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#new players unlocked to add to the party XD
artnerd1123 · 5 years
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a couple new additions to the TCOAS cast :D
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disneydreamlights · 6 years
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So, every Christmas there'd be a "From Santa" Banner in the Moogle Shop. It would cost 0 Jewels to pull from the Banner, and you can only pull from it once a year.
I would honestly love something like that. It should have a guaranteed EX too. Maybe not a Kairi EX/Xion EX level EX but even KH3 Sora EX would be nice.
So, going over a Keyblade's cost would lock you from using Special and Nova Attacks, opening chests, collecting Keyblade Materials, and gaining EXP, Lux, and Guilt. Also, I was thinking, what if you got Party Coins every time someone borrowed your Shared Medal? Just to encourage people to share good Medals. Fusing Medals would transfer all EXP to the main Medal, with a 50% penalty if they're different types (not counting typeless Medals, which transfer all EXP regardless).
Some people would see the benefits more than others but I’m all for this. Reward the person which is sharing the Ira EX with the rest of the party. XD
Event Quests: You'd automatically receive the first Quest in the chain when the event starts, and they'd work kind of like Story Quests in that you'd automatically receive the next quest in the chain upon completion of the previous. Unlike with Story Quests, you CAN have multiple Event Quests. The Quest Description would show how much time you have until the Quest Expires. Boosters would automatically activate once you collect them from the Event Quests.
Makes sense.
If you can clear a Tournament Round in one turn, you'd get the chance to skip multiple rounds and have a try at a later round. If you can clear the round, the tournament will continue from that point as normal, and collect the prizes for the rounds you skipped. If you can't, you'll be sent back to the round immediately after the one you DID beat, and have to work your way back to that point as normal, or skip past it if you do well enough.
So, and I think this is how it works in game, but every Round of the Tournament you clear would earn you a number of Coliseum Coins equal to the Tier, while clearing the Tier will earn you the number of the Tier times 10 Coliseum Coins. As for how to access the Coliseum Boards when they're not with the other Prize Boards? Well, let me explain how NPC's would work. By clicking on an NPC's Nameplate, you would pull up a menu. The choices are "Bio", "Talk", and a few context sensitive options.
"Talk" is greyed out unless you're standing close to the NPC. The context-sensitive options I mentioned are "Shop" (exclusive to the shop Moogle), "Coliseum Boards" (exclusive to Phil), "Coliseum Rank" (exclusive to Phil) and various quest-related options that aren't even presented to you unless you have the appropriate quest. They would typically be greyed out unless you were within talking distance. That's all there is to it, in all honesty.
Everything about this sounds fine. Just don’t let it screw up how I do the Coliseum given how I always do it by quitting if I can’t one turn the round with my current set up. Xp
Okay so, I changed my mind on one of the details regarding how Moogle of Glory would be unlocked. Instead of being based on Story Progress, it would be based on Level. So, once you reach a certain level, and enter the World Map, you'd be treated to the cutscene of Donald and Goofy crash landing in Daybreak Town. Exiting the Moogle Shop after seeing this would unlock the Moogle of Glory Keychain. Additionally, I'm forming plans for the anniversary events.
I’m excited to hear about anniversary events. owo
Okay but, I just came up with a unique mechanic. Basically, imagine if there was an icecream vendor in Daybreak Town, and if they gave you a different flavor of ice cream depending on what type your Share Medal is. Speed would get you Double Crunch (more damage to Magic Enemies), Power would earn you Rockin' Crunch (more damage to Speed Enemies), and Magic Type would earn you Royalberry (More damage to Power Enemies). I haven't figured out how much the Ice Cream would cost yet, however.
Aside from getting Ice Cream for yourself, the Icecream Vendor would, in order to encourage cooperation between different people, make it so you can buy Seasalt Ice Cream for your friends. Seasalt Ice Cream would slow the timer on your revive counter, giving your friends more time to revive you. Additionally, the recipient of the Ice Cream would have a 1/13 chance of getting a "Winner Stick" from the ice cream. You can redeem the Winner Stick for "prizes" from the Ice Cream Vendor.
The Prizes would Ice Cream themed Decorations, Avatar Parts, and Pet Accessories. Included in the pool of prizes would be the Sweetstack Keychain. Collect all the Prizes, and you'll instead get Munny and Skill Medals. The Ice Cream Vendor would be a Keykid who moves their shop every day. There might be two vendors, one who makes the ice cream and the other who hands out the prizes for Winner sticks. Buying Seasalt Ice Cream for your friends would earn you Union coins. The vendors might be twins.
I’d love if that was a thing to be honest, it would be really cute and would flesh out the X world that much more. owo
So uh, redundant Boosters wouldn't really be a thing. As soon as you get a Booster it would run for 30 days. So we wouldn't have a Booster [Donald], just another chance at getting Magic Boosters. That's way more efficient in terms of programming than creating a "new" item that is synonymous with one that already exists. If Donald Boosters were in the MMO AU, they'd boost Medals that depict Donald, just like Mickey Boosters boost Mickey Medals. End of story.
I don’t understand why there are so many magic boosters, I think they’re cute flavor but it’s still dumb. XD
As I try in vain to escape from the Ice Cream Twins, let me know share an idea for an event. The Balloon Letter Event. Starting from October 31st, there would be a Banner which, in every pull would give you a 4 star Boost Medal, the Balloon Letter and 9 Attack Medals. Fusing the Balloon Letter Medal to a 4 star or higher Medal would add an exact copy of that Medal to a special pool. Starting on December 1st, a new item would sometimes be found in chests or dropped by Heartless.
This Item would be the Balloon Letter, which would give you an exact copy of an attack Medal that has been fused with a Balloon Letter Medal. The Player would receive Union Coins whenever they fuse a Balloon Letter Medal to an attack Medal. The more valuable the Medal, the more Union Coins the Player would earn. The banner ends on Christmas and unopened letters would be replaced with 30 Jewels at the end of the year.
So basically a fully customizable medal pool...it’d be fun, but we all know players would honestly abuse that. There’d have to be a cap on what you could add to the pool, or maybe limit it to party members only. Otherwise everybody would just throw in EX medals.
The BBS version of Sweetstack would be Sweetstack's weakest form. The Ice Cream in the Keyblade would gain more toppings and vibrant colors as you level it up, so that it will actually be nice to look at instead of the somewhat dull, kinda dusty looking weapon from BBS. I haven't decided what color it's glow would be since it's such a colorful Keyblade. For that matter, I also haven't decided how Failed Rescue would get leveled up. I guess I could just have it's materials be everywhere.
Honestly that’d be a really cute change as it evolves. owo
So, I just did the math, and there are 11 Keychains obtained through Story Progress in the MMO AU, 6 from the Premium Keychain Banner, 2 through other means, and 10 unobtainable ones wielded by NPCs (Star Seeker, No Name, Sora's Kingdom Key, Aqua's Master Defender, Terra's End of the Earth, and the Foretellers' Keyblades). That makes a grand total of 29 Keyblades in the MMO. A number that will only get higher as more Proud Mode Keychains are unveiled in canon. I have WAY too much free time
That’s okay you have some really fun ideas. XD
Okay so, in order to get the Adamantite Ore Challenge series of quests, you'd have to go to an NPC who's wielding the appropriate Keyblade. Sunday and Sherry would be the only NPCs with Sweetstack, while only the Wayward Winds would have, well, Wayward Wind. No NPC would carry Failed Rescue though, that's a Player exclusive. So yeah, still not sure how those materials would be collected, unless I made it work like a Premium Keychain. That you get from story progress.
Ooooooooh, a Keyblade just for us. I like that.
Adamantite, Electrum, and Dark Matter would all be earned from Daily Challenges. Daily Challenges would be special quests that you have to speak with specific NPC's to earn, and would ALL have fail conditions. You can only attempt the Challenges once a day, and can't retake them once you beat them. Instead, you'd unlock harder challenges. They'd all reward Jewels alongside the material in question.
UNLIMITED JEWELS FROM THIS PLEASE I’M VERY SALTY ABOUT GULA I’M BEGGING YOU.
The Trial Lobby would play a 0.2 style remix of "Another Day", just to set the eerie mood, while the Trials themselves would have the RoD's standard theme. The Dark Corridor Trials would be the ONLY place in the MMO where Guilt can be found in chests. Except maybe the End of the World. Opening Chests would eat up Light Points instead of AP. Occasionally, you'd stumble upon a room that takes elements from one of the outside worlds. Trial Boards are basically Cross Boards in how they function.
Damn, guess we’re encouraged to do these a lot then.
I'm still trying to work out how High Score Challenges would work. So far, I've figured that at the start of the challenge you'd get a special item that would keep track of your score. You would be earn prizes as you pass certain thresholds, and would have your score tallied against everyone else at the end of the event. Beyond that, I'm not sure of the specifics. There would be a competitive aspect between the Unions, but I don't know if it would go by cumulative score or top Players.
I’d say cumulative scores personally, that way everybody can contribute a little bit.
So, I just checked the Wiki, turns out Rainbow Pupstars and Kitstars are a thing, so I CAN have those as the permanent Blind Boxes. YAY! Ahem, so the Nova Attack would automatically recharge with time, though dealing damage to enemies would make it recharge faster. I was contemplating having a Chat Phrase with an animation where you pet you interact with your Pet, because darn it, Toontown let you interact with your pet when it was running and it would just add more character to it.
Yeah, they’re JP only and YES PLEASE. LET ME PET MY PET.
So, what if on Christmas, Daybreak Town's over world theme became "What a Surprise" and the battle theme became "Happy Holidays"? And, during Halloween the music became "This is Halloween" and "Spooks of Halloween Town" respectively?
...Given how much we can change our music...why isn’t this a thing?
So, the End of Pain's materials (save for the Mythril, Orichalcum, and Adamantite) would ALL be found in the Dark Corridor Trials. They would be Dark Shard, Dark Stone, Dark Crystal, and Dark Gem. They'd basically just be purple Mythril in terms of design though. Each one would sell for 150 Munny. Same for the Sweetstack materials. The MOG materials actually wouldn't be sellable due to their only being enough to level up the Moogle O' Glory. I haven't decided for Wayward Wind yet
Is that how much the Mythril stuff sells for since tbh that’d make sense.
So, side quests that AREN'T Daily Challenges or Event Quests would be called Errands. Completing them would typically earn you things like Items, Support Medals, and Synthesis Materials. The quests that reward the Moogle O' Glory's materials would be Errands, for example. You might also sometimes earn Avatar Coins or Avatar Parts from them. They typically require either reaching a minimum level and/or progressing past a certain point in the story.
...More easy access materials like that would be a blessing tbh.
So, until the Wretched Witch battle, when you wrap up a plot arc, you'd receive a quest that requires you to defeat a specific Raid Boss. I mean, they have "Boss" in the freaking name, until Story Battles are implementation how else would you get a boss battle against a powerful Heartless? In case you're wondering, you'd have to fight a Purple Gummi Hound at the end of the Gummi arc.
...Why weren’t they used as actual bosses in the story, I mean they were implemented later but given Proud Mode that was done so poorly I don’t want to count it.
Okay so, this is an idea I had after the total Keychain tally so that's now one off: What if the Player was rewarded with Sweet Dreams for getting the Spirit's Rank/Tier/Level all the way up to 7? You know how that works in game, you equip Medals to the Pet to increase it's Rank/Tier/Level. I'm just not sure if that would be a nice bonus or annoying, particularly since this doesn't account for the materials you'd have to collect to level it up, nor the "Pay to Win" factor of the Medals needed.
I think it’d be fair. A pay to win exclusive Keyblade isn’t the worst thing I’ve ever seen, and it’d give some incentive to players to spend a little bit of jewels here and there as well as reward the lucky free to play players.
Wait, it turns out that the Dandelion I've been referring to as "Black Hair" actually has Green Hair. Oops. Well, lesson learned: always check the Wiki. Anyway, I was thinking that maybe NPC helpers would deal Neutral damage instead of Power, Speed, or Magic Damage. Either that or they'd receive a boost from the appropriate Boosters. Whoever triggered the NPC helper's attack would receive the Lux that helper's attack releases. Raid Bosses would be the best way to get Evolve Medals.
Every Player would have an invisible "Raid Counter" that goes up every time they defeat a Heartless. The boss summoned depends on the last Heartless the Player defeated before the Raid Boss spawned. Some Heartless (such as Shadows and Neoshadows) would have a "pack mindset", where the first Heartless of that species in the battle is assigned the role of leader, and all the Heartless of that species will attack whoever the leader chooses to attack.
I think Ven should still do damage in accordance with his medal, but otherwise, agreed that they should deal neutral damage.
...Honestly I like that method more, it’d allow Quest 57 to produce some more variety.
So, what if Seasalt Ice Cream were to instead provide the combined affects of the three other Ice Cream flavors? You know, just to make it a bit more useful, with the Winner Stick just being a little bonus. It would also probably keep the Seasalt Ice Cream from being a Scrappy Mechanic... I'm so sorry if you don't use TVTropes and therefor have no idea what I'm talking about.
I still think giving it its own ability in addition to the other three might have some use, but then again the count down timer annoys me because some people dealing one damage won’t even tap off to heal the one off so having an extended timer means those people don’t have to quit.
Okay so, you probably wouldn't want to let too many swarming Heartless to join a battle. Just because they'll all attack the same player, which is dangerous, even if they're all Shadows. You don't want to lose your Healer because everyone was ignoring the Shadows now, do you? Now, imagine facing a group of Neoshadows, with the knowledge that they'll all gang up on a single Player. That one Player WILL need to be revived if there are enough of them.
Damn, that’d actually sound pretty dangerous, but really hammer in the cooperative aspect of an MMO.
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goron-king-darunia · 5 years
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DotNW Remake/Remaster DLC - Marta: Wish of the Age/A New Journey and Richter: Never Ending Thought/Start of Tragedy (work in progress names)
Annon-Guy: Let’s go over some things about the Marta and Richter DLC ideas;
Marta 1: If there’s a stealth section, than Marta’s core headache would be put aside or won’t be immediate. Also, if Marta gets spotted, I think she would immediately run away and wait in a hidden checkpoint spot, allowing you to try again. It would not be fun if you get automatic game overs for being seen (and it would be too sad). (There would also be skits depending how many times you’re spotted. 0 is best and would impress Tenabrae, 1 is tolerable, 5 would be bad and 10+ would leave Marta disappointed and releaved she just got through that mess).
Richter 1: Would Aster and Aqua be playable during the DLC? Does Aster carry a stun gun? Also, I don’t think it would be an automatic fail with the zombies if Aster has HP to spare and Aqua’s helping you. If Aster’s KO’d than it would be a fail, but I think they would just fall back instead of it being a game over.
Marta 2: I think as soon as Marta gets on the boat, she would hide while Tenabrae tries to get it to work (say they have to take because there are Vangaurd soilders leading people out and Marta would get caught if she follows the survivors). Hawk, Alice and Richter would meet up and talk about what’s happening (let’s say Richter and Hawk are being kept in the dark by Alice). After they finish, Richter would suspect they’re on the boat (even before Tenabrae accidently activates the engine because it would probally be a Tethe'alla Noble’s boat). Marta would try to talk to tell about the canon and as soon as it starts, Marta throws one of Decus’ collonge bottles stunning them before Alice and Richter jump on. After Tenabrae gets hurt, Marta would use the palm strike sending the two into the water before passing out. The rest after Marta wakes up would be Marta and Tenabrae’s first month of the Journey proper. The final boss of the DLC should be Alice.
Richter 2: I think the final boss of the DLC would be Ratatosk in his original form. It would be slightly hard sense you won’t have Aster and Aqua helping you in this fight.
Marta 3: Should Tenabrae be playable in the DLC so Marta won’t be alone in the fights?
Richter 3: Should the story end as soon as you beat Ratatosk or as soon as you return to Sybak or Palmacosta?
Marta 4: Should she recap this story to Emil and the Regeneration Crew? (after Lloyd joins)
Richter 4: Should his story happen while he’s rembering how it all happened? If so, should it be after the Temple of Ice or after Alice saves him from Lloyd at Altimira?
Both 1: What sort of places would they go to and how many places? Would they be places from the main game or new unseen places? I think their stories would only be 1 or 2 chapters long.
Both 2: Should they be pre-order bonus’ or should Bandai Namco wait for a week or month to release them (to give players time to play and beat the main story). Although, there will be a warning bite if players try to go into the DLC before playing or beating the main story.
Both 3: Might be random but funny, but say if you get a game over and choose to continue, The Regeneration Crew and Aqua would give Marta and Richter a funny look about Marta and Richter biting it if they’re still alive telling them the story/still alive remembering it. If you choose not to continue, nothing happens.
Both 4: Would the DLC be free or cost $5?
Both 5: Marta and Richter would be locked between levels 5 - 10 in the DLC Stories. *~*~*~*  GKD here, adding my response to the bottom because I have more to say than will fit in the tags. I like the idea of checkpoints as opposed to restarting the entire area because that’s always frustrating. However, depending on how far apart the checkpoints are, it may be impractical to have her physically run back. Waiting for a game over screen to pass can be frustrating, but so can waiting for your character to run back 3 sections because you messed up one button input or moved too far to the left or right. Warping back to checkpoints might be better with the implication that she’s running back. For example, have her begin a running animation and have the camera rapidly move back to the checkpoint to find Marta already there, catching her breath in a dark corner as guards walk past. Number of times spotted would also be a great mechanic because it trains you for the Temple of Lightning where the number of times you get struck by lightning has an impact on whether you get the normal or good ending. Especially if the number of times you’re spotted only impacts the cutscene/skit you get and not which ending you get, serving as a bit of a tutorial on “your actions even during gameplay have consequences, not just when we give you scripted choices.” I would LOVE if Aster and Aqua could be playable, but Aqua would probably function only as a party leader token and not as an actual combatant since Tenebrae himself says Centurions do not fight but have monsters fight for them. Aster should absolutely have a stun gun since he has one in Onshuu no Richter. All his artes are gag attacks. Party popper/ exploding beaker of mysterious science liquid for a fire attack. Smoke bombs for a darkness based attack that add a confusion debuff to enemies. Some other gross science slime that has a water element and a poison debuff. Throw stale donuts for a ranged attack. Trusty stun gun for electric element attacks at range. And his regular melee? Really wimpy slap that you can combo into a sequence of: weak slap, shove opponent, stomp opponent, then kick opponent and after the kick, he hops away clutching his foot because he is not adept at fighting and hurt his poor toes by kicking at the opponent wrong and jamming his toes. XD When not playing as Richter, he will, like Kratos, cast first aid on Aster any time he’s below 75% heath and will prioritize him over healing, say, the monsters, even if the monsters are below 50% health. Pontus and Enki from Onshuu no Richter would be constant battle companions since Aqua doesn’t routinely pact with monsters and she had both when Aster was still alive. Nice little Easter egg for fans if they’re named Pontus and Enki in the party roster. Aster getting KO’ed would probably be an auto fail, yeah. My issue with the second Marta scenario is... where would Marta get Decus’s cologne from? I agree with most of the rest though. A one-on-one fight with Alice would be fun. Richter 2 is a big fat yes. Good excuse for us to see Ratatosk’s Original form and another one on one duel. Marta 3: In the same way Aqua should be playable via monsters, Tenebrae should also be playable via monsters. Richter 3: The more Richter content the better, in my book. It would be interesting and heartbreaking to fight with a debuff all the way back to Sybak to show Richter is depressed. I love when game mechanics reflect the mental state of the characters.  Marta 4: She could recap it, but I think it’s more interesting to have us play her scenarios as they occur at the beginning as a sort of Tutorial for the game. Richter’s could be played as a recap as he remembers it happening but Martas feel like they should be played in the moment. If Marta did explain to Emil and the others, it should be done as a fade-to-black scene rather than have her tediously explain everything. 
Richter 4: Richter’s happening chronologically spoils a lot about the game, so I think playing Richter’s quest as late as possible would be best, definitely during a moment of reflection. 
Both 1: Agreed that 1-2 chapters is best. They’d just be bonuses and not the main content, after all. I think some new locations would be fun, but I think there were a few more unvisited places in DotNW that could be added in. So maybe a combo of both new places and old places that the original didn’t let us revisit.
Both 2: I personally hate preorder bonuses. It rewards rich people for spending frivolously. I’d rather have it as a DLC released after the fact or come bundled with the game (with the game marked up, obviously, since we’re paying for bonus content.) Like how the Game of the Year Edition of The Elder Scrolls Oblivion came with all the expansions? Yeah. I’d like it to do something like that. If it comes bundled with the game, perhaps it’s unlockable as New Game + material and only accessible once you’ve beaten the game before.  
Both 3: While I think that success is basically guaranteed since we know Marta and Richter have to make it out alive and I doubt neither of them would be retelling it and having your gameplay represent the story they’re telling, that is a funny idea. Richter just “Yeah, Remember when Ratatosk sliced me in the back and I died instantly?” and Aqua just “But... you’re alive right now.” and Richter just shrugs “It’s a figure of speech.” I imagine Marta’s playable scenario happening chronologically rather than told after the fact. Perhaps Richter’s scenario could be a nightmare? I doubt he’d tell anyone about that trauma, and retelling it to Aqua is pointless since she was there. Marta’s failures are construed as setbacks since she’ll never actually get captured no matter how many times you fail. Richter’s failures are construed as nightmares doing what nightmares do: being dramatic and not being reflective of real events.  Both 4: If they’re reselling the whole game, I think the regular pricetag would be more than enough to cover the extra labor put into the game. That being said, I’d happily pay $5 for it if it was released as extra content and not packaged with the game. Both 5: While generally I hate level-locking, since these are one-off scenarios, I think that’d be fine to lock their levels low.
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terryblount · 5 years
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Call of Duty Black Ops 4 November 20th patch brings numerous balance tweaks & stability improvements
Treyarch has released a new patch for Call of Duty Black Ops 4. According to the release notes, the November 20th update adds Nuketown to rotation in MP playlists, improves stability by fixing a number of crashes and brings numerous balance tweaks.
Furthermore, this patch comes with some PC-specific fixes/tweaks. For example, it fixes a source of hitching when video memory is full, allows players to assign the tilde key (~), removes the slight camera roll from head bobbing when sprinting, resolves multiple issues with the Gesture Wheel and updates the recommended NVIDIA driver version to 416.81.
As always, the Blizzard app (or Battlenet) will download this patch the next time you launch its client and you can find its complete changelog below.
Call of Duty: Black Ops 4 November 20th Update Release Notes
Multiplayer
General
Nuketown added to rotation in MP playlists.
Updated Clan Tag and Kill Counter Weapon Prestige rewards to use an LED display for higher visibility on weapons.
Players can now equip Mastercraft on their Signature Weapon as soon as they acquire the Signature Weapon.
Playlist Updates
TDM 100 added to Featured Category (Team Deathmatch with a score limit of 100).
Mercenary Moshpit added to Featured Category (Team Deathmatch, Kill Confirmed, Hardpoint, and Domination, no parties allowed).
Hardcore Mercenary Moshpit added to Featured Category (Hardcore Team Deathmatch, Kill Confirmed, and Domination, no parties allowed).
Gun Game remains in Featured Category.
Endurance Chaos Moshpit remains in Featured Category (PS4).
Stability
Fixed crashes that could occur:
When using the Reactor Core.
When a Firebreak player left the game after using their Reactor Core.
When a Nomad player left the game after using their Mesh Mines.
While freezing in the water in Icebreaker.
When piloting the Hellstorm.
When selecting a Specialist in the Specialist Draft.
When the player picked up a weapon in Multiplayer.
If the Transport Helicopter was destroyed while delivering a Care Package or Mantis.
Related to the Drone Squad’s wing-drone turrets animating incorrectly.
When failing to play a sound when picking up dog tags in Kill Confirmed.
When a player left a match while being shocked by the Tempest.
Scorestreaks
Care Package
Adjusted delivery chopper entry and exit points across all maps to reduce delivery times.
Increased the entry and exit speeds for the delivery chopper.
Reduced how often high-end Scorestreaks can be received in Care Packages.
Reduced the amount of roll on the smoke marker to ensure that the end position is a more accurate representation of where the Care Package will drop.
Score Adjustments
Dart reduced from 500 default to 450 / 350 with COMSEC Device.
RC-XD increased from 450 to 500 default / 400 with COMSEC Device.
Lightning Strike reduced from 900 to 850 default / 600 with COMSEC Device.
Sentry reduced from 950 to 900 default / 700 with COMSEC Device.
Hellstorm increased from 850 to 950 default / 750 with COMSEC Device.
Sniper’s Nest reduced from 1100 to 1050 default / 850 with COMSEC Device.
Mantis increased to 1100 default / 900 with COMSEC Device.
Thresher reduced from 1250 to 1200 default / 950 with COMSEC Device.
Attack Chopper increased from 1200 to 1300 default / 1000 with COMSEC Device.
Reduced score given for all Scorestreak kills from +25 to +10.
Game Modes
Hardcore
Teammates that die to a friendly bombsite explosion will no longer count toward the teamkill kick limit.
Care Package team kills will no longer count towards the teamkill kick limit.
Hardpoint
Reduced the score given for Hardpoint Secured to +50.
Resolved an issue that would prevent players from owning the Hardpoint while using the Lightning Strike tablet.
Search & Destroy
Silent Plant setting in Custom Games should now make planting and defusing the bomb completely silent.
CWL Custom Games
Addressed an issue where Specialist Weapons and Equipment would not update when players switched Specialists.
Specialists
Seraph’s Tac Deploy will now only allow 1 respawn per use in Free For All.
Challenges
Atomic Drop
The player’s death by their own Reactor Core will no longer track toward this Challenge.
Spotter
Kills in Free For All will no longer track toward this Challenge.
Air Cover
Resolved an issue where progress was not awarded in Hardpoint or Control.
Miscellaneous
Manually destroying the Tac-Deploy now gives Score.
Weapon Balance (MP Only)
Burst Tactical Rifles have been adjusted slightly to better define their role as ranged power-position weapons. With these changes in place, weapon balance on consoles is where we want it to be after the first month of changes, and we’ll allow the meta to stabilize before making additional balance passes.
Tactical Rifles
Swordfish
Reduced upward recoil to achieve a more accurate burst.
ABR 223
Slightly reduced upward recoil.
Extended 4-hit kill range from 25m to 32m.
Zombies
Stability
Global – Fixed crashes that could occur:
While the Mystery Box loaded into the map.
When interacting a second time with an object that should only be used or interacted with once.
When an enemy climbed or mantled over railing or terrain in order to spawn into the playable space.
When updating player stats in the After Action Report screen.
When disconnecting and reconnecting the controller during a match, leaving the player stuck on the “Please reconnect controller” message.
After disconnects while one player was reviving another.
When triggering the Winter’s Wail explosion FX.
When a player disconnected within a certain time after joining the game.
When Zombies were moving away from downed players.
When a player was downed while using the Ragnarok DG-5.
When a Bot decided to kill the last enemy in the round.
When the player disconnected after using Point Drops and before they were picked up.
When a player disconnected as the Hellfire’s Infernal Tempest disappeared.
When a player used the Burned Out Elixir.
When the inventory updated while picking up an item.
When a player’s grenades were restored as the next round started.
When a player disconnected while a power-up dropped.
When the player disconnected from their party while in the Custom Games screen.
When calculating the player’s final score at the Game Over screen.
When interacting with the crafting table to craft any item for the first time.
When Dying Wish and Winter’s Wail cooldown UI elements were on-screen.
When updating the player’s stats and score when tracking Rush multipliers.
When the player disconnected while opening a door.
When killing Zombies with the Ragnarok DG-5.
When triggering Kill-O-Watt’s FX.
When triggering Frostbite’s FX.
In rare cases when Zombies spawned into the map.
Blood of the Dead – Fixed crashes that could occur:
When a player disconnected as the next Hellhound round was being determined.
Related to the UI at high rounds.
While following the Warden from the cellblock during the Main Quest.
When a player disconnected while looking at the bird during the Main Quest.
When killing Zombies during the banjo ghost event in the Main Quest.
When the player disconnected while following the ghost dog during the Main Quest.
When the player disconnected while riding the gondola.
When player was downed as they grabbed the Magmagat from the fireplace.
While running the unfinished Magmagat across the map.
When the furthest player in the catwalk during the gauntlet event disconnected.
For the host during the final boss battle.
When a power-up was dropped.
When loading into Blood of the Dead.
Classified – Fixed crashes that could occur:
Related to the UI at high rounds.
When the metal detector sounds played as the player walked through them.
When the player exited a teleporter.
When a player disconnected after being the first one to teleport into the Panic Room.
When a player disconnected while in a metal detector.
During a match of Classified Rush.
While the Mystery Box moved.
When placing the teleporter modifier while playing splitscreen with 3 or 4 players.
Voyage of Despair – Fixed crashes that could occur:
When spawning enemies in the first round of the boss battle.
When reaching the first Stoker-spawning round with the Wonder Weapon quest disabled in Custom Mutations.
When using the Kraken upgrade table.
When the Flying Car takes damage during the Upgraded Shield Quest.
IX – Fixed crashes that could occur:
When special enemies spawned during certain parts of the Main Quest.
When helping other players complete their challenges.
When a player disconnected and their Blade Trap became deactivated.
Tutorial
Fixed a crash that could occur with Bots in the tutorial.
Gameplay
Global – Resolved issues where:
Text for XP earned from each challenge tier was missing from the After Action Report.
The player could be permanently stuck when grabbed by the Blightfather’s tongue.
Concoctions UI remained on screen when switching from the Laboratory to the Identity screen.
UI incorrectly indicated to the player that Prestige unlock tokens could be spent on permanently unlocking Custom Class slots.
If a Prestige Master player did not gain any XP during a match (by launching the game and immediately quitting, for example), the displayed ranks would be incorrect, the XP bar would be completely filled, and there would be no indication of how much XP was required until the next level.
Blood of the Dead
Resolved an issue where the Hell’s Retriever could not pick up a power-up when thrown at certain angles.
Fixed incorrect subtitles stating that the voice for obtaining power-ups is the Warden.
Closed an exploit in Michigan Avenue that allowed players to use the Ragnarok DG-5 to jump on the railing on the top floor.
Resolved a rare issue where players were unable to progress the New Industries Portal in the Main Quest, despite having a fully-drained ghost killed in the Blade Trap.
Classified
Closed an exploit in the War Room that allowed players to use the Ragnarok DG-5 to jump on a terminal.
Blackout
Gameplay
Resolved an issue causing screen jittering when moving and changing attachments, or when moving and healing.
Bowie Knife now available in Equipment Stashes, as a random drop from killing Zombies, and as a randomized item spawn in Zombies-themed locations on PS4.
PC
In addition to the global changes above, the following updates are coming to the game on PC later today:
Weapon Balance (Multiple Modes)
We strive to provide a similar experience between PC and console whenever possible, making platform specific changes when appropriate. In our last weapon balancing pass, we made critical SMG balance changes that were needed on console. These changes did not translate as well to PC, where mouse-and-keyboard players already saw success with SMG weapons. We’re rolling these changes back to best suit the needs of our PC community, and taking it a step even further for the Spitfire. The above changes to the Swordfish and ABR 223 also apply to PC.
Submachine Guns
Spitfire
Reduced damage within 9m range. (MP only)
Restored previous ADS move speed.
Cordite
Reduced damage within 3m range. (MP only)
Restored previous ADS move speed.
MX9
Reduced damage within 6m range. (MP only)
Restored previous ADS move speed.
GKS
Reduced damage within 3m range. (MP only)
Restored previous ADS move speed.
General
Gameplay
Tilde key (~) can now be assigned in the keybinds menu.
Removed the slight camera roll from head bobbing when sprinting.
Resolved multiple issues with the Gesture Wheel.
Updated the recommended NVIDIA driver version to 416.81.
Stability
Fixed a source of hitching when video memory is full.
Fixed a rare crash during the first seconds after the game window appears.
Multiplayer
Resolved an issue where spawn selection would not be set to the Tac-Deploy by default when available.
Blackout
Added an in-game UI indicator for when a Perk is being activated.
Resolved an issue where a Stash would close when dropping a weapon.
Call of Duty Black Ops 4 November 20th patch brings numerous balance tweaks & stability improvements published first on https://touchgen.tumblr.com/
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