The future of LTL...

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In the aftermath of the inevitable NL-9 debate, I wanted to give you a heads up about what we''re currently working on with regards to LTLs and some of the ideas which we''re looking at prototyping over the coming weeks. As ever, these changes will appear on PTW before going anywhere near the Live service to allow player feedback.
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Combat Update


As part of the combat update we''re working on, as well as rebalancing the LTL weapons themselves, we''ve been experimenting with reducing the time it takes to make an arrest from 5 secs to 2 secs. This simple change has altered the dynamic of the LTL game quite dramatically.

What this means for Enforcers:

  • LTLs and arrests become much more part of regular gameplay rather than a test of endurance.
  • Arresting is much more viable in larger matches.
  • The risk is moved from the arresting process itself to preventing arrested criminals from being freed and returned to the action immediately.


What this means for Criminals:

  • We''ve also reduced the time it takes to free someone from arrest to 2 secs, meaning its far easier to free a team-mate from arrest. All that''s required is to get the Enforcer to duck behind cover for a couple of seconds to get the job done.
  • Enforcers can no longer treat arrested Criminals as ''done'', relying on the fact that the rescue timer is long enough to deter team-mates from freeing each other. Enforcers now have to make a strategic decision whether to stay and guard their prize or leave them and hope that there isn''t a rescuer nearby. In our recent internal playtests, Criminals have managed to free each other from arrest more than 50% of the time.
  • For Criminals who don''t get freed, the overall time removed from the action has been reduced by 3 secs.


In our internal playtests with the new system, the whole LTL dynamic feels much faster paced, strategic, and part of the action rather than a gruelling test of endurance for both sides.



LTL Upgrades

As mentioned briefly in the 1.3.1 post, open-slot LTL weapons are high on our agenda and are being actively worked on for inclusion in an upcoming content update. We also have a bunch of new LTL preset weapons which we''ll include at the same time.

You can expect to see some LTL-specific upgrades coming along with these.


Other Developments

The other main development we''re looking at for arrests is the ability for an arrested Criminal to crouch-walk (to reach cover or a waiting team-mate). This is one of the next things we''ll be looking to prototype to see how it affects the dynamics of LTLs and arresting.



http://eu.apb.com/forums/showthread.php?t=59243


une petite trad a l'arrache expliquant l'essentiel :

1. le temps d'arrestation, c-a-d le temps que l'on met pour mettre les menottes ainsi que le temps de libération est réduit de 5 a 2 secondes.
explications: RTW veut favoriser un jeu plus dynamique concernant les arrestations. les arrestations seront donc plus faciles, tandis qu'il est beaucoup plus probable que l'arrêté sera libéré. ces petits changements favorisent un jeu plus tactique autour des arrestations. les premiers tests internes ont montré que la chance qu'un prisonnier sera libéré est de plus ou moins 50%.

2. les LTL a slot libre sont sur le calendrier dans une future mise a jour du contenu

3. un autre fonctionnement qui est en vue, est qu'il sera possible aux prisonniers de ramper pour lui donner la possibilité de prendre couverture ou de se diriger vers ses alliés...
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Publié par zi0n
les premiers tests internes ont montré que la chance qu'un prisonnier sera libéré est de plus ou moins 50%.
non, ca dit que dans 50% des cas, les crims ont essayé de libérer leur pote
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non, ca dit que dans 50% des cas, les crims ont essayé de libérer leur pote
je devais tjrs faire partit des 50% qui ont jamais ete liberé, ni meme tenté
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