone has groceries stocked back and already did all their shopping, cause Friday is going to be C-R-A-Z-Y. |
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CCS - Healer Adjustments/Performance |
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Written by Suzanna
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Saturday, 10 October 2009 03:34 |
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General Information One thing you may have noticed is the new SL Server version has actually relieved a fair amount of the communications based performance problems CCS was having in large battles. So as stated the issue with large battle performance was not actually a CCS problem but a Linden server version problem. Regardless of that that has not in any way made us decide to shelf performance improvement as part of the 1.0.1 script overhaul, even with CCS somewhat back to normal in large battle situations, we still believe there are things we can do to make the system even more responsive so we will be pursuing further optimization with the 1.0.1 overhaul. Total Live Changes: - Healer Chance to Hit adjusted to 80%
- ACLS cool down timer reduced to 45 Seconds in all versions.
- RadShot cool down timer increased to 45 seconds, range reduced to 15m.
- Overdrive given a multiplier stamina cost rather than point cost, now costs 75, 150 and 300 Stamina to use depending on the version.
- PleasureBot Stimulate increased to 300 Stamina per use, costs 1 racial point and 50 Stamina to use.
- Fatigue given 2x multiplier on damage dealt/health recovered in all versions
- Rage-I reduced to +10 damage enhancement(was +17).
- Demon Wrack given 50% more Stamina Return.
- Malice changed to SELECT target ability, life damage increased to 150 points. Now only costs 1 point to use
- Supernatural/Sidhe RendMana changed to SELECT target ability, Stamina increase added, 50% more than stamina cost to use.
- BioShock Changed to SELECT target ability, stamina damage increased to 150 stamina damage. Now only costs 1 point to use.
- Sidhe Bladeweaver given Immolation, Sidhe Diviner given Hex.
- HunterKiller Virus changed in all versions to SELECT target ability, cooldown reduced to 45 seconds.
- Mechanized given 3 new versions at level 15, 35 and 55, HunterKiller given access to it as well as the Drone.
- Vampire Bloodheal increased to 350 points of health per use(cooldown timer does not need to be lowered as I thought), cooldown remains at 30 seconds.
- Vampire Feed now heals for 100 points of damage.
- Wrack, RendMana and Feed are all equalized at 30 second cooldowns.
We feel these adjustments will be best for the game in its current 6 point per level state. The 4 point per level change will not occur til we release the 1.0.1 meter update. There will be a global mandatory respec issued with these changes.
Discuss this News In the Forums! |
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Last Updated on Monday, 12 October 2009 08:38 |
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The API - Some Clarifications |
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Written by Suzanna
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Friday, 18 September 2009 00:28 |
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API Availability Clarification: Alright folks its time for me to make a few clarifications in regards to the CCS API license program because there seems to be a lot of hate and disinformation going around in regards to it and its starting to get on my nerves. First of all, as of this time, the current API version is 2.3e, the current API version is frozen and no new licenses are currently being issued because of the amount of weapon availabilities currently on the market, the enhancements they're offering are variable and in some cases problematic and the fact that adding more API developers to the mix at this time with the API in its current unregulated state means more questionable weapon development and more frustration for players in general. So at this time we are not issuing new API licenses on request from any individual or business entity that was not licensed previous to July of 2009. There simply are no situations where I will be making exceptions and new licensures will not be available til the completion of the 1.0.1 CCS release and the concurrent release of the 2.4 iteration of the API module which allows for finer tuning of API value controls. API and the CCS Economy: Myth: Suzanna and Melanie make or let people make overpowered weapons because they're making money from it. Fact: The API is free to any qualified developer (when available), I do not charge for it, I have NEVER charged for it. Whats more I don't even use my own API and make products myself simply to ensure there are no questions of me using the API in a manner which it appears I am making a profit from the player base. The simple facts are, every Linden Dollar the player base spends, doesn't come to me at all. Let me explain the basics of the CCS network economy, so you all understand. - Sim Owners pay me and Melanie (we have a split on this) a minimal monthly fee for CCS access, there is also the availability of the enhanced XP upgrade (a one time payment) and monthly controlled double XP availability (only usable twice a month for 72 hours at a maximum) and this is the only place where I personally make any money at all in regards to CCS.
- Sim Owners then make money back by renting mall space and or land to interested parties, and donations from the communities that enjoy their sims, the mall space is rented from all kinds of designers, not just CCS enhanced weapons designers but clothing and skin and gadget and avatar designers as well, but in this group there are also enhanced weapon and item designers who rent space from sim owners to sell their products.
- CCS API licensees make their money by offering competitive and interesting products that fall in line with the current network standards for balance and do so in a non-hostile fashion ensuring that players have hundreds of weapon and item options to suit their personal tastes and character concepts thusly giving the CCS network the most available options of any gaming network in Second Life in regards to having a CHOICE of what you, the player, wish to personally buy and use.
Fact: Melanie does make a little money in regards to API enhanced weapons from KD Weapons and Bitter Thorns due to contract scripting she did for both parties, and that has little, if nothing to do with me as I don't receive a dime of it and its hardly as if Melanie wasn't doing contract scripting design before CCS, she also did contract scripting design for JEVN and several other parties so its hardly irregular that she makes a percentage split on products shes done contract scripting work for, this is no different than many other designers lines where every product's total price is split two or three or even four different ways depending on who is involved with the project.
Fact: Unlike any competing system at this time, CCS actually gives the players options. You don't have to buy weapons made by me to be able to compete, unlike other systems where the only way a weapon will be any good is if the designer of the system is making money from you for buying it, or said system has a ridiculously expensive API license fee (theres a small scale system out there right now charging $1250 USD for an API license for a system thats in use in about 11 sims, whereas the CCS API is FREE and in use in hundreds of sims), or the entire system being closed in nature and not only do you have to pay for the system you have to pay monthly as a player to PLAY the system and you can only buy weapons from the system designer because nothing else will work with the system. Overall, a lot of the angst and misinformation about how CCS handles its API and economy is absolute horse shit and it frustrates me immensely, when I've spent the last three and a half years attempting to keep CCS as open ended and free to the player base as I can, while ensuring you all got the options you deserved and personally tending to and creating a non-hostile development economy where everyone thats involved with CCS from the creator down to the newest player is benefiting in some way from my socialistic economic model, to have people running around in network saying its all about the money. Yes I make some money from providing CCS and additional system features to sim owners, but I didn't have any choice but to do so, you cannot support 200+ sims on good will and donations, I tried, it didn't work. But for all you people out there that think I've got my finger in every pie in CCS and every single dollar you spend is somehow ending up, retroactively, in my pocket? Well you couldn't be any more wrong. I've built a network and an economy to benefit thousands of people, not just myself. Hell I've never even put a MALL in CoLA in an attempt to make money off the communities long term appeal and popularity. I find myself very insulted that there are people that run around inside the CCS network talking about how its all about the money for me, when everything I've done over the last three and a half years has been in defense of attempting to ensure that the economic model was NOT a one way street, and that the players were NOT used like sheep and sheared for every dollar they're willing to spend. And that the role play environment of CoLA specifically, was always its main and primary focus. I spent two years at great personal expense doing this, we've reached a level of equilibrium within the CCS network's economy where everyone that has invested time and money into it is at least making up their expenses and we've developed a compatible/enhanced content pool that has so many options available for so many different tastes that no other gaming network on the grid can rival its options and quality....yet somehow...thats just not good enough for some people. And that really disappoints me, because "Don't be Evil" is pretty much my business ethic. And I've gone well out of my way to ensure I have never exploited the popularity of what I've created nor the players that enjoyed it. |
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Scattered reports of random XP Loss |
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Written by Suzanna
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Saturday, 03 October 2009 13:44 |
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Its come to my attention over the last few days that we've gotten several random reports of XP loss from multiple players and even some system GMs. At this time the exact cause is not clear, and we do not know, for certain what the issue is that is causing it as the situations from report to report are all different. So I'd like to offer up some suggestions in regards to the situation in case you appear to have been affected by it, so you can help us to narrow down the cause and find the fault thats causing the issue. - If you are in a double XP sim, before you leave, or log off, detach and reattach your meter to ensure the XP you've gained is properly saved to the database before exiting the sim or logging off.
- After participating in a double XP event, ensure you detach and reattach your meter after the event ends to write save data to your record properly.
- If travelling outside of CCS regions for extended periods please ensure you detach your meter and HUD entirely, to ensure that a potential fault in the anti-camp system isn't actually rolling your XP backwards in the HUD system while out of CCS regions as the HUD anti-camp script might at this time continue to run, silently, even outside of a CCS region and after returning to an active CCS region the HUD may report the XP rollback via the meter to the server and save a auto-dock of your XP to the server.
- If you experience a case of XP loss, please understand that you need to have definitive proof of said XP loss before reporting it to a GM or administrator, you cannot just IM me and say "I lost 500000 xp, please give it back" because at this time the system is not recording sudden negative changes of XP unless they're manually done as docks by GMs, I am going to get some debug functionality into our record snapshot system that will flag sudden negative XP changes of over 500xp and record them to the record but this will take me a day or two to get done.
- If you have been affected by this, please ensure you try to provide as much detailed information as you can as to what you did before the loss occurred, what you did after you noticed the loss itself and any helpful information that we can use to try to reproduce your situation.
Please keep in mind this is not a network wide issue, we've had about 9 total reports of it in the last week, but regardless I consider it important enough to be looking at it as a potential serious bug and I need, of course, the help of the player community to find an answer to it. So please do not flood me or other GMs with requests for XP returns, as stated this issue is not that widespread and it is not affecting everyone, but I do need information from people being legitimately affected by it. So please, feel free to drop me notecards in regards to the situation if you, personally, have been affected by this, and give me as much information as you can in regards to it so I can find the issue and fix it. Thanks all, appreciate your time and support, Suz |
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New Web System - Personal Announcement |
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Written by Suzanna
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Monday, 14 September 2009 02:38 |
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Well the release of the new registration, level up and respec systems for CCS has gone off almost without a hitch, theres a few minor problems but they're being addressed heres the few that are actually problems, that we're working on. IE8 displays Level Up module in a left justified fashion breaking the module form - Solution: Use Firefox or the SL Internal Browser, Opera or any Mozilla based browser for the time being til its fixed. Fixed IE8 is now completely functional just as other browsers.- Rare situations on level up are causing "not pending a level up" messages for a small percentage of players - Solution: If all else fails, have a GM add +20 xp over the level requirement to your record and then detach/reattach and try to level again.(This issue seems to have mostly been fixed.)
- People are sometimes going through the respec process and ending up with level 1 skills, this is because they did not READ THE INSTRUCTIONS on the page...please ensure that you click and drag the abilities you want from the left AVAILABLE column to the right ACTIVE column before clicking Continue.
- Respec second step will occasionally give erroneous values for HP and Stamina after using the sliders to set your points. This is a very hard to reproduce error but, largely it all works out in the end as the final page does the correct calculation, we're working on that as well.
Now on to the personal announcement: Today is Monday, September 14th. Monday is my USUAL day off. This particular Monday is also my BIRTHDAY. So as you can imagine I'm going to be a bit hard to get a hold of today while I sort of relax and enjoy my day off/birthday combo and do nice things for myself for one day. I hope no one takes that offensively or becomes frustrated with me if I don't answer them til tuesday. That aside I expect we'll have the IE8 issue solved today at some point, Melanie is currently poking it with a stick to see what she can turn up, we've both reviewed the tpl and css for that particular module of the system and its not making any sense to us, currently, why IE8 is treating that specific module in that fashion when both Register and Respec aren't experiencing similar issues. Anyways, have fun all, and I'll see everyone tuesday. EDIT: Thank you all for the well wishes. |
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Last Updated on Monday, 14 September 2009 09:20 |
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