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duplex
06-01-2009, 01:00 PM
Closed Beta Report

Part 15


Alright, we're at week 15 now and the closed beta to-do list, which is a list of things that we have planned to implement before launching open beta, is getting smaller each week with another important feature to be scratched from it.

Booster Items

Boosters are all items that have an effect on your body stats, not just the standard stats but also newly added stats that will be explained later on. This means that medikits, biocells and food are considered boosters now as well. They are processed via the same pipeline as illegal substances.

You can have 3 slots of boosters that can run in parallel. These are displayed next to your other stats, right under your equipment slots. Each slot shows an icon of the item, its effects (positive effects are green, negative effects are red) and the remaining time (in seconds or minutes). So you can see the remaining time of all booster effects now. Also, all booster effects are now preserved when changing worlds, so also medikit effects should not stop anymore when changing worlds.

http://www.fomportal.com/downloads/fomscr_cb14_001_tb.jpg (http://www.fomportal.com/downloads/fomscr_cb14_001.jpg) http://www.fomportal.com/downloads/fomscr_cb14_002_tb.jpg (http://www.fomportal.com/downloads/fomscr_cb14_002.jpg) http://www.fomportal.com/downloads/fomscr_cb14_003_tb.jpg (http://www.fomportal.com/downloads/fomscr_cb14_003.jpg)

Each booster can have up to 2 different effects, of which usually one is positive (displayed green) and one negative (red).

The following effects are available:

Health per second (health gain or loss per second)
Stamina per second (stamina gain or loss per second)
Bio Energy per second (bio energy gain or loss per second)
Consciousness Regeneration (makes consciousness regeneration go faster or slower)
Healing Efficiency (affects all artificial healing or your body (medikits, medical service terminals, healing weapons) positively or negatively)
Natural Healing Rate (natural healing is all healing from 80% to 100% of health, makes this healing go faster or slower)
Bio Energy Efficiency (influences the bio energy drain rate of active implants, positive efficiency boosts will use less bio energy over time)
Strength (affects your current weight factor, positive boosts will compensate for weight and restore your movement speed, negative boost the other way around)
Cone Of Fire (affects the maximum cone of fire of your current weapon, +10% for example means 10% more spread, so it's basically a negative effect)


The effects are scaled with the quality level of the booster item, with the higher QL always having the better value (more positive boost, less negative boost). We have defined initial effect values for all medikits, biocells and food items. As for drugs, we have defined a few special testing values for all QL3 drugs. All remaining QL1 and QL2 drugs have got default values (+1.5 Sta/s, -30% NHR and a duration of 10 minutes).

http://www.fomportal.com/downloads/fomscr_cb14_004_tb.jpg (http://www.fomportal.com/downloads/fomscr_cb14_004.jpg) http://www.fomportal.com/downloads/fomscr_cb14_005_tb.jpg (http://www.fomportal.com/downloads/fomscr_cb14_005.jpg) http://www.fomportal.com/downloads/fomscr_cb14_006_tb.jpg (http://www.fomportal.com/downloads/fomscr_cb14_006.jpg)

All values are subject to balancing.
Now that implementation of all character related features has been completed, we are happy to be able to enter the final phase of balancing. That includes balancing of all


-duplex


You can discuss this update here: http://forum.fomportal.com/showthread.php?t=9313