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Posted: Tue, 1st Apr 2014 12:01 Post subject: |
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Posted: Thu, 17th Apr 2014 04:15 Post subject: |
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Last edited by Interinactive on Tue, 5th Oct 2021 02:16; edited 1 time in total
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Posted: Thu, 17th Apr 2014 12:57 Post subject: |
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Man, that previewer just ripped it to shreds, haha. I completely agree though; they chewed through that money so quick and have what to show for it? Four combat maps and door interactions you have to SHOOT to open? Yeah, there's no way this is making a 2014 release date.
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Posted: Wed, 17th Dec 2014 18:47 Post subject: |
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http://steamcommunity.com/app/267750/discussions/0/626329820671066324/
December update is a huge one apparently, a real game changer.
| Quote: | Hoi Chummers!
The long wait is finally over: With the Early Access Update 7 of Shadowrun Online we return with a MAJOR overhaul of the game that brings us much closer to the final state. We have been busy adding Friends, direct Co-Op, a World Map and the first prototype of real-time Hubs (where Fixers and Johnsons hang out) to the game. We’ve also done a massive rework of skills, visuals, team size and all that in a big chunk of ALL NEW missions.
As you will be able to play a slice of our second act, every character gets Karma points and weapons to start out with. Be sure to learn a few skills and equip the appropriate weapons BEFORE going into a mission! |
| Quote: |
New Features:
- Increased Party Size: Depending on the run you will now be able to select up to three henchmen who will accompany your character.
- Co-Op with a friend: No need to play coop with random people anymore! Add fellow runners to your friend’s list and invite them to experience the story of Shadowrun Online together! (Please note: You will need friends in your friends list in order to play co-op missions)
- Skill trees: Spend Karma in eight different skill groups - Conjuring, Spellcasting, Blades, Blunt, Pistols, Shotguns, Automatics and Hacking. Please note that the skills in these groups are only available up to Rank 5 for now. There will be more ranks in later versions of the game as well as a ninth tree for Rigging.
- Skill rework: All skills have been revisited, some old ones removed and lots of new abilities were added!
- Summoning: Skilling in the Conjuring Tree will allow you to summon a bear spirit, the first summon available in Shadowrun Online!
- Non-combat skills: Hack security consoles, break open doors, unlock gates and talk to people (or harvest their organs).
- New Missions: Experience a slice of the second Act of our Campaign.
- Map of Boston: Where will the next run take you? Just take a look at our map of Boston!
- New Metatype: Dwarves are now available as a playable character Shadowrun Online!
- Improved Models: The old character models have been replaced with new high-res ones
- Updated User Interface: The in-mission-UI has been overhauled with a new look and improved usability.
- Fog of War: Parts of the map you haven’t seen yet will be hidden and enemies you currently can’t see will not be shown. In return, if the enemies can’t see you, they might not know you are there either …
- Hub Prototype: Enter the hub in order to get hired for new runs or report your successes. Please note that this is just a placeholder and only available in solo play.
- Dress for success: New items for the character customization screen are now available
- Character Comments: Your characters will now comment on certain situations within a mission.
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Going by the changelog alone, it really does seem like a significant change.. almost entirely a new game in fact. What hasn't changed is the funding model, it's a completely self-contained pay-once experience with no monthly fees or nickel'n'dime'ing bullshit, though they are still looking at introducing a free version of the game that has some microtransactions and limitations compared to those that bought the full game.
http://steamcommunity.com/app/267750/discussions/0/624075566986410255/#c624075566999870343
| Quote: |
Actually little has changed since the Kickstarter, just the timeframe.
The current Early Access version will turn into the campaign variant of the game that follows the Guild Wars-Model. You buy the game once and can play for as long as you want and can get everything you need in the game for in game cash. The only thing you have to buy with real money will be - as Mechaphantom already mentioned - expansions that add new missions and new gameplay features.
After launching the Campaign variant we will also introduce the Free2Play-version. This one will be available for free, but will have limitations (slower gain of Nuyen and Karma) that can be overcome by buying boosters or paying for a subscription. Other limitations (i.e. some items will not be available for Nuyen) may apply too.
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That is surprising and definitely most welcome. I was half-expecting radical changes and sudden pay-to-win or monthly sub implementations.
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Posted: Tue, 3rd Mar 2015 12:59 Post subject: |
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That trailer looks like it's a half finished game. It looks like it has potential but just doesn't feel "right." And those sounds... hope they can make it right by the end of April
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Posted: Tue, 3rd Mar 2015 17:47 Post subject: |
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It will be interesting to see how big the campaign will be and if they still plan to stick with the original F2P plans they had.
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Posted: Tue, 14th Apr 2015 16:44 Post subject: |
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http://steamcommunity.com/app/267750/discussions/0/618459109269943966/
| Quote: |
Patchnotes - April Update
Welcome to the last major Early Access Update 10 of Shadowrun Chronicles: Boston Lockdown. This update adds several features and gets the game close to the state it will launch in, but does NOT contain the final balancing!
New Features
- Team up! Coop has been extensively reworked and now allows up to four players to go on a run together. Please take note that now everyone on your team can take action at the same time, so no more waiting for your turn!
- Meet up! Other players will join you now in the hub, even if they are not in your group. Meet up, swap tales of your deeds or tactical advice and roleplay to your heart's content.
- Cyber up! Improve your body with Cyberware. Keep in mind though that augmenting your meatbody reduces your essence and thus affects your spellcasting!
- Going deeper: A lot of new missions take you deeper into the story of the Boston Lockdown than ever before! The 3rd Act of our game and several side missions have been added for you to explore.
- Talk to me! Partial Voice overs have been added to the game, bringing our main characters to life! Hear Smedley, Jane, Payday, Sarah and others talk!
- New Map: The Map of Boston has been extensively reworked and now shows districts and sights, but also signals the state the districts are in.
- Skin Color: It is now possible to change the skin tone of your character during Character Creation.
- Paint and Needles: Facepaint and Tattoos are now available in stores to customize your character further.
- Checking in: The Matrix Hub now lets you check back with Johnsons and other characters in situations when you cannot return to the normal hub.
- Starting up: Shadowrun Chronicles now features a proper launcher that allows you to set the language, screen resolutions and to redeem coupons. Please note: While it is already possible to redeem coupons (i.e. weapon or promotion codes), you will NOT receive these items in game till launch.
- Sprechen Sie Deutsch? German text is now available in the game.
Fixes, Changes and Improvements
- The ragdoll animations have been adjusted, so graphical issues when a character dies should now occur less often.
- When starting a new career you will now start the first mission automatically before you get to enter the hub. Please note that it is now also impossible to return to character creation once you’ve made your choices there and entered the game!
- Dialogues in the hub will now be presented with a new camera angle, giving you a proper view of who you are talking to.
- Items in the gear and shop screens can now be filtered by category.
- Female characters can now have beards.
- Some parts of the levels are now destructible (i.e. glass panes).
- New Outfits have been added.
- From now on only one item will be taken into the run per consumable slot, even if you have a whole stack available.
- Beards and hairstyles cannot be sold anymore.
- It is now possible to log out of your current career and return to the selection screen from the options menu.
- In the friends list you will now also see the account name of your friends, not just the name of their current character.
- Characters in the hub now have idle animations.
- The loot notification has been improved.
- The player character should not become available as a henchman anymore.
- Autopicker, Remote Det, Portable Bodyscan and Hacking Autosoft have been removed from the game.
- Some issues with the chat have been fixed.
- Backgrounds, effects, missions. Skills and skilltrees have been iterated, improved and polished.
- Lots of other small fixes, corrections, clarifications and improvements
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Full launch, or rather... it leaves Early Access and becomes the "final" game before updates and new content, etc, is supposedly 28th of April.
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JBeckman
VIP Member
Posts: 35168
Location: Sweden
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Posted: Tue, 28th Apr 2015 11:46 Post subject: |
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http://store.steampowered.com/app/363000/
Some Collectors Edition DLC for 70 USD/EUR, price seems a bit high though it also includes the first expansion for Shadowrun Online.
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Posted: Tue, 28th Apr 2015 14:52 Post subject: |
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I liked the new Shadowrun games but this looks kind of shitty?
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Posted: Tue, 28th Apr 2015 15:33 Post subject: |
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isodemo? or not since its online
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Posted: Tue, 28th Apr 2015 15:38 Post subject: |
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| lolozaur wrote: | | isodemo? or not since its online |
Likely not, it is an online game even if you can play solo.
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prudislav
VIP Member
Posts: 29148
Location: The land of beer and porn
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Posted: Tue, 28th Apr 2015 16:06 Post subject: |
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sounds really cool , but online-only is no-go zone for me
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Posted: Tue, 28th Apr 2015 16:06 Post subject: |
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Aye, it needs to be stated clearly on the store page that this is online only.
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JBeckman
VIP Member
Posts: 35168
Location: Sweden
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Posted: Tue, 28th Apr 2015 17:07 Post subject: |
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There's also some brouhaha going on over the fact that the store page doesn't explicitly state that it's an online-only game that requires permanent net connection. This was fairly obvious back when it was called "Shadowrun Online" but now? With the new name? That distinction and requirement needs to be made *very* clear.. they said they've got "broadband internet connection" listed under System Requirements and one of the accepted Steam tags is "online" -- but I, personally, don't think that's enough.
Plenty of offline games have "broandband internet connection" on Steam for many reasons, such as initial install, so having that isn't a clear enough indicator that net IS absolutely required to PLAY.
~edit~
Aha, they *just* added it now. There's a section on the store page that now states;
| Quote: | | Requires internet connection to play! |
That settles that then. Now I'm reminded I need to get back onto FDEV for their store page too, where they *claimed* they'd add the disclaimer but never did.
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Posted: Sun, 3rd May 2015 00:15 Post subject: |
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http://steamcommunity.com/games/267750/announcements/detail/240158195521143920
| Quote: |
This has been the roughest week of our collective studio live – and we had a number of rough patches as some of you know. We are a small team and creating an online game – regardless of whether it is a massive open world MMO or a more modest game like ours- is a big undertaking. When we launched, we were reasonably certain, that everything worked out. So what has gone so horribly wrong and have we all been blind or stupid? If you want to understand what happened, below is the rundown on things. If you are not interested in explanations or excuses, just scroll to the announcement at the end for how we try to at least make amends for this clusterdrek.
We know the risk associated with online games, especially if it is structurally and technically an MMO (in the sense of most of the AI, Logic, Persistence and all the other stuff that makes the game operate being done via server). This is why we have been extra careful before we released Shadowrun Chronicles – the game had been running for months before launch without any issues (as our Early Access and Kickstarter players can attest to), we did a series of Mass Tests (simulating thousands of concurrent user sessions) and a day prior to launch we invited our Early Access community to come in droves by allowing them a day head-start for their characters (whom the previously had to endure to see wiped time and time again as we balanced and reworked the game). We upgraded our hardware to be extra safe, even though our servers rarely went above 5% load.
Come launch day and things work without a glitch…until they suddenly don’t. Shortly after our studio fell victim to a district wide blackout at the most inopportune of times, our external server inexplicably slows down. The source for this was quickly identified (once we were back on line) – a specific task called “garbage collector”, which cleans up leftover allocated things in the memory and with the amount of players suddenly has too much to do, which results in things cueing up and eating away the hardware resources for every other process (like walking from a to b). So we reduced the amount of garbage produced, patched, and off we go…
Only to see lag creeping into the game again. Looking at the server actions and our logs, it turns out our servers clog up with threads they cannot compute fast enough, leaving ever more threads hanging, which results in the game becoming ever more unresponsive. So, what do players do, if the game does not react when they click on something? Right, they click on it again and again and again…creating more commandos for the server, who is struggling as it is. Vicious circle anyone?
Now these issues are something that accumulates over time…which is almost impossible to test without actual people doing a thousand actual things which differ from our mass tests. It also exposes problems by adding a magnitude. Things that worked badly but did not register when we had a little over hundred players concurrently suddenly explode with 500 players. Take our hub: To be able to see other players running around, the server needs to collect the “commands” from every player and update every other client about the movements of each character in the hub. Previously that was never an issue. But with dozens of hubs open the small things stack up. And if they do, the server gets clogged up…and if that happens long enough it simply cannot work through commands fast enough…resulting in lag. One of the patches has reduced the size of each command (so the amount of data the server has to compute) to 20% of what it was and optimized the associated logic at the server, so it is 40 times as fast as it has been before.
So why didn’t we do this before? Simple: It wasn’t a problem, so we weren’t fixing it – every change of a running system has the risk of creating new bugs and if it ain’t broken…
The example above is but one part of the complex and interwoven web of logic and relations and we wish we could enter that code Shadowrun style and hack our way through things with ease, but unfortunately that is not the case. Instead our 6 coders and IT as well as QA have worked day and night for three days to correct problem after problem, but as with any intricate webs, when you start pulling one strings, the whole thing changes and transforms. So every patch improved parts of the problem…only to see another issue creep up. And we may not have seen the end of this, as we continue to fix things. And it does not help if people don’t sleep for over 40 hours…
TL;DR: This is fragged and we are desperately trying to fix it, but we are stretched to the limits.
As a way of saying sorry, we want to give everyone who endured this week of constant patching and those who just gave up a little gift and ask them to give the game one more shot.
Mid next week, every user will receive three things:
- A free additional character slot (so if all that patching messed up your builds, you can start a clean one)
- Two pieces of cultured bioware – these cost zero Essence so you can use them with any character even mages or make sure you cybered up street sams get that extra boost they have been looking for
- A flamethrower, so whenever you get really angry at us for that drek, you can just incinerate a few enemies and think of us.
We are still working on creating a PvP and Endgame mode – most of this is design and thus not overly affected by the massive amount of work our coders had to do, but then our coders will need some sleep after this marathon.
Again, we are sorry for this and after putting years of work into this, it is unbelievably disappointing for us to see this happen and leave a bad impression. |
Poor bastards. They did everything right too, this doesn't sound like the usual EA/Ubi clusterdrek ( ) of underestimating server demand then buckling under the pressure, it seems like they did everything by the book *including* mass simulations and inviting beta players back for a massive stress test.. everything worked perfectly until launch day 
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Posted: Tue, 5th May 2015 16:59 Post subject: ***** |
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*****
Last edited by Areius on Fri, 19th Sep 2025 16:21; edited 1 time in total
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Posted: Wed, 13th May 2015 16:52 Post subject: |
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http://steamcommunity.com/games/267750/announcements/detail/240158831455169609
| Quote: | Today is the day!
We have finally fragged the lag issue it seems when our servers will be patched one last time at 15:00 alongside some other fixes.
We don’t want to jinx it, there may still be gremlins lurking around, but we seem to be back to normal. Today, with our hopefully last lag related server patch, you will find your well-deserved apology gifts on your inventory:
- 3 Flamethrowers (so you can flame enemies and think of us)
- 1 additional character slot
- 2 new Bioware augmentations (Zero Essence, usable for awakened characters as well)
Many people have given us good advice on how to handle the issues and told us what they suspected the culprits were. As it turns out, we had three main issues and tragically two of them have very little to do with our team’s ability to code and code well. It is both more tragic and more comical tale (that is if it hadn’t affected our rating s and sales so massively. Maybe one day, looking back, we can laugh without bitterness about it).
The first issue was not enough optimization in certain areas – as described previously, the game had been working so brilliantly from a technical and performance standpoint, that we did not dedicate too much resources to it. We knew we needed to do more optimization, but it did not seem to be a big concern. If it hadn’t been for the other two things, we might have been right.
Issue two was one of our middleware licenses actually putting the break on our servers once a certain number of concurrent users were active (which we were not aware of). Above that number it would slow down throughput, so all our other services (which kept listening to certain commands or pushing things to the client) slowed down with it. As some of them were serialized, meaning they were acting like a chain, they were actually really waiting for something to happen from the previous link of the chain, multiplying the effect of the license slowing down the speed at which commands were coming and going and putting other services like load balancing and thread management into overdrive, crashing CPU. Our servers overheated with waiting and managing that slowness, absurdly enough. This was fixed easily enough once discovered but it took us a few days to identify this weird behavior and the culprit.
The third and most tragic point has to do with the letter D. As in “enableD=garbage collector”. While we optimized the garbage collector (which cleans up “leftovers” on the server, so they don’t clog memory) and following some of the suggestions we got from our code-slinging community members, it did not seem to do the trick. We dug deeper and deeper into garbage collector settings but to no avail – each time the game would just use up the memory available and despite further optimization efforts this did not change considerably. The reason was finally found to be a missing “D” in the config file, which read “enable=garbage collector” instead of enabled. Of course we had looked at every line of this configuration file what must have been a hundred times, but you know how the brain tends to just create the word it expects to see, especially when you did not have more than two hours of sleep for days fighting a lag that was killing your game? This was one of the cases (and enable and enabled are not that far apart). Once we found it, we hit ourselves over the head repeatedly with blunt objects.
All three issues combined killed us in a most unfortunate way. Now with those resolved we actually have 10.000 concurrent players in our mass test and the servers don’t even get warmed up about that. We are cautiously optimistic we are ready to declare the lag fragged for good!
Now we can get back to actually improving gameplay and adding end-game missions and rewards! Please spread the good news and let your friends and Steam or Metacritic ratings know, so we can try and get the game off the ground again.
Thank you all for your patience and support in this really rough patch of our life as a developer. |
I still feel terribly sorry for them, but at least the reviews are starting to reflect the changes and it's gone from "Mixed" or "Positive" to "Mostly Positive" - it sucks that stupid little glitches end up impacting the game so severely, so I'm glad they nailed it now.
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Posted: Tue, 2nd Jun 2015 17:58 Post subject: |
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prudislav
VIP Member
Posts: 29148
Location: The land of beer and porn
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Posted: Tue, 2nd Jun 2015 18:09 Post subject: |
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This is exactly why I really hate when the game with solo mode is online-only - if something goes wrong its dead forever....
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Posted: Tue, 2nd Jun 2015 18:10 Post subject: |
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| prudislav wrote: | | This is exactly why I really hate when the game with solo mode is online-only - if something goes wrong its dead forever.... |
But.. everyone has internet these days! Even on our mobile phones! What does it matter if a game has online-only? It's just my unpopular opinion, so You don't have accept it.
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