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Mike deVoid
May 3 2013, 09:12:45 PM
https://forums.dust514.com/default.aspx?g=posts&m=740480#post740480


Uprising Release Notes:

Path to Game and Overall UI
* Major improvement to the login flow. Time to merc quarter reduced from 4:30 seconds to 1:30 seconds on average
* New character creation screen
* Removed Specializations
* New loading screens
* All UI screens have been visually polished

Spawning and End of Match
* New Overview Map and Spawn Screen UI.
* Squad member list visible on overview map
* Improved fit selection on spawn screen
* Improved scanning on Objectives and Installations
* Players are invisible / cloaked upon spawn for a few seconds. Cloak diables upon movement
* Redesigned bleed out
* New Kill Screen that shows who killed you and his/her statistics
* Revamped and enhanced End of Match Screens

Skills
* New node based Skill UI
* Newly created characters receive no starter skills. Specializations have been removed
* Reorganized skill tree to be simpler with logical separations between vehicle and dropsuit skills. Now all dropsuit skills are under Dropsuit Command; all equipment and modules (with the exception of damage modifiers and remote explosives) under Dropsuit Upgrades and all weapons under Weaponry
* Weapon skill bonuses are now weapon-specific as opposed to providing blanket bonuses across Light, Sidearm and Heavy categories
* Dropsuit Command skills first unlock basic non-role frames before unlocking role-specific skills
* Module skills improve the efficacy of modules used

Dropsuits
* New dropsuit roles and race/role-specific bonuses added:
* Minmatar Scout
* Scout Suit Bonus: 5% reduction to scan profile per level
* Minmatar Scout Bonus: +5% to melee and nova knife damage per level
* Gallente Scout
* Scout Suit Bonus: 5% reduction to scan profile per level
* Gallente Scout Bonus: +10% to dropsuit scan radius per level
* Amarr Assault
* Assault Suit Bonus: +5% to dropsuit shield recharge rate per level
* Amarr Assault Bonus: 5% reduction to laser weaponry heat build-up per level
* Amarr Logistics
* Logistics Suit Bonus: +1 HP to dropsuit armor repair rate per level
* Amarr Logistics Bonus: +5% to efficacy of armor repairer modules per level
* Minmatar Assault
* Assault Suit Bonus: +5% to dropsuit shield recharge rate per level
* Minmatar Assault Bonus: +5% to sidearm weaponry clip size per level
* Minmatar Logistics
* Logistics Suit Bonus: +1 HP to dropsuit armor repair rate per level
* Minmatar Logistics Bonus: +5% to hacking speed per level
* Gallente Assault
* Assault Suit Bonus: +5% to dropsuit shield recharge rate per level
* Gallente Assault Bonus: 5% reduction to hybrid weaponry PG/CPU usage per level
* Gallente Logistics
* Logistics Suit Bonus: +1 HP to dropsuit armor repair rate per level
* Gallente Logistics Bonus: 5% reduction to equipment PG/CPU usage per level
* Caldari Assault
* Assault Suit Bonus: +5% to dropsuit shield recharge rate per level
* Caldari Assault Bonus: +2% to hybrid weapon reload speed
* Caldari Logistics
* Logistics Suit Bonus: +1 HP to dropsuit armor repair rate per level
* Caldari Logistics Bonus: +5% to efficacy of shield extender modules per level
* Amarr Sentinel
* Sentinel Suit Bonus: 5% reduction to weapon feedback damage per level
* Amarr Sentinel Bonus: +2% to heavy weapon reload speed
* Added effect and audio triggers for shield loss and recharge
* Reduced base passive scan radius for all dropsuits

Weapons
* Weapon tiers streamlined so that more side grades are unlocked in the advanced tier and more exotic variants in the prototype tier
* Reduced damage and max range of the HMG
* Moved Charge Sniper Rifle into the prototype tier
* Improved damage on Tactical Assault Rifle variants
* Modified nova knife to do charge-based damage (allowing instant attacks).
* Increased FOV for the laser rifle in ADS so that it has less “zoom”
* New laser rifle iron sights
* New Gallente assault rifle iron sights
* New Gallente assault rifle ACOG scope
* New Gallente shotgun ADS
* Added new weapon animation system for Move controller
* Added new charging HUD element integrated with ammo UI
* Added support for multi-fire weapons i.e. regular and charge based firing on a single weapon type
* Added support for transitional into scope animations and added animations for all weapons
* Added heat glow on a variety of weapons such as the assault rifle and nova knives
* New jumping animations when in scope
* Updated reload animations
* Updated all melee animations
* Updated 3P animation to support sprint strafing
* New sprint animations for all pistols
* New overheat animations for HMG and Laser Rifle
* Updated laser rifle reload
* Updated recoil for Gallente shotgun


Controls
* Completely retuned controller sensitivity settings in the options menu to give a broader range
* Retuned handheld weapon control sensitivity default settings
* Retuned large and small turret control sensitivity
* Enabled aiming friction for small turrets to improve fine aiming
* Retuned all aim assist systems for handheld weapons to improve aiming
* Added melee aim assist system
* Enabled the ability to strafe whilst sprinting
* Added new infantry control schemes
* Added multi-function buttons
* Changed entry/exit logic of vehicle control schemes so that the exit vehicle button corresponds with the on-foot interact/enter vehicle button
* Fully detailed tooltips for all vehicles and selected infantry weaponry
* Mouse and keyboard tooltips in menus and in game (can be toggled through the options menu under the keyboard and mouse tab)
* Improvements to mouse and keyboard mappings
* New control schemes:
* Infantry:
* Duty Calls
* Battleground
* Praetorian
* Southpaw (of Default)
* Legacy
* Legacy Southpaw
* Tracked Vehicles:
* Southpaw
* Aerial Vehicles:
* Southpaw

Equipment
* New equipment added:
* Active Scanner
* Increased throw speed, activation time and number of remote explosives that can be carried at once
* Reduced nanite storage capacity and recharge rate of militia nanohives, and moved more powerful variants into advanced and prototype tiers to encourage skilling into higher tiers.
* Added range indication for fallen teams mates when using nanite injector
* Added the ability to use the nanite injector even when you do not have it selected
* Added new cortex display

EVE Universe
* Added player location to the HUD in the MQ and WR
* Added EVE standard time readout to neocom
* Added in-match tags for EVE ships in orbit

Vehicles
* Added new vehicle roles:
* Gallente Enforcer HAV
* Caldari Enforcer HAV
* Gallente Scout LAV
* Caldari Scout LAV
* Gallente Assault Dropship
* Caldari Assault Dropship
* Added new vehicle skills to correspond with the new vehicle roles
* Caldari/Gallente Logistics dropship skill gives bonuses to cpu usage on all shield/armor modules
* Migrated promotional vehicles into the current release
* Added front-firing turret on Assault Dropship
* Vehicle skill-revamp. Skill requirements, and number of requirements has changed
* New vehicle-specific scanning skills
* Reduced collision damage to dropships
* Tweaks to make standard and logistics dropships to feel heavier
* Improvements to feeling of vehicle weight
* Marauder HAVs are temporarily removed for rework
* Added wind effect when vehicles are traveling quickly
* Added camera shake when heavy vehicles drive by
* All Dropships will now trigger emergency crew bay light when entering a crash
* Added the ability to recall vehicles so that you do not lose them if you want to abandon them
* Retuned and improved vehicle upright constraints
* New LAV physics model
* New Dropship camera
* Tuned LAV jump cam
* Lowered LAV rumble on bumps
* Added physics to “push” players off moving vehicles

Modules
* Nanofibre modules are removed
* Added new remote module camera on vehicles

Turrets
* Reduced dispersion on Large Missiles
* Increased speed on Railgun and Missile projectiles
* Increased splash damage on Small Missile Turrets

Installations
* Attached new small installation bases
* Fix to CRU – should now take the same level of damage as other installation components

Adjustments to ISK prices
* Lowered prices on standard and advanced items in all categories while keeping the price level of prototype items mostly intact
* Simplified the pricing on dropsuits – there’s now just one price category (i.e. heavy dropsuits now cost the same as assault dropsuits of the same meta level)
* Simplified the pricing of weapons – they now have two price categories, primary weapons and sidearms (i.e. heavy machine guns will now cost the same as assault rifles, and nova knives the same as scrambler pistols of the same meta level)
* Reduced the price of Dropships in half (approximately)
* Changed the base price points on vehicle modules and turrets – vehicle modules will be less costly than before, while vehicle turrets will be more expensive
* Changed the base price points on equipment – equipment will now be less expensive overall

Improvements to the Augmentations page
* Boosters of different multipliers can now be queued, with newest additions going to the front of the queue
* Made improvements to what information is available and how it is displayed

Maps/Environments
* Greatly improved terrain shaders and rendering, including vegetation.
* Complete rework of existing terrains.
* All battlegrounds now contain all game modes.
* Improved Ambush OMS game mode
* Gameplay tuned for 32-48 players.
* Art Polish of architecture and structures
* New moods providing variation in time of day and tone on different planets

Audio
* New music
* New weapon sounds
* New LAV sounds
* Moment-to-moment audio improvements on the following:
* Explosions
* Grenade bounce
* Hit success feedback

UI
* Improved Loading Screens

Visual effects
* Add god ray effects
* Add dynamic tone mapping
* Add cloud shadow effect
* Add lens dirt effect.

Performance
* Optimize client GPU performance
* Optimize texture streaming speed
* Increase display resolution.

Factional Warfare
* Battles relating to Factional Warfare are no longer considered corporation battles. The battles can be found under the Mercenary tab of the Battle Finder and are now auto generated based on activity within EVE
* Factional Warfare battles allows you to select which side you want to fight on

Starmap
* A new starmap has been added and can be found in the Neocom under Battles
* The starmap has three view settings:
* Atlas view which shows sovereignty information from all over New Eden
* Factional Warfare displays the ownership of planetary districts for each of the 4 major factions. From there you can join battles and see their results affect the outcome for each faction
* Corporation tab that will show information about your corporation’s conquest of planets within New Eden

Other
* You can now see your connection quality to battles in the Mercenary can Corporation tab of the Battle Finder. The bar shows your connection quality (more bars means higher quality)
* You can now send and receive mail to both your alliance and corporation
* As a DUST player with roles in a corporation you will now receive notifications based on that role. This includes all EVE and DUST notifications such as POS fuel and district attacks
* The wallet has been updated to show the journal log for both your personal wallet and corporation wallet
* Brackets for ships in space connected to a district are now visible. This is limited to a specific quantity of ships and will always try and show ships from both sides
* The size of squads has been increased to 6
* UVT (Universal Voice Translators) are no longer available on the market and you will be able to use the in-game voice system without UVT


Launch Release Notes (5/14):

Weapons
* New weapons added:
* Scrambler Rifle
* Plasma Cannon
* Flaylock Pistol

Planetary Conquest
* Planetary Conquest has been added to the Molden Heath region
* Corporations within DUST are able to conquer planets, collect clones, and battle for control of more districts

Maps/Environments
* Two new battlegrounds.

Game Modes
* Added Domination game mode

Mike deVoid
May 3 2013, 09:15:06 PM
http://dust514.com/news/blog/2013/05/whats-coming-in-uprising-launch-and-beyond

WHAT’S COMING IN UPRISING, LAUNCH AND BEYOND


Hello cloned mercenaries! As you all know, Uprising is coming on the 6th and the launch of DUST 514 is happening a week later, on the symbolic 5/14, with additional features added in. There has been some confusion about the difference between these two dates. What is coming when? When do we get new weapons? When can we conquer planets? And so much more!

Well, here in this dev blog, we aim to clarify those questions for you.



Uprising (May 6th)

Skill System Revamp + Respec
We are fully revamping the skill system to make it more intuitive and deep. As a result of this, we will be performing a full skill respec on the 6th. Full details of what the respec entails will be released in a dev blog on Saturday. The short version, however, can be found in this dev blog from CCP Praetorian.
The new skill tree will also arrive on May 6th, which should allow you and your favorite squadmates ample time to figure out the path you wish to follow to dominate the battlefield.
New Dropsuits + Item Rebalancing
We are adding in three new dropsuits, the Minmatar Light, Gallente Medium, and Amarr Medium, on May 6th. We are also adding in an all-new Assault Dropship which has a forward-facing cannon. Additionally, we have done major rebalancing on weapons, dropsuits, modules, and vehicles to improve the shooter experience in DUST. Because of these major changes to the game, we will also be performing a market refund on the 6th. The above mentioned dev blog released on Saturday will have even more information on the item changes.
Starmap
The new starmap will be launching on the 6th as well. Though it is tied closely in with Planetary Conquest, letting it go out a week prior will let everyone get used to the interface so there are no mistakes made when the full Planetary Conquest feature is released.
Graphics and UI
All new UI and graphical features will be released on the 6th. This means DUST 514 will look better than ever and be far more accessible.

Factional Warfare
DUST mercenaries' involvement in Factional Warfare is being adjusted in Uprising. Full details of the changes have been laid out in this forum post by CCP FoxFour. This change is going into the May 6th release as well.

http://web.ccpgamescdn.com/dust/news.control/64539/1/environment.jpg

Launch (5/14)

Planetary Conquest
As noted in this dev blog by CCP FoxSocksFour, planetary conquest will be launching on May 14th after tremendous feedback from our players. You will still be able to view the planets and reinforcement timers for all conquerable planets in Molden Heath, but you will not be able to move your starter clone packages there to claim the districts until May 14th.

New Weapons
We are adding in three new weapons on the 14th as well. These weapons are the Flaylock Pistol, the Scrambler Rifle, and the Plasma Cannon.

New Game Mode and Maps
The new Domination game mode, which features two teams of mercenaries fighting over a single objective, will be released on 5/14. Along with it will come new terrain and maps to fight over.

http://web.ccpgamescdn.com/dust/news.control/64539/1/scrambler.jpg

The Short of It
For everyone who wants it broken down quickly, here it is.
Coming in Uprising on May 6th
Skill changes
New skills
Skill tree
Skill respec
Weapon, module, vehicle, and dropsuit rebalancing
Amarr Medium, Gallente Medium, and Minmatar Light dropsuits
Assault dropship
Item/Market refund
Factional Warfare changes
Graphic updates
UI updates
New Starmap

Coming on 5/14
Planetary Conquest
Flaylock Pistol
Plasma Cannon
Scrambler Rifle
Domination game mode
New maps and terrain

For even more details on what is exactly going into the game with Uprising, you can read the full patch notes in this forum thread.


The Future
Of course, this is not the end of features for DUST 514. We are fully committed to following in the tradition established by EVE Online and provide regular content updates for years to come. We already have one planned for the near future after Launch, full details of which we will provide at a later date.

As for beyond that, well... We suggest you check out the DUST 514 Keynote delivered by Executive Producer CCP Jian at this year's Fanfest for hints of what is to come. We fully plan for it to be awesome.

Rakshasa The Cat
May 3 2013, 09:49:16 PM
Nothing new~

Resi
May 3 2013, 10:00:27 PM
What are people planning to re-spec in to?

I'm really tempted to go for Assault Dropships instead of tanks this time, and the Minmatar flavoured dropsuits look the most interesting due to their bonuses.

Nu11u5
May 3 2013, 10:54:25 PM
Controls
...
* New control schemes:
* Infantry:
* Duty Calls
* Battleground
* Praetorian (re: CCP_Praetorian or Mass Effect?)

lawl




Equipment
...
* Increased throw speed, activation time and number of remote explosives that can be carried at once
...
* Added new cortex display (what is this???)

Bomberman scouts might be making a return.




Vehicles
* New vehicle-specific scanning skills (A/EWCS is go)
* Reduced collision damage to dropships (finally)
...
* All Dropships will now trigger emergency crew bay light when entering a crash (bail out, scrubs!!!)
...
* Added physics to “push” players off moving vehicles (no more vehicle surfing? :( )

A good start to fixing dropships.




Turrets
* Reduced dispersion on Large Missiles
* Increased speed on Railgun and Missile projectiles
* Increased splash damage on Small Missile Turrets

Missile turret boost.




Adjustments to ISK prices
* Lowered prices on standard and advanced items in all categories while keeping the price level of prototype items mostly intact
* Simplified the pricing on dropsuits – there’s now just one price category (i.e. heavy dropsuits now cost the same as assault dropsuits of the same meta level)
* Simplified the pricing of weapons – they now have two price categories, primary weapons and sidearms (i.e. heavy machine guns will now cost the same as assault rifles, and nova knives the same as scrambler pistols of the same meta level)
* Reduced the price of Dropships in half (approximately)
* Changed the base price points on vehicle modules and turrets – vehicle modules will be less costly than before, while vehicle turrets will be more expensive
* Changed the base price points on equipment – equipment will now be less expensive overall

This right here will make Heavies and vehicle specialists very happy.




Improvements to the Augmentations page
* Boosters of different multipliers can now be queued, with newest additions going to the front of the queue

This will manage to screw with my OCD.. there are now different types of boosters, and the shitty ones might end up stuck in your queue forever.




Performance
* Optimize client GPU performance
* Optimize texture streaming speed
* Increase display resolution (curious, this is)

Sponk
May 4 2013, 12:11:07 PM
So, it's looking a lot like the caldari assault suit got nerfed pretty hard, and apparently logi suits are better than assault for assaulting stuff.

Jack bubu
May 4 2013, 01:00:20 PM
So, it's looking a lot like the caldari assault suit got nerfed pretty hard, and apparently logi suits are better than assault for assaulting stuff.

wait untill you see the slot layout ;)

Sponk
May 4 2013, 02:05:03 PM
According to what I've seen, the slot layout is:

Scout prototype
Minmatar: 100/70. 230/60. H/3 L/2 LW/SW 5.7m/s 7.9m/s
Gallente: 70/130. 250/60. H/1 L/4 LW/SW 5.5m/s 7.6m/s

Assault prototype
Amarr: 180/180. 350/70. H/3 L/3 LW/SW 4.8m/s 6.7m/s
Caldari: 210/120. 300/60. H/4 L/3 LW/SW 5.0m/s 7.0m/s
Gallente: 120/210. 300/60. H/3 L/4 LW/SW/ 5.0m/s 7.0m/s
Minmatar: 150/135. 320/64. H/5 L/2 LW/SW 5.3m/s 7.4m/s

Logi prototype
Amarr: 120/180. 390/66. H/3 L/3 E/3 LW/SW 4.5m/s 6.4m/s
Caldari: 180/90. 390/70. H/5 L/4 E/3 LW 4.7m/s 6.6m/s
Gallente: 90/180. 390/70. H/3 L/5 E/4 LW 4.7m/s 6.6m/s
Minmatar: 90/150. 390/70. H/4 L/4 E/4 LW 5.0m/s 7.0m/s

Sentinel
Amarr: 405/405. 270/54 H/1 L/4 HW/SW


which, if you just choose caldari, you can tank the shit out of the caldari logi and make it a better assault than the actual caldari suit. Plus you have extra slots and three eq slots. Even if you just put standard equipment in, it's looking very strong.

Mike deVoid
May 4 2013, 02:12:27 PM
At Fanfest the gal proto logi only had 0 (zero) high slots. I didn't look at other suits, but I'd assume a similar approach was taken with regards to slot layouts on logi suits.

Sponk
May 4 2013, 02:34:30 PM
That is not what was shown in YouTube videos recently...

Blah blah tapatalk

Nu11u5
May 4 2013, 02:38:54 PM
Fanfest build was using a test server database, so there is no reason why details like slot layouts can't be different.

Sponk
May 4 2013, 02:41:47 PM
Aren't we supposed to get an info dump in a dev blog today? Wish they'd hurry up, this lack of transparency is not what I have come to expect from Ccp balance team.

Blah blah tapatalk

DaDutchDude
May 4 2013, 03:04:05 PM
The CPM is just very recently formed and probably only had insight into the Uprising details at FanFest, so it's quite possible there is a lot of last minute reshuffling going on based on their feedback. The "oh wait we'll only enable PC on release date instead of when Uprising is released" is a good example of that, and I wouldn't be surprised more of that followed. The Dust team in CCP is in that sense still pretty "young" and have plenty of mistakes to make and correct at the last minute.

Sponk
May 4 2013, 03:39:11 PM
lol, literally minutes ago.

http://dust514.com/news/blog/2013/05/uprising-skill-point-re-spec-details/

Rakshasa The Cat
May 4 2013, 11:40:28 PM
Additionally, we will be offering to all players that purchased the Mercenary Pack or Aurum Packs before January 22nd an optional full character reset with Mercenary Pack or Aurum reimbursement. If you choose an optional character reset, all character attributes, skills, skill points, and wallet will be reset to zero, but the Mercenary Pack(s) (including applicable Aurum) and/or Aurum pack(s) will be added back to the account for re-use within Uprising. Players will be given a limited period in which to choose the optional full character reset, and the dates for choosing this option will be announced at a later time. This will be the last reset of the Mercenary Pack and Aurum packs, and no further resets will be available.

Hehehehe....

The solution to the merc pack refund whiners that I suggested, lol.

Rakshasa The Cat
May 4 2013, 11:40:54 PM
Additionally, we will be offering to all players that purchased the Mercenary Pack or Aurum Packs before January 22nd an optional full character reset with Mercenary Pack or Aurum reimbursement. If you choose an optional character reset, all character attributes, skills, skill points, and wallet will be reset to zero, but the Mercenary Pack(s) (including applicable Aurum) and/or Aurum pack(s) will be added back to the account for re-use within Uprising. Players will be given a limited period in which to choose the optional full character reset, and the dates for choosing this option will be announced at a later time. This will be the last reset of the Mercenary Pack and Aurum packs, and no further resets will be available.

Hehehehe....

The solution to the merc pack refund whiners that I suggested, lol.

Grideris
May 4 2013, 11:54:45 PM
At Fanfest the gal proto logi only had 0 (zero) high slots. I didn't look at other suits, but I'd assume a similar approach was taken with regards to slot layouts on logi suits.

Standard Gallente Logi suit has no highslots. Proto has 3 as per Sponk's post.

However, the bonus on the Caldari Logi is what makes it very awesome at shooting things (or more accurately, getting shot) - 5% bonus to the efficacy of shield extenders per level of Caldari Logistics. Don't forget, all the logistics suits also have a +1armour HP/sec per level of Racial Logistics.

Marlona Sky
May 5 2013, 12:02:57 AM
Damn, I really want to play this new expansion now. :(

Mike deVoid
May 5 2013, 06:10:54 AM
At Fanfest the gal proto logi only had 0 (zero) high slots. I didn't look at other suits, but I'd assume a similar approach was taken with regards to slot layouts on logi suits.

Standard Gallente Logi suit has no highslots. Proto has 3 as per Sponk's post.

However, the bonus on the Caldari Logi is what makes it very awesome at shooting things (or more accurately, getting shot) - 5% bonus to the efficacy of shield extenders per level of Caldari Logistics. Don't forget, all the logistics suits also have a +1armour HP/sec per level of Racial Logistics.

Ah, thank you for the correction.

Sponk
May 6 2013, 07:49:43 AM
wtf fitting skills are 5x multiplier?

Steph
May 6 2013, 08:06:29 AM
wtf fitting skills are 5x multiplier?

Let's have a round of applause for SP sinks.

In D&D teminology, that's called a "feat tax".

Sponk
May 6 2013, 08:11:06 AM
I thought we went away from that after the Great Learning Skill Debacle.

Hydronic
May 6 2013, 12:34:58 PM
Game is available to be patched as of 11:00 GMT (i.e. now)

Servers up at 15:00 GMT provisionally

DaDutchDude
May 6 2013, 12:37:16 PM
(source (https://forums.dust514.com/default.aspx?g=posts&t=72160))

Update: Patch is now available for download. Size:1348 Mb.

/me is lowndoding

... and installed, now just waiting until the servers are up.

tap tap tap tap tap tap tap tap tap tap tap tap

Mike deVoid
May 6 2013, 02:43:14 PM
downloaded and installed with no issues this time checking in

AmaNutin
May 6 2013, 02:53:39 PM
This somewhat makes me want to get a PS3/4 for dust.

DaDutchDude
May 6 2013, 03:12:11 PM
Damnit, the Dust server is still not like EVE








Online

Hydronic
May 6 2013, 03:16:18 PM
downloaded and installed with no issues this time checking in

I've been stuck on 90-92% for the last hour :(

Rakshasa The Cat
May 6 2013, 03:24:55 PM
New login screen is new.

Mike deVoid
May 6 2013, 03:31:51 PM
downloaded and installed with no issues this time checking in

I've been stuck on 90-92% for the last hour :(

I recommend using an ethernet cable and not using wifi.

Mike deVoid
May 6 2013, 03:34:48 PM
Uprising known issues: https://forums.dust514.com/default.aspx?g=posts&m=753225#post753225


Dear players,

Here is the list of known Issues for Uprising:

UI
• Only the latest 50 mails can be displayed in “MAIL” box
• Diagram and text tips are not fully synchronized in the loading screen
• Under SD there may be rare cases where strings do not perfectly fit in the text box
• The “Viewer” button under the Weaponry Skill Books has no function

Animation
• Animation sometimes glitches when LOD switches
• Reload animation is not smooth sometimes

Localization
• Objects in Starmap are only localized to Japanese, and station names are not localized this time due to tech limitation

Effects
• User can trigger landing animation/effect repeatedly by keeping pressing the [X] button

Sound
• Under rare occasions in-game sound may be cut off

Maps
• Under rare occasions user may get stuck at some special locations near the playable area boundary

Graphics
• Under rare occasions the in-game graphics is fuzzy at some spot under SD mode

Stability
• Under very rare occasions user may encounter random crashes
• Under bad network conditions, rarely user may encounter disconnects
• Under bad network conditions, rarely user may encounter a timeout when quitting game

Rakshasa The Cat
May 6 2013, 03:51:57 PM
Ehm, as long as it follows the system setting for the localization and not the region.

Mike deVoid
May 6 2013, 03:57:53 PM
delayed until 1600 GMT

Nu11u5
May 6 2013, 04:00:48 PM
I had doubts about Dust updates being able to get deployed via PSN smoothly. In previous patches I wouldn't see the update available until the end of the day - it's good to see that CCP figured it out.

Sponk
May 6 2013, 04:18:41 PM
Fuck it I'm going to sleep.

Blah blah tapatalk

Jack bubu
May 6 2013, 04:19:43 PM
downloaded and installed with no issues this time checking in

I've been stuck on 90-92% for the last hour :(

having the same issue, it gets stuck close to finishing and im using a ethernet cable :(

cancelling and retrying untill it gets done :-/

Rakshasa The Cat
May 6 2013, 04:58:14 PM
1630 GMT

Mike deVoid
May 6 2013, 05:30:03 PM
online. 1.22 GiB to d/l after you sync

Jack bubu
May 6 2013, 05:36:35 PM
online. 1.22 GiB to d/l after you sync

yeah just noticed this cripes :S

Rakshasa The Cat
May 6 2013, 05:38:51 PM
Awwww derp, this is going to take some time.

Mike deVoid
May 6 2013, 05:43:26 PM
lol, live blogging the client update:

40%, 639MiB...

edit: 38%, 370MiB

Mike deVoid
May 6 2013, 05:49:03 PM
45%, 130MiB

edit: LOADING!

Jack bubu
May 6 2013, 05:59:48 PM
172million isk not bad :D
only 15K aurum though, something doesnt seem right >:|

Jack bubu
May 6 2013, 06:03:29 PM
aw they didnt remove the militia BPOs :(

Rakshasa The Cat
May 6 2013, 06:18:35 PM
They got informed abou people with enough BPOs to get 13 million AUR, which is rather excessive. Same as the FW price exploit, don't go too far or they are forced to find a solution.

Mortalitis
May 6 2013, 06:36:48 PM
How much is that in $/?

:fonepoast:

Nu11u5
May 6 2013, 08:25:19 PM
The first thing that I noticed when joining a battle was that I felt a lot more sluggish in regards to turning and aiming. I'm not sure if it's the new control profiles, the Gallente medium dropsuit w/ plates, or the sensitivity sliders needing to be reset.


How much is that in $/?

:fonepoast:

2000 AUR per US dollar -> $6500.

Mike deVoid
May 6 2013, 08:56:18 PM
They have adjusted the control sensitivities, so you likely need to adjust them. The range is larger now.

Rakshasa The Cat
May 6 2013, 10:25:58 PM
Yeah, this feels totally different.

Skilled up in railgun tank, and my 6500 dpi mouse turns it as if it was a blaster turret. Have to step my mouse down to 2000/3000 dpi when I'm actually trying to aim.

BTW, only scrubs will ever use DS3 or a mouse without on-board DPI switch for tanking....

Sponk
May 7 2013, 06:22:59 AM
So, now that Uprising is out:

Armor tanking or shield tanking?

Mike deVoid
May 7 2013, 07:58:39 AM
Hell, I don't even know which race logi I want to use!

Sponk
May 7 2013, 08:10:17 AM
Hell, I don't even know which race logi I want to use!

caldari: shield tank, for when you're the only logi in the village

Gallente: armor tank for remote rep chained heavy combos

Amarr: The dual-tanked anti-vehicle logi

Minmatar: Dedicated spec ops support. You hack and plant bombs while the rest of your scout squad causes mayhem.

Resi
May 7 2013, 12:48:49 PM
So I wasted my SP on Assault Dropships, loooool

There's no option to invert turret y-axis so it's really confusing for me as I usually have pitch and fps look inverted, killing things with the front turret is near impossible.

Sponk
May 7 2013, 02:10:13 PM
So I wasted my SP on Assault Dropships, loooool

Well, when tanks get un-nerfed, you'll be well positioned to take advantage. Of course, when pilot suits come in, you'll feel awkward.

Surely there's a way to invert controls?

Resi
May 7 2013, 05:42:57 PM
So I wasted my SP on Assault Dropships, loooool

Well, when tanks get un-nerfed, you'll be well positioned to take advantage. Of course, when pilot suits come in, you'll feel awkward.

Surely there's a way to invert controls?

Not that I can see.

I've been trying them some more and even if I get completely comfortable with the non-inverted controls they're still going to be incredibly awkward to fly, there's no way to keep stationary and fire at the same time as moving your turret up and down also greatly effects the balance of your ship. If I try to hover and keep still near a hostile stationary turret, the moment I start moving my turret to fire at it the Assault Dropship will tilt downward and start to accelerate in the direction of the turret and fly right over it making it impossible to get more than a couple of shots off before having to re-position and stabilize all over again.

There's no chance of killing infantry with the things either, they're a lesson in terrible game design.

Lallante
May 8 2013, 10:54:33 AM
This seems like a massively fucked patch, and with release announced they really are in a bind. PCU is at an all time low for beta too

Mike deVoid
May 8 2013, 12:00:55 PM
How are you telling the PCU there? The login screen for dust? Also, it's not even the weekend, or been SP cap reset yet.

Rakshasa The Cat
May 8 2013, 12:12:34 PM
How are you telling the PCU there? The login screen for dust? Also, it's not even the weekend, or been SP cap reset yet.

Well, it is a completely new build and personally I was looking forward to playing a lot, cap or weekend who cares... And then I tried it.

Sponk
May 8 2013, 12:18:15 PM
How are you telling the PCU there? The login screen for dust? Also, it's not even the weekend, or been SP cap reset yet.

eve-offline monitors this.

Christ, I just spent 4 million SP getting into a type 1 suit, and I haven't even spent anything on weapons.

Jack bubu
May 8 2013, 04:24:33 PM
How are you telling the PCU there? The login screen for dust? Also, it's not even the weekend, or been SP cap reset yet.

eve-offline monitors this.

Christ, I just spent 4 million SP getting into a type 1 suit, and I haven't even spent anything on weapons.

yes but only since the launch of uprising so there is no way to tell if the PCU is higher or lower then ever before or is there?

Nu11u5
May 8 2013, 05:39:40 PM
It was more than double what it is now back in August or whenever it was possible to query that info for a few days. CCP was really pushing the beta then, more than they are now which is odd being so close to release.

I've got used to the new controls, but the new SP sinks are dissapointing since I have to spend most of my SP just to get one fitting I used to use up to par with how it was before that update.

Lallante
May 8 2013, 06:20:55 PM
Surely "4000 online at peak" is poor for a free console game regardless of trends?

DaDutchDude
May 8 2013, 07:12:12 PM
I am really unhappy that they removed the basic versions of the burst assault rifle. I really want an ACOG scope AR with a bit of range on it without spending all SP / Isk now. The first burst AR already requires level 4 AR and 17k Isk which I think is retarded.

Mike deVoid
May 8 2013, 08:05:25 PM
That is cheap

DaDutchDude
May 8 2013, 08:13:37 PM
If you're used to run full proto, yes, if you used to running just one grade above militia, no. I miss my cheap scope.

QuackBot
May 8 2013, 09:00:11 PM
that is cheap
Yeah idk what that is meant to be cheap.

Rhaegor Stormborn
May 8 2013, 09:00:31 PM
Surely "4000 online at peak" is poor for a free console game regardless of trends?


IMO, yes, considering how many Playstation users their are, especially how many are online playing CoD or whatever other shooter.

Jack bubu
May 8 2013, 09:09:23 PM
battlefield 3 currently has a PCU of around 50k on the PS3, so yeah it is rather weak.

Steph
May 9 2013, 12:04:15 AM
So now that suit specializations provide a bonus to things like "hybrid weapons", is there some way of easily distinguishing which weapons fall under the category of, for example, "hybrid weapons"?

Sponk
May 9 2013, 12:18:30 AM
So now that suit specializations provide a bonus to things like "hybrid weapons", is there some way of easily distinguishing which weapons fall under the category of, for example, "hybrid weapons"?

Nope. You just have to know that forge guns, assault rifles and sniper railguns are hybrid.

Steph
May 9 2013, 12:25:54 AM
So now that suit specializations provide a bonus to things like "hybrid weapons", is there some way of easily distinguishing which weapons fall under the category of, for example, "hybrid weapons"?

Nope. You just have to know that forge guns, assault rifles and sniper railguns are hybrid.

And that the Mass Driver, contrary to its name, is not a railgun?

And that the Scrambler pistol, though according to the lore it has more in common with a blaster than any Amarrian weapon, is not a blaster?

:ccp:

Sponk
May 9 2013, 01:08:34 AM
Well, a mass driver fires explosive shells so it's clearly a minmatar weapon.

And a scrambler pistol is basically pistol-sized pulse laser, just like the laser rifle is a hand-held beam laser.

DaDutchDude
May 9 2013, 01:19:20 AM
Anybody else getting stuck while loading into a match from instant battle screen a lot? It's getting quite annoying.

Sponk
May 9 2013, 01:31:45 AM
Anybody else getting stuck while loading into a match from instant battle screen a lot? It's getting quite annoying.

Yeah, they're working on it.

Which reminds me; must check whether someone has reported getting stuck on ramps in the new areas.

Jack bubu
May 9 2013, 07:40:14 PM
so appearently CCP will issue another respec in the near future and reduce overall skill cost.

Also i played some more and can almost aim good again, settings are : Smoothing - off , Sensitivity - 80

Nu11u5
May 9 2013, 07:42:20 PM
so appearently CCP will issue another respec in the near future and reduce overall skill cost.

Also i played some more and can almost aim good again, settings are : Smoothing - off , Sensitivity - 80

They will also look at adjusting the skill tree and some items. Certain vehicles and the Tribute dropsuits take too much SP.

Respecs every patch are not something you should be seeing at release :\

DaDutchDude
May 9 2013, 09:59:39 PM
so appearently CCP will issue another respec in the near future and reduce overall skill cost.

Also i played some more and can almost aim good again, settings are : Smoothing - off , Sensitivity - 80

You seemed to be hitting me fine indeed today :)

Also lol another respec ... yeah, there's going to be an official release, but I think CCP knows full well that there's still plenty to fix, so I think they are smart to hold back on a marketing push now. Not saying the game is as broken as some whiners make it sound, but it could still do with some polish and some rethink.

Some players are fucking terrible whiners though ... goddamn, it's like you're taking RL stuff from them, like their skill points are their RL cash, and how dare CCP touch that!

Mike deVoid
May 9 2013, 10:22:20 PM
I'm a little surprised that CCP are doing another respec - mostly that they allowed themselves a fuckup of this magnitude that another is required after they redo the skill tree and costs.

I'm pretty convinced now that the release next week on 14/5 is in name only - we're still doing all the content that would have been in the beta had they not been so far behind schedule that they just need to call something a 1.0 full release. And I'm guessing they have a 12/18 months exclusivity agreement on the PS3 and can then announce/develop for other platforms: namely PS4 and PC.

Sponk
May 10 2013, 02:23:16 AM
I'm a little surprised that CCP are doing another respec - mostly that they allowed themselves a fuckup of this magnitude that another is required after they redo the skill tree and costs.

It wouldn't have been difficult to release the proposed skill trees. They just don't have enough Fozzies in the company to explain the decisions coherently.

Steph
May 10 2013, 07:35:54 AM
In summary,

:psyccp:

Sponk
May 10 2013, 07:58:48 AM
CPM have talked to the Dust devs to defuse the 'Burn Molden Heath' situation.

https://forums.dust514.com/default.aspx?g=posts&t=75000

tldr; skill respec and skill tree rework is on the cards. Personally, I hope they wait until after the 14th, because I want to see how the scrambler rifle fares, but hey, with the current controller issues I won't be hitting anyone anyway.

Resi
May 10 2013, 09:13:45 AM
I'm a little surprised that CCP are doing another respec - mostly that they allowed themselves a fuckup of this magnitude that another is required after they redo the skill tree and costs.

It wouldn't have been difficult to release the proposed skill trees. They just don't have enough Fozzies in the company to explain the decisions coherently.

I wish they had a Fozzie, this game is so poorly balanced, the dropsuits especially.

Jack bubu
May 10 2013, 03:55:31 PM
Iron Wolf Sabre made an excellent proposition in the regard on dropsuit progression, while i dont agree with all the specific bonuses he has in mind, the general idea is WAY better then the garbage they introduced in uprising.
https://forums.dust514.com/default.aspx?g=posts&t=75214&find=unread

Mike deVoid
May 10 2013, 04:09:01 PM
Yeah, it's pretty good.

Jack bubu
May 10 2013, 07:30:49 PM
i dont think CCP has stacking penalties working the way they should :V

4x 5% light weapon dmg mod give 1.22 damage modifier on the suit info lmao

DaDutchDude
May 10 2013, 07:32:25 PM
*lol* The whole is more then the sum of its parts, right? CCP is taking a synergistic approach to stacking.

Mike deVoid
May 10 2013, 07:46:54 PM
i dont think CCP has stacking penalties working the way they should :V

4x 5% light weapon dmg mod give 1.22 damage modifier on the suit info lmao

They either don't have them or just aren't displaying them. That 1.22 is from 1.05^4.

Mike deVoid
May 10 2013, 10:02:14 PM
So on a non-school night Dust has seemed to have rocketed up in popularity: http://eve-offline.net/?server=dust

Currently online: 51,180
Max (24h): 52,627
Current record: 52,627

Nu11u5
May 10 2013, 10:39:15 PM
So on a non-school night Dust has seemed to have rocketed up in popularity: http://eve-offline.net/?server=dust

Currently online: 51,180
Max (24h): 52,627
Current record: 52,627

That's more like it.

Wait, I guess that means that 45k players (90%) are still in school.

Nu11u5
May 10 2013, 10:39:25 PM
So on a non-school night Dust has seemed to have rocketed up in popularity: http://eve-offline.net/?server=dust

Currently online: 51,180
Max (24h): 52,627
Current record: 52,627

That's more like it.

Wait, I guess that means that 45k players (90%) are still in school.

Jack bubu
May 10 2013, 10:51:06 PM
one might dream

Latest announcements
DUST514 numbers are currently including both EVE and DUST player numbers, this will be sorted shortly when proper numbers are being presented.

Mike deVoid
May 10 2013, 10:53:00 PM
Ah lol. Figured that *may* have occurred but thought I should post something anyway.

Tellenta
May 10 2013, 11:04:46 PM
so appearently CCP will issue another respec in the near future and reduce overall skill cost.

Also i played some more and can almost aim good again, settings are : Smoothing - off , Sensitivity - 80

They will also look at adjusting the skill tree and some items. Certain vehicles and the Tribute dropsuits take too much SP.

Respecs every patch are not something you should be seeing at release :\

It is however better that the "fuck you" approach.

prometheus
May 11 2013, 09:25:23 PM
Amazed there hasnt been any headway in balancing the matchmaking.
Right now it's still absolutely horrendous.

Resi
May 11 2013, 09:30:35 PM
Amazed there hasnt been any headway in balancing the matchmaking.
Right now it's still absolutely horrendous.

There's plans: https://forums.dust514.com/default.aspx?g=posts&t=75833&find=unread


Matchmaking we are working to put live an update to matchmaking on 5/14 that gets new players to play together, and keeps the vets and their proto gear away. For example: Entry to these battles will be limited by total warpoints earned per character and will prevent older players from joining. New players will not be presented with the existing instant battle queues however they can join a squad with veteran players and be pulled into other battles.

Varcaus
May 11 2013, 09:36:00 PM
So on a non-school night Dust has seemed to have rocketed up in popularity: http://eve-offline.net/?server=dust

Currently online: 51,180
Max (24h): 52,627
Current record: 52,627

That's more like it.

Wait, I guess that means that 45k players (90%) are still in school.

Welcome to consoles

Mike deVoid
May 11 2013, 09:50:47 PM
So on a non-school night Dust has seemed to have rocketed up in popularity: http://eve-offline.net/?server=dust

Currently online: 51,180
Max (24h): 52,627
Current record: 52,627

That's more like it.

Wait, I guess that means that 45k players (90%) are still in school.

Welcome to consoles

The data is wrong. And most kids I know would still play on a school night.

Nu11u5
May 11 2013, 10:07:23 PM
eve-offline.net is still showing the 4k trend. The launcher must be pulling the Eve or net TQ number.

prometheus
May 11 2013, 10:48:20 PM
Furthermore, I'm starting to play in games where hitdetection is non-existent.

Marlona Sky
May 12 2013, 03:08:32 AM
Furthermore, I'm starting to play in games where hitdetection is non-existent.

My shots are actually hitting where I am aiming now, but I occasionally step on the invisible bear traps.

Sponk
May 13 2013, 01:44:20 PM
OMG tactical assault rifles are so easy mode now.

Rakshasa The Cat
May 13 2013, 01:57:06 PM
OMG tactical assault rifles are so easy mode now.

So I've heard, going to try them out.

Sponk
May 13 2013, 02:02:11 PM
Just went 17/2 when turning up to a half-finished match.

Nu11u5
May 13 2013, 03:54:52 PM
The performance of the Tactical AR is way better now and probably too good. Its previous version did have a little extra range on the normal AR, but barely more damage (and less DPS in practice) and more recoil than the sniper.

It's great now but I won't be disappointed if it gets a nerf of ~10% damage.

Jack bubu
May 13 2013, 04:27:59 PM
doesnt the duvolle tactical have something absurd like 78 damage per shot now? really frustrating to fight against them :-/

Nu11u5
May 13 2013, 04:38:52 PM
Makes me wonder what the niche for the Gauss Rifle will be. The Tactical AR sounds like it is stepping into its territory and then some.

Jack bubu
May 13 2013, 05:01:12 PM
at fanfest they said they will be nerfing the ARs range when the gauss rifle will be introduced, but for now it will stay this way since there is no alternative.

Marlona Sky
May 13 2013, 10:48:33 PM
doesnt the duvolle tactical have something absurd like 78 damage per shot now? really frustrating to fight against them :-/

Give it a couple weeks and you will see far less Duvolle everything as people go broke and then start using setups they can afford.

Rakshasa The Cat
May 13 2013, 10:55:18 PM
Give it a couple weeks and you will see far less Duvolle everything as people go broke and then start using setups they can afford.

Couple of weeks?... You have any idea how much (dust) ISK people have?

You got to be rather bad to go broke.

Jack bubu
May 13 2013, 11:00:37 PM
yeah, the removal of assets brought me to a whooping 175mil isk and i do not think that this is a lot compared to others.

Sponk
May 14 2013, 12:22:42 AM
150M checking in. My tac AR fit costs like 50k so I'm unlikely to lose it quickly except in PC battles, where I will be the scrub in the advanced medium suit while everyone else is full prototype.

Mike deVoid
May 14 2013, 07:12:42 AM
The payout and loot from PC battles will be epic.

I used duvolle ARs 100% of the time before uprising, I didn't even need the 200m I have now. They will not go away.

prometheus
May 14 2013, 06:29:13 PM
Ye I've got like 230m now.
The only way that's going away is if I blindly drive pimped marauders into the open and do nothing

Rakshasa The Cat
May 14 2013, 06:30:10 PM
Funny, got one of the new maps on Domination and it was against a full squad of KAIBA CORPORATION. 7 vs. 1 when I loaded the warbarge.

Got the enforcer railgun sniper out, parked on a very well-placed hill and started taking out their proto-fits. Our side was still just a handful of scrubs + me, and they got seriously fucking pissed.

At least 6 or 7 dropships got called in, most of which I shot down in the air and the few that got over / behind me didn't last long due to AA missiles. Just retreated a bit when they managed to get AV guys on the hill and let the redliners take them out.

Sent a mail in Japanese, hoping for some rage. ;)

Jack bubu
May 14 2013, 06:41:54 PM
Played a bit of Domination and one of the new maps, and i must say CCP did a good job with that game mode.

Resi
May 15 2013, 09:13:23 AM
That map with the bridge and valley is a really good map. At first I thought it would be easy kills for tanks but there's plenty of cover for infantry and plenty opportunity to outflank the tanks by going across the valley.

Jack bubu
May 15 2013, 04:04:44 PM
That map with the bridge and valley is a really good map. At first I thought it would be easy kills for tanks but there's plenty of cover for infantry and plenty opportunity to outflank the tanks by going across the valley.

yeah that was the one i played on Domination, very intense battle

Mike deVoid
May 15 2013, 09:03:32 PM
Haven't seen any of the new maps yet, but I really like the scrambler rifle.

prometheus
May 15 2013, 10:44:23 PM
Haven't seen any of the new maps yet, but I really like the scrambler rifle.
which kind?

I find the charge type kinda obsoletes the standard LR at the moment, because the sights make those things unusable.

Rakshasa The Cat
May 15 2013, 10:49:52 PM
Sadly at 05:00 in the morning, local time, Asian/Japanese servers don't really have much in terms of Domination / Skirmish players.

I do however notice that most people are still not skilled into AV, mostly it's like mosquitos biting me... Then suddenly I notice a huge chunk of my shields gone, and then oh fuck oh fuck reverse. Yet why complain, at the very least I'll get to drive my tank without being insta-pwned for a coule more weeks.

Resi
May 15 2013, 11:08:17 PM
Had a brilliant match today on Skim Junction, me and another random spawned in Militia tanks while the opposing team had 3 Enforcers, rather than us getting steamrolled we set up inside the complex on either side of their entrance in cover, one after the other the Enforcers drove in and got annihilated.

The signs are there that Dust can be a good game, I've had some fun playing lately and not been mentally criticizing everything I come across constantly.

Rakshasa The Cat
May 15 2013, 11:31:40 PM
Heh, just joined a KAIBA squad and was the only blue tanker. Ended up killing a handful enforcers / militia over the course of a few matches, while blasting to pieces the infantry.

Seems most people who call in HAVs don't have any idea on how to drive/fit them. Funny cause once I joined the squad and played a couple of matches they were so amazed at how much of an upper-hand we got that one guy asked if they'd entered an (alien/different) time-space.