Mark Kern débarqué de Red 5 Studios
Co-fondateur et CEO de Red 5 Studios, Mark Kern a été débarqué par sa direction de son poste de CEO et du studio responsable du problématique Firefall.
Depuis sa fondation en 2005 par des vétérans de l'industrie, Red 5 Studios peine à convaincre avec son titre phare Firefall. Le shooter MMO a vu en septembre dernier son PvP retiré le temps d'une refonte. Cette mauvaise nouvelle était suivie de peu du licenciement de 10% des effectifs du studio.
Les choses ne s'arrangent pas pour Red 5 Studios et Firefall, dont le responsable en la personne de Mark Kern se voit débarqué par la direction avec effet immédiat. L'homme en était pourtant le co-fondateur en 2005, après plusieurs années chez Blizzard où il avait contribué à Starcraft et World of Warcraft. De plus, Mark Kern était devenu depuis 2009 le CEO du studio.
Le 19 décembre 2013, James Macauley a pris la relève après une décision de la direction. Dans les mails communiqués en interne et diffusés par Game Front, la société remercie Mark Kern de sa contribution depuis plusieurs années, tout en précisant qu'il n'y est plus à sa place. Firefall est actuellement en période délicate, en bêta ouverte faisant office de sortie dans le cas d'un free-to-play, malgré un PvP en refonte. L'année à venir sera déterminante pour l'avenir du shooter.
Patch Notes - v0.7.1730r1
Hey all, we've prepared a hotfix for this patch to fix a couple of issues:
Fixed an issue where refining multiple resources at once would only display one of the resources when claiming the process.
Fixed some encounter crashes related to the new wandering encounters.
Patch Notes - v0.7.1730
Celebrate the holidays with Wintertide cosmetics!
Omnidyne-M industries is proud to announce a partnership with Luau Larry's to present their very own vending machine coin! We have made 14 new and exciting pieces of technology and aesthetics available through this program that we're sure ARES pilots will be excited about, including the newest vehicle in New Eden: The Omnidyne-M LGV.
Added three new encounters that players may come across while adventuring in New Eden.
Open World zones will now have staged creatures. This was done so that the world has a feeling of progression about it. Any player can access the zones, though they will have a tougher time dealing with higher staged areas.
Fixed another issue regarding the drop rate of Melded Muscle Tissue and Melded Blood Samples. These should be seen more frequently now and at the intended drop rate.
Increased the Army cap to 100 players.
Combat and Battleframes
Fixed an issue where allocating 350 or more surplus power in the Battleframe Garage would give an error.
Fixed an issue where health regen would cease to work in combat.
Battleframes are under review to increase the desirability/usability of some abilities in the open world. The main purpose is to have players to more carefully consider their options when deviating from their default kits, as well as have the default kit have a more desirable and effective set of abilities for the open world. Not all battleframes will be addressed all at once, but we plan on making adjustments as time permits.
Updated the visual effects of Scattershot projectiles.
Disruption now causes affected targets to become lightning conduits, during which they will electrocute nearby enemies.
Context: Disruption was not used much in the open world because of its low damage and snare effect. These changes were made to spice up the ability a little more and make it a more attractive choice than its previous incarnation.
Missile Shot damage has been increased.
Context: Missile Shot was barely better than a normal shot unless there were many enemies grouped up, so it was too situational. It is a much better direct damage hit now, so it should always be more useful in terms of putting out damage.
Missile Shot now has a new explosion effect.
The mechanics of the Fusion Cannon's alt fire, "Nova Cannon" has been modified. Instead of clicking once to initiate the charge and clicking again to release, you press and hold alt fire to charge. Release alt fire to fire the Nova.
The Fusion Cannon's alt fire, "Nova Cannon", now has a flat charge time of 3 seconds (previously ranged from 1.5 to 4 seconds) and deals full damage each time it is fired.
Context: Fusion Cannon was really confusing previously. It had some extremely long charge time (4 seconds) but you could fire at any point after one second, while charging didn't do anything to the damage. The visuals were also confusing where two charge bars were displayed to fire the Nova. We feel that it is much more intuitive to press and hold to charge.
Trailblaze now fires automatically when you activate it as opposed to overriding your ammo.
Context: We feel there is no benefit to making people override their ammunition/next shot and then fire Trailblaze. This behavior clogs up the player's weapon with no real purpose.
Fixed an issue where the quality of Tether Field was not modifying the damage done to targets that leave it.
Increased the DPS range of Incinerator. Previously the range was 30 to 60 dps, the current range is now 68 to 136 dps.
Inferno Dash's flame trial will now last 5 seconds, up from previously 2 seconds.
Inferno Dash's flame trail now deals 150 dps, up from previously 100 dps.
Patch Notes - v0.7.1729
Removed Thanksgiving items from vending machine.
Decreased resource blending times to a flat 10 seconds regardless of quality or quantity.
Patch Notes - v0.7.1725
Thanksgiving items are now available for sale from November 19th through December 2nd.
Added three new dynamic encounters players can experience while playing in Coral Forest.
The durability mechanic has been adjusted so that items no longer decay on use, but while "in combat".
Updated Tetherfield's activation sound.
Fixed an issue where Healing Generator leash visual effects did not despawn at the end of the ability.
Fixed an issue with Triage's tooltip, it should now show the % of HP the player is resurrected at.
Sniper Rifle tooltip updated to explain that when an enemy creature is killed, it explodes for area of effect damage.
Charge Rifle tooltip updated to explain that when an enemy creature is killed, it explodes for area of effect damage.
Fixed an issue where the rising pitch sound effect of Teleport Beacon would continue to play after teleportation is complete.
The way durability functions on use has been changed. The amount of durability lost on death remains at 10%.
Item decay is no longer factored on use.
Equipped items will decay over time spent "in combat".
A player's combat state is determined by three different factors: dealing damage to enemies, taking damage from enemies, and healing another player. Similar to how HKMs charge, a player is considered "in combat" if one of these conditions are met. If the player does not take any damage, deal any damage, or heal another player in ten seconds, they are no longer considered "in combat".
The rate of item decay should remain the same for now, though we expect that to change once the prestige and salvaging systems are implemented.
This change to the durability mechanic was made to better accommodate the future prestige system, which will affect salvaging.
This change will also make item decay much more consistent and address many edge case scenarios where items would decay at fast rates due to usage (for example high rate of fire weapons, or abilities you deploy multiple times (Resonanting Bolts, Multi-Turret), or abilities often used out of combat (Afterburner, Trailblaze).
Adjusted the drop rates of Melded Glial Smears, Melded Blood Samples and Melded Muscle Tissue.
The frequency of Melded Glial Smears in comparison to Melded Blood Samples and Melded Muscle Tissue has been lowered.
This should result in Melded Blood Samples and Melded Muscle Tissue dropping more frequently now.
Re-enabled vehicle spawn ability for arc-porting effects.
Loot power ups will use a different sound from other power ups.
Updated the sound effects for picking up ammo powerups.
Added new voice packs for Male: Sophisticated, Soldier, Holmganger
Added new voice packs for Female: Sophisticated, Soldier, Spy
Fix for LGV visual model remaining for too long after explosion.
Fixed an issue where the LGV would not play exit audio upon leaving the LGV.
Big improvement to auto positioning of Flashlight.
Improving aiming to crosshair of Flashlight.
Fixed an issue where you could aim the flashlight while down.
The LGV tail lights has been fixed.
Fixed an issue where when switching sex in the New You, the character would default to a non-free hair style.
The ARES Mask should now better fit available head options.
Fixed an issue where players could not use their calldown hotkey.
Fixed an issue where players were not receiving full-screen status effects while driving LGVs.
Patch Notes - v0.7.1714
Added the VIP Program. Players can purchase VIP access with Red Beans, giving them access to 50% bonus Crystite from missions and loot, 2 additional manufacturing slots and 8 additional marketplace slots.
Updated the new user experience. New ARES Operators will join Typhon on the battlefield in an epic mission to fight off Chosen invaders at Copacabana. Be warned, this mission is not for the fainthearted.
Copacabana city planners have revitalized the city by shifting key points of interest around and providing easier access to city amenities.
Removed the key requirement to access the Melding pockets as well as Blackwater Anomaly.
ARES Operators can now travel to different zones via a new full-world globe.
The Accord Army Corps of Engineers has finished their forward base deployment in the area known as Diamondhead. ARES operators are needed to secure more land and fight back against the melding in this area.
Crafting technicians have found a way to utilize components dropped from creatures as optional modifiers in battleframe equipment recipes.
Decreased the drop rate of all equipment loot.
DNA, crystite hybrid modules, gems and precious metals have been removed from the game.
Added mouse mode (press V to toggle on and off). Mouse mode can be used to interact with clickable UI elements and rearrange the ability bar.
Many many many many many many bug fixes.
All Battleframes will now start out with a secondary weapon - they no longer require an unlock for the initial secondary weapon.
Fixed an issue where the Burst Rifle's magazine would remain in the air during the reload animation.
Fixed an issue with beam weapons where their firing visual effects would continue to play after switching weapons while firing.
Removed the requirement to have Arcfold modulators to get into Diamondhead, Sargasso Sea, and Antarctica. These are now accessible by anyone.
Removed the requirement to craft a key to gain access to Blackwater Anomaly.
Copacabana has been modified to better accommodate the new user experience and general usage flows.
When retaking Watch Towers, there is a chance that one of five different encounters may start on the first attempt at taking the Watch Towers from the Chosen.
SIN towers now emit a pillar of light from their center, reaching out to the sky.
SIN's world map view has improved. ARES Operators can now zoom out to a global view.
ARES Operators can now use the global view to arcport to certain locales marked on the map.
The Accord Engineering Corps has adjusted buoy placement closer to the shore to better signify safe areas for ARES operators.
The Accord Engineering Corps have made some adjustments to the terrain along the coastline south of Copacabana. They have also cleared out some of the road debris at Broken Shores.
Watch Tower rewards are now scaled based on the number of Chosen cleared.
Watch Tower all clear message triggers after ten seconds, down from two minutes.
Melding Wyrms are now treated as boss creatures for Melding Thumper encounters.
Added a Battleframe Garage terminal to Moisture Farm.
Daily Mission Objects should now destroy themselves upon logout to reduce inventory clutter.
Reduced the accuracy of Tanken Assaults.
Players can now leave Freecam (F9) mode by pressing Esc.
Added a sound effect for when EXP boosts are applied.
Added a sound effect for when EXP boosts are expired.
Hitting SPACE while gliding now activates jump jets rather than closing the glider wings and dropping (this has been moved to the SHIFT key).
Chosen Troopers will now use tactical positioning to pick locations to move to while fighting.
Disabled the music for the Pirate Raid encounter.
After completing the new player experience, players will fly into Copacabana on Oilspill's dropship.
Players will be led to the Copacabana SIN tower and driven to different activities that will show them the basics of interacting with the Firefall world.
Deimos, a friendly robot, will come to new ARES Operators' aid if they are incapacitated during their first two hours of play.
The Accord Army Corps of Engineers has finished their forward base deployment in the area known as Diamondhead. ARES Operators are needed to secure more land and fight back against the melding in this area.
The new base requires additional power to help keep the Melding at bay. ARES Operators are asked to keep the SIN tower powered up to prevent the Melding from collapsing over the entire zone. Depositing Melded Crystite will keep the SIN tower at the forward base powered up.
Three new areas have been discovered within Diamondhead where ARES Operators may be dispatched to disrupt potential enemy activity.
New creatures have been spotted in Diamondhead. ARES Operators are advised to take note of the new threats, Vile Scorpions and Armored Scorchers.
Open World Bugfixes
Fixed an issue where enemies for ARES missions would spawn outside of their ARES spaces.
Fixed an issue where SIN was not highlighting enemies properly.
Fixed an issue where the Data Collector for the Crashed LGV event was louder than intended.
Fixed various holes, props and collision around New Eden and the Melding Pockets.
Fixed an issue where the Riot turret would fire at seemingly nothing during an invasion.
Fixed an issue causing NPCs to fire on ARES Operators before visually appearing.
Fixed an issue where ARES Operators were not getting mission credit for kills by squadmates.
Fixed an issue where Oilspill would repeat his dialogue when leaving the area of a crashed thumper.
Fixed an issue where the Melding Tornado would knock players back if they were not near the funnel.
Fixed an issue where the Melding Tornado shards would not move with the tornado.
Fixed an issue where the Jacob's Pass Watch Tower status is affected by the type of monsters in the nearby ARES cave.
Fixed an issue where Meld-thumping near a Watch Tower would award the thumper players with multiple Watchtower Defense rewards.
Fixed an issue where ARES Operators were not getting hit by rocks thrown by Wooly Brontodons.
Fixed an issue where Crystite in Crystite Containers in Moisture farm would cease to rotate as a player approaches.
Fixed an issue where the Repulsor and Tectonic icons were on top of each other in the Diamondhead map.
Fixed an issue where Recovered Grenade Launcher was dropping more frequently than intended.
Fixed an issue where ARES Operators could not drop their Payload during Retrieval ARES missions.
Removed remaining Omnicon banners in Sunken Harbor.
Fixed an issue where pressing F9 while gliding would change gliding direction. Movement input orientation is now locked so players may use the freecam reliably while gliding.
Fixed an issue where typing a number while donating Crystite Resonators would activate abilities.
Fixed an issue where the Unknown Savior achievement would not update.
Fixed an issue where the Girls Just Wanna Have Fun achievement could not be unlocked.
Fixed an issue where the Me...Love...SHINEY achievement is not tracking progress. Fixed an issue where the Tire Kicking achievement would complete at 24/25 races.
Fixed an issue where all the following achievements would only track the thumper stated within the description of the achievement:
Quite the Gamble
No Pain, No Gain
Risk and Reward
Realigned the forcefield at the Biosphere respawn.
Fixed an issue with Chosen Warbringer visual effects, the generator emissions should be thinner and less noisy.
Fixed an issue where Brontodon melee strikes were hitting players vertically well above the expected height.
Fixed an issue where a user could die while mounting a LGV, allowing them to ride around on the LGV and respawn on it.
Fixed an issue where holding jump just before picking up a heavy object completes allows players to jet normally (Crashed Thumper).
Oilspill should no longer use the phrase "It's raining Crystite!" upon 100% completion of a thumper (you don't get Crystite from thumping directly).
Fixed an issue where the grinding sounds would not play as part of the thumper's thumping.
Fixed an issue where Chosen Grunt Scout melee audio would play for remote ARES Operators.
Fixed an issue where logging out while on Dropships would spawn players at their last known location, causing them to fall to their death. Players should now be saved to their most recent "on ground" position during logout.
Fixed an issue where Brinewyrms created odd textures on rocks they kick up while burrowing.
Fixed an issue where Antarctica objectives could be healed by a Bastion's Tesla Rifle.
Fixed an issue where Sargasso Sea and Diamondhead objectives could be healed by a Dragonfly.
Fixed an issue where the floor of the underwater area at Shanty Reactor would not damage players.
Fixed an issue where Stock Tiki Thumper has less health than Stock Thumper.
Fixed an issue causing the rear wheel of the LGV was kicking up more dust than intended.
Fixed an issue where weapons could be charged and fired while mounting an LGV.
Aero should now suggest ARES Operators to uplink with new SIN towers less frequently now.
Fixed an issue where the Toxic Thresher did not have a spawn-in animation.
Fixed some audio issues with the crashed LGV.
Fixed an issue where the battleframes detail popup in the Battleframe Garage could not be closed.
The Brazilian Party Radio of Sunken Harbor has been relocated to the picnic area.
Fixed an issue where Melding Tornado orb projectiles had no flyby audio.
Removed the 'Do Not Enter' visuals from the entranceway leading to the Melding Arcporter for Blackwater Anomaly in Copacabana.
Fixed an issue causing female characters' upper body would tilt to the side when in the air and looking down.
Fixed an issue where character orientation would not match LGV orientation when dismounting the LGV.
Fixed an issue where players would hear other players' death sound as they spawn in.
Fixed an issue where ARES Operators would be notified of a new mission even though they were already engaged in that mission.
Fixed an issue where Aero was only using one line for SIN uplinks. There should now be some variance.
Fixed an issue where looking straight up from below a vehicle would inverse the camera.
Smoothed out NPC head turning animations when facing players.
Fixed an issue causing framerate to drop inside the Melding Tornado Room.
Fixed an issue where when turning with the glider it would cause the player to dive into the ground.
Fixed an issue with the ARES space at the Agricultural Facility, south of Sigu's Sanctuary. Assassinate targets could get knocked into the water and were unable to be killed, making it so the mission could not be completed. Targets should no longer be able to be knocked into the pool.
Fixed an issue where using the Melding Tornado exit multiple times would give multiple rewards.
Fixed a typo with the Copacabana advertisement sign at Trans Hub.
Fixed an area where the Crashed Thumper would spawn out of reach of its thumper parts due to heavy load (between Copacabana and Trans Hub).
Fixed an issue where the Tectonic Generators in Diamondhead did not have collision on their tops.
Fixed an issue where the Mag Lift in Sargasso Sea did not have the proper collision.
Fixed the Assault Rifle animations in first person mode.
Fixed an issue where "Remaining" for time remaining would not translate in non-English versions.
Fixed an issue where ARES Operators would still get SIN and radio chatter at Sunken Harbor while it was under Chosen control.
Fixed various areas across Coral Forest and the Melding Pockets where players could get stuck.
Removed the ability for certain (intended to be) inanimate objects to dance.
Fixed an issue where ARES Operators were able to switch to a weapon while carrying an object without dropping the object.
Fixed various civilian NPC placement and pathing.
Fixed an issue with the Chosen Executioner's weapon firing audio.
Fixed an issue where Chosen drop pods were spawning too close/underneath watch towers.
Fixed an issue where jumpjet audio would continually play.
Fixed an issue where NPCs were not properly animating after leaving a deployable.
Fixed some areas that would display "Accord-Restricted Zone" for thumping and the message should have been "Unthumpable Surface".
Fixed an issue where Chosen were still playing grunt sound effects after death.
Fixed the gear shift audio for LGVs, the sound effect has been reverted to its previous iteration.
Fixed an issue where a vehicle's driver would be missing when mounted out of sight.
Fixed an issue where players would continue to burn after jumping out of lava.
Fixed an issue where the Tanken Grenadier had no weapon fire audio.
Fixed an issue where SIN Imprint voice over and radio voice over would overlap.
Fixed an issue where stealth enemies could be spotted and placed in SIN.
Fixed an issue in Diamondhead where burning and crackling ambiance sounds were playing when there was nothing burning or crackling nearby.
Added a mouse mode! Press V to toggle mouse mode on or off.
Mouse mode can now be used to rearrange the ability bar or click on different elements on the HUD.
Added a clickable VIP button to the top left under the player's name.
Added (placeholder) buttons for chat tab interaction.
Added a clickable HUD element to the bottom left of the screen to navigate to different UI features.
Added the ability to drag calldowns from inventory to the calldown (5) slot on the ability bar.
Added a Heads Up Display for Gliding.
All Web UI elements that are interactable (such as buttons or inventory items) now switch the mouse pointer to the hand state when hovered upon.
Esc. menu is now accessible at loading screen (not the Firefall splash screen, though).
Added a chat notification for when screenshots are taken.
Moved the killing blow notifications to the top-middle portion of the screen by default.
Added a Character Overview screen (default hotkey P) which displays the following information of the current equipped battleframe:
Equipped weapons, abilities and other equipment.
Mouse over the equipment icons for tooltips.
Inventory once again has a list view.
Tooltips load faster.
Optimized inventory cache in the UI.
Added a ON_PRE_RELOADUI event to gUI for the add-on community, allowing authors to safely save data before the UI is reloaded.
Added VIP manufacturing slots to the Molecular Printer.
Updated the Molecular Printer slot purchase process.
Added VIP purchase panel to the NavWheel
New tip appearance.
New loading screen visuals.
Updated notification alerts.
Updated achievement progress popup art.
Updated point of interest/location UI upon entering a new area.
Added a standard [X] close button for New You and Garage at the top right.
Moved the 'Paint Shop', 'Maintenance', and 'Tutorial' buttons in the Garage UI to the top of the screen.
Changed the audio for swapping battleframes in the Garage to a shorter and quieter sound effect.
Known Issue: you cannot currently buy or craft self-revive tokens.
New appearance for loot cards in the world with full tooltip info via holding the Aquire Target key (F by default).
Added a 'Remember Password' option to the Login screen.
Added a button on the character select screen to assist with setting up authenticator apps.
Known Issue: When you unload all 4 slots and begin to load items in again, sometimes a 400 error is given. The current workaround is to close the error and load the workbench again.
User Interface Bugfixes
Fixed an issue on the dashboard where XP is showing multiple values overlapping.
Fixed an issue where the HUD was displaying a Crystite bonus that was not actually applied to the player.
Fixed a display with the Year field when setting birthdate (no longer uses a comma).
Fixed an issue where the TAB Maintenance window was not updating durability status until logout or reloading UI.
Fixed an issue where inventory and Garage would not update Crystite values.
Fixed an issue where when tabbing through the New Account fields, it would skip Birthdate and Country.
Fixed an issue where the New You menu list extended beyond the background graphic.
Fixed an issue where the chat window would cover a portion of the Marketplace UI which disallowed any interaction with that portion of the Marketplace UI.
Fixed an issue where the Flashlight tooltip would appear during daytime.
Fixed an issue where reloading the UI while downed would cause the respawn UI element to disappear.
Fixed an issue where the interact button was misaligned.
Clicking Notifications when there aren't any notifications to display will now display the message "No Notifications".
Fixed an issue where the Garage would display zero resources and not allow a player to purchase progression certifications.
Fixed an issue where the audio from the Garage video tutorial would play after exiting the Garage.
Fixed an issue where the Endangered Species achievement does not show a progress bar.
Fixed an issue where the Title for Thumper Journeyman is missing from the achievement menu.
Fixed an issue where after completing Bird's Eye View achievement, the progress bar would display 8/9.
Fixed an issue where after completing Siege the Walls, the progress bar would display 9/10.
Fixed an issue in the Garage where players could not see what was equipped on their battleframe when a slot was locked.
Fixed an issue where HP bars were not visible while scoped in with sniper rifles.
Fixed an issue where duplicate mission waypoints would stack on the screen.
Fixed an issue where the difficulty bars around the outside of a map icon were not properly aligned.
Fixed an issue where you could open the map while the loading screen is up.
Fixed an issue where replacing broken gear with gear that's not broken causes maintenance tab text to overlap.
Fixed an issue where broken weapons had permanently prompted for a reload.
Fixed an issue where the 'Back' button in the Decal positioning menu was only responsive on bottom half.
Fixed an issue where selecting 'None' as a warpaint option would cause functionality issues with the Garage.
Fixed an issue where in using the Garage, clicking the 'Maintenance' button while in the Decals menu would cause the UI to overlap and Garage to lock.
Fixed an issue where the loading screen would disappear before the character is spawned in the world.
Fixed an issue where SIN cards were not updating or despawning for certain missions.
Disabled an improperly formatted loading screen.
Fixed an issue where players were not getting the Activity Tracker on their second login of the day.
Fixed an issue where quality numbers on abilities would appear outside of their module box in the Garage.
Fixed an issue where inventory tooltips in the French and German versions would display in English.
Fixed an issue where bringing up the Achievement screen on the loading screen would not fully appear.
Red 5 (Firefall) licencie 10% de ses effectifs
Alors que Firefall est encore en bêta ouverte (tout passé en "Stage 2"), le studio Red 5 confirme aujourd'hui le licenciement de 10% de ses effectifs dans le cadre d'une « restructuration » de ses activités.
Firefall est en développement depuis des années (on en parle depuis 2005, même si le jeu se dévoilait pour la première fois en 2010) et depuis exactement deux ans, le shooter du studio Red 5 accueille les joueurs dans le cadre de son bêta-test ouvert - complété d'une boutique en ligne en activité depuis déjà quelques mois. En attendant un lancement commercial officiel, le studio Red 5 annonce (par voie de communiqué) une « réorganisation » de ses effectifs qui s'accompagne d'une vague de licenciements.
« Alors que Firefall gagne en maturité, nous devons faire évoluer nos priorité et notre stratégie de développement en nous concentrant sur l'exploitation et le support du jeu au quotidien. Parallèlement à cette réorganisation, les studios Red 5 confirment avoir procédé au licenciement d'environ 10% de ses effectifs, majoritairement affectés à Stage 5 TV, la chaîne de vidéos en ligne de Red 5. Le développement de Firefall n'est pas impacté par cette réorganisation et l'étape 2 de la bêta ouverte suit son cours, avec un patch majeur prévu avant la fin du mois. »
Sur les forums officiel, l'équipe communautaire précise qu'en plus de l'équipe en charge de Stage 5 TV, « quelques membre de l'équipe de production » sont aussi affectés par cette « restructuration ». Et de préciser que le prochain patch majeur de Firefall devrait être déployé sur les serveurs de test d'ici la semaine prochaine.
Et comme pour souligner que ces licenciements sont plus stratégiques que le fruit de difficultés financières, le développeur précise aussi être en quête de programmeurs web, serveur et de gameplay pour renforcer ses effectifs. On pense aux salariés concernés.
Firefall gèle son système PvP en attendant une refonte complète
D'après Mark Kern, les mécaniques PvP de Firefall ne fonctionnent pas. Elles sont donc gelées, le temps d'être repensées et réintégrées ultérieurement. Reste le gameplay PvE - celui-là même que Mark Kern présentait comme le fossoyeur des MMO.
On se souvient des ambitions du studio Red 5 pour son shooter Firefall : réaliser un jeu en ligne d'action, articulé autour d'affrontements entre joueurs (sur la base d'un gameplay de shooter) mais transposé dans un univers persistant et évolutif de MMO et intégrant un gameplay PvE (dans Firefall, le joueur lutte aussi contre une engeance extra-terrestre).
Las, le PvP qui devait être le coeur de Firefall semble assez peu séduire les joueurs du shooter et dans une lettre ouverte qui leur est adressée, Mark Kern (CEO de Red 5) annonce un gel du gameplay PvP en attendant une refonte complète.
« Comme vous le savez, Firefall a débuté avec du PvP. Nous avons adopté un processus très itératif, et pendant un moment, nous avons poursuivi la voie controversée du sport électronique. Comme nombre d'entre vous le savent, ça n'a pas très bien fonctionné. Notre dernière grosse tentative était la réalisation d'un mode totalement dédié au « PvP eSport », le Jetball. Bien que très fun, il nécessite une approche très technique et n'a pas attiré énormément de nos joueurs (moins de 3% du PvP dans Firefall).
En outre, le PvP a souffert de l'intérêt que nous avons porté aux éléments populaires du PvE du jeu. Les joueurs veulent plus de contenu, moins de bugs, et un jeu mieux peaufiné dans ses mécaniques globales. Pour ces raisons, nous avons pris la décision de suspendre le PvP et de déconnecter ce système le temps que nous puissions le repenser et le relancer. Le PvP est une part importante de notre jeu et nous voulons qu'il fonctionne correctement.
Nous allons donc y repenser collectivement, et proposer un système PvP le plus solide possible, susceptible d'être apprécié de tous. Nous n'avons pas encore de délai à ce sujet, mais dans un futur proche, les composantes PvP seront interrompues en vue d'une relance quand ces fonctionnalités seront prêtes.
Merci de votre compréhension. Nous souhaitons simplement proposer la meilleure expérience ludique à l'ensemble des joueurs et nous avons le sentiment qu'en prenant le temps de repenser notre PvP et de le réimplanter correctement, nous pouvons faire bien mieux. »
On sera donc curieux de découvrir la prochaine mouture du PvP ultérieurement. D'ici là, on se souvient néanmoins qu'au lancement de Firefall, le même Mark Kern défendait les mécaniques « émergentes » de gameplay (axées notamment sur l'interaction des joueurs), considérant que « la course au contenu » imposée par les modèles PvE avait tué le genre massivement multijoueur. Manifestement, lui aussi est rattrapé par certaines réalités.
|Mercredi 11 septembre 2013
Patch Notes - v0.7.1708
Omnidyne-M is proud to present its latest battleframe based off the Dreadnaught archetype, the Arsenal!
In celebration of the Arsenal's release, Omnidyne-M is holding Omnicon in Sunken Harbor.
Sunken Harbor has gone through renovations.
Vending machines added - try your luck at getting rare cosmetic items!
Baneclaw rewards adjusted.
Omnidyne-M has made modifications to their Prototype Arena. The ramps in the middle of the map have been modified so the Jetball cannot get stuck underneath them.
Hyperkinesis Module Powerups in PvP arenas now grant 30% charge (down from 50%).
Hyperkinesis Module Powerups in Omnidyne-M Jetball Arena no longer spawn during warmup. They spawn at the beginning of the first period and are on a two minute timer after pickup including between rounds.
Fixed an issue where the ball could not be picked up if dropped by a downed player.
Fixed some issues where the ball would not bounce off the edge of decals and floor stops.
Combat & Balance
Changed Shotgun reload penalty to better fit animations.
We’ve been working hard on a system to balance the game that is backed by numbers. We’ve taken weapon properties like Splash Range and Projectile Speed, provided our own weights based on our testing and community feedback and threw them all in a spreadsheet. Taking that data as well as our own input, we’ve made many changes to the primary weapons of many frames. These balance changes are the first instance of us utilizing our new data.
Fixed an issue where Burn Jets was not applying Incinerator.
Fixed an issue where Nova Cannon would explode a nova blast in its users face upon switching weapons.
Base Needler damage decreased from 75 to 70.
Regulation Needler (PvP) damage decreased from 113 to 105.
Evacuate damage now scales with crafting.
Emergency Response strength and duration should now scale with crafting.
Base Bio Rifle damage decreased from 68 to 65.
Regulation Bio Rifle (PvP) damage decreased from 102 to 98.
In order to keep the Dreadnaughts identity as a more heavily-armored damage dealer intact, we have done some sweeping changes to Dreadnaught health. We felt that health wasn’t being compensated enough for a lack of mobility. We’ve also made several weapon and ability changes to expand their effective range. They’ve been seeing a lot of play in our internal testing and we look forward to see how our changes play out!
Accord Dreadnaught Regulation (PvP) armor now gives 2,700 HP (previously 2,100).
Regulation Accord HMG (PvP) damage increased from 59 to 61.
Rhino Regulation (PvP) armor now gives 2,400 HP (previously 2,100).
Charge! speed boost changed from 15% to 30%.
Charge! duration decreased from 6 to 4 seconds.
Mammoth Regulation (PvP) armor now gives 3,000 HP (previously 2,700).
Plasma HMG spread reduced from 2 to 1.5.
Plasma HMG projectile speed increased from 80 to 120.
Added activation animation to Tremors.
Supply Station's Healing Pack now scales with crafting.
Charged Pulse Generator health now scales with crafting.
Added an ammo cost for Tesla Rifle's energy drain.
Regulation Tesla Rifle (PvP) clip size reduced from 210 to 150.
Headshot damage on the Tesla Rifle was at odds with how we want the weapon to handle. Players should be focusing on hitting a target as much as possible and not aiming for critical spots on the target. Additionally, removing headshot damage on a charged Tesla Rifle will balance out the potential DPS of the weapon.
Removed headshot damage from Tesla Rifle (Monster crit areas still apply).
Accord Recon R36 base damage reduced from 80 to 70.
Regulation Accord Recon R36 (PvP) damage reduced from 120 to 110.
Regulation Charge Rifle (PvP) charge rate lowered from 2.5 to 2.0 seconds.
Regulation Charge Rifle (PvP) clip size increased from 12 to 14.
Teleport Beacon’s duration and range has been improved which should expand the use of the ability greatly.
Increased the range that Teleport Beacon can be thrown.
Increased the duration of Regulation Teleport Beacon from 5 to 8 seconds.
Smoke Screen can now be utilized effectively over longer engagements. The Smoke Screen change will also allow additional time for allies to utilize the smoke cloud.
Increased Smoke Screen's base duration from 4-6 seconds.
Increased Smoke Screen's PvP duration from 4 to 7 seconds.
Lancement du Stage 2 de la bêta ouverte de Firefall
Le shooter online Firefall poursuit sa bêta ouverte. Le Stage 1 de la bêta va se terminer et laisser logiquement le Stage 2 prendre la relève avec un monde qui s'étend et devient dynamique.
Avec le Stage de 2 de la bêta ouverte et une nouvelle interface en cours, le conflit impliquant les joueurs de Firefall prend de l'envergure. L'objectif est désormais de libérer la planète de l'emprise du Melding. Les joueurs passent donc à l'offensive avec un théâtre d'opération évoluant selon leurs actions. Le but sera d'alimenter les répulseurs géants de chaque zone, afin de reconquérir progressivement la planète. Quand une zone sera libérée, les joueurs devront voter afin de déterminer quelle direction prendra le front.
Des événements viendront pimenter le conflit avec notamment une forteresse de l'ennemi à découvrir et à détruire, débloquant de nouvelles recherches pour l'artisanat. Des contre-offensives pourront survenir, dans le but de conserver toutes les zones actives et faire évoluer le front. Et pour impliquer d'avantage les joueurs, un classement des contributions récompensera les plus méritants, avec une statue érigée pour leur faire honneur dans la nouvelle capitale ainsi que la possibilité pour le premier de nommer la ville.
Red 5 précise que la libération complète de planète débloquera une nouvelle instance et un nouveau chapitre de Firefall. Pour les joueurs souhaitant participer à la libération de la Terre, cela passe par le site officiel.
Patch Notes - v0.7.1694
Join Red 5 for the Double Crystite Weekend! Starting on Friday, August 9th @ 10am PDT (17:00 GMT) through Monday, August 11th you can earn double crystite from PvP, mission rewards, and resource drops across New Eden.
All battleframes are now on sale for only 7 Pilot Tokens for a limited time. This sale will last until August 20th.
The purchase of any Red Bean pack now includes a new glider (on a separate cooldown), a new helmet, and decal. One per account.
PvP Leaderboards added. Check out where you rank in each gametype on the global leaderboards and even vs your friends list.
Ranking is based on ELO scores of match-made PvP matches.
Check this out in your Nav Wheel or at the end of a PvP match.
A new location reporting heavy levels of enemy activity has been located Southwest of Copacabana. ARES teams are requested.
Low-stage ARES missions have seen a decrease in enemy activity and should be more reasonable for junior ARES operators.
New advances in our understanding of Chosen technology have solved issues of destabilizing Chosen bomb placements when the incorrect key is placed in the available socket. The correct key will now help stabilize the bomb by 10%. The Chosen have responded by decreasing their bomb timers.
Ratchet is once again selling special rewards for ARES operators with an abundance of beta crystite. You are still not able to create new beta crystite.
Battleframes will now start with the ability to use their three core abilities. Players will still need to spend XP to unlock the ability slots in the garage in order to make changes to those ability slots.
Arcporter keys for Antarctica, Sargasso Sea, and Diamondhead are now far easier to craft and had their resource costs cut down to 10% of previous amounts.
Added recipe tracking audio to the crafting UI.
Changed Jetball spawn countdown to begin at 3 instead of 10.
Fixed an issue where some players would be stuck at the Armies of the Accord loading screen when connecting.
Fixed an issue with Jetball countdown UI not matching the actual ball spawn.
Fixed an issue where Warpaint purchases were not saving upon exiting the Battleframe Garage.
Player location is no longer reset to Copacabana upon logging out and back in. Upon log in, players should be placed at the closest Accord-owned outpost in New Eden to where they logged out.
Adjusted the Inferno Dash (Firecat) AoE stat to a floating point. It should now show that it is scaling with crafting properly.
Immolate III (Firecat) will now properly have its area of effect stat changed based on the quality of resource used during crafting.
Inferno Dash III's (Firecat) area of effect stat will now scale depending on the quality of resources used during crafting.
Inferno Dash IV's (Firecat) area of effect stat will now scale depending on the quality of resources used during crafting.
Power Field III's (Raptor) rate of fire buff and buff duration should now scale properly depending on the quality of resources used during crafting.
Power Field IV's (Raptor) rate of fire buff and buff duration should now scale properly depending on the quality of resources used during crafting.
Sprint energy cost was removed from the crafting preview of servos as it was a stat that was not being used.
The duration of Power Field III and Power Field IV's field is not scaling with the quality of resources used during crafting.
Players will no longer be able to completely un-equip a non-HKM ability. This is not an intended effect.
Players are unable to craft Deployable Power Relays II, which is required to build Deployable Shield (Accord Engineer) II, III, IV.
Patch Notes - v0.7.1688
Increased Chosen attack frequency on POIs and Towers.
Players should no longer get stuck on the Echoes from Sertao mission.
Fixed a crash that was caused occasionally when using /promote command
Turret mode should no longer cause faster HMG durability decay.
Fixed an issue where dropships were dying in the Melding and never returning.
Resilient Plating I - IV requires the correct resource now.
Personal Health Sensor IV has been corrected to take a stat that has a higher resilience.
Personal Health Sensor IV requires the correct resource now.
Personal Health Sensor IV now takes regenics for its resilience stat.
Flame Applicator IV requires the correct resource now.
This component now takes Xenografts over Biopolymer for Thermal Resistance.
Stasis Field Unit IV requires the correct resources now.
This nanoprint now takes Biopolymers over Xenografts for Toughness.
Firecat's Immolate IV components improve ability stats now.
The AoE stat will now modify correctly depending on the quality of stat on the input.
Firecat's Inferno Dash AoE now scales with crafting.
The AoE stat on inferno dash will now scale depending on the quality of resource
Health Propagator IV requires the correct resource now.
The nanoprint now requires Aluminum for Malleability.
Overseer components improve the ability stats now.
Fixed Shield Energizer to accept Mass as its stat over Power, this will now affect the output depending on the resource quality input.
Repairing Nanites components improve ability stats now.
Changed the constraint type of the component Personal Health Sensor from Power to Mass.
Heavy Turret components improve ability stats now.
Changed the component constraint type from Power to Mass.
Charged Pulse Generator components improve ability stats now.
Charging System component changed to Energy Generator for recharge stat.
Supply Station components improve ability stats now.
Instant healing System (healing) constraint type is now set to Mass over Power.
Players are now effectively able to reduce the cooldown on Burn Jets.
Changed Fuel Charger to Energy Generator which is a recharge based on Power.
Players are now effectively able to reduce the cooldown on Afterburner.
Changed Fuel Charger to Energy Generator which is a recharge based on Power.
Players are now effectively able to reduce the cooldown on Emergency Response.
Changed Fuel Charger to Energy Genrator which is a recharge based on Power.
Multi Turrets III and IV will now deploy at 100% HP. It is by design that Multi-Turret will only deploy 3 turrets before the initial cooldown. A battleframe can store only 3 turrets a time, but you are able to increase your total number of deployed turrets through crafting.
20 « Operator Starter Packs » Firefall à gagner !
Le shooter Firefall est officiellement disponible depuis hier ne bêta ouverte. Pour l'occasion, nous nous associons au studio Red 5 pour distribuer 20 « Operator Starter Packs » permettant de bien débuter.
Depuis hier, Firefall est officiellement disponible en bêta ouverte et invite l'ensemble des joueurs à prendre part à la refonte de la civilisation humaine. Pour l'occasion, nous nous associons au studio Firefall et mettons en jeu 20 « Operator Starter Packs » permettant de débuter dans de bonnes conditions (avec des bonus d'expérience ou de ressources, des fonds à dépenser dans la boutique ou de quoi débloquer de nouvelles classes jouables).
Pour tenter sa chance et peut-être gagner l'un des packs mis en jeu, rendez-vous dans nos pages Jeux-Concours MMO, à cette adresse, avant le mardi 16 juillet prochain pour répondre à quelques questions (nécessitant un peu de recherches in-game ou sur le wiki officiel, par exemple). Avis aux enquêteurs qui chercheraient à mieux connaître le jeu - ou à s'occuper au bureau ou à la plage.
Coup d'envoi de la bêta ouverte de Firefall
Après plusieurs mois de bêta fermée, Firefall donne le coup d'envoi de « la première étape de sa bêta ouverte ». De quoi découvrir le shooter online plus concrètement et « s'assurer que le développement va dans la bonne direction ».
Le studio Red 5 l'avait annoncé et c'est maintenant effectif : Firefall entre en bêta ouverte et accueille l'ensemble des joueurs gratuitement sur ses serveurs. Mais si le shooter online est évidemment très largement jouable, le développeur se montre encore prudent. Cette ouverture des serveurs se veut seulement la « première étape » de la bêta ouverte et Red 5 concède que tous le contenu n'est pas forcément déjà présent ou que certains aspects peuvent ne pas fonctionner comme prévu.
Quoiqu'il en soit, cette nouvelle phase de test a vocation à accueillir plus de joueurs afin de récolter des avis plus nombreux et « s'assurer que le développement va dans la bonne direction » (dès l'origine, Red 5 souhaitait associer les joueurs à la conception du titre et les commentaires des joueurs ont déjà donné lieu à des modifications drastiques). Et pour aider ces nouveaux joueurs à mieux appréhender le contenu de Firefall, le shooter se dévoile au travers d'un tutoriel détaillant ses principaux concepts.
Tutorial : bien débuter dans Firefall
Pour les curieux, l'inscription et le téléchargement de Firefall sont disponibles sur le site officiel, à cette adresse.
« La course à l'accessibilité des MMO a tué le genre »
Aujourd'hui à la tête du studio Red 5 (Firefall), Mark Kern a aussi longtemps dirigé les équipes de World of Warcraft où l'accessibilité était l'un des mantras de Blizzard. Une obsession qui a (failli) tuer le genre massivement multijoueur.
C'est une évidence, le MMO s'est démocratisé et vise aujourd'hui un public particulièrement vaste. Et cette démocratisation n'est pas le fruit du hasard : depuis des années, les développeurs travaillent pour rendre les univers de MMO plus accessibles et moins complexes à appréhender. Trop ? C'est la question que se pose Mark Kern (avec sans doute quelques arrière-pensées), CEO de Red 5 Studios et principal artisan de Firefall, dans une tribune publiée dans les colonnes de MMORPG.com.
Il s'interroge : quand êtes-vous mort pour la dernière fois dans une zone de départ ? Qu'est-il advenu des raids pour 40 joueurs et qu'on fait aujourd'hui à cinq ? Y a-t-il le moindre intérêt à la course menant au end-game d'un MMO ? A moins que le end-game soit le seul enjeu d'un MMO aujourd'hui ? Et Mark Kern est sans doute relativement bien placé pour soulever ce type de questions puisqu'avant de fonder le studio Red 5, il a participé très activement au développement de World of Warcraft, dont « l'accessibilité était le principal mantra » et qui a théorisé les grands principes de démocratisation du genre ayant ensuite été repris par tous les développeurs ou presque.
« Nous avons d'abord travaillé et retravaillé sur l'interface du jeu, pour trouver celle qui serait la plus facile et la plus intuitive pour les joueurs novices en matière de MMO. Nous avons ensuite créé un nombre colossal de quêtes pour diriger les joueurs à travers le monde, et afin de nous assurer qu'ils n'aient jamais à penser "à quoi faire ensuite".
Mais ce n'était pas suffisant. Alors que la population grossissait, comptait toujours plus de joueurs occasionnels, les extensions repoussaient les limites de cette mécanique. Les quest trackers ont été ajoutés, les gains d'expérience ont augmenté, il était donc plus facile de progresser dans les "vieux contenus" et d'obtenir les "nouveaux équipements" de l'extension faisant pâle figure face aux précédents. La courbe d'expérience a augmenté jusqu'à ce que tout le monde soit embarqué dans une course vers le niveau maximum et qu'il n'y ait quasiment plus rien entre ce début et cette fin. Pourquoi se soucier de son équipement de niveau 20 puisqu'il sera obsolète avant même que vous vous déconnectiez dans quelques heures ?
Et ça a fonctionné. Les joueurs ont suivi, par millions. Mais à quel prix ? Parfois, je regarde ce qu'est devenu WOW et je me demande ce que nous avons fait. Et je pense que je sais ce que nous avons fait : nous avons tué un genre. »
Si, selon Mark Kern, il y a « plein de raisons » expliquant ce constat, il vise plus particulièrement la courbe de difficulté des MMO aujourd'hui. Avec un niveau de difficulté trop faible, les joueurs progressent plus vite et sont captés rapidement (au moins pour un temps), mais la progression perd de son intérêt (elle devient rébarbative) et de son sens (le joueur ne ressent aucun sentiment d'accomplissement). En conséquence, les « mondes ouverts » de MMO ne sont plus exploités, le contenu devient plus linéaire à force d'aiguiller le joueur et l'essence même d'un MMO (un monde partagé) tend à disparaitre.
Les joueurs progressent trop vite, ne prennent pas le temps de contempler le paysage d'un univers, ou de s'immerger dans un monde. La faute aux développeurs ? Sans doute. Mais selon Mark Kern, il est aussi difficile « de se motiver » pour créer un monde qui ne sera que survolé par les joueurs, dont l'histoire ne sera pas lue, et pour des joueurs ne s'impliquent pas.
Les MMO s'embourbent ainsi dans un cercle vicieux qui perdure depuis une petite dizaine d'année. « Il n'y a plus de réflexion, il n'y a plus de choix à faire, juste un chemin idéal à consommer de façon linéaire ». « Nous avons oublié que les MMO sont un voyage, une découverte, à vivre pour eux- mêmes » et non un objectif à atteindre le plus rapidement possible « en attendant un miracle à haut niveau qui n'arrive évidemment jamais ».
Selon Mark Kern, ce n'est pas du end-game qu'il faudrait se soucier, mais « du voyage » qui fait qu'un MMO devrait être « une expérience qui se savoure dans la durée », non pas en alignant des cohortes de quêtes mais en réalisant un monde vivant et évolutif dans lequel le joueur souhaiterait s'immerger.
Evidemment, on ne peut que souscrire. Et évidemment, le discours de Mark Kern n'est pas totalement innocent alors que son Shooter MMO Firefall accueillera l'ensemble des joueurs en bêta ouverte à partir du 9 juillet prochain - et de souligner que son jeu entend proposer un certain challenge aux joueurs, ne s'appuie pas sur des quêtes ou une progression linéaire mais sur des événements dynamiques dont le niveau s'adapte à celui des joueurs, que le monde de Firefall est ouvert et mêle PvE et PvP ou encore que l'artisanat du jeu se veut « parmi les plus riches et complexes depuis Star Wars Galaxies ». Chacun pourra juger le 9 juillet (en notant au moins que la volonté de trancher avec les canons de ces dix dernières années est présente) mais d'ores et déjà, on note par ailleurs que son discours est de plus en plus partagé par les développeurs de MMO et que, peut-être, la physionomie du genre pourrait évoluer à l'avenir - maintenant que le genre est largement démocratisé et est manifestement en quête de profondeur.
Patch Notes - v0.7.1665
When you first log into the game this patch, all your gear across all battleframes will be unequipped and in your inventory. Head to the Garage to equip your loadouts again. I'm sorry for the slight inconvenience, but with this method the team was able to take the MUCH faster route for maintenance.
Added full item loot drops into the game.
Added three small playable areas (Melding Pockets) into the game: Antarctica, Diamond Head and Sargasso Sea.
Added our first five player instance, Blackwater Anomaly, to the game.
Added a new PvP gametype, Jetball, with its first map, Omnidyne-M Prototype Arena.
Updated the New Player Experience.
Added daily login rewards.
Updated daily achievements and added a rewards crate for completing the daily achievements.
Added a difficulty scaling system for the Open World.
Adjusted progression unlock resource requirements so that only groups of resources are required, not specific resources.
Added researching to crafting.
Added Stage III and Stage IV gear to crafting.
Added a player marketplace where players can buy and sell resources and certain items.
Fixed the issue causing achievement progress to reset upon logout.
Many UI improvements.
Firefall now available in French! Click the flag for France at the login for the French localized version.
Added a two-factor account protection system as well as the ability to change your registered e-mail address.
New Accounts page available at https://accounts.firefallthegame.com
Red Beans can be purchased via PayPal on the new Accounts page (more payment methods coming soon)!
Enemies and supply crates in the Open World now have a chance to drop full items of all stages as loot.
Certain enemies drop special items that can be used as consumables.
Culex: Mosquito Wings - allows the user to hover for a short duration.
Explosive Aranha: Fiery Aranha Gland - throw the gland to generate an explosive blast that damages enemies on impact.
Icy Aranha: Icy Aranha Gland - throw the gland to generate an icy blast that freezes enemies on impact.
Toxic Aranha: Toxic Aranha Gland - throw the gland to generate a poison field that damages enemies within.
Reckless Thresher: Adrenaline Gland - use the gland for a speed boost.
Chosen Drone: Hacked Chosen Drone - deploy a forcefield at your location.
Enemies in the Open World no longer drop components as loot.
Changed the daily achievements. Dailies are now compromised of three random events in the open world.
Completing daily achievements will award the player with a call-down crate that's filled with all kinds of goodies including a guaranteed item! Access your crate via your calldown menu.
Added daily login bonuses that display upon first login for the day.
Added Info Bots to accompany each station in Copacabana to describe what the station is used for (audio only).
New identification system to help differentiate what stage of gear enemies are tuned for:
Yellow: Stage I
Orange: Stage II
Purple: Stage III
Red: Stage IV
Pressing "F" to add enemies to SIN will display this change.
Applied the new difficulty levels to ARES missions and other dynamic content.
Some ARES Missions have had their spawning logic adjusted to prevent unintended ambushes with multiple players in the encounter.
ARES icons updated to reflect their tuning for player composition as well as their difficulty level.
Group Missions have a small group icon above the ARES icon in the world map.
The bar to the right of the ARES icon displays the difficulty level of the ARES mission (see the con system above)
World map Improved
Displays Zone Control & Bonuses
Mouse over icons for more details about the area or task.
New world map icons for:
Added Vouchers as a currency that are earned by depositing Crystite Resonators the respective POI's Crystite Resonator Recepticle.
Types of vouchers for the open world include:
Trans Hub Voucher
Thump Dump Voucher
Sunken Harbor Voucher
Vouchers can be spent at each POI's Quartermaster for items or components for the corresponding Melding Pocket's key.
Accord Air Traffic Control has authorized Dropships to increase their in-flight speeds.
Thumper names have been updated to match difficulty and recommended gear stages.
Stock Personal Thumper, Personal Thumper I, Personal Thumper II, and Personal Thumper III
Stock Squad Thumper, Squad Thumper I, Squad Thumper II, and Squad Thumper III
Upgraded the visuals of water and added new river technology.
A profanity filter has been added to character and army names.
Firefall’s first 5-man PvE instance, Blackwater Anomaly, is now live!
Fight the Chosen on their turf in a 40-60 minute co-op shooter experience
Experience an all new visual environment for Blackwater Marsh
Learn more about the Chosen, who they are, and what they’re up to
Queue up for Blackwater Anomaly using our new PvE Matchmaking system
To do this, form a squad with the squad leader having the key to Blackwater Anomaly
Have the squad leader use the ‘Melding Fragment Arcfolder’ in any major POI (Sunken Harbor, Copacabana, Thump Dump or Trans Hub)
Queue for Blackwater Anomaly!
Note: This feature is currently still in development and doesn’t currently handle new players entering an existing squad’s instance if they’re invited while the instance is in progress. So in the meantime, please have the squad you want to play with ready-to-go before queuing!
New Player Experience
Made some adjustments to the New Player Experience.
Added DEIMOS as a guide during Battleframe Training in the Battle Lab.
Oilspill got a new wrap for his Dropship.
Added missions and voice over for a player's first fly-in to Copacabana to explain systems in Firefall.
Uplink with SIN
Set a waypoint
Purchasing from vendors
Scanning and Thumping
Unlocking equipment slots
Equipping new items
Added a "Battle Arena Vendor" in Copacabana that currently sells PvP Titles.
PvP Titles can be bought with Battle Arena Vouchers.
Battle Arena Vouchers are earned through playing PvP.
PvP ability ordering has been fixed, abilities should no longer change their order randomly.
Female models are now 5% larger.
The delay between landing and jumping has been removed.
Running over a Trailblaze now refreshes its duration.
Accord Biotech Sprayer has been reduced in damage and healing.
Healing Pillar Max Targets Craftable stat has been increased and now goes from 3 to 7 to 5 to 11 targets.
PvP run speed has been reduced by 1m/s across all battleframes.
Range on Accord Chemical Sprayer adjusted from 8m to 6m.
Duration of Accord Chemical Sprayer has been adjusted from 18 seconds to 12 seconds.
Created new sound effects for air-sprinting.
Changed the resources required for progression unlocks.
Mass unlocks require any resource from the Mineral group.
Power unlocks require any resource from the Gas group.
CPU unlocks require any resource from the Organics group.
XP costs are now associated with unlocks for all equipment slots on new battleframes.
Existing players with the battleframes unlocked will not have to unlock their equipment slots.
Abilities and secondary weapons are unavailable until they are unlocked.
Primary weapons, plating, passives, servos and jumpjets cannot be upgraded until unlocked with XP.
Jump jet effects now change as players upgrade their CPU technology.
Completing all 10 level constraint unlocks on an advanced frame will unlock that frame's special warpaint in the Garage.
Characters with already-existing fully progressed frames will get these warpaints shortly after the patch.
Stages III and IV gear are now available to be crafted.
Players must now perform research to unlock the ability to craft gear and some items at the cost of time and crystite. The higher the stage, the more Crystite and time required.
Only gear recipes for unlocked battleframes may be researched.
Basic recipes unlock all Stage I items for the specified Battleframe or Shared Component.
ex. Researching Basic Biotech unlocks the ability to craft BioNeedler I, Healing Wave I, Poison Trail I, Triage I, Accord Chemical Sprayer I, and Siphon Plating I.
Stage II, III and IV recipes are unlocked individually.
Mission items do not need to be researched (ex. Melding Pocket keys, or the Melding Anomaly Neutralizer).
Updated the Crafting UI with tabs for easier navigation.
The Refine tab holds all the refining, blending and processing.
The Build tab is where items are crafted.
The Research tab is where you can research new crafting recipes.
Updated the Melding Anomaly Neutralizer subcomponents to have broader resource input requirements.
ex. DNA Biochip requires 7500 Inert Gas instead of Nitrine; 2500 Enzymes instead of Regenics.
Updated the Melding Anomaly Neutralizer recipe to be a bit more straightforward crafting Trimmed DNA Solutions, Filtered DNA Samples, and DNA Plasmatic Fractions.
Corrected some errors with various Nanoprints - players please keep reporting those issues!
Players can now trade certain items and equipment on the Player Marketplace!
Access the Player Marketplace from the Nav Wheel or by using the hotkey Alt+M.
Updated the rewards screen for completing missions in the open world.
Updated the Achievement screen.
Updated the Private Lobby screen.
Improved the interface for depositing Crystite Resonators at Crystite Resonator Recepticles - now with a sliding bar!
Titles can be set in the garage, above your character name
All Founders have been given the Founder title
Setting your character title should update your forum title as well
Inventory tooltips display more correct stats.
Inventory comparison tooltips should behave more reliably.
Inventory comparison tooltips now compare constraints.
Game Client Performance
Improved performance and memory usage.
Screen Space Emissive LIghting quality improvements.
Twitch.TV streaming quality improvements.
Note: 32-bit operating systems are temporarily limited to High video settings due to an issue causing out of memory problems that has yet to have been identified.
Added two-factor hardware fingerprinting for player accounts.
When you log in for the first time on a new piece of hardware, you will be prompted to authenticate with a six digit code.
The link to get the code is sent to the registered account's e-mail address.
Google Authenticator may also be used to generate your code. The link provided in e-mail also has a QR scanner for this.
Added a first implementation Account page on the website https://accounts.firefallthegame.com where you can:
Purchase Red Beans. *You can now use PayPal to purchase Red Beans! More payment methods coming soon!*
Change your account's e-mail address.
Change your account's password.
Fixed an issue that would clear achievement progress upon logout.
Fixed a bug where Poison Trail was using Stage II stats for Stage I.
Fixed an issue where Energy Wall would not be destroyed at 0 hp.
Fixed an issue where Laser HMG bullets weren't traveling fast enough.
Fixed an issue causing floating ironsights with the Burst Rifle.
Fixed an issue causing the Melding "Trollnado"
Fixed an issue where Charge (Rhino) would not increase the user's max sprint speed.
Fixed an issue where Fortify was not correctly increasing the rate of fire of turrets.
Fixed an issue where advancing CPU technology would not award the player with increased energy for the specified battleframe.
Fixed an issue where the army UI would vanish when clicking on the header window.
Firefall se met à jour pour ses deux dernières semaines de bêta privée
Le 8 juillet, Firefall sera officiellement disponible en bêta ouverte. D'ici là, le shooter se met à jour en avant-première pour testeurs de la première heure : trame scénarisée et nouveau mode PvP sont au programme.
On le sait, Firefall donnera le coup d'envoi de sa bêta ouverte le 8 juillet prochain. Mais d'ici là, le shooter online du studio Red 5 se prépare à accueillir les joueurs et s'enrichit donc aujourd'hui d'une nouvelle mise à jour - permettant donc aux bêta-testeurs privés à découvrir en avant-première le coeur du contenu de la bêta ouverte à venir.
Et la mise à jour déployée aujourd'hui débloque notamment du contenu PvP et pose les bases de la trame narrative du jeu.
On s'en souvient, dès l'origine, Firefall était certes pensé comme un shooter online mais plongeant le joueur dans un monde ouvert et évolutif, s'appuyant sur un scénario - l'univers de jeu reproduit la Terre dans un futur proche (on joue à New Eden, sur un petit morceau d'Amérique du Sud), après l'invasion d'extra-terrestres belliqueux alors que les joueurs organisent la survie de l'humanité. Et le premier épisode de cette histoire de Firefall débute très officiellement avec le déploiement du patch.
Concrètement, les joueurs pourront quitter New Eden pour explorer « l'Amalgame, la tempête mortelle qui a pris le contrôle du monde ». Il conviendra d'y enquêter sur « une anomalie apparue dans les marais d'Eaux-Sombres, apprendre la raison de la présence des Élus, et tenter de comprendre qui, ou ce qui, est derrière cette attaque contre l'Humanité ». Et pour attiser la curiosité des joueurs (en plus de les immerger dans cette trame narrative), le scénario de Firefall pose ses bases avec un court-métrage en live action dont découvre le teaser.
Teaser du court métrage "live action" de Firefall
Pour les joueurs plus férus de PvP, la mise à jour intègre aussi le mode « Jetball », un jeu (une sorte de Quidditch futuriste devant servir de base aux tournois eSport de Firefall) opposant deux équipes de cinq joueurs rivalisant pour « marquer des buts » en amenant une balle dans la zone adverse. Et comme porter la balle oblige à s'expose aux tirs ennemis, on nous assure que le jeu d'équipe sera ici de rigueur pour espérer s'imposer.
On jugera sur pièce dès maintenant au cours des deux dernières semaines de bêta privée ou dès le 8 juillet prochain en bêta ouverte (après s'être inscrit sur lesite officiel).
Patch Notes - v0.6.1637
Significant resource and Crystite rewards have been added to most (if not all) activities and encounters in New Eden!
Resource and Crystite rewards added to PvP!
ARES missions now have more difficult variants available.
Dropships are now available as fast travel between POIs!
Power constraint has been redesigned. Excess power can now be allocated (available as a button under the Power tree) to gear in the Garage!
Mass constraints have been loosened. New ratios are available to see in the Garage.
Moisture Farm added into PvP rotation once again.
Improvements to POI power levels and presentation.
Removed the concept of purity. Raw resources refine at a 1:1 ratio now.
Renamed and organized resources.
Replaced the Esc menu with the new and improved in-game dashboard.
Added further improvements to the Crafting and Garage interfaces.
Added extra messaging warning players what is lost when deleting a character.
Some UI settings have been reset to default.
Fixed many items that were not being translated to German.
Fixed an issue where swapping genders in the New You would not reflect properly on the player's avatar at the login screen.
Fixed an issue where players would lose certain sounds after playing for a 30+ minute duration.
Fixed an issue where the Firefall client process would remain open after crashing.
Combat and Battleframes
Added UI tool tips for primary weapons.
Adjusted several sound effects for various battleframe abilities.
Added visual and sound effects to air sprinting.
Fixed an issue where plating regeneration was not working due to the health regeneration given by Copacabana.
Fixed an issue where turrets would fire at pets.
Fixed the placement of various objects and NPCs in the Battle Lab.
Fixed an issue in the Battle Lab where players could not proceed after interacting with the New You until interacting with the Battleframe Station.
Moisture Farm added into PvP rotation once again.
Moisture Farm now uses spawn rooms.
PvP wins and losses now award players with resources and Crystite (the winning team is awarded more resources and crystite).
Resources are given at random, similar to the way Open World rewards work.
Fixed an issue where the PvP server would not restart automatically after a crash.
Fixed an issue where players were not granted the proper amount of experience upon completion of a PvP match.
Fixed an issue where players could use teleport abilities to enter spawn rooms on Rig.
Stage I gear now requires progression unlocks to equip. Players that do not have the required unlocks but already have items equipped will not be able to further save their loadouts without changing to the gear with the appropriate certifications.
Power constraint has been redesigned.Excess power can now be allocated (available as a button under the Power tree) to gear in the Garage!
Items that can be allocated excess power are:
All abilities with the exception of the passive
Excess power converts into bonus damage (for weapons and abilities that deal damage) at a ratio of 10 power = 1%.
A maximum of 50 power points per Stage can be assigned (ex. Stage I = 50, Stage II = 100).
There is no longer any damage penalty associated with Power.
Mass constraints have been loosened.New ratios are available to see in the Garage.
Maxiumum movement speed is now capped based on Mass constraint unlocks (90%/100%/110%/120%). This cap only applies to base movement speed and does not prevent abilities and effects that increase movement speed from working as normal.
Improved the visuals of progression tooltips.
Crafting and Crafting UI
The maintenance button now pulses upon entering the garage if there are items that need repair.
Items that are broken beyond repair are displayed in the repair shop to allow you to see it's completely broken.
Added an 'Equip' button in the Garage to equip the selected Battleframe.
Updated the in-game dashboard.
The dashboard is shown when pressing Esc to exit the game, replacing the old Esc menu (menu buttons are now found on the bottom right).
Added a character overview section which displays personal stats.
Added an element to display Friends and Armymates that are online.
Added a section for community updates & notices.
Some battleframe warpaints are looking washed out. Unfortunately this can't be fixed without a patch, but we are aware of the issue and fixing it for next time.
Patch Notes - v0.6.1623
Hey guys, we've prepared a patch for you guys to fix the following issues:
Fixed an issue causing several crashes in beta (including sending thumpers back).
Fixed an issue where non-Assault battleframes could not open the Beta Crystite Crate (x11)
Fixed an issue where some battleframe abilities were damaging and killing players in the open world.
Fixed an issue where bringing up TAB to display durability would display incorrect information.
Fixed an issue where the Diamond and Crystal Wing Glider Pads would not deploy after using the pad.
Fixed an issue in the Garage that would erroneously display constraint bars across the UI after modifying cosmetic options.
Patch should be live shortly.
Patch Notes - v0.6.1621
In-game squad voice chat now added.
Beta Crystite vendor is active with all announced items.
Two new abilities added to each battleframe archetype for open world use.
Added components as very rare loot drops from larger creatures.
Trans-Hub Command rework and optimization.
Power levels added to major POIs. Increasing a POI's power level increases its global buff along with adds new NPCs such as special vendors.
Progression costs have been adjusted down.
The P-39 Cobra (LGV) can now be crafted.
Equipment durability and repairs added. For the time being, repairing equipment is free of cost.
Improvements to the visuals and functionality of the Crafting and Garage UI (more improvements yet to come).
In-game Voice Chat
Added in-game squad Voice Chat. You can configure your settings at the Options -> Voice Chat menu.
Added a key bind option in Key Bindings for Voice Chat push-to-talk (PTT).
Ratchet has relocated and opened up shop for all your Beta Crystite purchases. You can find her nearby Spicy Al's in Copacabana, just past the fruit stand. Items immediately available (all prices in Beta Crystite):
Beta Crystite Pack: 10,000. Each pack comes with one consumable, one boost and a one-time use version of a Beta Crystite item with a small chance of a permanent version of the item.
50% resource boost, 60 mins: 10k
T.E.X. Leash: 20k
Cobra LGV: 75k
Angel Wing Gliderpad: 300k
5% Permanent Resource Boost: 15k
10% Resource Boost, 6 months: 250k
Beta Crystite Crate (11 Beta Crystite Packs): 100k
Crystalwing Gliderpad: 20k
Diamondwing Gliderpad: 100k
Changed the progression curve on newly crafted abilities.
Lots of new visual effects and sounds to existing weapons and abilities.
Added 10 new abilities to use in the open world (2 per archetype, usable by all frames within the archetype).These can be crafted at the Molecular Printer.
Improved hit registration and network performance.
Added subtle strafing momentum.
Using an elemental damage chamber should now remove the previous one if you already had one in use.
Progression constraint unlocks now cost Crystite in addition to resources, experience and crafted items.
Progression constraint costs have been adjusted down.
Stock, Stage 1 and Stage 2 items have been rebalanced.
Progression constraints have been renamed and now have tooltips.
Progression items are now craftable with rare components purchased at POIs from special NPCs that spawn at Power Level 3.
CPU is now functioning properly.
CPU Cores are now available for purchase at crafting vendors. Mod your gear today!
Firefall mis à jour et en bêta ouverte le 9 juillet
Après déjà plusieurs mois de bêta-test au cours desquels Firefall a largement évolué, le shooter online du studio Red 5 s'annonce en bêta-test ouvert à partir du 9 juillet prochain. D'ici là, le développeur promet moult mises à jour.
Dès les prémices du développement de Firefall, le studio Red 5 entendait s'appuyer sur un long processus de test. Très tôt, des testeurs de plus en plus nombreux étaient invités à découvrir leur jeu et surtout à partager leur avis sur le gameplay (parfois critique et sans NDA « puisque de toutes façon le jeu change sans cesse »). Sur la base de ces commentaires, le jeu a donc déjà fait l'objet de plusieurs modifications profondes (que ce soit dans la gestion de son monde ouvert, des mécaniques de PvP ou plus récemment d'évolutions des personnages) et il continue d'évoluer.
Et à partir du 9 juillet prochain, les tests prendront une envergure accrue avec le coup d'envoi de la bêta ouverte. Dans la lignée des tests précédents, le studio Red 5 affirme par voie de communiqué qu'il ne s'agit pas là d'une « bêta marketing » mais bien de tester les mécaniques de Firefall avec plus de protagonistes.
D'ici là, entre mai et juillet, le jeu devrait faire l'objet de plusieurs mises à jour majeures dont Red 5 esquisse les principales orientations.
Niveau d'énergie des villes : les joueurs recevront des bonus et des récompenses en augmentant le niveau d'énergie des villes principales. C'est la participation des joueurs aux missions et évènements locaux qui influera sur ce niveau d'énergie.
Exploration de l'Amalgame : en augmentant le niveau d'énergie des villes et en débloquant certains modules, les joueurs pourront pénétrer et explorer des poches d'Amalgame entourant Nouvel-Eden.
Instances Élues : fortifier le monde permettra aux joueurs de passer à l'attaque et d'affronter cette race extraterrestre hostile dans de nouvelles instances épiques.
Artisanat et Progression : les joueurs verront de nombreux ajouts au système d'artisanat et à la progression des Battleframes (dont une nouvelle interface).
Pour les curieux et ne attendant le 9 juillet, les inscriptions à la bêta fermée restent accessibles notamment à cette adresse, sur le site officiel.
Patch Notes - 0.6.1597
Open World Changes
Using /stuck while on an LGV will dismount the character from the LGV before respawning.
Fixed an issue where warpaint on the body suit would not appear on the advanced frames.
Added audio effects for many objects that were missing in the last patch.
Promoting a new squad leader should no longer disband the squad.
Brassy and Fired Up female voices are no longer the same voice.
Fixed issues with certain heads and facial hair options clipping.
Adjusted the volume of various weapon and NPC sounds to help distinguish what is attacking you.
You can now deploy turrets even while the Thumper is on cooldown.
Players should no longer remain horizontal when crashing from a glider while in free cam mode.
Removed tooltip references to Tech Trees.
Updated nanoprint categories to help organize and simplify finding the nanoprint you want.
Battleframe-related components that require resources to craft now require half the amount of resources, and take half the time to complete.
Added advanced refining recipes that support multiple inputs – players can refine multiple stacks of raw resources in the same job.
Item stage/tier is now noted in the resulting item as well as the nanoprint. Assault Rifle II nanoprint now results in an Assault Rifle II item.
Healing Accelerator I and Healing Charge Builder I should now have crafting times associated with their recipes.
Regeneration Assembly I & II recipes should now output the appropriate component for the Accord Absorption Plating.
Subcomponents that require Polymers or Carbon should now allow you to select the quality of those resources.
Fixed a bug where selecting a resource for a component would not select the proper resource.
Fixed a bug where selecting the third resource in a list would fail to select that resource.
Healing Ball Charge Builder I and Healing Accelerator I now require appropriate number of resources and time to craft.
Crystite and Red Bean totals now appear in the manufacturing station UI.
Inventory items now show appropriate requirements in their tooltips.
Passive modules will now be shown in player inventories.
Stock gear will no longer display durability information on the tool-tips (starting gear ignores durability)
Resource Collection Changes
Tweaked the way raw resources are generated in the world – should result in fewer cases of horrible, horrible quality resources.
Resource qualities will now update more frequently in the world.
Added new scan report UI when using the scanhammer to detect resources.
Surface deposit sin cards should no longer pop into view and then disappear when you get within range.
Using a scan hammer to crack surface deposits will now result in a smaller resource reward than using sonic detonators.
Squad Thumpers have been renamed to match personal thumper progression (Stock, Light, Medium, Heavy).
The Accord now gives the full 100% bonus to all squad members for completing a personal thumper – it is no longer split.
Thumper locations are reserved for the thumper’s owner for 30 seconds after thumper is sent back.
All thumper health increased by approx. 25%.
Thumper capacities adjusted to reward greater risks of moving up in weight class.
Squad thumper capacities increased to encourage more squad thumping.
New STOCK Squad Thumper introduced by The Accord Technologists. Perfect for that squad using new Battleframes!
Fixed a bug where Thumper boss waves would respawn.
Slightly decreased the health on crystals inside the Melding tornado portal.
All the tiki thumpers are now correctly using the tiki thumper web icon.
Small, Medium, and Large healing powerups increased to restore 1.5 times more health.
Added the 2 teleporters back in to each spawn room in Sunken Harbor.
Removed the penalty for carrying Double Damage - the player with it no longer takes bonus damage, only deals bonus damage.
XP rewards for PvP should no longer be split among the team. XP rewards were meant to be for the individual.
Fixed an issue with the challenge mode where a player would not receive an invite if they had any players on their ignore list.
Spectator mode should now properly display the in-game clock, score, etc. when observing a match.
When spectating via the challenge mode, the camera should now properly attach to a player at the start.
Keybindings and mouse controls should now work properly in spectator mode.
Clicking the exit button in spectator mode should now exit the match cleanly.
Primary Weapons - Did a pass on all primary weapon ammunition and added some weight/size to projectiles.
Reduced weapon damage by 20% (PvP only)
SIN Scrambler - Reduced damage to half weapon damage.
Overload - Reduced damage to half of weapon damage.
Overload - Now arcfolds the appropriate weapon to the user on activation.
Reduced primary weapon damage by 20% and reduced "Ambush" damage bonus by 5% (PvP only)
Eruption Rounds - Now arcfolds the appropriate weapon to the user on activation.
Increased accuracy, clip size, and damage of the R36 (primary weapon) at all stages.
SIN Scrambler - Can now be used with the R36 (accord recon primary)
Sentinel Pod - Limited max hostile targets to 1
Deployables will now get the appropriate stats at all levels.
Fixed a bug where Bastion was getting Starting Gear in PvP.
Bastion Ultimate (Fortify) - Fixed a bug where the player was getting fully healed instead of the sentinel pod.
Tesla Alt Fire - Reduced the rate of energy drain to match new energy totals.
Sticky Grenade Launcher - Added explosion audio when sticking grendes to an NPC or player.
Anti-Personnel Turret should no longer loop audio.
Buffed the damage of all ranks of Disruption. Starting was 212, now 350. PvP was 375, now 600.
Increased the run speed bonus provided by Trailblaze to 120% at the starting value, up from 110%. Remains 130% in PvP
Immolate damage significantly increased - 75 per tick base, up from 38. PvP damage buffed to 90 per tick. Immolate radius increased to 5m base, up from 3.4m. PvP range left alone (5m)
Thermal Wave base damage increased from 212 to 350, and all crafting ranges increased accordingly. PvP damage is still 375.
Plasma Cannon - Increased speed of the projectile to better fit in between Thermal Cannon and Fusion Cannon
Creeping death - Fixed a bug where the radius was far larger than intended.
BioRifle (Dragonfly primary) - Players should no longer warp around while firing.
Fixed a bug where Dragonfly was getting Starting Gear in PvP.
Sundering Wave now causes targets to take 15% more damage at base, up from 12%. All stages raised accordingly. PvP raised to 20% extra damage taken by affected targets.
Heavy Laser MG base damage per round raised to 46, up from 38. All stages raised accordingly. PvP damage increased from 77 per round to 80.
Fixed the issue causing the Accord Dreadnaught's passive effects to become stuck on his body.
As you may notice, we still have not replaced the crafting UI. This is an ongoing process. I wanted to let you know that it is absolutely being worked on and here is a concept of what we are currently working on in regards to that new crafting interface...
Step 1: Refining your resources
Step 2: Building Sub-components
Step 3: Building item components
Step 4: Building your item
There is still more work to do, but we just wanted to make sure you guys knew we were working on it. Feel free to give feedback on the UI that you see here.
Patch Notes - v0.6.1586r2
Fixed issues with the crafting UI that required you to reload UI constantly.
Fixed multiple UI crash issues with crafting UI.
Implemented multiple server-side performance improvements to inventory and character services.
Patch Notes - v0.6
Welcome to Patch 0.6!
We heard your requests and our team worked hard to make many of your wishes become a reality. This patch introduces new exciting content, an updated progressions system, a large number of improvements, and laid the foundation for amazing things to come.
As always we would love to hear your feedback. Join us on our journey to make Firefall a remarkable experience!
The new progression system is live!
Weight has been renamed to “Mass”.
CPU has been renamed to “Cores”.
All currently created items in the game have been removed and replaced with starting gear.
Tiers have been removed from the game. Unlocking new Battleframes now costs 10 Pilot tokens or 100 Red Beans. Pilot tokens are awarded at the 5th, 7th, 9th and 10th unlocks in each of the 3 constraint progression trees.
Unlocking progression items in the three trees will increase Battleframes Mass, Power and CPU Cores accordingly. Battleframes movement speed and overall damage will be affected by Mass and Power usage respectively. More constraints mean more room to equip better gear!
Acquiring progression items in the three trees requires Experience, Resources, and a special crafted item for the 10th unlock. Each Battleframe has a different resource requirement and special item needed to progress.
CPU Cores are used to equip abilities. These will be utilized more in a Future Update
You can now preview Battleframes before unlocking them.
As this is a system in progress, please help us by reporting any oddities, and expect changes as we work out the kinks and bring more features online!
POIs under Accord control now give players buffs
Major POIs (Thump Dump, Copacabana, Sunken Harbor, and TransHub) each give a unique buff to all players in the zone while the Accord maintains control of the POI
Copacabana: Increased health regen
Thump Dump: Increased resource gain
TransHub: Reduced cooldowns
Sunken Harbor: Increased XP gain
Minor POIs (Sigu’s Sanctuary, Northern Shores, Cerrado Plains, etc) give a small stacking damage buff that increases in strength the more minor POIs that are controlled by the Accord
When the Accord loses control of these POIs, they also lose the associated buffs
Note: UI is not yet in the game to communicate that these buffs are active, but they are working behind the scenes. We decided to keep the bonuses in-game while we continue to work on the UI for it.
ARES Missions / Local Events
Introduced ARES missions throughout New Eden!
Thumper and Scanning Improvements
All of the thumper costs and capacities have been adjusted.
New sizes of Personal and Squad thumpers have been designed by Accord engineers and are available for manufacture. Find the thumper that best fits your squad’s gear and skill!
Personal Thumpers are designed for 1-2 players. Resources recovered are split amongst the squad.
Squad Thumpers are designed for full squads. Resources are shared equally amongst the squad (no splitting).
Creatures spawned by the thumper are much more region-specific.
The balance and timing of all thumper spawns have been adjusted.
Completing a thumper to 100% yields a double resource bonus.
Completing a thumper to 100% results in an XP reward for the squad.
Explosive Aranhas killed by players only have small explosions instead of their large self-destruct explosion.
If you help a squad with their thumper, you will receive a small resource reward from the Accord.
Thumpers now have global mapmarkers – check your map to find a nearby squad with an open slot that is digging for a resource you need.
Lots of new voice over and feedback has been added to the thumper encounter.
Thumper placement rules have been adjusted to reduce positional exploits.
Players are now able to thump in flat water and wet sand
Many other small improvements to thumpers including: visual effects, lighting, creature spawn positions, thumper health, new creatures, etc.
You can only see the Thumper map markers if you’ve connected to the SIN tower for that area
Scan Hammer visuals have been improved – the SIN data should be much easier to read in order to find the best veins.
The Sunken Harbor watch towers now have unique names
Sunken Harbor spotlights now move even if players are not looking at them
Several NPCs in Trans Hub now have different names
Floating buildings around New Eden have been put back on the ground
Various floating rocks, bushes, etc. are now back on the ground
Various texture glitches have been fixed
Various texture seams have been closed
Hisser nests now align properly to mountains
Fixed auto turrets that clipped through the ground
Antennas are now properly displayed from far away
Plugged terrain holes in the Dig Site 5 cave
Plugged terrain holes in the back of the Cliffedge Encampment near Copacabana
Plugged terrain holes around the Broken Shores Secret Lab
Plugged terrain holes around Thump Dump
The SIN Tower in Thump Dump now has collision
Shield barriers of the SIN towers in Sigu and Stonewall are now correctly aligned
The /cheer emote of the female character no longer loops
Removed some rocks in the middle of the road by Cerrado Plains
Fixed some SIN imprints that were not playing
Playing a SIN imprint will interrupt other SIN imprint recordings
SIN imprints are now prettier and easier to see from a distance
Missions & Encounters
Daily missions are now resetting properly
Players no longer get double rewards for the Holmgang mission
Dynamic events are now spread out in a more distributed pattern
We have laid the foundation for our new crafting system!
Primary Weapon – Plasma Cannon
Fires a plasma round which deals both splash damage and extra direct damage. Splash radius has been reduced.
Alternate-Fire – Scattershot
Fires a shotgun-style blast of small plasma projectiles
Specialty (Passive) – Accord Absorption Plating
Player receives a bonus heal over time equal to 25% of the health granted from a health pickup.
Ability 1 – Crater
Player slams to the ground, dealing AOE damage that scales up based on distance travelled (height).
Crater now sends the player down-and-forward at a consistent angle.
Ability 2 – Afterburner
Player dashes in the direction they are facing at a high speed
Ability 3 – Overcharge
Overcharges the Battleframe, causing the player to deal bonus damage for the duration
HKM - Shockwave
Fires a shockwave shell in the direction the player is aiming, dealing massive damage to any enemy it passes though
Primary Weapon - BioNeedler
Discharges small spikes at a high rate of fire.
Alternate Fire – Needle Shotgun
Fires a cluster of spikes at once
Specialty (Passive) - Accord Siphoning Plating
A percentage of all damage and healing dealt returns to the Biotech as health.
Ability 1 - Healing Wave
The Biotech sends out a wave in a frontal cone that heals allies, as well as damages and knocks back enemies.
Ability 2 - Poison Trail
The Biotech emits toxic clouds that linger for a duration, dealing heavy damage and snaring any enemies that pass through them.
Ability 3 - Triage
Biotech is able to revive allies at a much faster rate, as well as receive less damage from enemy attack for its duration.
HKM - Accord Chemical Sprayer
The Biotech's weapon switches to a chemical sprayer for a short duration, which damages any enemies and heals any allies caught in the spray.
Base movement speed increased slightly.
Primary Weapon - Heavy Machine Gun (HMG)
Requires spin-up time before firing, and rapidly discharges bullets in a cone of fire.
Accuracy cone has been improved, though weapons damage decreases beyond 20m.
Rate of fire decreased slightly and damage per round increased slightly (no change in DPS).
Alternate Fire - Forward Shield
While the alt fire is active, a Forward Shield is projected from the HMG, blocking incoming projectiles until its health reaches 0.
If the shield is "broken", it will go on a short cooldown
Specialty (Passive) - Resilient Plating
When the Dreadnaught falls below 35% health, it gains increased health regeneration until reaching 35% again.
Ability 1 - Explosive Rounds
Overrides the HMG ammo for a short duration. Rounds deal bonus damage and explode on impact, causing some AOE damage.
Ability 2 - Heavy Armor
Activates a shield around the Dreadnaught, causing them to take less damage for a short duration.
Ability 3 - Repulsor Blast
The Dreadnaught emits a powerful wave of energy, dealing damage to and knocking back any enemies caught in the blast.
HKM - Accord Mortar Launcher
The Dreadnaught's weapon is replaced with a Mortar Launcher, which fires projectiles that explode for AOE damage upon impact.
Primary Weapon - Sticky Grenade Launcher
Fires grenades that stick to surfaces and wait to be remotely detonated (can stick to players).
Alternate Fire - Sticky Grenade Launcher Detonation
The alt fire detonates all deployed grenades from the Sticky Grenade Launcher when triggered.
Specialty (Passive) - Accord Nanite Deployment
When the engineer's deployables drop below a certain amount of health, small nanites are deployed to repair the device over time.
Ability 1 - Heavy Turret
Deploys a heavy turret that deals moderate damage within combat range. This turret automatically upgrades itself after dealing enough damage to enemies.
Ability 2 - Forward Shield
Deploys a quarter-dome shield that blocks projectiles and prevents enemies from moving through it.
Ability 3 - Supply Station
Deploys a supply station that periodically spawns health and ammo pickups that anyone can use.
HKM - Anti-Personnel Turret
Spawns a useable anti-personnel turret that can be controlled by either the player or ally. Lasts 30 seconds or until destroyed.
Advanced battleframes can equip any of the gear of their Accord counterpart, plus their default gear as listed below. (example: The Firecat can equip both Firecat gear and Accord Assault gear)
Primary Weapon - Thermal Cannon
Fires a small fire-based plasma projectile that does heavy/wide AOE damage.
Alternate Fire - Triple-Shot
Fires three smaller projectiles that damage and apply the Firecat's passive damage-over-time effect to enemies they hit
Specialty (Passive) - Incinerator
Any damage dealt by the Firecat's abilities or alt-fire cause their enemies to catch on fire, dealing a minor amount of fire damage every second. The lifetime of the effect is extended when the target takes damage from the primary fire of the Thermal Cannon.
Ability 1 - Thermal Wave
Shoots a burning projectile in a straight line forward that deals moderate damage
Applies passive damage-over-time effect to enemies hit
Ability 2 - Immolation
Deals heavy fire damage to enemies around the player. Also applies the passive damage-over-time effect.
Ability 3 - Inferno Dash
Player dashes in the direction they are facing at a high speed
Enemies in the path of Inferno Dash are ignited with the passive damage-over-time effect.
HKM - Fuel Air Bomb
Calls in a bomb that explodes for significant fire damage over a large area upon impact.
Primary Weapon - BioRifle
Fires small energy projectiles at a high rate of fire
Projectiles do a small amount of AOE damage upon impact
Altfire – Micro-Healing Wave
Applies a small heal-over-time to affected allies, which is cancelled upon taking damage
Specialty (Passive ) - Rally
Allies below a certain percentage of health when healed receive an extra heal-over-time. The heal-over-time stops if the target takes damage.
Ability 1 - Healing Ball
Fires a projectile that detonates upon impact of an ally or when ability is pressed again. The detonation heals allies within the AOE's explosion and damages enemies
Ability 2 - Healing Pillar
Fires a projectile on the ground that creates a circle. After a short duration the circle erupts in a pillar, healing allies and damaging enemies in the radius
Ability 3 - Emergency Response
Dragonfly launches up and forward at a high velocity
Leaves a cloud behind that causes enemies to take bonus damage for a duration if they pass through it.
HKM - Healing Dome
Places a deployable at point of activation and creates a dome. Allies within the dome are healed for a significant amount over time.
Primary Weapon - Tesla Rifle
Fires a straight beam of lightning that has a limited distance.
The damage of the Tesla Rifle ramps up as it successfully hits targets. This bonus damage decays over time when not firing or missing.
Alternate Fire - Drain Beam
An energy-siphoning beam that is very short range and drains the target’s energy quickly.
Specialty (Passive) - Overseer
When a Bastion is nearby its deployables, those deployables take 15% less damage from all sources
Ability 1 - Multi-Turrets
The Bastion can place multiple, weaker turrets. These turrets can stick to any surface and can be upgraded once to specialized styles of turrets.
Ability 2 - Sentinel Pod
Deploys a sentinel pod. This device will repair damaged deployables in range once per second. If no deployables nearby are damaged, it will look for a nearby enemy to siphon energy from and deal slight damage to.
Ability 3 - Energy Wall
Fires a projectile that can be detonated to create a wall that’s impassable to enemies.
HKM - Fortify
Fortify strengthens all of the Bastion’s deployables in range, healing them back to full life and giving them a bonus rate of fire for the duration.
Primary Weapon - Shock Rifle
Fires a straight laser that goes long distance and is very precise
Alternate Fire - Energy Orb
The Shock Rifle's alt-fire shoots an energy ball that can be detonated by hitting it with the primary fire of the weapon. Otherwise it explodes on impacting a surface.
Specialty (Passive ) - Fail-Safe
Upon reaching a low health threshold, the Electron’s Battleframe detonates an EMP blast. This blast completely drains the energy of any nearby enemies and gives all of their abilities a 2 second cooldown.
Ability 1 - Boomerang Shot
The Electron fires a projectile out that passes through enemies and deals relatively high damage. This projectile stops at a certain distance and then returns to the Electron, once again damaging enemies it passes through. The Electron gains a temporary shield if any enemies are hit.
Ability 2 - Bulwark
Fires a projectile that can be detonated. Upon detonation, any friendly targets in range gain a temporary shield that will absorb damage.
Ability 3 - Hypercharging Pad
Deploys a pad that generates a pickup periodically. When run over, this buff grants the player bonus movement speed and energy regeneration for a duration.
HKM - Electrical Storm
Launches a projectile that moves fast and can be detonated. Once detonated, the projectile grows into a large spherical energy storm that moves slower and snares all enemies it passes near, as well as dealing significant damage.
Primary Weapon – Bolt-Action Sniper Rifle
Deals high damage per shot, and double damage on headshots.
Alternate Fire - Scope
A scope which gives the player a 4x and 8x zoom.
Specialty (Passive) - Ambush
When not in enemy SIN, the Nighthawk deals more damage. This can only occur for one shot every 30 seconds.
Ability 1 - Execute Shot
The Nighthawk loads a special round for his next shot, which deals 20% more damage (base). If the target dies from this shot, they bypass incapacitation and are dead. If he shoots a downed opponent with this shot, the opponent is executed and explodes for AOE damage.
Ability 2 - Smoke Screen
Throws a smoke grenade that removes allies from SIN and prevents targets inside from being added to SIN.
Ability 3 - Long Range Charge
Deploys an explosive at long range. This explosive sticks to any surface and does not detonate until the ability is activated again.
HKM - Eruption Rounds
The Nighthawk equips special ammunition for the duration. These rounds explode for AOE damage whenever they pass near an enemy target.
New You and Manufacturing Terminals now show up on the world map
The comparison tooltips are a lot bigger
It's now possible to select ornaments when in New You
This change was done to avoid situations where certain ornaments with slot restrictions are equipped in such a way that none of the head slots are available which makes head selection impossible
New ‘mouth’ category for ornaments in the New You
Sex changes are now available in the New You
Bald is beautiful, bald is back! The bald option should now be available as a "hair" option
Removed duplicate items from the selection lists
Group similar abilities and weapons together
Cleaner exit for Garage if suddenly closed, so it can start up properly the next time it is accessed
Stabilized the garage and reduced crashes
Fixed patterns being inaccessible without a custom warpaint
Fixed breakage when exiting garage without saving a pattern edit
Automatically navigate to the slot of the loadout you are currently wearing when opened
Increased the visibility of tooltips in the garage
Removed ammo, reactor, and processor slots
Show confirmation dialog for constraints upgrades
Disabled zooming in and out
Fixed an issue where the garage interface was unresponsive
Fixed a bug where making the armor pattern smaller or bigger would break the garage
Improved vehicle behavior
Vehicle engines now are disengaged when the vehicle is destroyed
Reduced the collision impulse when the vehicle is moving at low velocity
Improved vehicle collision against deployables
Reworked vehicle collision damage
Vehicles should no longer receive damage on bumpy roads
Fixed a bug where a player gets immediately ejected from a vehicle if they hold the interaction key too long while entering
Tied exhaust effects to engine state so there is no smoke while the engine is off
The light of the LGV is no longer shining through the LGV
The Founder LGV is now back in the calldown menu
Notifications can now be accessed from the World Map, New You, and the garage
Fixed an issue where players received multiple loot messages
Fixed an issue where players received multiple experience gain console messages
Fixed the giant nametags in the spectator mode
The E-To-Interact interface element is now pointing better at the player’s face
Changed some interface outline colors
Post processing for low and medium settings is now disabled
Added notifications for experience boosts
Added notifications for experience boost expiries
Fix for when using the scan hammer via the fire ability keybind, would then select the first ability rather than stay on the scan hammer
A text field was added to the loading screen to indicate when you are connecting to the server versus actually loading into the game.
The character creation screen has been cleaned up and battleframe selection has been removed since all players will receive each of the Accord battleframes.
The text of the loading screen has been repositioned
Fixed a bug where active menus did not receive mouse clicks
Fixed a bug where interface elements could receive mouse clicks while still loading into the game
Optimized the loading process and progress display of the loading screen
Fixed the bug where players were stuck in the loading screen at 100%
Added a "waiting for response" message to the Login UI
The intro sequence can now be skipped by mouse click or space bar
The ESC-menu is the topmost menu again
The crafting interface closes itself automatically when the resolution is changed
Fixed a bug that displayed self-heals twice in third person
The death message when killed by an explosive Aranha is now much shorter
Improved the perspective to the player so SIN cards are better to read
SIN cards fade out after 100m distance by default
Improved the size scaling of far away SIN cards
Improved the resolution of big SIN cards so the font looks less pixelated
Increased the small SIN Card of small thumpers to make it look more proportional
Achievements (shortcut “Y”)
The achievement window has been made prettier
The achievement completion count text is now displayed properly
A reward display and tooltip has been added for achievements
Pressing the view achievements key while an achievement notification is up will open the window to that specific achievement entry
SIN imprints can be played from the achievement window
Added animations to the achievement icon
Achievement icons now light up brighter on mouse over
Added a reward unlock text in the achievement completion notification
Updated the achievement notification to not display the reward text if the achievement was completed before
Combat awards and achievement completion notifications are now separated
Fixed the daily challenges not displaying the completion notification
Adjusted the saturation of the achievement progress bar background
Daily achievements now work as intended
Fixed a spelling error of the Colossal Remains achievement
Completing the achievements of Grand Executioner and Scourge of the Chosen will reward the user with the same accessory, which is the Executioner's Hoody
NavWheel (shortcut “~”)
Added a preview list to the side as you move through the top-level, to show you what is in each category
Added a calldown history for the last 8 used items you slotted. Cycle through them with the 'Select Next/Previous Calldown' keybinds under Interface (defaults to [ and ])
Increased the text space for titles in the NavWheel
Added armies to the social menu
The friends list option now opens the correct interface
Added navigation hints to the NavWheel
The social section has been reorganized
The achievements option has been moved to the correct section (was in the social section before)
Moved "Activate Selected Ability" to be after the "Select Previous/Next Ability" bindings
Popups will no longer appear on loading screens
Fixed a bug that would display old subtitle text if no new subtitle is available
Popups will now be on the topmost layer
Popup are not clickable
Duel request HUD-notes are now colored in the PvP color
World map / Minimap
Fixed an issue where initially the world map was loaded at a wrong position
The world map now notifies you when outposts in unexplored areas are taken over by Chosen so players are aware when they walk into a possible conflict
Watchtower icons now appear on the mini-map as well as world map
The watchtower icon now correctly changes the color after becoming friendly
Added options to disable fly cam to respawn point
Challenge system (shortcut “/challenge”)
Replaced the old challenge system with a new interface that can be accessed through the NavWheel (‘~’), the Versus menu (‘K’) or by typing “/challenge”.
Added an event to update the daily challenge timer on daily challenge update
Added PvP item rewards for winning and losing teams
You cannot queue while in a challenge
You cannot create a challenge while queued
Players are no longer required to be in a squad to initiate or accept a challenge. Invite squad leaders to invite their entire squad.
Invite spectators directly to the match challenge
All private challenge mode matches provide no XP
All private mode matches are played at 2pm in-game time
Added a ‘lobby’ chat channel
Chat with both teams in a private chat channel while waiting for Ready-Up
Play matches with fewer than max players
View map selection in UI
See who is ready and not ready on either team
Kick players from the challenge mode
Give invite permissions to other players
Invite squad leader to invite his entire squad
Teams will rebalance during warm up if players drop or join in late.
Added large XP rewards for winning and losing in PvP
Removed individual XP rewards for kills, hacks, etc.
The message “warm up” is no longer intersecting with the timer at the top of the screen
The interface now flashes while hacking a point
The interface has been cleaned up and the winner is now displayed properly at the end of the match
Added capture points to the HUD and minimap
The boost effect no longer plays after the effect expired
Increased the size of the A,B,C objective so they can be read from greater distances
Added bullet collision to a ramp in Shanty Town
Players can no longer fall and get stuck in a tight spot behind a building
Closed the underside of a tower
Various force fields on Sunken Harbor are now properly aligned to the opening
Floating ammunition powerups have been put back to the ground
Double Damage now spawns near the currently open point. I.e. when B is capturable, Double Damage spawns near B, and when C is capturable, it spawns near C.
In round 2, OCT will end as soon as a winner can be determined rather than going until the timer runs out.
Fixed a bug where the winning team sometimes did not get the win
Moisture Farm will temporarily be offline for PvP matchmaking while its spawning rules are revamped and updated to our new encounter system.
Hitting ’unqueue’ now unqueues the player even when he gets the confirm/decline match popup
Squad mates get notifications of other squad mates cancelling the queue
The match will wait for the ‘Accept Match’ period to end or for all players to accept instead of starting with the minimum amount of players
Removed unqueue when becoming idle.
Modified the balancing algorithm to create better teams with disparate skill ratings
Teams are now auto-rebalanced if a match is in warmup and one or more users are backfilled or dropped during launch
Improved searching mechanism to matchmake players faster
Players at extreme ranges of skill ratings should experience much lower queue times
All matches created via matchmaking are played at hours between 8am and 6pm in-game time (no more night time PvP)
Fixed a launch error when using Russian characters in the name with a windows account
Resume file downloads for the patch files
Reward experience points for zone unlocks
Updated password reset appearance
Adding ‘Forgot Password’ button to login UI
Updated the Red 5 logo movie to be higher res and quieter
Fixed bug where dropship twists on landing pad
Fixed bug where dropship sinks into landing pad
Tweaked gamepad and gamepad aiming
Improved support for Windows user names with UNICODE characters
By default clients entering the game for the first time will play the introduction sequence regardless if the character has seen it already
Lots of installer/patcher changes
Various crash fixes for disconnecting in various error scenarios
Fixed a crash when restarting a replay as spectator
Changing the default fly cam FOV to 90 degrees to better align it with the game FOV.
Outline shader improvements
Improved the artistic style of character and object outlines to have a more SIN feel
New Water Rendering
Rewritten and massively improved
Screen Space Emissive Lighting
Each pixel on the screen is an emissive light source.
Very expensive effect, not enabled by default (not even on Ultra settings)
Watch as your Battleframes and the world light up!
Smaller worst-case patch sizes
Added support for high-DPI display settings
Multi-monitor surface support (Eyefinity, Surround)
Fixed a bug to restore the camera when exiting vehicle
The vertical FOV is now preserved when the window is wide
Enabled the area light on grass
Reduced the moon size in the moon illusion effect to make it look more natural
Updated video quality auto-detect settings
Decals have shadows now
Vegetation (i.e. grass) bends when players walk through itMade the lens-flare effect look more dirty
High sun intensity will boost sky intensity to provide an "HDR-ish look"
Enabled terrain normal maps on medium shader quality which is an huge improvement at a moderate cost
Added sounds to the character create screen
HMG and Sniper flybys are now playing properly
Improved the music system
Fixed a bug where the HMG weapon sound would loop
Increased the SIN imprint audio volume
New jumpjet sounds have been added for Dreadnaught, Engineer, Recon and Biotech
Performance Improvements (both CPU&GPU)
40% improvements on some CPUs/GPUs
20% improvement of the user interface
Fixed a memory leak in matchmaker
Plugged a physics engine memory leak
Plugged a UI memory leak
Fixed several 64bit fixes
Fixed a bug that caused the system to assume the client was running on a 32-bit system and thus trim down some memory pools
Fixed a particle bug where deleted memory was accessed
Tweaked terrain for ultra settings
Added water performance improvements for low to medium lighting quality settings
Various latency tuning and cleanups
Fixed parallax mapping, now twice as fast
Implemented additional fine-grained shadow quality settings
Tweaked shadow cascade distances for overall performance and quality improvements
Fixed large frame time spikes in physics engine when many enemieswere killed in close proximity
Patch Notes - v0.5.1545r1
Fixed the ability to launch Leaderboards
Open via NavWheel (~) - Versus Options - Leaderboard
Check out your stats and who is the hottest of the hot in PvP in the new Leaderboard system. This is the first implementation of the leaderboards system pulling basic stats from PvP matches. Please report any issues you see with bad data. Data is limited in scope for right now. We will also be creating new leaderboards after the milestone hits to have everyone starting fresh.
Un week-end de bêta ouverte pour Firefall le 22 février
Firefall ouvre largement ses serveurs de test du 22 au 25 février prochain et en profite pour mettre en avant son gameplay aérien (via ses jet-packs). Illustration vidéo.
En bref. Parallèlement à la bêta fermée, Firefall ouvre ponctuellement ses serveurs à l’ensemble des joueurs dans le cadre de week-ends de bêta ouverte. Le prochain se tiendra du vendredi 22 au lundi 25 février (le week-end prochain) et invite les curieux à explorer New Eden. Le studio Red 5 place cette nouvelle phase de test sous le signe de la « verticalité », vantant notamment l’usage des jet-packs et autres boosters pour composer un gameplay réellement en trois dimensions dans l’espace (au sol mais aussi en volant).
Bande-annonce "Verticalité" de Firefall
Pour encourager les hésitants à se connecter, le studio Red 5 organise par ailleurs des concours et met plusieurs lots en jeu. Outre que les participants peuvent débloquer des titres spéciaux, un concours de vidéo ou de captures d’écran (devant mettre en scène l’approche « aérienne » de Firefall) doit permettre de remporter du matériel informatique. Avis aux curieux, les inscriptions restent ouvertes sur le site officiel
Patch Notes - v0.5.1524p1
Replaced the intro video player to hopefully improve performance of video streaming.
Let us know if you see improvements or if it's worse.
Firefall en bêta ouverte le temps de trois week-ends
Le week-end prochain, à partir du vendredi 25 janvier à 19h (heure de Paris), Firefall ouvre ses serveurs à l'ensemble des joueurs inscrits sur le site officiel. D'ici là, le shooter online se dévoile en vidéo.
En bêta-test privé depuis fin 2011 (réunissant d'abord quelques centaines de testeurs, avant d'augmenter considérablement leur nombre pour impliquer tôt les joueurs dans le processus de développement), Firefall s'annonce finalement officiellement en bêta ouverte au travers d'une nouvelle série de stress tests.
Les serveurs s'ouvriront à l'ensemble des joueurs inscrits dès le week-end prochain pour 48 heures, à partir du vendredi 25 janvier à 10h PST (19h, heure de Paris). Et pour l'occasion, le monde de New Eden promet une longue série d'animations et de concours.
D'ici là, Firefall se rappelle à notre bon souvenir en vidéo, illustrant les points forts de son gameplay dans une bande-annonce inédite. Avis aux curieux.
Bande-annonce de bêta ouverte de Firefall