New Features and Major Updates New Version of Tier Upgrade System Today we release a new version of the Tier upgrade system. It is made to improve the overall balance. The focus has been on the balance between limited and unlimited items. Removed the requirement of a secondary item when tiering an unlimted item. Modified the TT costs for recipes to reflect the changes and keep the balance of the items. A tiering attempt will always succeed when a tiering attempt is possible and when you have the ingredients. Implemented that, besides the major tier step, each tiering attempt can result in an additional minor tier increase. As a maximum 0.4 levels can be raised in one attempt, for example, from 0.9 to 1.3. The increase rate is related to your skill; higher skill means higher chances of additional tiering levels. Introduced a feature that enables you to salvage some of the ingredients. The salvage rate is related to your skill; higher skill means higher chances of salvaging more ingredients. Changed the value per amount of the items pile of âgemstonesâ to be able to use them more dynamically in recipes. Note: If you had any piles of "gemstones" in your Inventory before this release, the total value of the piles is still the same. Â* Due to these updates, the amount of piles needed for non-tiering blueprints is also changed, but the total PED value is still the same. New Mindforce Chips Corrosive Attack Chip: A Pyrokinetic Mindforce chip that will cause acid damage to the target. Corrosive Strike Chip: A Pyrokinetic Mindforce chip that will cause acid damage to targets within an area. Lacerating Attack Chip: A Cryogenic Mindforce chip that will cut the target. Lacerating Strike Chip: A Cryogenic Mindforce chip that will cut targets within an area. Kinetic Attack Chip: An Electrokinetic Mindforce chip that will impact the target with a powerful airstream. Kinetic Strike Chip: An Electrokinetic Mindforce chip that will impact targets within an area with a powerful airstream. Metabolic Acceleration Chip: A Pyrokinetic Mindforce chip that will speed up the target's movement for a period of time. Metabolic Inhibition Chip: A Cryogenic Mindforce chip that will slow down the target's movement for a period of time. New Event Rules Only Mindforce No Mindforce No Mindforce Teleportation No Mindforce Wormholes No Vehicles Vehicle Max SI No Armor Protection No Vehicle Repair Tools Improvements and Fixed Issues Interconnect Services On the account web, added information that the connect services are configurable and that the default setting is that everything is turned off. GUI Removed the confirmation message box when refueling vehicle, this is now only displayed as message in chat. Tier Upgrade UI updated, for example, chance of success now displays 2 decimals and help text and feedback text is improved. Improved behavior of when the Buy button is enabled or disabled in Trade Terminal; it is disabled when the selected item's TT value is higher than amount on PED card. Improved Chardef visualization when doing facial changes. In Auction UI, fixed browsing or searching behavior on Orders tab. In Event Settings UI, added descriptive tooltip for the Register button when disabled . In Friend List, double clicking a friend entry triggers private chat. In Global Event List, added support for registering to events you do not already have a ticket for. In the Inventory UI, embedded progress bar inside UI. In the Inventory and Storage, fixed issue with faulty automatic scrolling. In Item Info and Blueprint tooltip, added which Blueprint Book a Blueprint can be entered into. Also a dded tool tip to Blueprint icon: QR for limited ones and Remaining Attempts for unlimited ones .Â* In Item Info, updated displayed parameters for rocket and grenade launchers. Now listed parameters are launch speed, gravity influence, impact radius, time fuze value and whether it has a contact fuze. The previous range value has been replaced by an estimated range. The actual behavior of all existing grenade and rocket launchers is the same. In Options UI, added new category HUD. In Options UI, corrected the function Align SatNav with Camera . In Private Chat UI, removed flashing of caret when window is out of focus. In Private Chat UI, improved input text area. In Private Trade UI, fixed correlation between the display of items in the icon view and their listing in the list view. In Society UI, fixed issue where areas were mistakenly hidden. In Society UI, information is now updated when switching between pages. In Ticket Event UI, corrected top ten list. Miscellaneous Increased client stability. Fixed issue where blueprints were being faulty presented as Level I in Limited Blueprint books . Fixed issue where information was not visible in Blueprint books. Fixed issue where relogging was sometimes required to use blueprint books and containers after trade . Implemented different looks on crosshairs, depending on if a target is valid or invalid. Added animation for the status bar in the dashboard UI, status bar UI and target UI. Additionally, to highlight low health, the status bar will flash. Corrected ammo count when changing tool. The Standard Compressor can now be added to the auction. Fixed issue with Vista and Windows 7 users seeing boxes instead of text on global ad screens. Fixed sound when picking up an object from the ground to the Inventory. More...
Lots of changes and massive impact on players :sigh: Much easier to tier up unlimited items now. Almost as if they want you to tier them up. People who have allready tiered items or lost items who spent a lot of money on the old system will be the biggest loosers. Some very nice changes though. Should have had this tiering system from beginning though...
wow - a big update ... a lot of fixes and improvements! Indeed shitty for those who needed a second item earlier when tiering up ... and lost it :(
Some of this new content looks interesting, but I'm again surprised to see that they still haven't addressed ongoing issues (some over 6 months old now) such as: 1. Not being able to place stuff on a tron column. as such we are still having to sell helmets/faceguards, armguards and gloves from the floor of our shops. 2. issue with armour parts appearing upside down when trying to place them so we have to rotate every bloody piece. 3. the global ad system. 4. the stupidly rare foot-guards for low level crafted armours such as Berserker, Samurai, Valiant etc..... to name but a few that effect us directly. Is there any possibility that we are going to see some resolution on any of these in the near future?
Sounds like huge update and some of it too good to be true. :P Sympathies to those that have lost tiering items before this
I need to tier a few items before I can comment, but really glad I don't have to pay for a secondary.
Well. Apart from once again changing an implemented system, and thus screwing people over, I have to admit that I do like this move, as it removes a major gambling factor from the tiering mechanics. Tiering undoubtedly has not gotten cheaper by any means or standards, but let's hope this removal of sheer luck is a first step into turning this casino back into a game.
Here's a comparison of some recipes before and after the update: EWE EP-41 Military: [TABLE=head]Before|After EWE EP-41 Military|N/A Lysterium Ingot (282)|Lysterium Ingot (601 Melchi Crystal (211)|Melchi Crystal (315) Pile of Garnets (1)|Pile of Garnets (120) Blazar Fragment (226)|Blazar Fragment (241) Tier 1 Component (112)|Tier 1 Component (114) [/TABLE] Improved EWE EP-21 Defender: [TABLE=head]Before|After Improved EWE EP-21 Defender|N/A Lysterium Ingot (284)|Lysterium Ingot (635) Melchi Crystal (213)|Melchi Crystal (333) Pile of Garnets (1)|Pile of Garnets (127) Blazar Fragment (228)|Blazar Fragment (254) Tier 1 Component (113)|Tier 1 Component (120) [/TABLE] OreFinder OF-105: [TABLE=head]Before|After OreFinder OF-105|N/A Animal Muscle Oil (274)| Animal Muscle Oil (362) Simple I Conductors (27)|Simple I Conductors (51) Pile of Garnets (1)|Pile of Garnets (103) Blazar Fragment (220)|Blazar Fragment (207) Tier 1 Component (109)|Tier 1 Component (98) [/TABLE]
Completely and utterly untrue. I've spent a fair bit on buying duplicate items just to tier mine up and then even lost some! Without the need for a secondary item it is considerably cheaper depending on the item thousands of peds cheaper.
I see your point. I mostly imagined that there was a larger amount of items needed. And while that's absolutely true, I have to admit that I imagined things would be much much worse.
Maybe the items that were ingame "illegal" were removed by this second item rule for tiering and they changed it to the way it is now.
The cost of ingredients really is insignificant compared to spending 20k-100k on a secondary item. Most if not all of those "illegal" items are probably still in game.
Is this taking into account the new value per amount for gemstones? How many new piles of gemstones do you get for the price of one old pile of gemstones? Are the 120 new piles of gemstones actually the same cost as 12 or even 1.2 of the old piles of gemstones for example. I think these two questions are important to know before we can evaluate the relative costs of the old and new systems.
I tiered some grem and vigi last night. Lvl 10.7 upgrader, so my return rate on the ingredients was 13.8%. The big difference is in the garnets, which are now .15ped each, so for admin's EWE41 1 pile of garnets before and 120 now is only a slight increase. However gemstone pile MU is going through the roof. I like this new system a lot, and obviously from yesterday's activity a lot of ubers were sitting on .9 gear that they didn't want to risk under the old system. Two points are troubling for me. First of all, I would guess mobs are going to be rebalanced. We might see a lot more puny mobs, and within a year probably we will need ghost and a tiered gun to take down an exa. The other point - was this MA's plan all along, or were they responding to player pressure and declining revenue from tiering? I suspect the latter is true.
So tiering will start to be widely used. I predict the market for UnL high end gear will make a quick turn around. We've seen values dropping for a long time now, but now that its possible to safely tier up UnL armour and weapons demand will rise for sure. I think it will be great for the economy, demand for loot will rise so it will benefit everyone in the community.
Sorry for maybe going OT etc here, but nub questions. Is the market to sell tier .9 unlimited items dead?