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Bienvenue sur le forum officiel du Royaume de NoSgoth sur SecondLife !
 
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Le Royaume de Nosgoth.
L'Ancien : "Je suis le noyau vital, l'essence même de Nosgoth.".
Moébius : "T'es-tu vraiment cru capable de changer "mon" histoire ?".
Raziel : "Ma destinée t'amuse, c'est ça ?".
Kain : "L'éternité est implacable.".
Janos Audron : "Ils ne savent pas ce qu'ils font. Ils sont ignorants, et si faciles à manipuler.".
Ariel : "À jamais je suis emprisonnée ici, tout espoir serait vain...".
Vorador : "Regardons maintenant de l'autre côté du miroir.".
Hylden : "Quelle naïveté de penser que l'on peut s'opposer à sa destinée !".
Raziel : "Je veux voir le monde dans son enfance, avant la croisade des séraphéens.".
Kain : "Nous n'effaçons pas l'histoire, nous la réécrivons !".
<Janos : "Au cours des siècles, j'ai pu observer notre histoire devenir un mythe, pour finalement sombrer dans l'oubli.".
Moébius : "Juge donc l'auteur de tes sermons avant de les réciter.".
Vorador : "Quel piètre sauveur tu fais !".
L'Ancien : "Je suis, ici et ailleurs, maintenant et toujours.".
Ariel : "Je suis pure, mais éthérée. Kain, lui, est diablement réel mais vicié.".
Raziel : "Je ne voulais plus qu'une chose : débusquer Kain et l'annihiler.".
Kain : "L'épée est la clef !".
Moébiu : "Bienvenue âme perdue dans les âges. Rencontre ta Destinée.".
Raziel : "Ange ou démon, lui seul détenait la clé de mon destin.".
Kain : "Si Moébius t'avait dit que je me cachais au fin fond des enfers, m'y aurais-tu suivi, au péril de ton âme ?".
Le Deal du moment :
Cdiscount : -30€ dès 300€ ...
Voir le deal

 

 CCS 1.0.1 FR

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AuteurMessage
Demonia Arliss
NoS-Admi ((OOC))
NoS-Admi ((OOC))
Demonia Arliss


Féminin
Nombre de messages : 2086
Age : 36
Race : Nephelim
Classe : Flammes
Clan : Impératrice de NoSgoth
Date d'inscription : 04/03/2008

CCS 1.0.1 FR Empty
MessageSujet: CCS 1.0.1 FR   CCS 1.0.1 FR Icon_minitimeMer 31 Mar - 18:39

Voici une version épurée en francais pour un maximum de compréhension de ce ccs 1.0.1.
Si des points ne sont pas abordés c'est qu'il n'ont pas été modifiés par rapport a une des notification précédente.

++ PRINCIPAUX CHANGEMENTS GENERAUX++

Statistiques des joueurs:
Vous pouvez atteindre le niveau 90, sachant qu'une fois le niveau 79 atteint, les niveaux suivants nécessiteront 1 million d'XP chacun. Chaque level entre 80 et 90 sera gratifié avec un capacité puissante de la classe/race du joueur, qui est unique a cette classe et cette race pour montrer le vrai pouvoir des plus puissants joueurs de l'archétype.

Les joueurs recoivent tous un RESPEC OBLIGATOIRE ou pour chaque niveau CINQ points sont a attribuer. De meme, vous aurez 5 points a attribuer dans vos compétences a chaque passage de niveau. Ceci implique que vous allez perdre une partie de votre vie et de votre stamina.

Les buff ou armor ne s'accumuleront plus. SEUL LE PLUS ELEVE des buff/armor que vous obtenez sera pris en compte. 5 spirit pour un humain ne donnera qu'un seul bonus. Un Buff de DPS ne s'aditionne pas avec un buff d'une bénédiction par exemple.

Un autre point a changé concernant l'encaissement des dégats controlé désormais par 4 statistiques donnant chacune un maximum de 33% d'encaissement dans leur domaine comme le redira le descriptif des comptétences suivant:

*Strengh: Le strengh ajuste les dégats de mélée. Il existe désormais en plus un modificateur de strengh selon les classes qui modifie le nombre de dégats comme suit:
- Healer: 0x (niveau de base)
- Caster: 0x (niveau de base)
- Tank: 1x (pouvant aller jusqu'a 2x avec la capacité Adamant)
- DPS: 2x (niveau maximum)

*Fortitude: Détermine le nombre de point de vie.

*Endurance: Détermine le nombre de point de stamina.

* Intelligence:
1/ Détermine pour TOUTES les classes et races une résistance aux dégats des skills allant jusqu'a 33%
2/ Modifie la capacité de soigner et d'infliger des dégats avec des skills pour les Caster et Healer comme suit, selon un modificateur:
- DPS: 0x
- Tank: 0x
- Healer: 1x
- Caster: 2x

*Willpower: Détermine la résistance aux modifications de statut dues au skill (poison, daze, weakness, curse, etc....) pouvant aller jusqu'a 33%

*Perception: Détermine l'évitement des dégats A DISTANCE, pouvant aller jusqu'a 33% de chance d'esquive.

*Finesse: Détermine l'évitement des dégats DE MELEE, pouvant aller jusqu'a 33% de chance d'esquive.

NB: Le pourcentage maximum des résistances a été fixé a 33% mais est modifiable aisément a partir de la database. Il pourra donc être adapté à tout moment sans mise a jour du ccs si nécessaire.


++Modifications des Skills++

TOUS les skills offensif ont vu leur dégat maximum diminués de 25% pour s'adapter aux nouvelles valeurs de vie établies avec les 5 points par niveau a répartir en 7 compétences.

Des skills de niveau 8 et 9 vont donc être ajoutés à chaque classe pour les niveaux 70 à 90.

Nouveau Skills:

* Adamant: Disponible pour les TANK dès le niveau 0, Skill PASSIF
Effet: modification du multiplicateur de Strengh de 1x à 2x (comme un DPS donc) au fur et a mesure que la vie du tank passe les palliers de 100%, 75%, 50% et 25% de la vie maximale

* Guard-I (évolutif): Disponible pour les TANK, HEAL
Effet: permet a un tank de protéger une cible alliée comme un healer en le rendant totalement invulnérable aux dégats (pas aux modificateurs de statut) pendant une courte période augmentant avec le niveau du skill.

* Reflexe: Skill racial NEKO, SUPPORT
Pour être compatible et utile dans les nouvelles conditions d'éviction des dégats, ce skill rend maintenant invulnérable à tout type de dégat (mais pas aux modificateurs de statu) pendant 45 secondes (durée inchangée)

*Feral Rage: Skill racial NEKO, OFFENSE
Effet: Identique au "charge" des DPS, mais infligeant bien plus de dégat que la version des DPS.

# Nom: Reave
# Classe: Caster
# Type: offense
# Méthode de ciblage: Selection
# Portée: 15m
# Coût d'utilisation: 2 points de race
# Dégats à la cible: x Stamina
# Dégats soignés: 2x Stamina (le double des dégats infligés)
# Modification de statut: Weakness 75% , Durée: 15 secondes
# Temps de réutilisation: 35 secondes


++Ajouts au systeme++

* Nouveau systeme de ciblage: Permet de choisir une cible constante offensive qui sera visée par TOUS les skills offense automatiquement et un cible constante a défendre qui sera visée atomatiquement par les Heal et Support ciblant un joueur. Les skills pouront ainsi être lancés a 360° pour tenir compte des conditions de lag. Le ciblage se fait a partir du menu ccs.

*Banque de skill secondaire: C'est le retour des 3 skill en raccourcis dans le menu ccs en plus des 6 raccourcis.

*Ajout des Outils RP: des modifications mineures permettant par exemple de modifier son nom RP pour parler en tant qu'un autre personne, et d'autre outils a personnaliser.


++Sécurité Mise a jour++

*Systeme anti camping: Il a été refait et est aisément compréhensible pour ne pas être floué par les gestures et autres moyens de triche. Il n'interrompra pas les combats. Une question sera aléatoirement posée et il faudra y répondre dans un délai de 10 minutes

*Ajout d'un délais de passage de "non comb" a "combative" pour éviter les changement de status abusif rapides.

++AUTRE++

*Déplacement du bouton GM du hud

*Nouveau son et effet au level up.

++PROCHAINEMENT!++

*Demandes de respec: cliquer sur "purchase respec* dans votre profil, et en échange d'un pourcentage d'XP non encore déterminé vous pourrez respec

*Transfert sécurisé d'XP d'un avatar sur un nouvel avatar: Débuter une nouvelle vie, sans perdre d'XP. L'avatar de départ sera supprimé du ccs définitivement et aucun autre transfer ne sera possible a partir du nouveau.

* Les niveaux 8 et 9 des skills.

Voila, je vous laisse la version anglaise si vous voulez plus de détail mais l'essentiel est présent dans ce résumé. Il y aura certainement des changements dans les jours qui viennent, voire plus récemment peut etre. Et si vous trouvez un bug, signalez le sur le forum cola.

Bon jeu!

Lexou Joubert.

------------------------------------------------------------------------------
Its Finally Here!:

After nearly 7 months of development, redesign, script redevelopment and systems redevelopment, I am proud to say that we are finally ready to go live with the CCS 1.0.1 release, as per usual, we don't do simple updates here in CCS, so in all this time we've taken we've taken a large amount of time to not only improve CCS performance but add new features and expand the game while we were at it, theres a LOT of new features and dynamics in play, some of them are subtle, others will be instantly noticable, so without taking up further text space patting myself and Melanie on the back, I'll go ahead and list out all the updates and changes done so people are well aware whats been changed, improved or adjusted

+++Major Dynamics Changes+++
Player Stats:
Player levels have been CAPPED at level 90, that is the final level in CCS, every level from level 79 to 90 costs 1 million XP per level to attain. Every level between level 80 and level 90 with be awarded with extremely powerful artifact ability of the class/race of the player that is unique to that class and race and shows the true power of the most powerful players of a race/class in CCS in an absolutely awesome fashon.

Player statistics in CCS have been completely overhauled to make stat development more definitive to the performance of your character, in previous versions of CCS some stats were more effective for performance than others, some had no use at all for some classes, in 1.0.1 all the player stats come into play and have use for all classes.

Also under the 1.0.1 release we are enabling an enforced GLOBAL RESPEC under the new 5 point per level stat assignment rules. Previous to 1.0.1 we were giving 6 points per level for statistical investment which was allowing people to max out too many stats at the high end of the game, the original plan was to reduce this to 4 points per level but this was deemed too drastic in beta testing, so we have settled on 5 points per level to reduce the statistical pools of the player base across the board and enforce more focus on balanced stat development. If you use the old logic of "max out fortitude and endurance then put everything else in willpower and perception....you will get mangled by skill damage and you will not have any noticable melee damage output. Every stat now has serious effects on your combat capabilities, ignoring any of them will leave you with a huge exploitable weakness that won't be hard for people to figure out. With this change depending on how you allocate your stats expect to see around a 5% to 10% reduction in Health/Stamina across the board. But also expect to see vast improvements in skill damage output, healing output and melee damage output, and damage mitigation as well.

We also changed stat based damage mitigation heavily. Previous versions of CCS only really saw much damage mitigation worth from Perception and Willpower. Damage mitigation is now split across four stats. Please ensure you understand the stat descriptions so you understand how damage mitigation has changed, also be aware that regardless of how much you invest in these four stats, the maximum total damage avoidance that can be reached via all four is 33% for each damage type mitigated by each stat.

•Strength - Strength now heavily adjusts your base melee damage output. Strength also now has a class multiplier associated with it. The multiplier means how much your melee damage is modified by every point of strength you have. Modifiers are as follows:

Tank Classes: 1x Modifier(Can go to 2x as they lose health)
DPS Classes: 2x Modifier
Healer Classes: 0x Modifier(Base Increase)
Caster Classes: 0x Modifier(Base Increase)


•Fortitude - Fortitude controls your bonus health awarded per level. There have been no major changes to this statistic.


•Endurance - Endurance controls your bonus stamina awarded per level. There have been no major changes to this statistic either.


•Intelligence: - Intelligence now has a major amount of control in regards to healer and caster offensive abilities and healing capabilities. Intelligence like Strength, has a class modifier associated with it as follows:

Tank Classes: 0x Modifier(Base Increase)
DPS Classes: 0x Modifier(Base Increase)
Healer Classes: 1x Modifier
Caster Classes: 2x Modifier

Intelligence also governs skill damage mitigation for all classes and races and allows for up to 33% resistance of skills used against you.


•Willpower: - Willpower still controls your characters capability of resisting status effects associated with skills, the total possible resistance for status effects is 33% for all classes


•Perception: - Perception now controls a characters ability to dodge or avoid ranged damage from guns and other projectile weaponry, as per all other mitigations, this skill caps at 33% total resistance for all classes.


•Finesse: - Finesse is a new stat that splits the old Perception stat mitigation into seperate categories. Finesse controls how dexterous your character is in melee combat and how capable you are of avoiding or dodging melee attacks used against you, as per all other mitigations this skill caps at 33% total resistance for all classes.


Resistances are Class Configurable: Even though we've currently set all resistance stats to a cap of 33%, this is now a database controlled value, just like skill damages for skills, so if we feel during the course of play that certain classes require adjustments to their mitigation capabilities as a class improvement, we can make these adjustments on the fly at the database without having to issue a new CCS release and without you having to respec your character at all. So while 33% is the hard cap for all classes at release we have left ourselves the option to add class modifiers as needed, to damage mitigation, should we feel the game requires it.

Player Skills:
Due to the increase in modifier effectiveness from statistics and the minor reduction of player stat points in the respec, the base damage for all offensive skills has been reduced by about 25% across the board. We will be adjusting these abilities in live game time as needed but the stat based modifiers, with the base damage values for CCS 1.0 produced somewhat apocalyptic results giving one high level skill the ability to nearly kill a player of equal level if the associated modifier stat was maxed to 100 points.

All Classes and Races: Tier 8 and Tier 9 Skills will be added to the level table, over the next several days, after we see how the powers in play play out with their base damage, the Tier 8 and 9 skills are to to cover abilities from level 70 to level 90, which is now the hard cap for CCS. A few specific new skills have been added as well to give some classes some new balance they are as follows

Skill Additions:
•Adamant - Tank Class Passive: Adamant is a level 0 skill that all tanks recieve as part of their class, it does absolutely nothing active, as stated it is a passive skill, Adamant basically directly increases the amount of melee and skill damage a tank puts out directly in relation to how much damage they have personally taken. Going from stages of 100%, 75%, 50%, 25%, Tanks move from 1x Damage Modifier to 2x Damage Modifier at near death, putting their damage output on par with a DPS class when they've absorbed almost as much punishment as they can possibly take. Healers and Tanks may wish to work this mechanic together, allowing the tanks damage to increase, then using heals to keep them within a certain damage range, this strengthens the bond between healers and tanks to a certain degree, allowing for a combined tactical approach which makes both the healer and the tank a potent and threatening team.



•Guard - Tank Class Tiered Buff: Tanks can now place Guard on a defensive target, be it a healer or other class, the Tank can now render their chosen defensive target invulnerable to all damage types (but not status effects) for a short period of time, which tier of this skill increases its duration, Guard has been placed in the Healing category of Skills for Tanks to take some of the weight off use of the ability due to their large dependance on their support skills and offensive skills.


•Reflexes - Neko Racial: Reflexes has been completely reworked and is no longer dependant on Perception/Finesse modification to increase mitigation, as with the 33% cap, it would still be ineffective, Reflexes now gives the Neko character 45 seconds of total invulnerability to all damage types (but not status effects) on use.


•Feral Charge - Neko Racial Addition: Feral Charge is now available to all Neko classes and works somewhat similar to the standard DPS charge except there is a substantial damage hit should the attack hit, on the target, as compared to the standard DPS charge doing very little damage at all.


•Reave - Caster Class Stamina Drain: - Casters can now recover stamina from targets in combat by using the Reave ability, this allows them to replenish their own stamina at the cost of the targets stamina. The conversion rate is a direct x2 multiplier, if you steal 20 stamina, you get 40 stamina as a caster using Reave, this will vary with intelligence investment and closes the game between Healers with Overdrive and casters having no Stamina recovery method at all.


System Additions:

•New HUD Targeting System: - The HUD Targeting system allows you to lock a selected target as your offensive or defensive target, once you lock that target all your offensive skills/defensive skills will be used on those targets without the need for further target selection via dialog menu. Offensive targets are ONLY affected by OFFENSIVE abilities, Defensive targets are only affected by heals or buffs. You may only select targets via the menu (click the Offensive Target Button on the HUD flyout drawer to choose a target) that are directly within your characters forward field of view, though once a target is locked, skills will land on that target it they are behind you (we did this to allow for laggy combat conditions and to allow healers and casters to be able to run away while attempting to convince the people chasing them to stop). This has completely reduced the need for the use of menus to complete the use of a "skill" if you have a skill hotkeyed, and you have a target selected, you simply hit the hotkey and voila, the target is hit with the skill! Hooray for innovations(that don't lag like crazy)


•Secondary Skillbank: - The Secondary Skillbank has been added to the main menu once more, allowing people to load up 3 more skills for quick access from the main menu itself, on top of their 6 hotkeyed skills.


•Added RP Tools: - RP Tools have been added to the HUD system, in minor application now, allowing for the changing of your visible name for RP purposes so you can speak as another character. There are some reserved slots on that tool drawer designed for some interesting customized tools we have in planning for implementation down the line


System Performance Enhancements:

•- Increased script base performance by about 100% of the 1.0 previous version. The system should be extremely responsive even in heavily loaded environments, some may complain that it reacts almost too quickly, being used to slower damage in heavier loads from previous versions.
•- Scripts refactored to handle a huge amount of new variables from the back end, allowing us to customize much of how things perform, not just the skills, from the back end, without needing to push a new meter version.
•- Database system completely overhauled to increase performance under load, removed a lot of junk/legacy data handling from previous iterations of the system that were still being called/processed under 1.0
•- CCS system culled down from 48 total scripts to 20 active modules with inactive modules only processing data when called.
Security Updates:

•- In our unending war on camping and exploitation we've added a new anti-camp system that cannot be fooled by movement, gestures, chat statements or even Windows Macro Recorder. The new system is fairly easy to understand once you see it, it will NOT interrupt combat ever, but is set on a random timer to generate a dialog asking you for a correct response within 10 minutes. Its all pretty straight forward, and the answers its asking you to provide are generated behind the CCS Dynchan so no amount of chat listeners are going to allow you to intercept this data. And, even if you could work that out, you'd then have to code a third party program that could scan your screen and somehow autorespond with the correct answers. So with this anti-camp addition, we believe the days of camping afk are over. I'm sorry if this was your favorite part of CCS, it definitely hasn't been mine.
•- We've added a new timeout feature on the non-com toggle which does not allow you to switch to non-com then switch back to combative without a significant delay. It was found that people were exploiting the non-com feature with a gesture that allowed them to switch it on and off so fast it wouldn't register a change visually, but while running said gesture they could take almost no damage at all. So theres another cheat fixed, sorry cheaters.

General Fixes and Additions:

•- New system absolute ceiling of 2048m, CCS will now work up to 2048m above the ground in all sims.
•- Buff stacking has been removed entirely, the only value CCS will accept is the highest buff or armor value it has been given, if you use Spirit and armor yourself for 15 armor, and then use Resolute-6, the value for Resolute-6 will be the active armor value, it will not be Resolute-6+15 from Spirit. This applies to all buffs and armors including API enhanced weapons that give buffs and armors themselves. CCS will only accept the highest value its given, and thats it. All previous buffs or armors are overwritten.
•- Moved the GM Call Key off the HUD and kept its button in the main system menu, the Help Button on the HUD will now access this site for CCS information.
•- New Level Up Effects and Sounds! Goodbye wolf howl, say hello to my "ANTI-DING" level up sound.

Things Coming Soon™️:

•- Respec on demand, simply choose "purchase respec" on your profile, and for a percentage of your total experience you will be granted a respec to use, total percentage is still under discussion.
•- Secure XP Transfer: Need to start a new life? Don't want to lose all your CCS XP because of it? Secure XP transfer will let someone transfer the XP of one of their avatars to their new avatar, but, the old avatar is deleted forever and can never be reclaimed and the new characters record is marked as XP Transfered and cannot recieve any further transfers.
•- Tier 8 and Tier 9 Skills(These will be coming much sooner than the above two, I just didn't have time to knock them in today.

As Always Please:

If you find a bug, or an exploit or something you're finding unacceptable in CCS, please feel free to contact the CCS Support Group, and/or drop me, Suzanna Soyinka, a notecard, in regards to your concerns, what you think really matters and a lot of the changes made to CCS 1.0.1 are directly designed around the thoughts and concerns of the player base. So please, utilize your right to an opinion, send me your concerns, or voice them on the forums at The CoLA/CCS Website, what you think and your needs as the players and owner affiliates of our network is important to me, so make sure you let me know if anything concerns you or bothers you!
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