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Board index » Tribes: Ascend - Official Forums » Tribes: Ascend - General Public Forums » Tribes: Ascend - Patch Notes & Announcements

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Feb 22, 2012: Tribes Open Beta Version 0.1.789.1



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 Feb 22, 2012: Tribes Open Beta Version 0.1.789.1 
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HiRezStew

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Joined: Wed Apr 23, 2008 9:42 pm
Posts: 3165
Steam Gamer Name: HirezStew
Post Feb 22, 2012: Tribes Open Beta Version 0.1.789.1
The servers will be down for a number of hours today, Wednesday, Feb. 22, while a patch is deployed.

The patch notes are below.

http://hi-rez.custhelp.com/app/answers/detail/a_id/303



Wed Feb 22, 2012 10:22 am
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HiRezStew

Hi-Rez Team Member
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Joined: Wed Apr 23, 2008 9:42 pm
Posts: 3165
Steam Gamer Name: HirezStew
Post Re: Feb 22, 2012: Tribes Open Beta Version 0.1.789.1
PCGamer article discussing release: http://www.pcgamer.com/2012/02/22/tribe ... -new-maps/


Wed Feb 22, 2012 10:22 am
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Nootherids


Joined: Thu Oct 20, 2011 8:50 am
Posts: 41
Post Re: Feb 22, 2012: Tribes Open Beta Version 0.1.789.1
Most important is to remove the 15 second inventory station timer. That plus the even stricter limits on forcefields and light turrets is only making defense less and less of a viable gaming tactic. This game can be played by all pathfinders and be the same as every other frag game. What makes it different is the defensive aspect. If this keeps getting weakened then the game will loose its second unique appeal (other than jetpacks).

Next important is to make in-game communication better. Please add an option to keep the chat HUD active at all times instead of the messages fading after a couple of seconds. And resizable too (just like in T2).

The XP crediting and costs need to be reworked too btw. Even with VIP it is way to difficult to raise enough XP to master any classes. Not saying to make it easy, but a little more balanced. Either bring down the costs or increase the amount of XP you are credited.

Other than that, I'm loving the changes and updates to the games. Two thumbs up to HiRez.


Wed Feb 22, 2012 10:29 am
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SvCvX
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Joined: Thu Mar 17, 2011 8:29 am
Posts: 16
Post Re: Feb 22, 2012: Tribes Open Beta Version 0.1.789.1
Nootherids wrote:
Most important is to remove the 15 second inventory station timer. That plus the even stricter limits on forcefields and light turrets is only making defense less and less of a viable gaming tactic. This game can be played by all pathfinders and be the same as every other frag game. What makes it different is the defensive aspect. If this keeps getting weakened then the game will loose its second unique appeal (other than jetpacks).

Next important is to make in-game communication better. Please add an option to keep the chat HUD active at all times instead of the messages fading after a couple of seconds. And resizable too (just like in T2).

The XP crediting and costs need to be reworked too btw. Even with VIP it is way to difficult to raise enough XP to master any classes. Not saying to make it easy, but a little more balanced. Either bring down the costs or increase the amount of XP you are credited.

Other than that, I'm loving the changes and updates to the games. Two thumbs up to HiRez.

1. The 15 sec. delay is there for a reason. Before, it could be exploited so that players were able to spam the s**t out of the flag stand with granades.
2. This thing about PTH you mentioned ... try not pugging for once and find a team to co-work your way to victory instead.
3. "~" brings previous chat history, even from other matches. The text will overcrowd the screen if it stays too long. Although, an option to change delay would be nice.

On the patch topic. New maps and gamemode are always welcomed. Those guys are really working hard to make this game as good as possible so give them some credit.


Wed Feb 22, 2012 10:58 am
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Royalewithcheese


Joined: Wed Jan 11, 2012 12:52 am
Posts: 256
Post Re: Feb 22, 2012: Tribes Open Beta Version 0.1.789.1
I like the sound of the utility pack :D


Wed Feb 22, 2012 11:04 am
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Shads404

Beta Tester
Beta Tester

Joined: Tue Jan 05, 2010 9:51 pm
Posts: 31
Post Re: Feb 22, 2012: Tribes Open Beta Version 0.1.789.1
New maps and mode.. very welcome additions. Map looks good from the article screenshots.


and boy are those prox grenades going to be fun :twisted:


Wed Feb 22, 2012 11:15 am
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Spottycat
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Joined: Mon Apr 18, 2011 5:01 am
Posts: 164
Post Re: Feb 22, 2012: Tribes Open Beta Version 0.1.789.1
Removed Rabbit Game Mode... not pleased...

There were a lot of us who were enjoying that recently, and TDM and Arena don't even come close to filling that vacancy you've created by removing that...
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Wed Feb 22, 2012 11:16 am
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fischsemmel


Joined: Thu Nov 03, 2011 7:44 pm
Posts: 76
Post Re: Feb 22, 2012: Tribes Open Beta Version 0.1.789.1
SvCvX wrote:
Nootherids wrote:
Most important is to remove the 15 second inventory station timer. That plus the even stricter limits on forcefields and light turrets is only making defense less and less of a viable gaming tactic. This game can be played by all pathfinders and be the same as every other frag game. What makes it different is the defensive aspect. If this keeps getting weakened then the game will loose its second unique appeal (other than jetpacks).

Next important is to make in-game communication better. Please add an option to keep the chat HUD active at all times instead of the messages fading after a couple of seconds. And resizable too (just like in T2).

The XP crediting and costs need to be reworked too btw. Even with VIP it is way to difficult to raise enough XP to master any classes. Not saying to make it easy, but a little more balanced. Either bring down the costs or increase the amount of XP you are credited.

Other than that, I'm loving the changes and updates to the games. Two thumbs up to HiRez.

1. The 15 sec. delay is there for a reason. Before, it could be exploited so that players were able to spam the s**t out of the flag stand with granades.
2. This thing about PTH you mentioned ... try not pugging for once and find a team to co-work your way to victory instead.
3. "~" brings previous chat history, even from other matches. The text will overcrowd the screen if it stays too long. Although, an option to change delay would be nice.

On the patch topic. New maps and gamemode are always welcomed. Those guys are really working hard to make this game as good as possible so give them some credit.


1. You'd need like 3-5 people doing NOTHING but spamming their nades and running back and forth between the inventory station and the flag in order for this "exploit" to work. Further, the strategy is crippled by destroying the team's generator, destroying the mobile inventory station if one is being used, putting 1 heavy down at the inv station blasting the nade spammers as they come in, calling in strikes before the flag capper comes through, and probably many more creative ways.

2. This game will fail if not for people playing in random games here or there when they have time to play. It's not a good idea for hirez to make decisions about game balance based on the 10% of players who are competitive.

3. ~ also blocks out a bunch of the screen. Doesn't it also stop you from controlling your character while the console is open?
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Wed Feb 22, 2012 11:19 am
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satarc
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Joined: Thu Jan 19, 2012 5:13 pm
Posts: 100
Post Re: Feb 22, 2012: Tribes Open Beta Version 0.1.789.1
so if its going open beta with this patch we can assume its about were they want it to be game play wise.

looking forward to trying the new maps.


Wed Feb 22, 2012 11:19 am
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ShinShunMangetsu
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Joined: Sat Nov 12, 2011 7:54 pm
Posts: 140
Post Re: Feb 22, 2012: Tribes Open Beta Version 0.1.789.1
fischsemmel wrote:

1. You'd need like 3-5 people doing NOTHING but spamming their nades and running back and forth between the inventory station and the flag in order for this "exploit" to work. Further, the strategy is crippled by destroying the team's generator, destroying the mobile inventory station if one is being used, putting 1 heavy down at the inv station blasting the nade spammers as they come in, calling in strikes before the flag capper comes through, and probably many more creative ways.


If you had pubbed much when this was a viable tactic you would fully support the inv lock-out.
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Wed Feb 22, 2012 11:33 am
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