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La communauté des forums officiels est définitivement irrattrapable :
Joueur : Gaz a déclaré qu'il y aurait toujours MM à la sortie d'un nouveau héros.
Asros (tag violet, responsable des events) : Non, c'est juste une coïncidence.
Joueur : Source ?



Tiens, Associal, comme je ne sais pas si tu consultes le thread des questions je vais poster ça ici : tu utilises le client Steam ? Ou le launcher de Gaz ?

Dernière modification par Ori Sacabaf ; 05/02/2016 à 13h54.
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Publié par Ori Sacabaf
Tiens, Associal, comme je ne sais pas si tu consultes le thread des questions je vais poster ça ici : tu utilises le client Steam ? Ou le launcher de Gaz ?
Ca m'arrive de le consulter mais assez rarement je reconnais.
Le launcher maison merdait souvent au début pour les majs, donc je suis passé sur le client steam très vite, avec lequel je n'ai jamais eu de pb depuis. La maj est un peu plus grosse via steam, mais j'ai une bonne bande passante. Je prefere mettre un peu plus longtemps mais ne pas passer par la réparation de fichiers si il devait y avoir un problème. (Bien qu'il semblerait qu'ils aient vachement amélioré le truc, j'ai le launcher Gaz sur l'autre PC avec lequel je lance de temps en temps par curiosité et ca fait un moment qu'il n'y a pas eu de soucis, hormis le patch 2016 qui a rencontré quelques problèmes, il a fallu une réparation pdt 15 mns).
Pourquoi ? Tu veux la taille du dernier update d'hier sous steam ? elle faisait 400mo et quelques. 492 je crois.

Ps: suis d'accord avec vous, il y a de sacré cas (et le pire c'est que c'est partout, pas uniquement sur MH. Plus les années passent, plus les forums de jeux me filent de l'urticaire. Et dites vous qu'ils votent aussi. Oui, ca fout les jetons )

Dernière modification par Associal ; 05/02/2016 à 14h53.
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Publié par Associal
Ps: suis d'accord avec vous, il y a de sacré cas (et le pire c'est que c'est partout, pas uniquement sur MH. Plus les années passent, plus les forums de jeux me filent de l'urticaire. Et dites vous qu'ils votent aussi. Oui, ca fout les jetons )
15 années d'expériences sur les forums, il y aura toujours de sacré cas, en ce qui concernent les votes je prie pour que ça ne concerne jamais l'équilibrage.
Je demandais ça parce que je me souviens d'une discussion sur l'optimisation du client où tu expliquais que tu n'avais aucun soucis de performances sur ton PC. Comme quelqu'un disait sur le forum officiel qu'il avait de gros problèmes de performances sur Steam, mais pas avec le launcher officiel, je me demandais si tu étais en mesure de confirmer.
Depuis le 2016 le jeu est limite injouable sur mon PC, sauf si je mets tout au minimum (et même là ça freeze régulièrement). Le jeu fait saturer mon disque dur comme pas deux, donc j'essaie de trouver un moyen de régler ça.
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Publié par RobouteG
15 années d'expériences sur les forums, il y aura toujours de sacré cas, en ce qui concernent les votes je prie pour que ça ne concerne jamais l'équilibrage.
Et malheureusement. Heureusement, Gaz ne peut pas trop se reposer sur les tendances du forum pour équilibrer les persos vu que chaque couillon braille en permanence que son perso préféré est nul et a besoin d'un rework
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Publié par Ori Sacabaf
...
Ah ouais, non non, aucun souci de performance depuis le patch 2016 de mon côté. Enfin j'ai eu les bugs que tout le monde a eu avec les pouvoirs de vols qui font que je ne pouvais utiliser les skills du perso, a moins de deco/reco. Et quelques bugs mineurs, presque en totalité réglé avec le patch suivant, celui d'hier. Mais niveau performance non, je joue de manière fluide toujours, même depuis MH2016. Avec le pc sous steam sous lequel je joue tout du moins (qui est aussi le plus puissant des deux pc)
Mais j'ai lu aussi le thread avec les gens qui disaient avoir des soucis avec la maj par launcher off, une réparation des fichiers semble corriger le pb pour la plupart. Et un dev avait parlé d'un souci particulièrement avec ceux qui avaient un autre programme d'installé, en regardant les logs qu'ils lui avaient envoyé. Et en le désactivant, leur pb était regle aussi. Je vais essayer de retrouver le nom du soft, ca datait de quelques jours, et editer ce post avec son nom. Le pb, c'est que je ne sais plus quel dev... la recherche va etre galere.

Edit: j'ai trouvé ca pour l'instant: https://forums.marvelheroes.com/disc...-2016-patch/p1
Essaye les manips en page 3 de Dr No et Malfeasance. Ou ce que dit Agent Vapor et Brigandine en page 1 surtout, si c'est à partir d'un portable, ca semble avoir corrigé le pb pour pas mal de personnes. Je continue de chercher le nom de l'autre logiciel.

Edit2: retrouvé ! https://forums.marvelheroes.com/disc...y-issue#latest. Et ca a l'air de marcher pour beaucoup. Par contre, le symptome c'était des crashs, pas forcément une perte de perf.

Ca te fait quelques pistes à explorer dans un premier temps. Si ca n'a pas été suffisant, ouais poste sur le thread des questions, j'irais revoir régulièrement là bas pdt quelques jours

Dernière modification par Associal ; 05/02/2016 à 19h33.
Déjà fait, mais ça ne change (presque) rien.
Un type disait sur les forums off que l'un des problèmes du client Steam est qu'il était "légèrement" compressé, donc il passait son temps à faire des accès disque pour décompresser ce dont il avait besoin. Autant ça ne se remarque pas avec un SSD, autant ça peut être gênant avec un disque dur normal. Donc la prochaine étape sera de voir sur le launcher dédié si j'ai toujours une saturation au niveau du disque. Mais je vais attendre d'avoir accès à une connexion non-gersoise pour le faire.
Si ca peut aider, je n'ai pas de SSD non plus. J'ai un western digital caviar black SATA WD1002FAEX (7200 RPM 64MB Cache). Le SSD n'est donc pas une obligation (même si ca doit aider) et le problème doit se situer ailleurs.

Dernière modification par Associal ; 06/02/2016 à 17h15.
Revenons aux news, avec le design de Green Goblin et un ajout (non terminé à cette heure surtout au niveau des prix) pour le reroll des affixes de costumes. Le but étant avec cette recette de pouvoir reroll la valeur de l'affixe en gardant le type même de l'affixe.

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Green Goblin's time in the spotlight is coming up fast, and as such, it's time... TO PREVIEW! We are still a little early to be showing off in-game effects, so instead, I'll share some of the references we used when building Goblin's new kit.
The Madman
Goblin's trees are structured as one core skill tree that features powers shared between all builds, such as a dash and flight, and two trees with loads of gadgets that play off of each other.
This first tree features some of his more basic weaponry, such as the Razor Bats and Goblin Blast. Green Goblin's signature also resides here, which is a close variation on the boss version of Goblin's spiral flying bomb-chucking spree.
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The Bag o' Tricks
Norman's second tree contains a whole bunch of bombs, ranging widely from explosives to utility. His standard-issue Pumpkin Bombs are his preferred bread-and-butter for clearing out the crowds, but that's not the only ordinance he packs. We've incorporated some of the lesser known bombs as well, such as the Sonic Toad and Ghost Bomb. If nothing else, Green Goblin sure gets creative when he's cooking these things up.
These nasty devices lead up to The Big One - a larger pumpkin bomb packed to the brim with explosive charge.
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The Goblin Glider
Goblin's final tree focuses on his signature flying mount. The Goblin Glider has been outfitted with weapons occasionally throughout Goblin's history, and we've packed as many as we can in, including machine guns, rockets, protruding blades, and a flame-spitting nitrous boost. The Glider powers often allow for Goblin to continue moving even while using powers, making him a tough target to hit.
These gadgets all build up to the final power in the Glider tree - a potent energy laser blast that instagibs most targets.
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Build Structure
The first iteration of Goblin on Test Center will showcase a variety of options for each of the major builds - a total of six variations on the loadout Goblin can bring to the party.
The Big One and Goblin Laser are anti-requisite powers, meaning you can only choose one of the two. Each of these speak to the other mechanics found in their respective trees, but do not indicate that you must use only powers from that tree. For example, Goblin Laser synergizes well with cooldowns, which exist aplenty in the Glider tree, but you can still mix in some bombs from the Bag of Tricks for additional utility or layer support.
Each of these two powers comes with its own set of specializations, which unlock a new layer for the build. The Big One will allow you to add a bonus effect (such as a DoT, or bonus damage and a cooldown) to one of three of the bombs from the Bag of Tricks, while the Goblin Laser will augment your choice of one of three Glider weapons, such as enhancing the Glider's forward blades.
This method allows for multiple Goblin builds with the same base, but enough variation that each one brings a slightly different feel to the gameplay. It shouldn't be difficult to find a combination that suits your personal playstyle, whether that involves large area clearing powers, or staying mobile and picking off targets.
Goblin will be available within the next 2 weeks on public Test Center, and I'm looking forward to what you all think.
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Coming to a TC near you most likely tomorrow!
Cost right now is the same as the other costume affix grade recipes.
Leaving costs the same this week, going to adjust element drop rates across the game with some new tech, more info here.
Ah, et aussi, une review des loots pour les versions cosmiques des patrouilles et la sortie imminente de la hightown patrouille en version cosmique:
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I agree with you that there is a lot of clutter in Cosmic Patrol Zone loot. I would love to add options for autovacuum of those items as well, however that might take a while to get engineered.
As mentioned before, I am reviewing the loot in both Cosmic Midtown and ICP while setting up the loot for Cosmic Hightown. When it goes to TC, there will be threads for testing and feedback.
Et quelques infos sur ce à quoi l'on doit s'attendre d'ici la fin du mois et qui ne fait pas forcément partie des infos ci dessus: :
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This week's Monday update doesn't have a lot - we fixed a ton of bugs last week and will continue fixing bugs and making changes this week, but the team is now shifting to the next release with Green Goblin, Archangel, a character update (more on that later), and Omega System changes (more on that later, too).
You can expect to see a Valentine's Day event on TC tomorrow, along with some other small changes and bug fixes. As for Green Goblin, I would expect to see him sometime next week. I'll be getting his forum up and running this week, as the new model should be ready for its closeup.

Dernière modification par Associal ; 09/02/2016 à 08h21.
A propos de ceci...
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This week's Monday update doesn't have a lot - we fixed a ton of bugs last week and will continue fixing bugs and making changes this week, but the team is now shifting to the next release with Green Goblin, Archangel, a character update (more on that later), and Omega System changes (more on that later, too).
... il semblerait que la gagnante soit Emma Frost:

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The Level 52 project may be over, but there's still more work to be done! Emma Frost is next on the list of hero designs in need of some modern polish.
The community had a heavy hand in a lot of our decisions for Emma, as there have been a great deal of suggestions and feedback since her Level 52 (one of the early ones). Most, if not all, of these suggestions have been plucked from various feedback posts, and artfully stitched together to create a brand new Emma Frost. One shoutout in particular to @Vespyr for maintaining a massive collection of unbiased feedback.
New Heavy-Hitting Cooldown Powers! She ain't just a DoT Queen no more.
Emma's design was last touched in an age where cooldowns weren't something we were really exploring. In the modern age, most heroes deserve some big, heavy hitting impactful powers, and this was the perfect opportunity to draw from the community suggestions.
Psychic Spear
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Astral Whip
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Axe Heel Drop
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Queen's Backhand
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NEW ULTIMATE - STEPFORD ASSIST!
Grand Nightmare will be replaced by a brand-new Ultimate featuring the Stepford Cuckoos. This will not be a summon power, but the Cuckoos will appear to psychically assist Emma for a massive attack of telepathic energy. The Age of the Sparklebot is over.
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Mechanical Cleanup & Build Creation
First and foremost, we've performed some passive and active consolidation, merging many powers. Telepathic Mastery and Diamond Form will be her offensive and defensive passives, but each will transition to an appropriate 'form' power. For example, Telepathic Mastery becomes "Force of Will" while in Diamond Form, and trades out minimap visibility for affixes more suitable for Diamond Emma. Similarly, Diamond Form becomes Diamond Mind when not in Diamond Form, and provides more utility and affixes that Mental Emma prefers. Diamond Mind now contains the active stealth from Mental Cloaking (upgraded to full invisibility), and Diamond Form contains the active defensive steroid from Diamond Heart.
To prevent layer overload with all the new cooldowns, we've positioned some as shared cooldowns, and others as "layer unlockers". For example, Sudden Dread is now a ranged AoE instant stun power with direct damage instead of a DoT, and Diamond-Bladed Spin Kick has (situationally) lost its bleed effect. The new powers Axe Heel Drop and Psychic Spear share a cooldown. Each of these adds a Damage over Time effect to a corresponding sister power - Axe Heel Drop returns the bleed effect to Diamond-Bladed Spin Kick, and Psychic Spear returns the damage over time effect to Sudden Dread. This allows Emma to have a lot of new powers without overloading her bar space, and turning her into a 9-layer hero. To sum it up - Diamond players can stay mostly in Diamond Form and not need to rely on a bunch of mental DoTs, and Mental Emma players can stay outside of melee range, as the layers within Diamond Form will be locked out if they use the new suite of Mental powers.
Next, we repositioned Unlock Potential as a powerful offensive steroid for Emma, which also applies the Concealed and Protected team steroids. Inspire Minion and Mental Overload have also been repositioned as incredibly potent pieces of Emma's kit, and have been merged into one power. After the Inspire buff wears off, the minion will detonate, but will then resurrect as normal after a duration. Since we installed the "right click to dismiss this minion" tech, we no longer need to rely on Overload to dismiss. These two retrofitted powers (Unlock Potential and Inspire Minion) share a cooldown, creating another build definition point for Emma, as player's choose a second 'pseudo signature'.
There's plenty of other minor changes in the update, but they'll come to light when we get into TC. We wanted to share the new power choices a bit sooner. Emma's update MAY make it in the February patch, but might come a little bit later.
Le rendez vous hebdomadaire avec Ryolnir pour nous donner leur plan :
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Hey all,
Just got to the office after a long drive (Irvine ->San Mateo) and ready to update you guys on this week and a bit beyond!
What's the story for this week?
The current plan is for a small bug fix patch to go live this week on Thursday.
And then hopefully, public TC for Green Goblin early next week (with a tiny chance of late this week).
Green Goblin is currently scheduled to go live in early March, along with Omega System changes (which should get a post by the design team very very soon), our first tournament, Emma Frost chantges and the Archangel Team-Up.
The team is also working on Cosmic Hightown, and you will hopefully see that on TC alongside Green Goblin.
We have some pretty awesome stuff coming down the pipe that I can't talk about just yet, but soon™. The schedule beyond Green Goblin is shifting a lot right now to make sure we hit some key dates, but we'll be making some announcements about when/what you can expect to see in the coming weeks and we're very excited.
I have infinite planning meetings and discussions, but I'll be around as much as possible answering questions.
Oh, and for those waiting - you should expect to see the Symbiote Rocket Raccoon costume very soon...
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Also, @MichaelMayhem just informed me that the team is getting Iron Fist changes in this week and also we're shipping that patch on Friday, not Thursday.
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Also a quality of life update for this guy
<-------------------------- (Ghost Rider)
En résumé,
1) Ce vendredi:
- Corrections de quelques bugs
- Changements pour Iron Fist
- Avec un peu de chance si ils sont en avance, Cosmic Hightown, mais il ne vaut mieux pas y compter pour cette semaine.

2) La semaine prochaine, gros ajouts en perspective sur le pts, puisque prevu debut Mars:
- Green Goblin
- Archangel team up
- Review Emma Frost
- Qol Ghost Rider
- Update du système omega
- 1st tournament
- Cosmic Hightown (si elle n'est pas tombée cette semaine)

Edit: Et ils ont une réunion cette semaine à propos du raid Red Axis et des synergies de team ups. Mieux vaut tard que jamais, ils devraient donc repasser bientôt en tête de liste de leurs projets et devraient faire donc parti des prochains ajouts.

Dernière modification par Associal ; 17/02/2016 à 09h29.
1ere itération de cosmic Hightown sur le serveur test, ainsi que la plupart des changements que nous aurons dans le patch de vendredi dont voici la liste:

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Crafting Changes
The Crafting UI now has a “Craft Again” function that allows you to immediately craft the same recipe again!

Hero Changes
Iron Fist
  • Stance Opener powers now all do an AoE burst of energy upon finishing. All Stance powers’ base damage reduced slightly to accommodate new area of effect applications.
  • Grandmaster specialization now disables Burst area effects of Stance Opener powers. In exchange, Grandmaster buffs the base damage of Stance Openers by 50%.
  • Like Unto Iron now requires a single target to fire, in an effort to reduce missed attacks. Iron Fist will dash a considerable distance to strike the selected target.
  • Seven Armies Sundered now does small AoE hits with each strike, adding to area clear options.
Bug Fixes & Minor Changes
The game will no longer force all players in a group out of an instance (such as a Danger Room Scenario) if the party leader leaves the group while in the instance.
Runes now stack to 1000.
Midtown Signet can now be destroyed or sold to a vendor.
Fixed an issue that caused controlled minions and robots to block heroes.
Cosmic Danger Room Riches chests now have a higher chance to drop an Epic Insignia.
Info plus detaillées sur ce changement pour le craft pour ceux qui ne voient pas ce que cela signifie:
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Hello Crafters!
With todays TC build, we have added yet another feature to crafting, the ability to automagically re-craft a recipe with a single click!
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As you can see in the image above, I changed a costume affix. This is the output hopper as you are used to, but as you can see, there is a new button. The "Craft Again" button will remain grayed out/unusable until you mouseover the output in the hopper(in this case, the costume). Once that is done, if you wish, you can click the button to instantly recraft the recipe on that costume, assuming you have the materials.
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If you select another recipe without taking the item from the output hopper, it will automagically move the item to your inventory.
Give this feature some tries and let us know what you think of it! The current plan is to continually add more small QoL changes like this to crafting over the next several months while we work on some other, bigger changes! Stay tuned for more info!
Oh yeah, and Runes now stack to 1000.
Preview des changements du système oméga:

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Hello all. Today, we're talking about the Omega system - the changes we're making, why we're making them, and what the future of the system holds.

Accelerate to Light Speed
First and foremost, we wanted to address one of the primary issues for newer players approaching the Omega system.
The Problem
The power offered by the Omega system is vast, as reflected by our internal metrics (and simply playing the game). Players with zero omega are very far behind players with 7500 Omegas, and the time investment to get caught up is often too daunting for new players. We want to make this system more approachable, while still making it a long-term goal and achievement for veteran players.
The Solution
When these changes are introduced, the amount of Experience required to reach the next Omega point will be curved. When you have zero Omega Points, you will find the total is quite low, and you will be showered in points very rapidly to get you started in the system. The more you accrue, the more experience the next point will require, just like leveling heroes. Additionally, this allows a player new to the system to spend points much faster since you will need multiple points, and thus be able to participate in the system.
Due to this change, the amount of Omega experience currently accrued by each player now should represent a new total of Omega points. If you had just 1 Omega point before, that may well be enough Experience to have earned you 25 in the new system. As such, we are performing a one-time grandfathering of all current accounts and recalculating your current total. If you should have acquired more points, you'll log in and find them added to your account and ready to spend, free of charge.
Important Note - The absolute total amount of Experience to reach 7500 Omega Points will still be exactly equal to what it was prior to the patch.
Also as a result of this update, how we utilize and operate 'Omega Orbs' has to change. 1 Omega Point is now widely variable in terms of how much Experience is required to earn it, so an Omega Orb can no longer grant just 1 Point, or there would be incentive to hold Omega Orb Cases until the tail end of the system to maximize their value. That has more than a few problems - mainly that it gives a major advantage to players "in the know" and players who use them early or had already used them end up losing out.
Omega Orbs (granted by Achievement cases and such) earned after the patch will now give exactly the former amount of Experience required to earn 1 Omega Point, which means they may give several Points if used early, but may not be enough to earn 1 full point if you already have a lot of points.

Sensible Totals
The next set of changes involves the maximum number of points a given node can hold.
The Problem
When the system was first created, there wasn't a priority on balancing the total number of points any node could have, which created some balance issues later on. When a single type of stat can consume a majority of points, the builds become too similar across a wider variety of heroes than it should be. As the game evolves, certain stats can become better than others, and the Omega system didn't offer equal balance for stats due to some nodes having incredibly high point caps. This also created other issues, such as some nodes being impossible to cap simply due to the number of points required to get there, plus the number of points required to cap it. Obviously this is less than ideal and can create frustration when trying to use the system.
The Solution
Many nodes (specifically, nodes that can have more than 1000 points placed into them) have been reduced in either their maximum rank, or points per rank in order to reduced the total number of points spent on the node. There will still be some exceptions to this, but for the most part, no single node should be able to sink more than about 1000 points. This allows Omega builds to have more diversity by way of not allowing 'best in slot' nodes to consume a vast majority of the player's available points - after capping that node, you are now open to exploring other avenues of power, which will differ more from build to build. Almost everyone takes Warpath, and that's probably still going to be true - but the nodes taken afterwards will differ much more.

Too Much Math
Next up to bat was the "value per point" equation.
The Problem
The Omega system's nodes often containing diminishing returns on the cost per rank per node, but without incrementing the value of the stats for that rank. If "Mayhem's Node" grants 10 health per rank, but costs (10 + 10 * X), where X is the current rank, every rank after the first starts making the "value per point" go down. Rank 2 gives you 10 Health for 30 points, then Rank 3 gives you 10 Health for 40 points, and it just gets worse and worse after that. This makes the Omega system difficult to calculate for most players, and makes investing in nodes feel less rewarding (by literally making them less rewarding).
The Solution
Diminishing returns are dead. All nodes are costed strictly to their value per rank, which should make spending points a breeze. There are some exceptions for non-scaling components of nodes where the initial rank may be higher in cost than future ranks. If Rank 1 of Mayhem's Node gives +1 Strength and +20 Health, but every Rank afterwards gives just the +20 health, rank 1 will cost more than each rank thereafter. Ranks 2 through the cap will all cost the same though, as each one gives the same benefits.
An important thing to note here is that many rank 1 values may look more expensive at first glance when first reallocating your Omega points. This is expected as many had harsh diminishing returns. In almost all cases, the total number of points to reach the cap went down, and the new average was applied to all ranks, which may have been higher than the old rank 1 value (but less than, say, ranks 4 through 20).

Intergalactic Planetary
With these changes, we've also introduced a new page - Intergalactic Exploration!
The primary purpose of this page was to resolve some of the imbalances between certain stats that had less representation in the Omega system in the other pages. You'll find extra nodes that offer stats such as Deflect Rating and Speed, as well as nodes specified towards builds such as Damage Type Hybrid and Melee/Ranged Hybrid. These were all underrepresented in the rest of the system, and the overall total potential for all stats should be more in balance now.

Raise the Roof
Perhaps the most anticipated change among the Omega system is the raising of the Omega cap! The number is still in debate, but will be at least an extra 2,500, bringing the total to 10,000. This gives every build some new room to grow and explore, finding new ways to optimize their build. It also brings the Omega Cap to OVER 9,000! - which was very important to us for some reason or another.

When are they coming?
These Omega system updates will be available for testing when Green Goblin hits public Test Center, and will go live with the February major update.
We're very excited to be addressing this system's architecture in a big way, and are equally excited to hear your thoughts and feedback.
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Publié par Associal
Preview des changements du système oméga:
La seul chose que j'ai retenue ?

Il augmente le cap

et vue le news système sa va être très long !
Maintenant à voir si depuis les mise à jours le farm de Task cosmic est trj le mieux pour le farm omega ou pas :x

par contre "and will go live with the February major update." donc la semaine prochaine en gros ?x)
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Publié par Wangbian
par contre "and will go live with the February major update." donc la semaine prochaine en gros ?x)
Ils ont l'air de dire que vu la somme de trucs qui va faire parti de ce patch, il devrait tomber début mars.
Donc, à mon humble avis, plus vers le 3 ou 4 mars que le 25 ou 26 février.
11 ou 12 jours quoi, le temps que ca reste un peu plus longtemps sur le serveur test que d'habitude. Ca devrait arriver en debut de semaine sur le serveur test.
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Publié par Associal
Ils ont l'air de dire que vu la somme de trucs qui va faire parti de ce patch, il devrait tomber début mars.
Donc, à mon humble avis, plus vers le 3 ou 4 mars que le 25 ou 26 février.
11 ou 12 jours quoi, le temps que ca reste un peu plus longtemps sur le serveur test que d'habitude. Ca devrait arriver en debut de semaine sur le serveur test.
Sa me va tout à fait =D

Même si j'avoue que je reviendrais en jeux juste pour farm omega xD
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When these changes are introduced, the amount of Experience required to reach the next Omega point will be curved. When you have zero Omega Points, you will find the total is quite low, and you will be showered in points very rapidly to get you started in the system. The more you accrue, the more experience the next point will require, just like leveling heroes.
Si j'ai bien compris, plus on a de points Omega, plus le prochain point omega nécessitera d'expérience.

Donc je me dis que pour optimiser les différents "Omega Chests" précieusement conservés en stash il vaut mieux d'abord monter un peu ses points via l'expérience, et utiliser les Omega Chests une fois arrivé vers les 500 derniers points Omega.

Bonne nouvelle sinon, le cap augmenté + un nouvel arbre, avec la venue de Green Goblin et probablement Hightown en difficulté Cosmic, ça annonce du lourd
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Publié par Nibolgomeh
Si j'ai bien compris, plus on a de points Omega, plus le prochain point omega nécessitera d'expérience.

Donc je me dis que pour optimiser les différents "Omega Chests" précieusement conservés en stash il vaut mieux d'abord monter un peu ses points via l'expérience, et utiliser les Omega Chests une fois arrivé vers les 500 derniers points Omega.

Bonne nouvelle sinon, le cap augmenté + un nouvel arbre, avec la venue de Green Goblin et probablement Hightown en difficulté Cosmic, ça annonce du lourd
Oui tu farm xp et puis dans les dernier pts tu utilise se que ta en stock
bon perso je dois avoir pas plus de 50/60 pts omega en stock xD

Mais pour les plus gros joueurs je pense que sa doit allez beaucoup plus haut !
Ouaip, Ori a raison. Ca ne changera pas grand chose pour les personnes ayant bcp d'omegas points (et rien du tout pour ceux qui sont déjà à 7500 /rire machiavelique) en dehors d'un effet psychologique. L'impression que les points omegas montent moins vite du fait que les orbes pourront donner moins d'un point omega. Mais l'xp donnée par les nouvelles orbes seront égales en points d'xp à la valeur en points d'xp que les anciennes orbes donnaient jusqu'ici pour avoir un point oméga. Ca ralentira psychologiquement l'impression d'evolution en termes de points, mais ne changera rien en ce qui concerne la montée en xp requise et donc la durée de cette evolution de manière réelle dans le temps.

Par contre l'intérêt de ce changement c'est d'une part d'ameliorer l'experience pour les nouveaux joueurs en accélérant leur progression au debut, et d'autre part de reduire l'ecart de puissance entre eux et les vétérans puisque cet ecart se serait creusé encore plus avec l'augmentation du cap de points omégas.

Pou la montée du cap, j'espere que la courbe va être plus longue, de façon à ce que ca occupe plus longtemps les joueurs et qu'ils ne re-chialent plus au bout de 6 mois parcequ'ils sont cappés. Car augmenter le cap trop souvent ne mènera qu'à un power creep et une obsolescence trop rapide des anciens contenus. Que les joueurs en chient à remonter au nouveau cap. De toute façon un joueur qui joue à un hack 'n 'slash et n'aime pas farmer s'est trompé de jeu, et ceux qui aiment jouer à un hack"n'slash doivent avoir une impression d'evolution, même lente, en permanence.

Enfin en tout cas, à titre personnel, plus que le cap de points, ce que j'attends le plus c'est de voir les changements de nombres de points et de valeurs des compétences afin de diversifier plus les templates et de donner un intérêt à certains nodes omégas qui ne sont vraiment pas attirants. (Ex: qui prend les nodes des 4 fantastiques ? Ils sont tellement nuls comparés à d'autres, je ne suis même pas sûr qu'un seul joueur les aient pris).

Sinon, une petite photo à propos d'un des changements pour la qol de Ghost Rider. Exit le lancer de crâne enflammé au profit d'un jet de flammes infernales, plus en adéquation avec ses vrais pouvoirs: (désolé l'image est carrément dégueu niveau résolution).

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Dernière modification par Associal ; 26/02/2016 à 05h14.
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