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Public Test Environment

Eine Diskussion über Public Test Environment im Forum Tiberium Alliances. Teil des Tiberium Alliances-Bereichs; Morgen Mittag (13 Uhr) endet die erste Phase des PTE Servers. Zitat von rhiordd The Public Test Environment will shut ...

  1. #1
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    Public Test Environment

    Morgen Mittag (13 Uhr) endet die erste Phase des PTE Servers.

    Zitat Zitat von rhiordd
    The Public Test Environment will shut down on Monday, May 18, at 11am UTC.
    Was in der ersten Phase getestet wurde weiß niemand so ganz genau. Ich habe zusätzlich zu den Infos dort noch einige Änderungen im Tutorial beobachtet. Jedoch weiß ich auch nicht auf welchem Stand das auf den Liveservern schon ist, da ich lange kein neues Spiel angefangen habe. Auch ist das erste Ressourcenpaket jetzt umsonst. Hier die Gerüchte im Überblick:

    • Auswahl der Sprache im Spiel
    • Viele Scripte funktionieren nicht mehr
    • Änderungen im Tutorial


    Bis morgen habt ihr noch die Gelegenheit auf dem PTE zu spielen. Ihr findet den Server in der "Server Selection" unter der Sprache "Englisch" und der Region "Europe". Der Server nennt sich "Public Test Environment".

    Wann die zweite Phase starten wird ist noch unklar. Es werden wohl zunächst die gesammelten Daten ausgewertet. In Zukunft werden auf dem Server auch Cheats aktiviert sein.

    Viel Spaß beim Testen!

  2. #2
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    Der PTE Server geht im Juli wieder on und lässt euch einige neue Funktionen Testen. Unter anderem die Voranmeldung für neue Welten, neue Live Events welche sich über alle Server erstrecken und einige Balance Changes. Hier die offizielle Mitteilung:

    Instructions and Guide to the PTE Event – July 2015

    Commanders,

    A new test session will start within the next 14 days. This time we want you to get your hands on real testable changes and features. Let me give you some further details on what we are working on right now and on what we require your feedback, testing, and ultimate assessment.
    Please note that the 15.2 Update will include more changes and fixes than the below, however, we would like to get your focus and eyes on these three in particular. The remaining changes are various bug fixes and usability improvements.

    The three key changes:


    1. Server Registration / pre- Sign Up
    2. Event & Challenges
    3. Balancing changes



    Server Registration / pre- Sign Up
    The pre-sign up is a handy method to place players before the world actually launches. When we go live with event worlds we want to avoid a server crash due to the massive load generated to our servers. A server crash is neither for you and neither for us a good experience and we want to give you a smooth as the possible start into a new world. We, therefore, came up with a signup tool. When we launch specific new worlds, we will enable the pre-sign up. You will hereby be able to log into a world days before the world actually starts and choose your faction and starting region. When the world opens days later, there is much lesser load generated and your start in the new world should be a lot smoother.

    How can you help us?
    With this PTE session, the pre-sign up is now enabled, please go to the server browser, and select the PTE server and sign up for the start in a couple of days. Please report any bugs or issues you might encounter in the official PTE forums.


    Event & Challenges
    With the 15.2 and beyond updates we are going to tackle a lot of the mentioned issues by our community, but we do not just want to work with what was here already, we also want to give you new things to get your hands on. With the new update, we will introduce an event and challenge system. Challenges are meant to go live at any time and will need your attention to achieve the given goals.
    These events are global challenges, they are active on every world, and every world counts together to the big goal. These are no server independent goals, these are challenges for the community as a whole. That said, either everybody claims the reward or nobody does. And that depends on if you manage to achieve the challenge goal.
    A challenge comes with up to three goals, once you unlock Step 1, you will have to complete Step 2, and Step 3.
    All challenges come with a given time, thereby is important to note that all rewards are only activated once the challenge is completed and the challenge time done. After the challenge time, the reward will be activated for yet another set time.
    For example, You have five days to achieve the three goals. You manage to complete step two in the five days. After the five days, the step 2 reward gets active for two days.
    Please note that there can always only be one reward active. If step one reward was “10% fewer attack costs” and step two reward is “30% fewer attack costs” – the final reward will be 30% and not 40%.
    During each individual challenge, there are “server restricted rankings” – You will always see who is the most contributing player, and alliance on your server. The top players and alliances per server will also be granted with special badges for each event.
    The event system will give us the ability to distribute exciting rewards that have never been seen before. It is a global event for all players combined and we hope to give you some more entertainment on the run for the middle!

    How can you help us?
    We will enable a live event within the next couple of days and announce it via Facebook and Forum. The event will be of small scale but please participate in the event and let us know what you think. Please report any bugs or issues you might encounter in the official PTE forums.


    Balancing Changes
    We applied changes to the overall game with a new balancing set affecting multiple aspects of the game. Please note that we do not give full details on the balancing or calculations made.

    Offense & Defense

    - If a base has more offense units than its offense capacity allows, any offense attack from that base is blocked. This will prevent the selling of offense buildings and still continuing attacks.
    -If a base has more defense units than its defense capacity allows, units will be disabled until the necessary defense army points are available. Disabled units will be marked as “disabled” in the defense overview.

    Player vs. Player
    - Currently you pay at least 11 Command Points per attack: 10 Command Points basic value and
    + 1 CP for each field distance in friendly territory
    + 3 CP for each field distance in enemy territory
    - The new basic costs for PvP attacks are 3 Command Points.
    - You now only use +1 CP per field in friendly OR enemy territory when attacking other players

    Account Eating
    Each unit and building still grants the same amount of resources, but there is a maximum amount of resources a player can loot from another player.
    - This loot cap affects Crystal, Tiberium, and Research Points.

    Base Drain & Farming
    NPC and automated base repair now take 12 hours instead of 1 hour

    How can you help us?
    Test the new balancing changes, test it in detail and over time. Let us know what you think. Please concentrate your constructive feedback to these balancing changes in the specific threads on the forums.


    Feel free to discuss the above already, however: Stay within the forum rules and remain constructive.

    Thanks

    http://forum.alliances.commandandcon....php?tid=41646

  3. #3
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    Geile Sache!

    Wäre natürlich gut zu wissen bei welchen Einheiten und Gebäuden diese Balancing-Changes vorgenommen wurden um sie testen zu können.

  4. #4
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    Nur das was dort steht. GDI oder Nod Balancing gabs also noch nicht, das kommt danach.

  5. #5
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    Balancing Changes sollen btw immer nur für neue Server aktiviert werden und nicht für alte, da sie meinen, dass sie nicht in bestehende Welten zu sehr rumpfuschen wollen. Ich sehe das ja anders und fände es gut, wenns auch für alte Welten das neue Balancing gäbe

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