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Planet Arkadia Update 2015.2 (17th March)

Discussion in 'Planet Arkadia Release Notes & Updates' started by Mathias | Arkadia, Mar 15, 2015.

  1. Nikto

    Nikto Active Member

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    I still don't see any difference in uniform and name still exactly same. Isn't that "next update" right now or I miss something? :confused:
     
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  2. Nikto

    Nikto Active Member

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    I guess you forgot to put [image] :photogenic: here unless we should try to imagine that. ;)
     
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    Last edited: Mar 17, 2015
  3. AdeW

    AdeW Active Member

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    • Informative Informative x 1
  4. Neil

    Neil Adviser Pro Users Arkadia Adviser

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    "Scoria Leather Texture is upgraded as well."

    Please explain how it was "upgraded". Looks like "nerfed" is a better description.
     
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    Last edited: Mar 17, 2015
  5. Kaz

    Kaz Active Member

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    So, this "limited offer to change it to any other Arkadian texture you might want", does that only apply to the 1 field that has the Scoria on it or to all fields?
     
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  6. David | Arkadia

    David | Arkadia Administrator Staff Member PAF Administrator Planet Arkadia Official

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    It was our aim to have the uniforms done for this update. We are expecting to add them next update. (Yes we will be fixing the insignia, seems they got one rank out of order when being implemented)
     
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  7. David | Arkadia

    David | Arkadia Administrator Staff Member PAF Administrator Planet Arkadia Official

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    As per the release notes, contact Mathias and he'll work things out for you.
     
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  8. Kaz

    Kaz Active Member

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    Mathias seems to be hidden in the player register btw
     
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    Last edited: Mar 18, 2015
  9. Murkalael

    Murkalael Active Member

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    Well, after 3h looking for thieves, I must say, people, don't use heli because will spread all over arkadia, I was complaining earlier spawns took me 1h and half to finish daily mission now in 3 hours I barelly made 80, so I definetivelly giving up. Is the same thing worst, kill 1 maturity and take forever to reapear but is worst because we don't have a damn turret nearby to refresh mob without wasting ammo. So no more ifn chain for me, by the way sellin ifn seargent access card before I TT
     
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  10. Wauspaus

    Wauspaus Active Member

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    The initial updates sounded nice but yes..... kind of dissappointed.
    The Oratan spawns are even more random then they were previously, some bases were reported having thieves and bandits, right now I went to for instance Victorious Firebase.... mostly Vandals and thugs, with some Looters and if you are lucky a lost thief or bandit.

    I am happy the Event Area 2 got moved to a different location, it seems to reduce lag a lot on the Celeste Server (I think). However I am still really dissapointed about my PFEU Puny Bash being removed without any notice or compensation as of yet. Matthias said it was being worked on though, so I have full trust in him on this. For this reason it might have been nice to maybe get an early warning in the form of prerelease VU notes perhaps if something like this might be done, so people wouldnt make events on that event area.
    There are some more minor things as well, but those are already mentioned in more posts so I will leave it here.
     
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  11. anthonymorris

    anthonymorris Platinum Member Platinum Member Arkadia Adviser

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  12. Daka

    Daka Member

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    I like this update. On Celeste Outpost and near Celeste Quarry no more loot lag, at least for me so far.
    As for new weapons looted one near Repulse Firebase Academy, droped from Oratan Prospector Thug. It was 5.56 ped Scott & Barlow BP-2 (L), not bad at all, with 2.40 Universal Ammo daily mission reward ended in some profit even with TT. I guess weapon will go for sale, can't wait to see what Markup will have when first few are sold on auction.

    Even with loot lag problem solving only I would congratulate for job well done. New weapons is just nice bonus, great idea. Arkadia is developing nicely, hope to see in future some crafting daily missions too. :)

    P.S. Sorry for bad English.
     
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  13. Wauspaus

    Wauspaus Active Member

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    Your English is totally fine :) And yes the things you pointed out indeed are very positive to the VU.
     
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  14. LokoMotive

    LokoMotive Member

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    Doing IFN mission currently thiefs is currently alot harder for me. Tons of spawns to check and they are allways diffrent when i come. They also never have the right maturity for me to hunt. Best possible solution would be to have spawns designated for thugs or bandits or thifs or vandals or wahtever maturity only.
    But if that would be to easy than previous arrangment with one big spawn where all players met and help out was better than current solution. Atm only function that is see for this spawns is to annoy miners:).

    So from my point of view i would like to do daily mission on ark evryday 7days per week for next few years... but when this mission takes me insane ammount of time to finish i must say enough is enough and stop doing it.
     
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  15. Wauspaus

    Wauspaus Active Member

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    I think it would be fine to have some mixing in. Say for instance you got 2 sites where only thugs, bandits and thieves spawn. With a turret close to it to maybe somehow easily reset the spawn incase 1 maturity dominates. The main reason for the mixed spawn is because at the end of the day.... its still a hunt.... Having 1 location where only 1 maturity spawns would become dull really quick as well.

    Maybe alternative methodes of resetting the maturity every now and again might be something to look into. Perhaps once a certain maturity dominates the field with say 70% the artillery can be used once per day per person to kill all prospectors which ARENT in combat with someone (obviously they wont give loot either) in that area. As mentioned this option would only be available if 1 maturity dominates 70% or more in that area. Just an idea.....
     
  16. Dan59

    Dan59 Active Member

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    The best would be to remake mission and set that all prospectors wich are equal or higher of your mission maturity requirement count.

    Ofc last one at general stage willl be pain like we have now.
     
  17. Lovefall

    Lovefall Deactivated User

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    - Puny was and still is really easy.
    - Thugs was harder, was not made easy too - the population of thugs at old repulse spot is like 80%.
    - Bandits is what I searched for - basically found some at old repulse place, some at kestrel digsite (but thieves were mostly), some at victorious (but with many harder ones) - seems about the same or a bit harder.
    - Thieves is kinda like bandits; guess they share spots and is about luck.
    - Vandals - in much higher density than before - so made much easier.
    - Looters - in much higher density than before - so made much easier.

    So, if looking at all, I say is clearly easier now.

    Yeah, at certain times, bandits and/or thieves may be a hassle, but overall it was made easier. :)

    Add on that the mission reset timer of 21h, instead of 24h and you'll see is much better. :)

    Don't jump on judging just based on what you see one day and one time. :)
     
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  18. wournos

    wournos Active Member

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    I am not impressed with the oratan prospector spawn at Implacable today. They are gathering too close to the cliff making it hard to circle them and there's now an excess of thugs and too few bandits. Can't they just stay on top of the cliff like they used to?!
     
  19. sinkillerj

    sinkillerj Active Member

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    That one they had a very good reason behind fixing, they were spawning very close, and sometimes inside, the turret area.
     
  20. Master Suzuki

    Master Suzuki Member

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    hmm, that crashed mothership was in pvp zone couple of months ago, then it has disappeared and now its back? got to login to see for myself !