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Re: ATS: New things to play with and test

Posted: Mon Dec 04, 2006 1:11 pm
by aardnebb
Great fixes, love it! And the bloom is pretty freakin cool too if you force antialiasing thru your drivers.

Vandie: as much as I agree with your point about neutrals, this patch isn't regarding content so much as fixes to current content and a graphical improvement. Would love to see neutrals getting some more love from the Devs though.

Re: ATS: New things to play with and test

Posted: Mon Dec 04, 2006 1:14 pm
by flume641
nah, then it must say all of them, if not, then we still have no clue.

Re: ATS: New things to play with and test

Posted: Mon Dec 04, 2006 5:02 pm
by Marjo
kayak wrote:wastelands map wrong. again :p
It should be corrected with today's ATS patch (now this is a sneaky bug!).

Re: ATS: New things to play with and test

Posted: Tue Dec 05, 2006 3:38 am
by katriell
vandie wrote:well from my vieww point and in effect Neutrals are again handicapped
Neutrals need a dedicated channel like the kami karavan do. Things can be coordinated between guilds a lot easier if they are kami/kara aligned the neutrals again are caught in tell hell make things easier please
Neutrals are different. There is no Neutral Alliance, and they're rarely if ever all on the same side of things.

Re: ATS: New things to play with and test

Posted: Tue Dec 05, 2006 9:56 am
by norvic
Bloom looks good especially on scenery with the squares slider maxed otherwise its to soft focus like on character models.

Rifle animation doesnt always go off although I havnt managed to find which circumstances effects this.

Re: ATS: New things to play with and test

Posted: Tue Dec 05, 2006 9:41 pm
by khyle
vandie wrote: Guild management in this game is a mess to be honest this is the minimum that a "guild manager" window should have
1. player on/off line indicator
2. player last logged in date
Now on to nice to have portion perhaps just to guild officers and above
1. click on a guild members name and see their current highest level in all skills
Seconded.

IIRC when you invite Homins into Ring scenarios, you get to see their highest level range, might be only combat skills though (can't check right now).

Re: ATS: New things to play with and test

Posted: Thu Dec 14, 2006 5:24 pm
by Marjo
Hello :) Just a quick note to inform you that today on the ATS we've added (around 4 pm GMT):

• The ability to set a guild MOTD
The leader and high officers can set it through this command to type in chat: /guildmotd "blablah your message".

• Some improvement of the consumables timers (such as OP flowers)
Consumables (like Outposts' flowers) can be consumed again right after a death. You don't need to wait until the end of the timer of 1 hour before reactivating them. Moreover, the consumables effects don't vanish anymore when logging off.

The "now in test" section on the site has been updated accordingly.

Re: ATS: New things to play with and test

Posted: Thu Dec 14, 2006 5:50 pm
by rushin
yay @ marjo xD

seems that wishlist post got some attention

Re: ATS: New things to play with and test

Posted: Thu Dec 14, 2006 6:55 pm
by ajsuk
I don't believe it, thats like a load of ideas I suggested! You Rock! :D

Re: ATS: New things to play with and test

Posted: Thu Dec 14, 2006 6:59 pm
by iphdrunk
Sounds good... any hints regarding when we will be able to see these nice goodies in game? :) you know... there are some... *things* going on, so ... we wonder :D