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Wednesday brings maintenance and a new patch: 1.16.0!
Maintenance should be approximately 2 - 3 hours and will begin at 10 AM GMT
This new series introduces two key new in-game systems to the streets of San Paro: Dynamic Events and Usables (composed of 'consumables' and 'deployables'). This should introduce a versatile new set of mechanics that shake up the meta-game and present you with new tactical options to diversify your strategy.
Dynamic Events:
Dynamic Events are objective based games that players can dip into and out of in the main action districts. These are meant as an alternative activity to the rigid mission structure to offer a more kinetic and dynamic gameplay experience. With the initial release of 1.16.0, two dynamic events are being introduced: a "golden gun" event, and an "item scramble" event. With subsequent releases, more events will be added and take different forms. Since it's Easter, we've made special Easter-themed versions of these events, so for the first two weeks these events will be known as "Hot Cross Guns" and "Egg Scramble".
Hot Cross Guns:
In this event a special
weapon is spawned somewhere in the district - an icon will appear on the
map to indicate the general location of this special weapon. Once a
player has found and picked it up they will become the "Chosen One". At
this point their primary weapon is replaced with a special weapon (in
this case a lethal grenade launcher that fires explosive eggs!) and they
are equipped with a special character mod that boosts their health,
health regeneration and speed. Oh, and they also become heat 5 and must
achieve a kill limit before delivering the weapon to a contact, which
banks their kills and completes the event. Any player they damage or
kill, or whom damages them, will become PvP
unlocked to the protagonist. Kill the protagonist and your health is
restored, and you become the new Chosen One! The event will continue
until someone hits their kill target and delivers the weapon. There is
no limit on the kills they can get, so there is an inherent risk and
reward element to this event - how many kills can you bank?
Egg Scramble:
The Bunny is back and this time he ain't working alone...
In this event three NPC characters wander the streets of San Paro dressed as bunnies. Find them and you can mug/search them, causing them to drop a load of eggs. Retrieve each egg and deliver it to one of your faction contacts. Of course, it's not that easy: once any player picks up an egg dropped by a Bunny, the Dynamic Event is triggered. Any players that pick up eggs are PvP unlocked to the district and can be killed. The objective of the event is to deliver as many eggs as possible to a contact. Deliver the most eggs and you win the biggest prize, simple as that. Any player who attacks or is attacked by an egg carrier will be added to the event.
In this event three NPC characters wander the streets of San Paro dressed as bunnies. Find them and you can mug/search them, causing them to drop a load of eggs. Retrieve each egg and deliver it to one of your faction contacts. Of course, it's not that easy: once any player picks up an egg dropped by a Bunny, the Dynamic Event is triggered. Any players that pick up eggs are PvP unlocked to the district and can be killed. The objective of the event is to deliver as many eggs as possible to a contact. Deliver the most eggs and you win the biggest prize, simple as that. Any player who attacks or is attacked by an egg carrier will be added to the event.
With these events, the law of the jungle applies -- every man, woman or child for themselves. There are no sides!
These two events are just the beginning of a system that will continue to grow and evolve. They allow us to lay the ground work for evolutions in both the mission and heat systems, as well as offer an avenue to bring back more competitive elements like player and clan leagues (that have been gone for far too long). We'll talk about all of this this in time, but for now we can say that their development will lead to things like (the often mentioned) Turf Wars, as well as allowing us to make the heat 5 system a more interesting mechanic.
As always, we'd love to hear your feedback on them - so please be sure to drop by the forum and let us know your thoughts.
Usables:
Usables is term we use to describe two new things in APB: "Deployables" and "Consumables". These are things that can be applied to your character in what was previously the fourth (locked) slot of your active character modifications, and they will offer you a load of new tactical options. You will not have an infinite supply of Usables, so you'll need to think about when and how you want to use them. Every player will be gifted three of each and they can earn more through various methods in-game; primarily through playing dynamic events and completing missions with contacts they have already maxed out, and perhaps more ways as the system evolves.
Deployables:
These are items that can deployed into the world and they all have their own benefits.
Here is a brief overview of the initial set launching with 1.16.0:
Here is a brief overview of the initial set launching with 1.16.0:
Mobile Cover:
A portable shield that provides cover for a crouched player and
can stop all but the heaviest vehicles in their tracks. It can be
picked up and moved like a large task item (providing cover while it
does) - though be warned, it can also be picked up and moved by any
player you are PvP unlocked with. Mobile cover is also not invulnerable
and can be destroyed if it sustains enough damage (it also takes fall
damage, so be careful how you deploy it too). For added personalization,
your custom symbol will be displayed on the front of the shield once it
has been deployed.
Field Supplier - Large:
This
is an ammo crate with a limited ammo supply. While this has the benefit
of allowing you to move and shoot while resupplying (though it will
also supply you when you are holding it), enemies can
use it too. Oh, and it will explode if it takes enough damage, doing
fairly high player damage (but low vehicle damage) to anything nearby.
This deployable will also allow players new versatility when selecting
character modifications, as they won't need to have a field supplier
when using this deployable.
Field Supplier - Medium:
This
is a smaller version of the above. Being smaller means you can hide it
easier, it doesn't explode nearly as much, and acts like a medium task
item rather than large. It does however have less health and ammo.
Consumables:
Consumables are special abilities that trigger custom effects on your player and players around you.
Here is a brief overview of the ones that will be available in 1.16.0:
Medispray:
Using this immediately
triggers health regeneration for you and anyone close to you -
regardless of whether they are friendly. Once triggered it will be shown
as a green smoke that comes out from the player’s feet.
Epinephrine Injector:
Using this will give the
player a temporary boost in movement speed. Be warned though: when it
is used it will immediately half your current health and it will also
reduce your jump height for the duration of the speed boost.
This is just the first batch of Usables - we'll be adding more in the near future...
Other Changes and Updates:
EASTER (CLOTHING):
A new set of Bunny ears can be unlocked for
completing a dynamic event during the Easter event (NOTE: The event is
due to finish on the 30th of April).
EASTER:
The Easter role ("Egg Hunt!") and its prizes
from last year have been re-activated, so you can unlock this content if
you missed out on it last year (or get it on a new character that
you've created since then).
TASK ITEMS (LARGE):
- Large task items can now be carried up ladders and over fences.
- A short delay has been introduced when picking up large task items.
- Horizontal interaction distance has been reduced while vertical interaction distance has been increased for large task items.
- Task items now take into account "look-at" direction.
- Picking up items now takes precedence over retrieving items from the trunk.
FALL DAMAGE:
You now cause a small
amount of fall damage when you land on a deployable or player (so be
extra careful when climbing ladders with low health...).
MODIFICATIONS (HARD LANDING):
As a result of the above change, we've done the following: Added x1.75 landing damage modifier to Hard Landing.
WEAPONS
STAR 556:
Recovery
rate has been increased. This means that the weapon regains accuracy
faster when you're not firing; leading to more responsive burst fire.
ATAC
Increased Spare Ammo from 150 to 210. It is also now slightly more accurate when fired from the hip.
ISSR-B:
Now fires slightly faster.
TEXT:
Adjusting
loading screen tooltips. Removed one about explosives on Armas, added
one explaining tutorial that is now the only available loading tip for a
brand new player's first login.
TEXT (KNOWLEDGE BASE):
Added
knowledge base articles for usables and dynamic events. Please note:
The Knowledge Base is located in the Tutorial UI (default key is [T])
and will be an ongoing expansion of general information that covers all
things "APB". We may even be taking entries from the community at large -
keep an eye on the forums.
BUG FIXES:
ENVIRONMENT
WATERFRONT:
- Fixed an out of bounds exploit in the pier area of Waterfront.
- Fixing a yacht in the docks of Waterfront, that could previously destroyed by weapon fire (which was not by design).
- Fixing hovering crate in the Baylan Shipping area of Waterfront.
WATERFRONT & BAYLAN:
- Removing a couple of climbable fences in Waterfront / Baylan Shipping. This is to prevent clipping into a warehouse at the southern end of Baylan.
ASYLUM:
- Removed a set of shelves that intersected a spawn volume in asylum.
VEHICLES:
- Fix for the Patriot NightRider front window panel was clipping through the glass on certain roof components.
MISSIONS (TEXT):
- Removing 'Spooky Time' title from 3 enforcer missions. Adding 'Fight Club' as title to all fight club missions.
WEAPONS:
- The FFA R&D III can no longer be mailed (it was a bug that it still could be after the Joker Box trading week).
- Fixed an issue where the N-TEC 7 'Ursus' was costing money to refurbish.
TEXT:
- Removing some 'DNT - Do not Translate' text that would appear in-game on occasion.
- Fixing typo ('Activiation') in Voip options.
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