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View Full Version : [Devblog] Warlords 1.0 Overview & Patch Notes



QuackBot
January 27 2015, 01:10:08 PM
http://web.ccpgamescdn.com/dust/wallpapers/Gallente-Medium-Frame-Wallpaper/Gallente%20-Medium-Frame-wallpaper_940x529.jpg
The Uprising is over, powerful mercenary captains dominate whole planets as Warlords, taking to orbit in makeshift or stolen Warbarges, waging perpetual war in Molden Heath. You are one of these Warlords, or aspire to become one.
On February 3rd, Warlords 1.0 arrives, bringing new gear, community-requested updates, and a new key feature that expands your ability to rise in power in the DUST 514® universe. These include:


The Mercenary Warbarge
Warbarge Subsystems
New Faction, Quafe and Officer gear
Improved Visuals
Multiple additions based on community feedback

So, let's take a look at these new Warbarges and check out the new gear. We've also included patch notes at the bottom to prep you for everything headed your way on February 3rd.
WARBARGES In Warlords, all Mercenaries will be granted access to a Level 1 Warbarge. The Warbarge can be upgraded, and each upgrade will unlock additional Warbarge Platforms and their built-in Warbarge Subsystem. The platforms and subystems are much like the slots and modules of Dropsuits, except that the order of Subsystems is predefined.
A Level 1 Warbarge will have one Warbarge Platform, with a built-in Warbarge Subsystem: The Mobile Factory. This subsystemmanufactures a daily amount of Warbarge Components, which are used to upgrade both the Warbarge and its Subsystems. The Mobile Factory can also be upgraded to manufacture and store more Warbarge Components, as each Subsystem has limited Capacity for its Yield. If you are impatient and/or don’t have as much time to play as you would like, Warbarge Components can also be found in the Marketplace for AUR.
http://failheap-challenge.com//web.ccpgamescdn.com/dust/news.control/66850/1/WarbargeFitting.jpg
WARBARGE SUBSYSTEMSMobile Factory The Mobile Factory manufactures Construction Components, maintaining a continuous output, while being compact enough to fit on a Warbarge.
Market Network This subsystemallows the mercenary to seek out the optimal objectives, constantly renegotiating the Mercenaries payout based on his performance, granting a small steady daily income of ISK. The Market Network is mostly useful for New Players.
Augmented Ammunition Facility Constantly crunching your combat numbers, this subsystem increases the relative power of your primary weapons through methodical preventive maintenance, rigorous calibration, tuning, and trials.Simply put, each additional level will give 1% more damage with your primary weapon.
Neural Battle Statistics Center The Neural Battle Statistics Center tracks the mercenaries every thought, providing feedback that accelerates cerebral recovery and learning from each battle event.In short, it grants extra Skill Points over time, which isespecially useful for New Players.
Experimental Laboratory Combining state of the art research with the reverse engineering of salvaged weapons, this subsystem is capable of synthesizing both conventional and experimental weapons. The full list of weapons can be found in the Patch Notes and are meant to be placed between Prototype weapons and Officer weapons.
These include:
NEW CONTENT – FACTION DROPSUITS We are proud to announce the first true Faction Dropsuits, inspired by the incredible universe we inhabit, New Eden. Working with and encouraged by the community, we have added the following BPO’s to the Strongbox. Yes, you will be able to earn these, just by playing.
http://failheap-challenge.com//web.ccpgamescdn.com/dust/news.control/66850/1/WarlordsDropsuits.jpg
NEW CONTENT – QUAFE GEAR We have added a massive amount of Quafe Gear to the Strongbox, both BPC’s and BPO’s. Yes, BPO’s… in the Strongbox. Expect to see Quafe Dropships, Quafe Turrets, Quafe Heavy and Light Assault Vehicles, plus all Light and Heavy Weapons!
http://failheap-challenge.com//web.ccpgamescdn.com/dust/news.control/66850/1/QuafeDropship.jpg http://failheap-challenge.com//web.ccpgamescdn.com/dust/news.control/66850/1/QuafeLAV.jpg
http://failheap-challenge.com//web.ccpgamescdn.com/dust/news.control/66850/1/QuafeScrambler.jpg http://failheap-challenge.com//web.ccpgamescdn.com/dust/news.control/66850/1/QuafeKnives.jpg
NEW CONTENT – LOYALTY STORE To increase accessibility, all Dropsuit Roles for all Factions are now available in the Loyalty Store.
NEW CONTENT – OFFICER GEAR We proudly announce the winners of our Sidearm Expert Challenge Event and their named Officer Sidearms
- Solar's PAR-8 Flaylock Pistol.
- Kubo's PE-165 Ion Pistol.
- Ghalag's OCT-91 Bolt Pistol.
- Nanaki's LORB-7 Magsec SMG.
- Kubo's PX-6 Scrambler Pistol.
- Nothi's NOS-47 Nova Knives.
- Alex's Modified VC-107 SMG.
We also went ahead and spiced up the selection of Officer Dropsuits, named after a few lucky developers. It’s harder to make a Dropsuit Expert Challenge, but feel free to propose it in the Feedback and Discussions thread! A word of caution, these Dropsuits are truly and utterly overpowered, and are intended to be!
- Logibro's Modified Logistics mk.0.
- Storm Raider's Modified Commando ak.0.
- Archduke's Modified Sentinel mk.0.
- Frame's Modified Assault ck.0.
- Rattati's Modified Assault gk.0.
- Scotsman's Modified Scout gk.0.
Lo and behold the glory of the Officer Gear on the DUST 514 forums (https://forums.dust514.com/default.aspx?g=posts&t=187737&find=unread).
VISUALS http://failheap-challenge.com//web.ccpgamescdn.com/dust/news.control/66850/1/cqc.jpg
- The 'CQC', 'Hunter' and 'Raider' Scouts now have their intended colors.
- The 'Nomad', 'Opus', 'Rasetsu' and 'Spartan' APEX Assaults now have their intended colors, with shiny gold.
- The 'Primordial', 'Eon', 'Venom' and 'Fossil' Dropsuits now have their intended colors.
- Added a few new visual effects, such as a green trail for the Officer Plasma Cannon, and more.
USER EXPERIENCE This list should firmly underline CCP’s passion for improving user experience, all around. On our roadmap, we have a section dedicated to the User Experience. It is one of several places where community feedback gets prioritized and acted on.. Your voices are heard. Without further ado:
Mercenaries should no longer be placed into battles that are about to end, which is just a great fix to a long-standing issue. Mercenaries can now restock to a certain number of fittings, again something the community (and CCP Rattati) has asked for. We finally have a fix for the bug where bringing up the overhead map while in a vehicle in some sockets would trigger a map glitch, making the vehicle fall through the map.
There are also multiple tweaks to Skill Point calculations, with the intent to help New Players in their early days and reward Veterans for going all in and trying to win Battles, while addressing exploits at the same time. Another nice additions is the metalevel of Loadouts (previously known as Pre-Fitted or Packaged Fits), as the sum of all gear on a Dropsuit or Vehicle, being displayed in the Marketplace and Assets. This should help New Players get their bearings and understand the fitting philosophy and progression, so instrumental to DUST 514.
Finally a polish pass on Veteran experience. We have reinstated the Orders and Leader Commissions War Point bonuses which was previously removed in Uprising 1.10 as a precaution to the new Objective Defense War Point bonus. Automatic Inertia Dampeners can now be disabled in Settings which will be useful for those that like to deploy in secrecy. Another feature polish is that the Warpoint balance available for Warbarge Strikes is now calculated and displayed prominently, based on your earned and spent War Points. And finally, Mercenaries can now deploy on Mobile CRUs when incapacitated.
Get deadlier. Rise in power. Look good in battle. Do it all in Warlord 1.0, coming February 3rd, 2015.
PATCH NOTES The full Warlords 1.0 Patch Notes are available here:
Spawning and End of Match * Improved method of calculating earned Skill Points in Battle, using different attributes for New Players versus Veteran Players. Veteran Players will receive more Skill Points per War Point earned and New Players will earn more per Battle Second.
* Veteran players that do not achieve a minimum amount of War Points will receive no Skill Points for a Battle to prevent exploits.
* A high threshold of diminishing returns has been added to the Skill Points calculation formula to prevent exploits.
* The frequency and quantity of Salvage has been increased to improve Mercenary ISK payouts and increase their chances of earning rare gear.
Dropsuits * All previously missing Dropsuit Roles are now available in the Faction Loyalty Stores.
Gameplay * Mercenaries now own and control a Warbarge that can be upgraded with Warbarge Components, and improved with Warbarge Subsystems.
* The following Warbarge Subsystems are available, granting unique gear and bonuses:
- Mobile Factory granting a daily sum of Warbarge Components.
- Neural Battle Statistics Center granting a daily sum of Skill Points.
- Market Network granting a daily sum of ISK.
- Augmented Ammunitions Facility granting a damage bonus to Primary Weapons.
- Experimental Laboratory granting exclusive Experimental Gear. Stats listed in comparison to their prototype version:
-- Experimental Heavy Machine Gun. +3% Damage, +10% Clip, +10% Ammo, -10% Reload Speed.
-- Experimental Forge Gun. +10% Damage, +1 Clip, +3 Ammo, -10% Reload Speed.
-- Experimental Mass Driver. +10% Damage, +1 Clip, +3 Ammo, -10% Reload Speed.
-- Experimental Swarm Launcher. +10% Damage, +1 Clip, +3 Ammo, -10% Reload Speed.
-- Experimental Assault Rifle. +3% Damage, +10% Clip, +10% Ammo, -10% Reload Speed.
-- Experimental Plasma Cannon. +10% Damage, +3 Ammo, -10% Reload Speed.
-- Experimental Shotgun. +3% Damage, +10% Clip, +10% Ammo, -10% Reload Speed.
-- Experimental Rail Rifle. +3% Damage, +10% Clip, +10% Ammo, -10% Reload Speed.
-- Experimental Sniper Rifle. +3% Damage, +10% Clip, +10% Ammo, -10% Reload Speed.
-- Experimental Laser Rifle. +3% Damage, +10% Clip, +10% Ammo, -10% Reload Speed.
-- Experimental Scrambler Rifle. +3% Damage, +10% Clip, +10% Ammo, -10% Reload Speed.
-- Experimental Combat Rifle. +3% Damage, +10% Clip, +10% Ammo, -10% Reload Speed.
-- Experimental Assault Combat Rifle. +3% Damage, +10% Clip, +10% Ammo, -10% Reload Speed.
-- Experimental Assault Scrambler Rifle. +3% Damage, +10% Clip, +10% Ammo, -10% Reload Speed.
-- Experimental Assault Rail Rifle. +3% Damage, +10% Clip, +10% Ammo, -10% Reload Speed.
-- Experimental Tactical Assault Rifle. +3% Damage, +10% Clip, +10% Ammo, -10% Reload Speed.
-- Experimental Breach Assault Rifle. +3% Damage, +10% Clip, +10% Ammo, -10% Reload Speed.
-- Experimental Burst Assault Rifle. +3% Damage, +10% Clip, +10% Ammo, -10% Reload Speed.
Visuals * The 'CQC', 'Hunter' and 'Raider' Scouts now have their intended colors.
* The 'Nomad', 'Opus', 'Rasetsu' and 'Spartan' APEX Assaults now have their intended colors.
* The 'Primordial', 'Eon', 'Venom' and 'Fossil' Dropsuits now have their intended colors.
* Added a few new visual effects, such as a green trail for the Officer Plasma Cannon and more.
Bug fixes and polish * Mercenaries should no longer be placed into Battles that are about to end.
* Mercenaries can now restock to a certain number of fittings.
* The metalevel of Loadouts (previously known as Pre-Fitted or Packaged Fits), as the sum of all gear on a Dropsuit or Vehicle, is now displayed in the Marketplace and Assets.
* Bringing up the overhead map while in a Vehicle in some Sockets should no longer trigger a map glitch, making the vehicle fall through the map.
* Squad Orders and Leader Commissions have been reinstated.
* Automatic Inertia Dampeners can now be disabled in Settings.
* Mercenaries can now deploy on Mobile CRUs when incapacitated.
* The Warpoint balance available for Warbarge Strikes is now calculated and displayed prominently, based on your earned and spent War Points.
Items and Salvage * Introducing new Officer BPC Sidearms, available in Strongboxes and Salvage:
- Solar's PAR-8 Flaylock Pistol.
- Kubo's PE-165 Ion Pistol.
- Ghalag's OCT-91 Bolt Pistol.
- Nanaki's LORB-7 Magsec SMG.
- Kubo's PX-6 Scrambler Pistol.
- Nothi's NOS-47 Nova Knives.
- Alex's Modified VC-107 SMG.
* Introducing new Officer BPC Dropsuits, available in Strongboxes and Salvage:
- Rattati's Modified Assault gk.0.
- Logibro's Modified Logistics mk.0.
- Storm Raider's Modified Commando ak.0.
- Archduke's Modified Sentinel mk.0.
- Frame's Modified Assault ck.0.
- Scotsman's Modified Scout gk.0.
* Introducing new 'Quafe' BPC and BPO items, available in Strongboxes:
- Caldari and Gallente 'Quafe' STD HAV BPC.
- Caldari and Gallente 'Quafe' STD LAV BPC and BPO.
- 'Quafe' STD Large Blaster, Missile and Railgun Turret BPC.
- 'Quafe' STD Small Blaster, Missile and Railgun Turret BPC.
- Caldari and Gallente 'Quafe' STD Dropship BPC.
* Introducing new Role BPOs, only available in the Marketplace:
- Amarr, Caldari, Gallente and Minmatar 'Quafe' STD Commando BPO.
- Amarr, Caldari, Gallente and Minmatar 'Quafe' STD Logistics BPO.
* For the first time, Mercenaries will be able to receive BPO items by random chance, as the following new Standard Weapon and Dropsuit BPO's have been added to the Strongbox:
- 'Quafe' Heavy Machine Gun.
- 'Quafe' Forge Gun.
- 'Quafe' Nova Knives.
- 'Quafe' Mass Driver with matching color visual effect.
- 'Quafe' Swarm Launcher with matching color visual effect.
- 'Quafe' Assault Rifle.
- 'Quafe' Plasma Cannon with matching color visual effect.
- 'Quafe' Shotgun.
- 'Quafe' Rail Rifle.
- 'Quafe' Sniper Rifle.
- 'Quafe' Laser Rifle with matching color visual effect..
- 'Quafe' Scrambler Rifle.
- 'Quafe' Combat Rifle.
* Introducing new Factional BPO dropsuits, obtainable from Strongboxes:
- 'Tash Murkon' STD Amarr Sentinel.
- 'Tash Murkon' STD Amarr Scout.
- 'Brutor' Minmatar STD Logistics.
- 'Brutor' Minmatar STD Commando.
- 'Kaalakiota' Caldari STD Assault.
- 'Kaalakiota' Caldari STD Scout.
- 'Roden' Gallente STD Scout.
- 'Roden' Gallente STD Commando.


original link (http://dust514.com/news/blog/2015/01/warlords-1.0-overview-patch-notes/)

Alain Colcer
January 27 2015, 02:33:47 PM
It sounds so odd that Quafe is fabricating weapons for Dust Bunnies......i don't mind the suits, or perhaps an weapon-less vehicle...but a straightforward gun sounds out of place for a "soft drink" brand. (i do know the lore states Quafe has spread over many other business lines however always as a investor not a direct player).

Rakshasa The Cat
January 27 2015, 02:36:58 PM
Is this really the game I was playing a year ago?... What happened?... Why are they updating stuff?

Me very confused.

Mike deVoid
January 28 2015, 08:00:02 AM
It sounds so odd that Quafe is fabricating weapons for Dust Bunnies......i don't mind the suits, or perhaps an weapon-less vehicle...but a straightforward gun sounds out of place for a "soft drink" brand. (i do know the lore states Quafe has spread over many other business lines however always as a investor not a direct player).

Sponsored by Quafe, suit named after Quafe. Prime product placement there.


Is this really the game I was playing a year ago?... What happened?... Why are they updating stuff?

Me very confused.

I suppose it gives them a great way to prototype mechanics they want to put into Legion. Or at least, gives them real experience of what elements work and do no work. Especially in terms of mixing microtransactions in there.

First impression (without being able to fully discern exactly what they are doing) is the AUR for additional Warbarge Construction Components is verging on pay to win?

Sponk
January 28 2015, 09:20:49 AM
No, it's pay to not wait. Subtle difference.

Lallante
January 28 2015, 10:16:04 AM
The big question for me is:

Is a) the design and b) the code for these new features intended tobe used directly in the creation of Legion?

Mike deVoid
January 28 2015, 11:34:01 AM
No, it's pay to not wait. Subtle difference.

What are the Construction Components used for?

edit: nevermind. the devblog says "This subsystem manufactures a daily amount of Warbarge Components, which are used to upgrade both the Warbarge and its Subsystems."

Mike deVoid
January 28 2015, 11:43:52 AM
So atm these warbarges are personal only. The buffs and equipment provided apply only the individual. But I'm guessing that in the future corporations will be required to deploy/risk an actual warbarge for Planetary Conquest in order for the team to receive the benefits paid for within? And perhaps some FW commanders will be able to use isk/LP/AUR to upgrade the warbarge being used with these upgrades too?

Could be interesting.

Mike deVoid
January 28 2015, 11:49:04 AM
The big question for me is:

Is a) the design and b) the code for these new features intended tobe used directly in the creation of Legion?

https://forums.dust514.com/default.aspx?g=posts&m=2594204#post2594204


The Warbarge is a foundation for the future of dust, PC, crafting, corporation, it is the base, your pride, your fixed point in New Eden. Creating and developing this modular concept is the only way forward and I am very proud of it and the team. Monetization for it is hindsight, and intended for play-on-the-weekend-3-kid-dads like me that can't play every day, but would love to upgrade to get some experimental weapons one day.

Mike deVoid
January 28 2015, 11:52:10 AM
And related: https://forums.dust514.com/default.aspx?g=posts&t=188510

[Feedback] Planetary Conquest Revisited

Dear players,

after a lot of feedback, and a combination of ideas from veterans, plus all the known issues we wanted to fix, we have a proposal.

I will try to explain as simply as I can, without going too much into details. I will followup and update the OP with Q&A collected from the thread. I am not going to explain the back story or why we are doing things, that has been covered already in multiple threads.

Here goes:

New Concept: Command Points
Command Points will be earned by players in Corporations doing Corporate Missions. This is akin to "fuel" proposed by the community.

New Concept: Corporate Missions
Players will gain access to Corporate Missions by unlocking the Stratagem: Mission Network in their Corporate Command structure

New Concept: Corporate Command
Corporate Command is the metaphysical superstructure of Corporations, AKA Corporate Warbarge AKA Warbarge Fleet/Flotilla. This is the "Pentagon", and it issues Stratagems.

The Corporate Command will auto upgrade if it has available components, and does not require the CEO or Directors to do so.

New Concept: Stratagem
Stratagems are to Corporate Command as Modules are to Dropsuits, and Subsystems are to Warbarges. They can be levelled/improved using Warbarge Components donated or earned by Members.

New Concept: Earning and Donating Components and Command Points.
Each successful Corporate Mission will earn Warbarge Componants, that are auto-donated to the Corporate Command. Every such auto-donation will be mirrored (duplicated) as Command Points into the Command Point pool of the Corporation.

New Concept: Member Donations
Corporation Members can also "fuel the war" by donating their own Components, generating Command Points.

New Concept: Corporate Actions
All PC Actions will cost Command Points, that includes Attacking, Defending and changing Timers. Also, claiming Clones, Rarity, changing SI's

Proposed Stratagems:
Mission Network - grants Corporate Missions, upgrading adds more missions
Planet Trading - Claim Resources (TBD) from Districts
Clone Directive(clone pack)/Orbital Construction(mcc) - generates clonepacks/mcc, upgrading creates and holds more
War Council - Reduces CP cost of Actions

Updated Concept: District Income
As Command Points need to be earned, Clones will be allowed to be sold once more to generate income and provide a reason. Clones will however need to be sold using Command Points, so it is not "passive" in nature anymore.

Rarity will be generated on Districts, but has no further design at this moment.

New Concept: Default Timers
All districts will be given Default Timers, based on PCU coverage and distance from TQ DT.

If Timers have been changed and the District is lost, the Timer will reset to Default.

Updated Concept: Changing Timers
All timers can be changed as is possibly currently, in the 1st hour of being conquered. District Timer changes will cost Command Points, few for short changes, massive for massive changes. This should make rapid, huge leaps in timers very difficult to maintain and make it more desirable to hold land in your "own" timezone.

New Concept: Raids
We want to make it possible to add District Raiding, in the form of short warning challenges. Raids will not cause Districts to be lost, but the margin of win will dictate how much ISK the Raiders get away with. You should put up a fight to defend your district against Raids, but it will not buckle you to let one Raid slide. Perfect to train New Players, both on Attacking and Defending. These might be in 8v8, 12v12 or 16v16 varieties.

Updated Concept: Rewards
Team A earns what Team B lost, Team B earns what Team A lost, is the fundamental principle. BPO's are calculated as BPC's into the formula so there is no particular gain in using them except limiting own losses. This will be balanced so that PC fighting remains lucrative.

Updated Concept: Maps
We want to move from always fighting on Cargo Hubs, so while PC2.0 is being implemented, maps should be more randomly generated and possibly all SI' bonuses set to zero.

I think that is all, remember, read, digest and reply, thoughtfully. This thread will be rigorously and mercilessly kept "tidy". All non-constructive comments will be deleted, without hesitation.

And here is a diagram for you chart lovers.

http://puu.sh/eU0Xx/eacaee5035.png


All numbers, subject to thorough feedback and scenarios from current top District holders on what are feasible and non-burdensome Command Point earnings and costs.


Look forward to seeing your feedback!

Alain Colcer
January 28 2015, 12:38:58 PM
Just me or does it sound overly complex?

Lallante
January 28 2015, 02:00:09 PM
The big question for me is:

Is a) the design and b) the code for these new features intended tobe used directly in the creation of Legion?

https://forums.dust514.com/default.aspx?g=posts&m=2594204#post2594204


The Warbarge is a foundation for the future of dust, PC, crafting, corporation, it is the base, your pride, your fixed point in New Eden. Creating and developing this modular concept is the only way forward and I am very proud of it and the team. Monetization for it is hindsight, and intended for play-on-the-weekend-3-kid-dads like me that can't play every day, but would love to upgrade to get some experimental weapons one day.

That doesnt answer the question though does it.