Quality of Life Updates (Pt. 2) May 18, 2016 23:53:50 GMT -8
Post by Deleted on May 18, 2016 23:53:50 GMT -8
It's that time again for another QoL Update. Primary focus this time is to build a bit more on what we had implemented before as well as continuing to improve the Stats System; particular Programs in this update.
These updates will not go live until sometime later tomorrow. Therefore, don't expect any of the changes to be visible just yet.
VIRUS HORDE UPDATES
The Virus Horde was fairly successful, so it's going to be built up a bit more for higher versioned Navis (since it provides enough of a challenge for lower versions already). The Mega Virus Horde is being introduced, but inaccessible until the participant obtains a C-License (detailed later).
- Mega Virus Horde introduced
- Next Update: The Battle Limit for the Regular Virus Horde will be reduced to "Twice per week" (with the same possibility of being raised by completing regular battles) and the Exp Rewards will be reduced while Zenny Rewards will be increased.
This is both to encourage more battlefield interaction and also to make room for "+1 Virus Battle per week" upgrades without being too daunting in the potential rewards-per-week one could obtain, particularly at higher versions when the Regular Horde isn't as difficult to grind into tons of Exp and Zenny.
As for the Exp/Zenny Changes, Exp is going to be more of a Story-reward (since Version equates to Story Power, thus participating in story should directly influence your growth rate) and the Battle Field is going to be more for extra cash (with a plethora of more things to spend it on). It's a little awkward when closet-grinders come into story for their first time at ridiculously high versions, so I'm gonna try to stomp that issue out by making Exp much more accessible through In-story objectives than in the battlefield (so PvP Battles might see a similar change to their rewards). Meanwhile, a lot of Stat-optimization comes from items, so it, too, makes sense to reward more customizability to someone that's constantly using or testing it in the Battlefield.
BATTLE CHIP UPDATES
Standard Chips are still making their way into everyones' hands, and their potential is nothing to scoff at, particularly against waves of viruses for the lower versions. Meanwhile, chips limited by GMD accessing can still prove valuable even for higher-leveled Navis (which is fair, because GMD's are a bit easier to come by when things are easier for you to kill). Despite having a good amount of improvements planned for this update (to include a few new Standard Chips, new Mega Chips, a scaling-effect for Dark Chips, and potentially even Program Advances), this is all going to be cut for now and postponed until either the next update or the one following, particularly because of the size of impact this update will already have and the size that the next is intended to have as well.
Sadly, Shotgun and Shockwave will still be starved for new effects. Instead of getting reworks though, they're getting flat buffs: When Upgrading Shotgun or Shockwave, you get both bonus effects instead of having to choose between them (to be specific: Upgrading Shotgun gives you the +30 Damage while also letting you aim it at +1 Target, and upgrading Shockwave gives you the +30 Damage while also piercing 40 more armor).
Pawn and Mine were updated to the GMD Roll List (the former because of request, the later to replace the program of the same name), but that's all the changes this system is going to see for now.
- Pawn added to GMD Roll List
- Mine added to GMD Roll List
- Shotgun Upgrade effect buffed
- Shockwave Upgrade effect buffed
This is the biggest change this time around, wherein a good portion of the Programs from the Program Shop were fine-tuned. The weaker sets become stronger, and the extraneous programs were removed while a few new ones took their place. Ultimately, niche strategies should be a bit more effective without requiring die-hard dedication and activated programs can be upgraded to scale with Versions so that they don't fall off as badly. The program updates are breifly summarized below, but for a more indepth look, the dedicated thread is here.
- Elemental Force - Removed
° If you previously owned any variant of this Program, you are refunded:
° Elemental Force (Base): 2,500z
° Elemental Force ⇪ Delta: 5,000z
° Elemental Force ⇪ Gamma: 4,500z
° Elemental Force ⇪ Sigma: 4,000z
° Until the program's effect is replaced (hopefully by next update), you do not need to change your stats to reflect its removal
- Erupted Rage - Removed
° This is mainly just to be a direct nerf to Nymphra, but for other reasons too. If you owned any variant of this program, claim Last Stand ⇪ Alpha in this thread for free.
- Mine - Removed
° Nobody owned it, so no compensations. As mentioned earlier, this program is reincarnated as a Battle Chip.
- Element Defense - Removed
° It's unfortunate to see this one go, I actually liked it a lot. Same as Mine though: Nobody owned it, so no compensations. I hope to bring this effect back in a later update.
- Immunity <Status> - Removed
° The open-endedness of this program left it in an odd spot, since "fill in the blank" effects can vary pretty dang widely in power.
° If you owned any variant of this program before, claim one of its replacements in this thread for free:
° Fire Body
° Aqua Body
° Elec Body
° Ice Body
° Toxic Body
° Super Armor
- Undershirt Upgrades - Removed
° Except for Nu and the newly added Omega. Even I can't dare to intrude on the almighty dominance of Nu.
° Good news is that nobody owned any of the upgrade variants, but if you did you can take Nu or Omega instead
° Also you no longer need to scroll half a page down when opening the Undershirt Upgrades Menu, so that's a plus too I guess.
- Dual Element - Removed
° No worries, this effect will return in a coming update.
° If you previously owned any variant of this Program, you are refunded:
° Dual Element (Base): 3,500z
° Dual Element ⇪ Alhpa: 6,000z
° Tri Element: 7,000z
° Until the program's effect is replaced, you do not need to change your stats to reflect its removal
- Upgrade Pack - Removed
° Technically this should have been done last update, but here it is, one patch later
° Same deal as Dual Element and Element Force: claim a full refund, but don't worry about modifying stats until the replacement of the effects are implemented
° Upgrade Pack (Base): 1,000z
° Upgrade Pack ⇪ Alpha: 1,500z
° Upgrade Pack ⇪ Delta: 1,500z
- Reworked Programs
° If you own any of the following programs, be sure to update its new effects
° Fatal Blade (and all upgrades)
° Great Sword (and all upgrades)
° Initiative ⇪ Kappa
° Initiative ⇪ Sigma
° Refresh ⇪ Gamma (name changed to ⇪ Alpha)
° Speed Addition
° Alpha Barrier (and all upgrades)
° Burst (and all upgrades)
° Counter Strike (and all upgrades)
° Deft Movement (and all upgrades)
° Endeavor (and all upgrades)
° Mirror Armor (and all upgrades)
° Air Shoes (and all upgrades)
° Blank Mind (and all upgrades)
° Omni Unit SP (no longer grants Max CD)
° Reflect (and all upgrades)
° Fire Wall (and all upgrades)
° Last Stand (and all upgrades)
- Added Programs
° Auto Charge received a Beta Upgrade
° Power Up received an Omega Upgrade
° Anti Damage was added as a Base Program with its own series of upgrades
° Block was added with its own series of upgrades
° Defense Up received an Omega Upgrade
° Great Shield was added with its own series of upgrades
° Fire Body and similar sets were added
BOSS BATTLE UPDATES
Bug Riser was a bit ambitious. It was an attempt to get a large group of Navis to come together to fight it, but even then it was still pretty strong. Two new bosses are being added: a Normal Navi that should suit well as any new member's "First Boss Fight", and a Sand Navi, DesertMan, that requires a bit more strategy to defeat; perhaps even an ally or two at lower versions.
The Boss Battles board is invisible right now, but will become visible again when the updates are fully implemented.
RP BATTLE UPDATES
A new RP-Battle Mode was intended to be added, but is being put on hold to be better fine-tuned. Net Racing will hopefully be available by next patch.
QUEST AND MISSIONS UPDATES
Two new quests added, but it pales in comparison to what was originally planned. Pure Light and Ultimate Dark Quests were taken off the update list at the last second, but should be ready by next update. Don't expect too much in terms of Quests and Story while the system is being fine-tuned, but for now, at least there are a few new goals to pursue. Outdated Missions and Quests are being moved to the Archives with this update.
The new quests will become visible when these updates are fully implemented.
- A Disassembly Quest has become available, allowing you to break down items that are no longer of use to you in exchange for BugFrag (but be aware that it's an expensive conversion). Do this enough times and the bugs will eventually infect you, granting you the Bug Hidden Element.
- The first License Exam Quest is available! New License system will give you access to otherwise inaccessible areas. Upon obtaining your C-License, you can enter the Mega-Virus Horde for greater rewards (and much greater difficulty). This is the first of many to come.
Full replacement of Max CD is finally in effect. Outliers have been addressed.
- Laser Element: Now grants -1 Required CD to Hits All
- Upgrade Pack: Removed
- Omni Unit: Max CD Effect Removed
- Intel Type: Can upgrade Chips 1 Level beyond Max
ON THE HORIZON
Next update, I plan to focus heavily on the following areas.
- Basic Guide: Simplified once more to contain only relevant information for Navi Creation. Additional formulas, guidelines, and expansive systems will be covered in an Advanced Guide, as well as (hopefully) a Glossary of terms.
- Minor Balance Update: With the removal of Max CD, it leaves the acquisition of attack effects like Hits All and Ignores Armor a little clunky, much like Advanced Effects had always been. I'm seeking a permanent solution to this in the form of an Attack Upgrades Shop, gating your access to all sorts of effects (including Autos; the Recurring variant of which will be reverted to the much more clear way they functioned before), but also providing a distinct method of obtaining the ones that were always somewhat of a mystery to obtain to begin with (Healing Attacks, Multi-Element Attacks, and even Skill-esque effects).
- Net Op Expansion: The Real World hasn't gotten much love since... well, ever, really. Playing as humans in the RPG should be a bit more intuitive, so I want to really delve into this and see where it takes us.
- Customization Expansion: Program Advances are the dream, nowadays, but some of us still hold on to the dreams of yesteryear, concerning Crosses and Kaizous. It's still a dream for now, but one to pursue once everything is fine tuned.
- Story Activity: Next patch I want to introduce Factions, but not in the way we've always known them. Clearly the memberbase is too small right now for everyone to have their own self-employed business, but opening the registrations for ONB applicants and Green Tempest should give Navis a feeling of belonging to this RPG World. Instead of wandering around waiting for Staff to do something, members will now have global objectives to pursue that will promote their factions if they succeed. As you rank up in the faction, it will provide you more and more benefits to all facets of the system, not just Stat Perks. You'll become a respectable face in-story as you help to move it along, regardless of whether a major arc is in the works or not.