Da es langsam los geht mit Neuigkeitn zum 1.4er Patch, will ich hier schon mal nen Sammelthread dazu aufmachen. Ich versuch den Thread auf den neusten Stand zu halten. Sollte einer Infos gefunden haben, die ich noch nicht entdeckt habe, einfach posten. Ich übernehme es dann in den Startpost. Danke an alle ![]()
NEU:
Quote1. Will will only announce an official ETA when we have an exact date.
2. Right now, the only people playing this next patch are THQ and Relic employees.
3. No comment
4. As usual, we'll release the patch notes just prior to the release of the patch itself. No sense in letting people jump to wild conclusions for too long!
5. There is no such thing as a secret beta for this patch.
QuoteDisplay MoreI've destickied the thread, and someone from Relic will contacting those who earned a signed copy shortly. We decided to give signed copies to the first people who submitted unique issues, rather than just the first replay we got.
Big thanks to everyone who helped out! If you see a bug other than the following list, please do send in a replay identifying it:
- Lictor freezes when attempting to flesh hook a commander who gets knocked out.
- Lictors freeze when attempting to jump, especially when multiple Lictors are involved.
- Lictors sometimes fail to fire their fleshhook but still incur the energy costs and cooldowns.
- Lictors have jerky animations when targeting retreating units with their fleshhooks.
- Lictors Menacing Visage ability doesn't work in network games.
- Lictors lose 75 energy when equipping the Loner wargear.
- Lictor Alpha's can't use tunnels.Thanks again!
QuoteAFAIK more 1.4 news should start coming in pretty soon™
Probably later this week or early next.
QuoteThese are inded our official forums but that doesn't stop us from participating in other communities.
We are constantly lurking, everywhere.
Keep your eyes posted on our blog over the next few days.
QuoteJager: He's not lying.
ALT:
QuoteIt's important to point out that the Steam stats page is concurrent users (people playing at one time.) Not unique players over an entire day.
The player base is very healthy and we hope to bring some of the inactive players back through future content patches including 1.4.
Quotethey look better than the previous 1vs1 maps, have weather effects and destroyable walls. Three wishes granted
QuoteOkay, so here is a list of the issues I have replays for:
- Lictors fail to fire their fleshhook, but spend energy and trigger their cooldown.
- Lictors can go unresponsive when ordered to jump, and refuse orders for 30 seconds.
- Lictors can go unresponsive when trying to fire their fleshhook.
- Lictors can stutter if they are moving to jump outside of their range.
- Lictors sometimes fail to enter tunnels.If you know of any other issues regarding this unit, please send me a replay!
QuoteIn 1.4 we'll be displaying everyone's TrueSkill in the post-game stats screen to make this more clear.
QuoteI just want to say that you are jumping to the wrong conclusions about the Tier 1 changes Jonny brought up. I can't specifically say what will change and what won't, but we aren't fundamentally changing the game.
QuoteWe've found the cause of this and have it fixed for 1.4. Thank you for all of your posts.
QuoteWe know the Retail game isn't balanced but the imbalances in Live are not something that can be fixed with quick fixes. If we were to nerf particular Tyranid units or buff some Eldar units in a knee-jerk fashion all we would do is create a new unbalanced game.
Particular problems require more complex solutions than simply tweaking numbers. We opted to do a major update rather then several minor ones because that is what is necessary.
QuoteObservers can watch the game in real-time as people are playing it. This is available for custom games at the discretion of the host (ie. you must open up observer slots), so you don't have to worry about random people hopping in to your game if you don't want that.
We've built a lot of sweet new custom UI for the feature which we've also hooked up in replays, so it should be much easier to follow the action.
A lot more info will be released about the feature in the coming weeks.
QuoteNew maps are being added for 1v1, 2v2 and 3v3 in patch 1.4.
QuoteGuys, there's some good shit coming down the pike. I know, more shuck and jive, but seriously, there's some good shit coming down the pike with this next patch.
We'll be giving you much more info REAL SOON NOW ™.
And we're hoping to have ya'll involved in beta testing the balance changes and it’s not as far away as you might think. Getting you guys involved in helping us balance the game and find bugs before we go primetime with the next update is really important to us. It’s probably because of this extra ‘community balance time’ that Jonny hinted at an ETA as far out as August in that interview for the full update.
I'm gonna stick my neck out and mention just one tiny detail to give you some idea how important the balance changes are. Several units are going to be receiving new abilities. Feel free to speculate on that for a bit.
QuoteWe managed to squeeze in a lot more than we originally anticipated for 1.4, which is why the original date of "late June" was pushed back a bit.
The patch is massive. We're bug-fixing right now and beginning the release candidate stage pretty soon. As Jonny mentioned, once we go through cert we'll be having a beta to get community feedback before releasing this live. Obviously the beta is pointless if we don't give ourselves enough time to actually address the issues that the community raises during the course of it, and once we do we'll re-cert, which is where the "late July/early August" timeframe comes from. We're not dilly-dallying or needlessly postponing things -- this is simply how long it takes for a patch of this scope to go live.
There's a lot of really cool stuff going out and I'm pretty excited about it.
QuoteThere will be a number of Road to 1.4 updates much like with 1.3. I'm not sure on the time-frame but I imagine a lot of info will start being released in a couple of weeks.
QuoteDisplay More
... I wouldn't expect the patch until late July or early August, but we're targeting July for the beta.......Thunder might have some amazing news about the map editor, so keep an eye on the community site ;)...
...1.4 will have new maps. We're also planning new maps for 1.5. As for how many, I have to give you something to look forward to :p, but I think you'll be pleasantly surprised. There are a lot of maps in the works! We'll go into numbers etc. closer to 1.4 release...
...Retreat icons over retreating squads... :). We've been working on a lot of improvements for the replay system. yes, we'll definitely be going into more detail on both very soon...
...yes and no.
The functionality of observer mode will be similar to replay, but there is a lot of new functionality. I wouldn't describe it as different "kinds" of observer. The observer mode has a lot of cool new functionality that you can use while you observe.
And there are different filters you can apply.You can apply a resource filter if you want to see a detailed comparison of the two player's resources.
Or you can apply a unit filter if you want to compare what units they have on the field and what they're training
These would show up as a box in the corner......We've worked on pathing for the 1.4 patch, and some improvements have been made. But there are still things we'd like to improve, even with the fixes.
Units retreat more reliably now. You guys will really have to play with it and let us know
You should definitely notice improvements there, and guys should get stuck less often......we're looking at a fix for that (units retreating forwards to a Techmarines' relay), but I'm not sure it will make it into 1.4, it's doubtful we can get a quickfix for it either...
...Yeah, that (cede button) is something that is coming in 1.4...
...We'd have to assess how complicated it would be, and how risky it (autocover and a button for on/off) would be. It's pretty complicated code and it wasn't built with an on/off switch, so turning it off could lead to a lot of bizarre bugs and boundary cases
there's no talk of disabling it completely. it is a pretty major feature
I know it frustrates pro players, but a lot of players like the cinematic feel of squads that act like real soldiers......we're working on the pathing, we're working on the squad responsiveness and the command latency. We're also trying to make the unit relationships more nuanced and exciting...
...yes. We've made some improvements there(command lag and netcode)...
...this upcoming patch will do a lot to combat unit obsolescence. We have some cool posts planned and I don't want to steal the thunder from the announcement of the changes we've made, so I'm not going to dive into the details
That said, we figured out the fundamental root of the problem and we made a change that fixed it so now you'll see Tier 1 units all throughout the game.Players felt that T1 units were a bad investment and a "necessary evil" because vehicles could make them obsolete in a matter of a minute. So we've put changes in that will make T1 units viable the whole game.
We made several changes......we're trying to figure out why the fix (lictor bug) didn't work. If we do...it will be fixed in 1.4...
QuoteIt's a huge patch. More details will be released in the coming weeks.
QuoteThere is a known bandwidth bug to be squashed in the upcoming 1.4 (hopefully) that can cause the particular symptom of players dropping in 3v3s, especially if someone is using a net connection that is prone to packet losses. When this happens though you will get disconnected from everything else as well since it saturates your upload bandwidth completely.
The other more common case is that firewalls in your router, most commonly SPI (stateful packet inspection), tends to slow and choke your connection at the router level and sometimes even labels game packets as flooding and throttles it. That you'll have to dig around in your own router settings.
Locally on your machine you should be running LSP fix to make sure there are nothing hiding itself in your network stack.
QuoteI guarantee no one will be 'nickle and dimed' by any 'Paid DLC' we release (if we release any at all). As you'll see with Patch 1.4, we're pretty happy to give new content and features to the community at no cost.
QuoteDisplay MoreNot sure I would consider snipers the strongest counter to Eldar for Marines. 3 guardians to falcon would probably dominate it before the snipers even came out as long as you properly harass the marines power with grenades. I think ASMs are still the superior unit in that match up.
Either way I'm not here to discuss particular match ups as the meta game will probably change a lot after 1.4. I'm interested in making snipers useful in small numbers rather than massing them which is a pretty lame strat to be honest.
I don't think I ever said scouts were useless in 1v1. I didn't even say scout snipers weren't useful in 1v1.
But they are underused in 1v1, and are borderline overpowered in team games. I was hoping to discuss this but it seems very likely to get derailed.
Here is the actual issue I am trying to explain. And I'll stick to 1v1 for my example.
A single scout sniper is 210+150/35 = 360/35. A rather expensive unit on his own with the very powerful ability to one-shot any infantry other than a Tac or Nob pretty much. In 1v1 having just a single sniper usually isn't strategically viable because they won't make up their cost in casualties, they can't hold back large melee units and they are venerable as long as your opponent has a detector.
A second scout sniper makes the first better because now even if your opponent is rushing you with sluggas you can kill 2, maybe 3 on approach guaranteed. Which instantly makes the ork consider retreating. But at this point you have invested 720req and 70 power in 2 rather fragile units. Which leaves the remainder of your standing army rather limited.
As a player continues to add snipers to a mass we start to reach a problem where they can hard counter all infantry on the field, which is why it is such a dominate strategy in team games where massing is more viable.
We see this as a fundamental problem with the upgrade. Normally we would solve this on our own but since I saw this thread I thought I might ask for some insight from the community.
I'm not concerned with the other races, the current meta game, or anything like that. I'm concerned with this problem I have laid out here.
Underused doesn't mean not used. In a SM/SM match up I'm sure everyone throws a rifle on their first scout squad because what else would you do with it? Maybe against Eldar you might build 1 or 2 but investing in a Razorback and ASMs is probably a more well rounded strat.
But as a solitary unit it has limited utility and is rather fragile.
Part of this is not to nerf sniper scouts. They actually need a buff to their utility for when they are in smaller numbers and a nerf to prevent the critical mass issue.
Thank you Alendore for some outside-the-box (that cliche sucks but I can't think of anything better) suggestions.
I can't comment on anything specific. 1.4 will be a large balance patch though.
QuoteWe're beginning the lockdown process for it next week and aiming for a late June release. More information will be released over the coming weeks.
QuoteScout snipers are unfortunately weak in small games and potentially too strong in large games. Upping their reinforce cost based on their upgrade is something we considered but we would have to modify code to do it and then we would have to consider this for every other upgraded unit to keep it consistent.
This fix also wouldn't change that they are underused and less useful in 1v1.
We're currently addressing this unit internally and suggestions are welcome.
QuoteTo answer the question at hand, when we launch 1.4, we will do some posts in more detail like we did with 1.3. It may not be exactly the same as the "Road to 1.3" series, but it will be more than just patch notes.
We like writing them, I'm glad to hear people look forward to them.
QuoteThere will likely be information released regarding 1.4.
More on that later.
QuoteActually, we were all just busy playing a build of 1.4. It was pretty awesome.
QuoteNoseworm says TS and rank will be more clearly displayed in next patch: We are concerned about the mixup between Rank and TrueSkill and we're taking steps to clarify the distinction between them as well as where they're displayed in our next major patch.
QuoteTASK3R on no achievements bug: It's a bug, we're working on it. Should be fixed in the next patch. Oh I should be more specific. This is because the achievement doesn't track games that end in a particular way, like when the other team drops. But your stats page does track properly. So you will eventually get the achievement its just a matter of when.
QuoteEgonSpengler says he removed useless tips and added a few worthwhile ones in 1.4: Okay, I just deleted the incorrect Ravener Alpha wargear tip, as well as the field garrison tip. These two tips not coming to you in patch 1.4
QuoteDisplay More1.32 is a quicky, wasn't even on the patch schedule, so don't expect much.
I doubt this will mollify anyone (talking to you Pancake and Goomba), but the MP and balance guys, along with their support coders, are crunching.
They're at the office right now, on what would be a 3-day weekend here in Canada (and one with rare pleasant weather, I might add). They'll be there tomorrow and Monday too, as well as next weekend and the weekend after, aside from working late into the evenings for the next few weeks.
They volunteered to do it so they could include as much good stuff (like maps) as possible in 1.4, and deal with outstanding issues.
EVERYTHING balance-related is being looked at, many things have already changed, more will change, and some things might stay the same. Once they've locked down all the changes, we'll let you know exactly what they are. But Raveners, Eldar fun-factor, overall unit control/responsiveness, and a host of other things are being addressed. No race is being neglected.
Will 1.4 solve all your issues? Hell no, but it should solve a lot of them.
QuoteIt's too early to give an ETA on the melee/retreat pathing issues, since there are a lot of boundary cases we need to consider. Retreat and melee are two mechanics that are at direct odds with each other, and keeping both relevant is important.
We are looking at all races' balance for the next big patch (1.4, not 1.3.2) and that includes the Tyranids.
QuoteI can't and won't get into details, but the current balance changelist for 1.4 is pretty hefty already, and it's still in progress.
Das wars fürs erste. Wer noch weitere balance Vorschläge hat, die er gerne in 1.4 sehen will, kann sie gerne hier posten.
Relic hat nun auch eine eigene E-Mail Adresse für balance Vorschläge eingerichtet. Alles weitere dazu findet ihr hier.
Danke an KS. und Krupp für den Hinweiß auf die News!
mfg StanGe