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Community discussion - improvements for new players

Tonight, we held a brain storming session on Discord regarding the difficulties that new players have upon joining the game (and some other things that will go in other posts).

Overview:

The main agreement appears to be the current grinding, and lack of information available to new players. On top of this, the cost of equipment, and quality of missions.

Suggested resolutions (or notes) are listed below the issue, and are marked with a > at the start of the sentence.


Starting a new character

  • Starting equipment
    New characters start with items which are not necessary to their 'class'.
    Starting weapons for Droners, PPU and Soldiers are currently underpowered. Soul Cluster doesn't always target mobs. Drones do 1 damage a hit, and must be point blank to hit. Soldiers have 2 lots of grenades, which go all over the place, and currently do more damage to the player than a scorpion in the starting area.

    > Reworking starting equipment to ensure a more balanced introduction. Provide all characters only with relevant and useful items.

    > Rework damage for starting equipment to balance it out better, or provide more ammo for indirect fire weapons, which will use more ammo.
  • Starting Skills
    Not all the 'classes' have skills which are useful to them.

    > Rework the suggested starting skills, to prevent redundancies. Keep the option for more experiences players to adjust the suggested starting skills.
  • Highlight difficult classes
    Things like Hacker and PPU require more advanced understanding of the game.

    > Rate classes from Easy (soldier/PE) to Hard (PPU, Hacker).
  • Some factions are more advanced than others
    TG, TH and CM are more difficult to begin in and could be isolating for new players.

    > Mark them as Hard, or Advanced, so that players know what they can expect.



Lack of new player information

Although we currently have the /help channel to allow runners to ask questions - it would be helpful to proactively provide information to them.

  • Citycom Tutorials - Adding a series of short reference tutorials to the Citycom would allow players to look up advice on things like buying equipment, where to level, how to do quests (etc.). If we could have an in-game browser, this would allow a Wiki added to the game, with all relevant material covered.
  • Video Tutorials - A series of short tutorials, hosted through YouTube, and which can be played within the game would be a brilliant source of information for players. If an in-game browser was added, this could also provide a platform for imbedding the videos.



MC5 Area


  • Quests - Currently the signposts to the first of the newbie quests is not obvious enough.

    > Have it so that characters start with the quest to speak with the first NPC, so that he appears on their Nav when they first leave the Cryo Facility.
  • Equipment Costs - Items within the newbie area are too expensive.

    > The research mission asks you to purchase items which can cost thousands of credits.

    > I found last time that the requested weapon was 5.5K - this mean grinding mobs to buy the weapon, then grinding more to afford the GR to my apartment.

    > The GR shouldn't charge to take players to their first apartment to avoid players getting 'stuck' in MC5 and having to grind.
  • Equipment Relevance - There are items on the first vendors which just aren't relevant, such as ammo for WoC weapons.

    > Create a new list of newbie specific item groups, with subsidised pricing, to ease players into the game.

    I started a PPU and knew to put points into Rifle so I could actually kill things, since Soul Cluster is broken - how many newbies would think they'd have to do that right off the bat?
  • Healing, armour, recycling - levelling is basically horrible until you get these three things.

    > Players should be provided a full set of armour, a TL3 heal or equivalent and a recycling tool, plus the skills required to use them, by the time they leave MC5. This will allow them to focus their funds and effort on levelling, rather than hunting these items - IF they even know about them and their benefit in the first place.



Levelling
  • Grind (levelling) - Other than MC5 missions and EPICs, there is not much more than grinding in the way of levelling up a character.

    > Introduce a series of mini-quests, which can be started in popular areas such as Plaza 1. These are arranged similarly to EPICs, in that they will require players to complete several tasks around the city, and grant decent items (allow players to choose from a list to cater for unusual setups) and large XP rewards for their completion. Either mark the missions on the map, or have the NPC contact the player to let them know where they can find the content.

    > Up the XP gain. The main aim of the game is PVP. It was speculated that the grind should be shortened to allow players to begin end-game content quicker.
  • Cash - if XP is raised, it could mean that players are unable to afford new items to keep up with the pace of their levelling.

    > Credits are mostly irrelevant towards end-game, with most items now bartered with tech parts. Up the credits reward for all missions, except research, to allow players to have a cash flow that will balance with their levelling rate.
  • Too many players relying on a limited number of spots to level us. Let's face it - drone/grenade launcher + El Farid = levelling. Sure, some players don't, but the overwhelming majority do. And it makes the ones that do it without an LE a very easy target.

    > There's a lot of unused space out in the wastes that could accommodate levelling areas. The main thing that makes EF so convenient is the fact that the Queen spawns Big Scorpions, that spawn little Scorpions in turn. This makes for quick spawn rates, quick XP, and quick money - all in a limited sized area. Introduce more areas with this general mechanic perhaps? Providing more areas will allow players the opportunity to scout out their own favourites.
  • Levelling spot ganking. Log out in the levelling zone. Kill anyone without an LE. Log out in the zone to avoid repercussions. Too easy. Soul Light too low? Just idle somewhere until it regenerates.

    > Introduce an elevated loss of soul light for ganking in levelling areas. Currently, having high Soul Light incurs a lower penalty for killing than having a low Soul Light, so players bag a couple of kills and idle in Plaza till they have high Soul Light and don't drop items in their belt as easily/their belt is harder to hack if they're caught. Make it a BIG penalty for killing in a levelling spot, and the occurrence will drop, as players are more worried about dropping their stuff.



LE and PVP
  • LEs are counter-productive for the game. This is a PVP game, and there's not a big enough incentive to remove an LE.

    > Player XP should cap at around /45. This will allow a player to complete their Epic missions before getting into the main content. Once they get to /45, the XP should cap, and they cannot carry on gaining until they remove their LE.

    > Alternatively, LEs should not work outside of the city. There are sufficient levelling areas to avoid contact with other players in the wastelands. Quoting: "If you are a trader and want to sit in an outpost to get the bonus you shouldn’t be unkillable". It IS a Warzone, after all.
  • Dropping items in belts. Currently, if a low-level player removes their LE and is PKed, they can potentially lose an item that is integral to their development. Conversely, the chances that this item is worth taking for the PKer is low. With this in mind, you have a situation where the PKed player could potentially just be demoralised to the point of quitting, for the sake of the PKer gaining a few thousand credits at Yo’s.

    > Players under /45 don't drop items in belts. By /45 they should have had time to learn the game, and stand a better chance of escaping an attack.
  • Benefits of a clan are not explained. Clans are, for the most part, very important in NC. They provide protection, and a way to crowdsource resources. Any item lost in a dropped belt is likely easily replaced if in a clan, meaning losses are minimal.

    > More advertising of the benefits of clans, and how they outweigh getting PKed is required. In-game posters could be a nice way of doing this, as well as an article in the above-mentioned tutorials.

[TITAN] Clan: Black Guard is Recruiting

Black Guard is Recruiting
Faction: City Admin

> New Players: We will help you grow and learn the game , you will get Equipment and we will show you leveling spots and protect you while you level your character up.

> Experienced Players: Looking for a new Clan thats Active and Supports their Members and does Opfights ? Join Us !

Our Goal in the Game is to have Fun together and do PvP and Outpost Wars/Fights, Do PvE together (MC5 , Ceres Lab, Doytunnels) , Help our New Members !

Ask in the Help Channel for us or Direct Message/Mail me Ingame -> Chazz, Chazzinator or Peggy

[TITAN] Clan: Black Guard Rekrutiert

Black Guard Rekrutiert
Fraktion: City Admin


> Neue Spieler: Wir helfen euch das Spiel zu lernen und besser zu werden ,ihr bekommt Gratis Level Equipment ,Wir zeigen euch Orte zum leveln und Beschützen euch währenddessen

>Erfahrene Spieler: Ihr sucht einen Aktiven Clan der seine Mitglieder unterstützt und um Outposts kämpft? Kommt zu uns !

Unser Ziel im Spiel ist es Spaß zu haben und PvP und Outpost Kriege/Kämpfe zu führen , Zusammen PvE machen ( MC5 Ceres Lab,Doytunnel) und unsern Neulingen zu helfen !

Fragt im Help Channel nach uns oder schreibt mir eine Direkt Nachricht / Mail im Spiel -> Chazz , Chazzinator oder Peggy

Development and testing ideas

So - the visibility of bug tracker is a nice thing. We thank you for that.

What would be nice, in addition to this, is more visibility on the development roadmap for Neocron. I see the NC:C guys gave a rough indication of the things that are going to be developed in a near future. I'd be interested to know what the 2.3 team are currently working on.


Also - for testing purposes, I have two thoughts.

Firstly - it would be fantastic to know what we're testing. A list of changes that have been made since the last patch, and any scripts it associates with that could potentially have been affected, so that we have a scope for testing.

The second is having a trusted testing team, who represent PVE, PVP, levelling and trade skilling. They check off the items which have been changed, and decide between them whether a patch is fit for retail. This avoids a patch being marked as good-to-go because it fixes one bug, but other bugs are ignored as they're not relevant to that tester's play style or experience.

Add Kill Messages

A small thing, I know, but I think everyone would appreciate it if when you killed someone, you got some sort of "You Killed 'So-and-So'" notification either in your hypercom or the middle of your screen.

People standing still in pvp

Something is very wrong with the netcode right now. People randomly stand still in fights. It's really affecting OP fights. If you're fighting against 4 people and it's 1v4, you might survive being fast, but with the new "stand still" bug, the 4 will just kill you in a few seconds. It's a death sentence. This is an even bigger issue than the old notification or belt bugs.

GR taking money and giving SI but not teleporting

Sometimes you'll click on a name on the GR list and it gives SI, but doesn't take you anywhere. This is a new bug with the same patch that fucked up the netcode.

All sounds in zone play at max volume regardless of distance

This bug happens to us a lot when we zone up from the UG in OP wars, but it can happen anywhere. This bug is older than the recent patches.

[RESOVED] Servers currently down?

disregard, for some reason reinstalling fixed connection issue?

[Video] Jeriko OP Fighting and More!

Just wanted to post some footage from a recent OP fight; there seems to be the misconception that the game is lacking activity, and so I wanted to let people know that OP fighting is still very much a thing!

Enjoy!


PS. Still waiting on that Greatsaber @Zoltan :)

Vehicles: slots

Ok, so I have made vehicle threads before, but this one is different.

I would love to have 1-5 slots added to all construct-able vehicle keys. Why, you ask?

Make all vehicles have 'customizable' features.

1. You can add 'bucket seats' to land vehicles (i.e. 2 on a rhino). People can sit on the bucket seats, which are in the open, and shoot from them. Please make damage split between vehicle and people (in PvE) and not just the bucket seat people get focused in PvE. In PvP make it work just like you think it should... where you aim is where the damage goes.
2. You can mod 'higher gunner damage'
3. You can mod 'faster vehicle speed'
4. You can mod 'faster vehicle aiming'
5. You can mod 'quicker vehicle reload'

Any vehicle key which you cannot currently construct needs a copy made and available for research/constructing of course. More than one way to do that (v1 and v2 of a vehicle for example).

My vision:
I can be a level */20 character or a level */63 character, shooting off of a glider or a land vehicle or doy bomber. Just think of the possibilities!

If you could make air vehicles less likely to crash and burn, killing all occupants, that would be nice. Force them to stay in the vehicle if its not dead would be a great touch. Reset position gets you out if all else fails.

Please, add to this! Be happy to see this part of NC!

muniton probleme und persönliches Aubewahrung probleme

hallo set ein paar tagen laden meine Waffen nach gewisser zeit nicht mehr nach und ich komme aus den sever heraus oder kann nicht mehr zugreifen. ich muss mich danach aus- und einlogen. kann mir jemand weierhelfen?

Important fixes

Okay chaps - to try and keep this tidy, rather than a flurry of suggestions on Discord - I want to try something.

Please give one suggestion of what you would like to see fixed/improved in the game. A description or suggestion of how you would like this implemented would be helpful. Multiple suggestions will be ignored - only your first suggestion will be counted as your most important thing. This is about me building up an idea of the one thing everyone really wants above everything else. Other suggests can go on Brainport as normal.

Please note that Resist and Weapons balancing is currently on the road map - but it's a long and complex process.


All ideas are up for suggestion, and I might make a poll out of it - but any flaming/trolling/blatently stupid suggestions will be removed.

If I find another post on this in Brainport, I'll cross-reference it with my reply for the sake of my own convenience.

PVP fixes

1. PvP not moving lag (yes, this is being worked on)
2. Stealth: a few options to make spies killable when versing 5-6 players in an open field: pick or choose, many people might have better ideas, but here’s my go at it:
a. Stealth tool gives drug flash after 3-5 times of use. More usage makes drug flash get worse and worse. (from Bug)
b. Stealth tool does not give 100 percent stealth coverage (i.e. 5 sec cool down after every use)

PVE fixes

1. Killing mobs with more than one person: the hacker or looter often has to ‘relog’ since the mob falls in one place visually (locally) and another place server-side.
2. Mob shoot animations and incoming missiles do not show anymore (recent problem)
3. Make it possible to level monk/spy constitution without touching heavy combat weapons such as grenade launchers
4. Make 127 boss at Regents (the Nightmare?) not kill max level gentanks in 2 hits. Why should only droners be able to kill that boss. Dramatically reducing his AoE would be a start. Don’t make him too easy, but right now its just ridiculous. Try it for yourself on a non-droner with a group of people. Also, kills buffed PPU (max character) in 2-3 hits.
5. People who start out as PPU’s just destroyed their life. Don’t believe me? People can make a max tank in 2-7 days (not WoC). A PPU will take months, in comparison. I think I heard some good ideas from Jarl about how to make this way better. That is great, hope it goes through someday.
6. Spy rifles range should be the longest in the game. Don’t nerf other guns, just make snipers range increase. Increase loading time for sniper weapons of max range if you must.
7. Drones: try making a noob droner and level up with only drones. Drones need a rescaling almost at all TLs. The RK1000s should be untouched, they are nearly perfect damage-wise, to the best of my knowledge.
8. The scout drone cant go as far as a RK1000… Why does it exist then? A scout drone should have a ton of distance…
9. A rifle spy noob will take ages to level. Similar but not as bad as PPU. Same fix as PPU should do the trick.
10. All custom chat channels open by default so new guys can see help instantly.
11. Server gives a message when a brand new player on new account first enters the game. This is so that clans can recruit them and help them along. The person of course can decline if they really want to do that. (Josh Cooper)
12. AoE de-nerfed so that people can level up again.

Apartments

1. Limits on cabinet/apartment boxes/crates storage. This should not be a thing. Period. Can’t even fully deck out a huge apartment. Why do I need to have multiple BIG apartments to deal with tradeskilling stuff. Ask for more if you don’t get what I mean.
2. Placing items is a bear. Make this more consistent. Make items spin slowly, and not get the ‘turning too fast’ or ‘not turning at all’ glitch.

Epics: (other players chime in please)

1. Bad dragon apartment needs to be in pepper park 2 or very very close by.
2. Diamond real estate apartment has no GR and looks like a dive. Nice that this is the best DRE can do since it is a REAL ESTATE company. Should be the BEST apartment in the game. Period.
3. Brotherhood of Crahn epic is brutally hard. Maybe this is ok if you fix the ladder issue @ mission #4. See F13 Gaia mine ladder issue. There are workarounds but shouldn’t have to use them.
4. Twighlight guardian epic: those grenades should be worth it.
5. City Admin: let the armor be worn by anybody.
6. Switching to Twighlight Guardian with recycle missions is broken. And try out low level research while you are at it. Both should work.
7. Fix factions to be able to do ‘easy’ recycle missions. Going up and down 3 floors or zoning should never be required.

PVE and PVP fixes

1. Non-rares and rares do not reflect damage based on TL level. Large differences in TL should equate to large damage per second (DPS) and/or higher burst damage, not just handling/aiming faster differences. This affects nearly all weapons.
2. WoC weapons should have damage which reflects the higher TL requirement.
3. AoE. You already know about this. Rockets should be realistic, and not go ‘sideways’. Ever see a rocket launcher that behaves like an NC rocket launcher? Didn’t think so. Make the rocket launcher load time way longer if you want to nerf it. Damage should be on par with a real life rocket launcher (how many times should a car/person be able to survive a hit…)
4. Make it easier for people to fly and shoot people in gliders and similar vehicles. Make them be able to ‘glide’ slower for example. Make it player controllable.
5. GR double click virus… a few variations on this, but going somewhere when you don’t want to, getting SI and paying 500NC but going nowhere, etc.
6. Hacknet points… the number of ‘nodes’ you get should expand with more points in hacknet.
7. Double death in hacknet… you died.. but then you die again.
8. Gaia mine first ladder in F13. Try going down then right back up. If you have no trouble, you are the exception. Just see how many belts are down BEHIND the ladder for evidence.
9. Grenades: they don’t do enough damage, and shouldn’t have heavy combat requirements. Fix them so grenades do something.

Vehicles

1. Make it possible for all characters to drive vehicles, all characters to gun vehicles. Lower requirements dramatically or make a ‘vehicle’ armor or someway make it possible for all classes to drive.
2. Air vehicles should fly like drones. ‘Shift’ and ‘control’ for up and down.
3. When people sync out in an air vehicle, they should ‘parachute’ down, but in any event, why should a ‘glitch’ kill them. Or, make them log back into the vehicle if they log back in within 1 min. Falling out a vehicle should be prevented at all costs.
4. Vehicles crashing due to ‘zone crashes’ or ‘long syncs’. This is an old bug, be great if vehicles were more reliable and thus more often used.
5. V3 rhinos are a joke. Just try to kill something with them. V3 rhinos should be ‘accurate’ and similar accuracy to a doom beamer. They are not.
6. Interacting with vehicles that are any more than a single seat is cumbersome currently. How about changing vehicles when the owner interacts with it they are auto placed in the driver seat (or highest number seat they are able to use; driver / gunner / passenger 1 / passenger 2 / etc). I think there should then be key bind options to change seats without getting out (e.g. 1 - 10 as quick belt is disabled when in a vehicle). Finally I'd build upon the lock seats function to include "open all / open team" options vehicle so other players can interact and auto be placed in the highest free seat without having to ask for permission. (From Josh Cooper)
7. Add a cabinet on the back of bigger vehicles to store that will only store ammo or recyclables? Saves people waddling about with a shit ton of ammo that's useless when not in the vehicle. If your vehicle blows up… it can either be lost or dropped.

Reworking starting profession gear and skills: Spy Assassin

I'd like to start a conversation on reworking the professions starting gear and skill points. Also, professions like Hacker, Smuggler, Engineer, and Scientist are not viable or reasonable for new players. Yeah, I'm sure Ressi or Brammers or someone like that might have leveled a character with research missions, 10 years ago, but that isn't a reasonable thing to expect of anyone. This game is old and slow. Noobs need combat characters that can level up and make money. Barter, hacking, construction, research, repair, and even implant, noobs shouldn't use these skills. Maybe you could implant yourself... but let's leave the advanced parts of the game out of character creation.

zIRwAdY.png
Spy Assassin:

Equipment:
Before
Good Lazar rifle (58%)
2x 7.62mm rifle rounds (TL5)
TL 30 hack tool
First aid x1
Stamina booster x1
Perfect Light Energyfield Belt
Good Stilleto

After
Better Lazar rifle (73%)
20x 7.62mm rifle rounds (TL5)
TL 30 recycling device
First aid x3
Stamina booster x3
Perfect Light Energyfield Belt
Flashlight

Skills:
Before
Psi: +2 psi power
Int: +28 hacking, +50 weapon lore
Con: +5 athletics, +15 body health
Dex: +25 rifle, +10 tech combat, +5 agility
Str: +8 transport, +2 force

After
Psi: +2 ppu
Int: +64 weapon lore
Con: +5 athletics, +15 body health
Dex: +25 rifle, ,+10 agility, +5 recycle
Str: +7 transport, +1 force, +2 pierce

Logic:
Better instead of good quality weapons. All spells are currently sold “better” quality and I think it should be the same for all weapons, all vendors in the game. 73% isn’t that close to artifact 120%. This would make vendor weapons less punishing for noobs.
That character will not be overweight, even with the 20 starting ammo. I tested.
No stilleto on non-melee characters. If you give them a melee weapon, they may waste points on melee. Make Alt-H (melee fist) more obvious.
No hacking. A Good rifle spy will probably put all points in weapon lore. They can choose hacking or implant later when they’re more experienced.
+5 Recycle is enough for starting ammo. The brown medkit is 16, but that’s too much recycle for a starting character.
The +1 force and +2 pierce in str is to encourage them to put more points in piercing than force, and to make sure they have plenty of transport. Piercing is more important than force for pve and pvp. Everyone needs transport.
The +2 ppu is because the TL 3 heal requires PSI: 3 PPU: 11 FCS: 3. I think they should focus on the requirements first, and the psi pool second.
Flashlight because why not.
Edit: I took tech-combat away because they don't need that until they decide they want to use a hightech weapon. Keep it simple.

Profession description:
https://wiki.techhaven.org/Assassin
The description is solid and doesn’t need to be changed.
“Many Assassins also possess the Implanting skill, while others are accomplished Hackers.”
They can always choose implant or hacking later and the description supports that.
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