約 6,436,033 件
https://w.atwiki.jp/v2cwiki/pages/189.html
概要 備考 [T20110217]以降でポップアップのリンク先を開く場合、ネットワーク接続の許可が必要になりました。${V2CSCRIPT Fr}を、${V2CSCRIPT SFr}に変更してください。 元レス http //yy61.60.kg/test/read.cgi/v2cj/1252074124/352 http //yy61.60.kg/test/read.cgi/v2cj/1365215326/307 設定方法 1.こちらの移動先から PopupStatusNicovideo.js をダウンロードする。 2.ファイルを解凍しスクリプトとフォルダすべてをV2C保存用フォルダのscriptフォルダに入れる。(scriptフォルダがなければ作成する。) 3.V2C保存用フォルダのURLExec2.datの任意の箇所に下記のような内容を記述する。(URLExec2.datがなければメモ帳等のテキストエディタを利用し文字コードをshift-jisにして作成する。) http //(www\.|tw\.|es\.|de\.|)nicovideon?\.jp/(? (? watch|thumb)(? _naisho|_result)?(? \?v=|/)|\?p=)(\w+)http //$1nicovideo.jp/watch/$2${V2CSCRIPT SFr} PopupStatusNicovideo.js http //tn-skr\.smilevideo\.jp/smile\?i=(\d+)http //www.nicovideo.jp/watch/sm$1${V2CSCRIPT SFr} PopupStatusNicovideo.js http //(? www\.)?smilevideo\.jp/view/(\d+)http //www.nicovideo.jp/watch/sm$1${V2CSCRIPT SFr} PopupStatusNicovideo.js http //(? (? nicopon\.jp|home\.1555\.info)/(? video/(? player|src)|getflv)|nicosns\.inventor\.jp/download|(? www\.)?nicometer\.net/video|nicosen\.net|niconail\.info)/(\w+)http //www.nicovideo.jp/watch/$1${V2CSCRIPT SFr} PopupStatusNicovideo.js http //(? nico\.webdeki-hp\.com|jbbs\.livedoor\.jp/auto/5849)/\?(\w{2}\d+)$http //www.nicovideo.jp/watch/$1${V2CSCRIPT SFr} PopupStatusNicovideo.js 4.V2Cを再起動、または「メインメニュー」→「ファイル」→「再読み込み」→「URLExec2.dat」から、設定ファイルを再読み込み。 これでスレに貼られたニコニコ動画のURLにマウスオーバーするとその動画の情報がポップアップされるはずです。 URL判定の正規表現は配布されているImageViewURLReplace.datやURLExec.dat等を参考にしましょう。 コメント 名前 コメント ↓解決済み -- 名無しさん (2013-12-29 02 45 15) ニコニコ動画:GINZAになってからエラーが出るようです 下記を参照して修正して下さい http //yy61.60.kg/test/read.cgi/v2cj/1365215326/307 -- GINZAによる仕様変更 (2013-12-19 02 53 11)
https://w.atwiki.jp/nicoapi/pages/45.html
[Web API] ch.info チャンネル情報の取得 リクエスト URL GET http //ch.nicovideo.jp/api/ch.info/{ch_id} ch_id チャンネルID format xml, json, html データ形式 JSON 形式。 データサンプル 正常な場合 { "category_id" 9, "channel_id" 2596681, "company_viewname" "株式会社ドワンゴ", "dfp_setting" "", "name" "水曜どうでしょう", "open_time" "2014-07-23 15 00 00", "screen_name" "suidou", "update_time" "2014-07-18 15 48 49" } 更新履歴 2014/8/1 記述
https://w.atwiki.jp/boplayer/pages/38.html
大会成績 動画 http //www.stage6.com/user/fackyou/video/1979907/ [watch+ tkk ニコマコス倫理学 VIPからき☆すた] ホームページ 撒きによるギリ置きを多用しているが彼本来の動きを隠しているように見える。ただ撒きなので、やはり止まれない部分がたた見られ、攻撃予測が少し足りない部分がある。ギリ置きはさすがといえますね。(legendaryQ) 評価(執筆者) 名前 コメント すべてのコメントを見る
https://w.atwiki.jp/rssiege/pages/98.html
Patch Notes - Update 2.0 PC 2016/2/適用 コンソール 2016/2/ 適用 http //rainbow6.ubi.com/siege/en-US/updates/blackice.aspx BALANCING Operator shouts are now muted for enemy team From now on, the enemy team will not be hearing your team’s automatic character shouts. This will allow for stealthier approaches while maintaining non-verbal communication within the respective teams. Defender objective rotation (for Ranked and Custom Games) In Ranked and Custom Games, Defenders can vote for the objective location they want to defend. We noticed that certain maps have objective locations that are considered easier to defend than others, and that those are frequently being chosen. We believe that it will make for a more competitive and interesting experience to force variety upon the Defenders. From now on, when on the defending side, if a team wins an objective location, they won’t be able to pick it again until they’ve won the remaining locations. If the match goes into overtime, all objective locations become available again. Reduced bullet trail intensity, especially for suppressed weapons Reduced the visibility of bullet trails for all weapons, with an additional reduction for suppressed weapons for a stealthier approach. We believe this tweak will make silenced weapons more useful, as the damage reduction trade-off will now be more worthwhile, on top off the sound reduction. Increased the flashbang range of effect We are roughly doubling the range of flashbangs, making them more effective. Reduced noise levels of multiple Defender gadgets Reduced the noise levels of Mute’s jammers. It will now be considerably lower for Defenders and we reduced the verticality of its sound (will not be heard from two floors up or down anymore). Reduced the electricity noise levels on electrified gadgets. Reduced the noises levels of the Kapkan trap. Reinforced walls and Castle barricades now block bullets while being deployed It used to be possible to get shot while deploying reinforced walls and Castle barricades, even if they seemed to be covering the players. From now on, there will be collision on those surfaces even during deployment and therefore the bullets will be stopped. Thatcher now has a shotgun available in his loadout options We added the English shotgun M590A1 to Thatcher’s loadout options. Removed Bandit’s unique gadget’s (CED-1) electricity damage on the hostage Removed electricity damage on the hostage. This will avoid some edge cases where it wasn’t clear who was responsible for the hostage’s death. PLAYER COMFORT Added map and mode name display during loading and planning phase screens Reduced screen dust effect When surfaces break or explosions occur, nearby players get a dust effect on the border of their screen. We reduced it to be less intense and occluding. Altered matchmaking timer display Timer now counts up to estimated time. Fixed weapon damage numbers in menus We have changed the damage numbers in the menus according to the light armor values. PLAYLIST CHANGES Individual spawn location selection for Attackers (Ranked, Custom Games setting) In Ranked (and as a Custom Game setting), each Attacker can now select their own spawning location instead of having to vote as a group. This will give more tactical flexibility on approaching the building and will also greatly reduce the amount of instances in which Attackers get picked off as a group by the Defenders right as the Action phase begins (team spawn killing). Ranked population repartition tweak Our data tracking shows that the upper ranks (Gold, Platinum, Diamond) are less populated than expected. Therefore, we have reworked how our players are distributed through ranks. This means that many players will see their ranks change instantly after the February 2nd update. Here’s how it was before this update 1.17% Copper (1-4) 34.6% Bronze (1-4) 58.8% Silver (1-4) 5.27% Gold (1-4) 0.1% Platinum (1-3) Less than 0.001% Diamond Note Players in Platinum were often matched against Silver players, almost always against Golds and rarely against other Platinums, which gives the impression that matchmaking is unbalanced. Here’s the repartition we are aiming for with this update 15% Copper (1-4) 25% Bronze (1-4) 35% Silver (1-4) 20% Gold (1-4) 5% Platinum (1-3) 0.2% Diamond We will be closely monitoring how the rank repartition evolves over time and will be doing additional tweaks if needed. To learn more about the Ranked System, read this forum post. Ranked fluctuation parameters tweak From now on, players ranked Silver 3 and below will have a higher fluctuation rate compared to the ranks above that threshold. For example, Bronze 3 could contain players that have skill ratings between 15 and 16.5 while Gold 3 would have a larger spectrum, between 32.5 and 35. The intention behind this is that players from the lower ranks can climb out of them faster. This will make it more fun for newer or less experienced players, while the constant, highly skilled players will be able to maintain their rank. OTHER IMPROVEMENTS Web feature Tactical Board improvements Auto-save. The Tactical Board will now automatically save tactics in progress every 30 seconds. This will prevent you from losing your work if any disconnection or bug occurs while working on a tactic. It will also allow you to leave the Tactical Board without having to hit the Save button. Just make sure you noticed the “Autosaved” text popping on the top of the Tactical Board, to the right of the tactic name. Maintenance alerts. The Tactical Board will alert you of upcoming maintenances 15 minutes prior to downtime. Fixing the Tactical Board bugs requires us to switch off the servers for some minutes. When a maintenance is upcoming, you’ll see a warning on the bottom of the board. As we also have the autosaves ongoing, there will be less risks to lose your work, which will occur only if you edit the tactic 30 seconds or less before the maintenance starts. Texts are now easier to select and edit. Bug fixes. Fixed an issue preventing users to validate the removal of the tactician. Fixing an issue making undo/redo actions sometimes unresponsive until a change of tool was made. Inviting someone in the tactic will now correctly update the Attendees panel (top right). Fixing an issue preventing to dismiss a share notification from their dashboard when clicking "See it later". MAIN BUG FIXES Please be aware that this is not an exhaustive list and that we are only highlighting fixes that were done about the most commonly raised bugs. GAMEPLAY FIXES Right stick dead zone is resetting to default after exiting the game - FIXED Thermite can’t place an Exothermic Charge on damaged and reinforced walls - FIXED Attackers win if a teammate kills Fuze as soon as he detonates his cluster charge on the hostage – FIXED Guard break does not work if a shield-wielding Operator moves while receiving a melee hit - FIXED When in rappel mode, the Operator does not have collision under specific structures and clips through textures when moving upwards – FIXED End of round camera clips through the Operator – FIXED PVE on rare occasions one of the AI doesn’t spawn at the start of a match - FIXED PVE AI Engineers end up in a loop between evade and idle reaction for every damage tic received from poison gas – FIXED LEVEL DESIGN FIXES Defenders are able to pass through red blocker walls during the preparation phase - FIXED Players in support mode sometimes don’t get a correct replication of the watched player’s point of view. For example, the player could have destroyed a wall and seen through it while the player watching in support mode would see an intact wall. - FIXED On the Hereford Base map, players are able to get out of the building through the red blocker wall when vaulting over the sandbags during the preparation phase. - FIXED On the Oregon map, players can see through the ceiling when vaulting over the bunk bed. – FIXED On the Kafe Dostoevsky, character can remain stuck when vaulting on a recycle bin in EXT Park Alley – FIXED On Consulate map, character can remain stuck between chairs at the Visa Office location – FIXED On the Kanal map, players can see out of world through the ceiling if he placed his drone over the air vents in the Hallway. – FIXED There are minor lighting issues on our maps. – FIXED ONLINE FIXES The game sometimes boots on CENTRAL-US data center instead of WEST-EUROPE – FIXED Some players don’t receive renown after a match. – FIXED 0-0x00000602 error is sometimes being received when returning from a matchmaking game to looking for players step - FIXED 2-0x00000067 error is sometimes being received when trying to join a squad having previously went through a direct disconnection - FIXED 2-0x00000068 error is sometimes being received when accepting a party invite. - FIXED Some players from a squad are left in the main menu when searching for a match if specific steps were not followed - FIXED There is no timer present during the lobby screen - FIXED Player gets stuck indefinitely loading a lobby when joining in progress if a player of the same game got killed and then quit the lobby first. - FIXED Some users are getting the "Connection Failure" error every time challenges reset while in-game – FIXED PVE On some occasions, players are not awarded XP points and Renown after finishing Terrorist Hunt sessions. – FIXED Ranked Players leaving for any reason except a network disconnection receive no warning and are automatically banned for 2 minutes – FIXED PC, Ranked Players leaving match using F10 don’t receive reconnect message – FIXED PC, Ranked Players leaving match using ALT+F4 don’t receive reconnect message - FIXED UI FIXES A placeholder appears on the prompt with the abandoned match message after quitting a Ranked game – FIXED On the House map, missing location indicator in Laundry Room - FIXED MISCELLANEOUS FIXES PC If the player switches Aiming settings From Hold to Toggle, the player can’t ADS in Tachanka’s Turret - FIXED PC Some keys are hard binded in the game involving movement and chat box - FIXED PC Push-to-talk functionality is missing in the Options menu - FIXED Uplay Alpha Team Uplay action is not unlocked after completing 50 ranked matches - FIXED 名前
https://w.atwiki.jp/tokachichukuchite/pages/25.html
+SA http //www.nicovideo.jp/watch/sm2483869 もじゃ姉さん http //www.nicovideo.jp/watch/sm4721990 てーれってーれっオナショウ軍♪ +その他 http //www.nicovideo.jp/watch/sm2953477 とかち元ネタ
https://w.atwiki.jp/nicoapi/pages/43.html
[Vita API, Version 1] video.info 番組情報を得る。 実験放送第2弾などでは、「このデバイスでは再生できない番組です」とエラーになり、情報を取得できなかったので注意 おそらくVitaや3DSで再生できない番組の情報は取得することができないのだろう リクエスト URL GET http //api.ce.nicovideo.jp/liveapi/v1/video.info?__format={format} v={id} format xml または json (デフォルト=無指定は xml) id 番組 ID データ形式 XML または JSON 形式。 データサンプル __format=json v=lv180374957 の場合 { "nicolive_video_response" { "@status" "ok", "video_info" { "community" "", "livetags" { "locked" { "livetag" [ "公式将棋", "将棋", "棋聖戦", "羽生善治", "森内俊之", "村山慈明", "山田久美" ] } }, "video" { "_currentstatus" "onair", "_picture_url" "http //nl.simg.jp/img/a131/392416.207ee8.jpg", "_thumbnail_url" "http //nl.simg.jp/img/a131/392385.af1a83.jpg", "_timeshift_limit" "7", "_ts_archive_end_time" "2014-05-30 00 40 00", "_ts_archive_released_time" "", "_ts_archive_start_time" "", "_ts_is_endless" "0", "_ts_reserved_count" "7233", "_ts_view_limit_num" "0", "_use_tsarchive" "0", "channel_only" "0", "comment_count" "16690", "community_only" "0", "description" "スマートフォンから番組へのメール投稿はコチラから 【告知】7/19(土)~ 電王戦リベンジマッチ 激闘23時間 第85期棋聖戦五番勝負を完全生中継! 羽生善治 棋聖に森内俊之 竜王が挑戦する今期の棋聖戦五番勝負。 大盤解説は午前9時から村山慈明 七段(解説)、山田久美 女流三段(聞き手)でお届けいたします。 なお、タイムシフト視聴ができるのは対局の7日後までとなります。 みなさまのご視聴をお待ちいたしております。 棋聖戦五番勝負第1局第2局第3局第4局第5局羽生善治 棋聖〇○---森内俊之 竜王●●--- 棋聖戦将棋七大公式タイトル戦のひとつ。 持ち時間4時間(切れると1分の秒読み)。 棋士紹介羽生善治 棋聖 プロフィールページ森内俊之 竜王 プロフィールページ 解説・聞き手村山慈明 七段 プロフィールページ山田久美 女流三段 プロフィールページ ◎主催:産経新聞社・日本将棋連盟 ●日本将棋連盟モバイル特設ページはこちら↓↓", "end_time" "2014-07-06 02 00 00", "hidescore_comment" "0", "hidescore_online" "0", "id" "lv180374957", "is_hq" "1", "open_time" "2014-07-05 08 50 00", "provider_type" "official", "related_channel_id" "ch422", "start_time" "2014-07-05 09 00 00", "timeshift_enabled" "1", "title" "将棋 第85期棋聖戦 五番勝負第3局 羽生善治棋聖 vs 森内俊之竜王", "user_id" "394", "view_counter" "36487" } } } } ※ タグが 1 つしかない場合、"livetag" "ゲーム" にようになります。 (__format=xml )v=lv180374957 の場合 ?xml version= 1.0 encoding= utf-8 ? nicolive_video_response status="ok" video_info video id lv180374957 /id title 将棋 第85期棋聖戦 五番勝負第3局 羽生善治棋聖 vs 森内俊之竜王 /title description スマートフォンから番組へのメール投稿はコチラから 【告知】7/19(土)~ 電王戦リベンジマッチ 激闘23時間 第85期棋聖戦五番勝負を完全生中継! 羽生善治 棋聖に森内俊之 竜王が挑戦する今期の棋聖戦五番勝負。 大盤解説は午前9時から村山慈明 七段(解説)、山田久美 女流三段(聞き手)でお届けいたします。 なお、タイムシフト視聴ができるのは対局の7日後までとなります。 みなさまのご視聴をお待ちいたしております。 棋聖戦五番勝負第1局第2局第3局第4局第5局羽生善治 棋聖〇○---森内俊之 竜王●●--- 棋聖戦将棋七大公式タイトル戦のひとつ。 持ち時間4時間(切れると1分の秒読み)。 棋士紹介羽生善治 棋聖 プロフィールページ森内俊之 竜王 プロフィールページ 解説・聞き手村山慈明 七段 プロフィールページ山田久美 女流三段 プロフィールページ ◎主催:産経新聞社・日本将棋連盟 ●日本将棋連盟モバイル特設ページはこちら↓↓ /description user_id 394 /user_id open_time 2014-07-05 08 50 00 /open_time start_time 2014-07-05 09 00 00 /start_time end_time 2014-07-06 02 00 00 /end_time provider_type official /provider_type related_channel_id ch422 /related_channel_id _thumbnail_url http //nl.simg.jp/img/a131/392385.af1a83.jpg _picture_url http //nl.simg.jp/img/a131/392416.207ee8.jpg _currentstatus onair hidescore_online 0 /hidescore_online hidescore_comment 0 /hidescore_comment community_only 0 /community_only channel_only 0 /channel_only view_counter 68467 /view_counter comment_count 30903 /comment_count _timeshift_limit 7 _ts_archive_released_time / _use_tsarchive 0 /_use_tsarchive _ts_archive_start_time / _ts_archive_end_time 2014-05-30 00 40 00 /_ts_archive_end_time _ts_view_limit_num 0 /_ts_view_limit_num _ts_is_endless 0 /_ts_is_endless _ts_reserved_count 7296 /_ts_reserved_count timeshift_enabled 1 /timeshift_enabled is_hq 1 /is_hq /video community / livetags locked livetag 公式将棋 /livetag livetag 将棋 /livetag livetag 棋聖戦 /livetag livetag 羽生善治 /livetag livetag 森内俊之 /livetag livetag 村山慈明 /livetag livetag 山田久美 /livetag /locked /livetags /video_info /nicolive_video_response 更新履歴 2018/7/12 実験放送第2弾について追記 2014/7/5 記述
https://w.atwiki.jp/dust514/pages/18.html
DUST 514 is a constantly evolving game.Futere version will include more features,improved functionality and bug fixes. NEW FEATURES Items Heavy Machine Gun Shotgun Nanite injector(non-final asset) Remote explosive Boosters Environment New dynamic sky and fog system Mechanics Basic scan system implemented. Passive scanning possible on entities. UI in-progress. Squad orders Players can now place squad orders- Attach, Defend, Capture, and Rally- on entities. Fitting Items in a fit can be restocked to the desired amount directly from the fitting page. Multi-channel voice and text chat. Playeres will now auto-join Corp Chat when entering game, Team Chat when entering a match and Suad Chatwhen joining a squad. Contacts Add,block and watch other players. Quick weapon switch Tap to cycle between weapons and equipment. Contest streaming Progress loading bars include more detailed status of download. In-game Aurum purchasing Ability to purchase AUR packs from the Playstation Store directly from the game client. IMPROVEMNTS Art and UI New Caldari Large Railgun and Gallente Blaster models Option UI redesigned Character portraits added allowing players to choose from a pre-rendered list of portraits character creation Animations and VFX jamming and overheating VFX on weapons. Improved death animations - directional and explosive. Ladder climing animations. Blood impact effects onmkill shot. Deferred lighting on muzzle flash. Environment Updated Biomass outpost(New roof tops, vehicles replaced cargo containers, two new towers). Improved mini-map fidelity. Mechanics Improved LAV and HAV handling. New skills and tweaks to existing skills. Nerfed AV grenade damage against infantry. Reduced sniper rifle scope sway and increased scoped tracking speed. Increased Armor plate module bonus to offset speed reduction. Reduced movement speed in scoped mode to help address strafe-dancing. Three starting militia fits given to newly created characters. Increased starting skill allotment. Technical Game settings are now saved loccally on your PS3 instead of on the DUST servers. Bug fixes Client sometimes fails to join a battle. Crash when entering a battle from the MQ. Player s shield/armor bar is empty and no weapon can be selected after learning full skill. Killing the player piloting the drop ship will not be recoreded on the killboard. No ISK, AURUM, item or config of fitting after selecting a character. Able to target driver and passengers with vehicle modules while in 3rd person view. The default remote shield booster doesn t work on the Limbus. Recticle is permanently fully expanded for weapons tha don t have dispersion enabled. Kill/Death stats are not correctly incremented when the victim is in a turret. Missing message body for player join/leave game events. The damage multiplier of the two logisitics LAV is incorrect. Known Issues in the current build Marketplace Region jumping may cause the unallocated aurum lost. The "SORT"function does not work in the Marketplace. Some placeholder images in the Market place are place holders The Marketplace category loading speed is low Category description in the Marketplace may overlap with the group tab The cheapest unallcated Aurum packs in user s account will be assigned to the character s wallet regardless of which Aurum pack the character purchased from the in-game Title Store The spinner will freeze for up to 5 seconds when opening the "Buy AUR" window "Nan" is displayed if the character has no ISK or AUR when restocking AUR and ISK s icons and digits do not share the same colors schemes Animation Third person animation will not be refreshed when running back and forth Third person animation is shaky when he is caught by the first time in a certain distance Installation turret rotation animation in first person view is jumpy Jumping while zooming in with sniper rifle wikk cause the first person camere to shake Graphics On rare occasions the Minimap may appear with the wrong color when joins a new battle Effects On rare occasions user may see bleed-out effect after respawn UI NEOCOM- the back button does not take effect before pages are loaded There is a brief delay when switching between UI pages on NEOCOM Users is required to choose a Fit before he spawns into a battle, even he has flagged one of his Fits as Favorite When there is only 1 remaining item in the user S Assets list, that type can still be fitted to character or vehicles, which will cause that Fit to become invalid defenders do not see the MCC s health indicator The "unlimited" indicator of Clone Reserve is too small All Squad leaders other than Squad 0 cannot be displayed The recticle of the Swarm Launcher will disappear if the user spawns on a Dropship Under heavy lag conditions the user may observe false players with no nametags MCC shied bar is displayed incorrectly after the user returns from overview map Collision Vehicle s large turret may block the camera if the user is using the small turret In rare locations, the user s first person camera may raise if he collides with walls, vehicles or installations When climbing ladders, the user s first person camera may clip into his weapons if he changes the camera angles quickly Game Mechanics On rare occasions turrets may disappear on the installations On rare occasions the user may get stuck in the bleed-out state after being killed Anti MCC turret B will stop working after turret A and C have been hacked No installations will be displayed from the installtion menu in Overview Map 3rd party compatibility On very rare occasions the user may get stuck on the character selection screen in Merc Quarters if unplugging network cable after selecting a character On very rare occasions PS3 may crash when the user quit the game On very rare occasions user may get a data corrukt message in game, restarting the title resolves the issue
https://w.atwiki.jp/rssiege/pages/92.html
Patch Notes - Update 2.1 PC 2016/2/11適用 コンソール 2016/2/17 適用 http //forums.ubi.com/showthread.php/1387463-In-Depth-Patch-Notes-%E2%80%93-Update-2-1-%E2%80%93-February-11th-(PC)-amp-February-17th-(Console) New Features Custom Games and Spectator Camera on dedicated servers 10 player Custom Games can now be hosted on dedicated servers, which offers a fair gameplay environment that better suits competition. Dedicated servers means no host advantage, better stability, and makes it harder to cheat. We also are making the Spectator Camera feature available on dedicated servers, allowing an 11th person to observe matches held on those servers. There are currently limitations on using said feature. We do plan on making it more accessible and improving the feature over time, but wanted to share it today with you. Current limitations There must be 10 players for a Custom Game on dedicated servers to start. In order to create a game with a Spectator, the spectator has to be the one creating said game -as Spectator. In that case, there will be 10 players and 1 spectator in a match. Only one spectator can be present in a Custom Match hosted on dedicated servers. Even though it is on dedicated servers, if the match creator quits, the lobby is disbanded. These matches are invite only. You will have 10 minutes to fill the lobby and start to game to keep the match on a dedicated server. There is currently no way to return to an already started match if you leave or disconnect. As the creator, you won’t be able to create a new Custom Game on dedicated servers for 10 minutes if you shut down your previous Custom Game hosted on dedicated servers. In order to launch a Custom Game on dedicated servers, from the main menu, select MULTIPLAYER CUSTOM GAME ONLINE CREATE CREATE NEW PLAYLIST (or select one you already made)Fill Playlist Name Press Add a Match, then edit the details of your match and save your playlist. Select any of your previously created playlists, this will bring up the CREATE GAME panel. Decide whether you want to Create as Player or Create as Spectator. Select Server Type Dedicated Server Allow Spectator will be automatically set to off, however you can join yourself as a Spectator. Data Centers can be selected for Custom Games hosted on dedicated servers If players or spectators do not wish for the game to be hosted in their default region’s data center, they will be able to change when creating the game, by changing the selection from the Data Center category. List of Data center abbreviations and full names default (based on ping) eus (US East) cus (US Central) scus (US South Central) wus (US West) sbr (Brazil South) neu (Europe North) weu (Europe West) eas (Asia East) seas (Asia South East) eau (Australia East) wja (Japan West) General Tweaks Improvements Balancing Tweaked Blitz’s head model and hitbox to have the same amount of exposure as the other shield-wielding Operators and Recruits. Blitz’s opponents were able to headshot him with ease over his shield due to his big head model. We have reduced the size of his head model and made his shield taller. Tweaked recoil on certain weapons in order to make them more controllable. PKP Pecheneg (PC only) AUG Player Comfort Added HUD presets in Custom Games to accommodate different needs Added ESL Pro League S1 HUD, which is the preset chosen by ESL for their tournaments. Altered Hardcore HUD, which is our first iteration leading to the Hardcore Mode. It is not final and is just a first step we can share as we work on completing the Game Mode. Daily Challenges now accumulate daily without needing to log in Players no longer need to log in at least once every 24 hours to get a new challenge. Instead, one challenge is granted every day to every player that has at least one free challenge slot, even if they don t log in. Fairfight cheating kick message updated to make it clearer When a player is banned, an unclear message was broadcasted to all players playing in public matchmaking ‘[PLAYER] has removed from the match by FairFight™.’ From now on, the message ‘[PLAYER] has been banned from the game by FairFight™.’ will be broadcasted instead. Main Bug Fixes Please be aware that this is not an exhaustive list and that we are only highlighting fixes that were done about the most commonly raised bugs. Gameplay fixes Operators sometimes are displayed in T-Pose, slide around the maps and don’t have any textures. – FIXED Headshot hits do not register properly. – FIXED (We will keep looking for additional improvement opportunities.) Exploit Kapkan’s trap can have an invisible laser if specific steps are followed. – FIXED Exploit Bandit could duplicate the batteries in his inventory by doing a certain behavior. – FIXED Exploit Players able to clip inside walls using Deployable Shields. – FIXED Collar collision on Frost and Buck, make headshots register as upper body damage. – FIXED Glaz is able to take down Castle Barricades with only 4 shots. – FIXED Player able to clip inside walls by using Deployable Shields. – FIXED Nitro Cells stick to the edges of tiny leaves on plants. – FIXED . Switching weapons takes Buck out of the Skeleton Key mode. – FIXED Blitz’s gadget blinds players who were not facing it. – FIXED Frost’s Welcome Mat is not destroyed when placed on a trap door which is then reinforced. – FIXED Sometimes, players get an infinite reload animation. – FIXED Sometimes, players cannot reload their weapon. – FIXED Player has a jammed screen if holding the drone in his or her hand near a Signal Disrupter. – FIXED If an attacker is killed at the same time as they finish placing the defuser, the defender won’t be able to disable it. – FIXED Armored barricades placed by Castle appear as intact when Castle is looking at them, while they are displayed as destroyed for other players. – FIXED PVE Inconsistency between the number of AI displayed to be killed at the start of the session on Yacht and the one displayed for the rest of the maps on all difficulty levels. The amount of AI spawning was not the same as the amount of AI displayed. It was 20 on all difficulty levels while it should have been 22 (normal), 26 (hard) and 30 (realistic). – FIXED (PC) Cannot HOLD Sprint when Walk is set to TOGGLE. – FIXED Yacht when playing during daytime with Montagne, broken glass decals are completely dark. – TENTATIVE FIX (We will be tracking for it once Patch 2.1 goes live, currently cannot reproduce the bug anymore internally. Please reach out to customer support if you experience it after the patch is live, thank you!) Level design fixes Yacht ceiling glitch exploit player is able to vault near the roof of the front end of the boat inside the map’s ceiling, gaining a tactical advantage. – FIXED Presidential Plane glitch exploit Drone can jump through a wall in the Cargo and get inside the Plane’s textures. – FIXED Oregon glitch an exterior brick wall could be shot through from EXT Farmlands. - FIXED Yacht slot machine glitch after shooting the slot machine, it creates a vault detection that makes the player vault. - FIXED Yacht exterior cameras are missing their location names. – FIXED Yacht drones can go out of world at the EXT East Glacier. – FIXED Yacht drones can fall in the water and out of map at the King of the World location. – FIXED Yacht asset left floating after destroying wall in the Infirmary. – FIXED Club House players can fall out of world when installing a booby trap in the Basement. – FIXED Chalet Invisible collision present on the table located in the Dining Room at 1F. – FIXED Bank light issue present on the South wall of the CEO Office. – FIXED Online fixes Players sometimes join a Ranked match that is already in progress. – FIXED Cannot Vote Kick a second player from a PVP session and Team Kill Auto-Kick and Hostage Kill Auto-Kick become unavailable. – FIXED Error code 0-0x00000602 is received when returning from a matchmaking game to looking for players step. – FIXED PVE Broken friendly fire kick system. – FIXED Custom Game After being kicked from a Custom Game session, the player is able to join through the Open to Friends option. – FIXED UI fixes In Custom Games, the Hardcore HUD features the old Simplified HUD settings. – FIXED There is no timer present during the lobby screen. – FIXED Platinum Rank appears misspelled in the End of Round Screen. – FIXED Gun icon is displayed in the Round Log instead of the fall icon when bleeding out from fall damage in the game. – FIXED Miscellaneous fixes Players playing Lone Wolf receive Situations’ Renown and XP. – FIXED Yacht Missing weapon textures during PVP matches. – FIXED The lower part of Blitz’s character model is flickering. – FIXED Weapons show black texture after playing several Custom sessions in a row. – FIXED When reloading L85A2, ammo magazine clips through weapon. – FIXED MP7’s attachments conflict with the default iron sight. – FIXED There is no sound for the Season 1 Operators when reloading their weapons. – FIXED Frost’s Welcome Mat gadget has no sound effects when deployed or picked up. – FIXED Minor bugs present in Spectator Camera. – FIXED PVE First person gun models and players are invisible occasionally. – FIXED (PC) It is possible to see through walls using NVidia SLI. – FIXED (PS4) ‘Recently met players’ feature now functional (was already working on XB1). – FIXED Some unlisted tweaks fixes implemented with Patch 2.0 Online improvements Improvements on cheating countermeasures. From now on, when players are banned, a notification in the combat log is broadcasted to all players currently playing in public matchmaking for all platforms. Improvements on automatic data center selection. Balancing Sledge’s hammer swing speed significantly increased. Glaz can now destroy wooden barricades. Player comfort Map ping maximum range significantly increased. (This is not referring to latency ping) Weapon skins can now be previewed full screen in the Shop. (PC) Can now check scoreboard from the lobby by pressing the TAB key. Gameplay bug fixes Fixed a bug in which it was possible to obtain full accuracy for shield-wielding Operators before the end of the ADS transition animation. Misaligned optics fixed. Online bug fixes Fix for estimated wait time in the matchmaking lobby screen. Fix of various disconnect issues. 翻訳者がいなくなったので原文のせておきます - 名無しさん 2016-02-17 09 38 50 名前
https://w.atwiki.jp/marvelheroes/pages/97.html
Game Update Notes 1.11.0.243 Patch 1.11 is massive and far-reaching. We’ve been working overtime to upgrade almost every component of Marvel Heroes. With this patch we are also adding our first new hero – the Human Torch – and made a massive change to the way you acquire heroes with the new alternate currency system, Eternity Splinters. In addition to polish, buffs and overall improvements, we’ve introduced a few features that didn’t make it on launch day. With so many additions to the game, there will be inevitable glitches, unintended changes and even a few changes that didn’t make it into the patch notes below. We’ll be monitoring everything very closely as the patch goes live and standing by to fix anything that is out of place. New Hero Human Torch Human Torch has arrived in Marvel Heroes! Please see this news story for full details on how to get Human Torch and other details. Human Torch is available as an in-game purchase or in exchange for Eternity Splinters. If you want to talk about Human Torch drop by the Human Torch Forum to swap tips and tricks with other players and learn the best way to play! New free hero system Eternity Splinters Eternity Splinters are a new system introduced with this patch for Marvel Heroes. Eternity Splinters replace hero token drops and offer players a chance to earn every hero in any order they wish, simply by playing the game. Adam Warlock sells all heroes for Eternity Splinters along with a few other items. He can be found beside Gambit in all three of the social hubs. Eternity Splinters drop from all enemies throughout the game. Their drop rate is influenced by your Special Item Find bonus. The rate of drop is tuned to make Marvel Heroes slightly faster than other free-to-play games in terms of getting free heroes, as we continue to work towards the goal of being the most player-focused game possible. We will continue to evaluate and iterate until we are 100% satisfied that we are meeting that goal. We intend to add many things to the Eternity Splinter vendor and anticipate future polls and player discussion about items they would like to see. For those players who still have old Cosmic Keys, they have been converted in your inventory and S.T.A.S.H. on a 1-1 basis for Eternity Splinters. Not many players purchased Cosmic Keys (almost all of them are from drops), but if you purchased a Cosmic Key from the in-game store up to 7 days previous to their removal from the game on July 2nd, and that key has not been used, we will refund the Gs you used to purchase it. Adam Warlock sells a random hero box that could contain any hero. You can theoretically get a hero you already own from this box, in which case it can be used to upgrade your Ultimate Power. New Zone Added Midtown Patrol A revamped Limbo mode has been added. Enter Manhattan to face off against waves of tough bosses in a city teeming with life! Highlights Patrol Manhattan to fight crime, save civilians and keep the city safe. Available for all levels of players. New super villain groups attack the city periodically and must be shut down. No time limit, no ’threat‘ meter. Everything is challenging, but manageable with the right gear and tactics. New items in the in-game store We’ve added several new items to the in-game store. Press ‘X’ while in game to browse and purchase any of these items. Heroes Human Torch Costumes Human Torch Blue Costume Human Torch Red Costume Iron Man Shotgun Armor Wolverine Ronin costume Items Holographic Crafter Use this to summon a holographic crafter, who will persist for 15 minutes. The holographic crafter has a one-hour cooldown but can be used permanently. Matrix of Unbinding Use this in a crafting recipe to unbind an artifact, weapon or armor item that is bound to you. Ultron Silver Avengers Assemble in awe of this new pet. S.T.A.S.H Tabs Three additional General S.T.A.S.H tabs – access these via your S.T.A.S.H. Three additional Crafting S.T.A.S.H tabs – access these via your S.T.A.S.H. Performance Upgrades Many areas of the game have performance improvements. Some are extremely significant and will greatly upgrade your play experience. A team is continuing to work on this. Advanced graphics options were added to the video options page. The graphics slider will auto change the new options. Changing an advanced option will set the graphics slider to ’Custom‘ level. Gameplay Changes Rested Experience The concept of “rested experience” has been removed from the game and replaced with a permanent increase in experience and Special Item Find (server side). You can now play whichever hero you wish, whenever you wish and not worry about min/maxing rested experience. Overall experience will be higher for all players by a noticeable margin. Movement powers You can now use movement powers in hubs to get around quicker. Damage over time powers These powers can now critical hit and scale properly when in groups. Damage in groups improved Enemy health now increases (AKA player damage decreases) at a lower rate when more players are nearby. Grouping will be even more rewarding now. User Interface Chat New options exist on the chat window to control chat filters. Additional chat functionality has been added along with “social”, “lfg” and “endgame” channels with UI to control them. More chat upgrades will appear in the future. Damage numbers Floating combat text numbers have been added as an option. Expect a few iterations as we iterate on these to ensure they look good and work right. Green is healing, red is damage and yellow are critical hits. Turn them on by pressing Esc for options and go to the Gameplay options section. Supergroups Additional functionality has been added to the Supergroup interface (some sorting technology, display of officer and supergroup name appearing on tab). Additional functionality will be added in future patches to continually improve supergroup support. Keybinding can now be reverted to default settings. You can now map mouse buttons 3-6 to various game functions. The daily terminals will now tell you if you can earn a cosmic shard by completing them. Mouse over the interface to see if a cosmic shard is available. Zoom levels in hubs is more flexible so you can see your hero in more detail. Bodysliders The Bodyslider button next to the Minimap now fills up to indicate how much time is left on cooldown. The Bodyslider icon will also change after you use it to return to town indicating that using it again returns you back to the field. Social panel Added player sorting to the Social Panel tabs. Added confirmation when donating artifacts. When closing the options menu or switching tabs you will be asked if you want to save pending changes. Story Warp Now includes level ranges for each chapter. Items New artifacts Talisman of K un Lun! Beta Particle Mini-Reactor! This artifact allows you to bring back dead allies in half the usual time. All artifacts may now only have one copy equipped. This is a step to support future artifact plans. Crafting elements are now stackable, up to 10 per stack. Experience orbs from bosses last longer so they won’t disappear during cutscenes. Darkhold Scroll gives bonus damage to ‘taunted’ enemies. Idol of Khonshu no longer uses up its buff if you hit with a ranged power twice. Mandarin Medal tooltips clarified. Several other tooltips rewritten or clarified. We will keep iterating on this when players report confusion about exactly what an item does. Medal sell price is now higher, as intended. Pyro’s Medallion now has freeze resistance. Doctor Doom’s Medallion can now roll a slightly higher chance to fear on hit. Slightly buffed Electro Medallion. Mandarin Medal now has upgraded visual effects. New items that drop in the world will no longer have attack speed for one tree only. Existing items are unaffected. Cosmic items sell for slightly more. The Bovine Sector recipe can be sold for 5,000 credits, so players have something to do with it when they find a second one. To ensure you don’t accidentally donate a recipe, there is now a confirmation pop-up box. Several small buffs to the ranges of various items and affixes in the game to make them competitive with the best. Significantly increased experience orb gains from discoveries and events. Tooltip Improvements We’ve added several pages of tooltip upgrades – too many to list. This impacts powers, items and other UI elements. Tooltips should now take into consideration the Bonus Damage Multiplier for all powers. Previously tooltips showed damage as though all powers had a 100% damage multiplier from Damage Rating on items, which is generally not the case. Most powers have anywhere from 10%-90% damage. Costume Cores All costume cores now have either 25% item rarity boost or 20% special item find, in addition to other bonuses. We realize most players prefer one of those bonuses, so we added those to every core in addition to other bonuses so players could personalize their heroes better. All cores will have 0-2 additional bonuses in addition to item rarity boost or special item find. New bonuses have been added to cores, which you will discover. Existing cores are unchanged. Missions and Enemies Many small and medium sized upgrades have been added to missions in various chapters. Too many to list, but should continue to make the new player experience smoother, clearer and more fun. Turrets, flying enemies and some of the larger bosses have a higher chance to resist knockaround effects. Grey enemies no longer drop special items (they always had a reduced chance, but now it is 0 chance). Zone Content A few new enemy types have been added in the world. In addition Poison Cloud and Missile Shield may be present on enemies. With the latter, missile users will need to enter within approximately half screen range in order to damage the enemy. A waypoint now exists at the start of the Castle Doom final instance. When a group member closes a warp in Group Challenge, a banner will notify the entire group. Red and Green terminal side bosses now drop significantly more experience orbs and credits. The following zone content has been added by the world team. Most of these were slated for launch but didn’t make it in. Chapter 1 “Symbiote Infestation” side mission in Crumbling Brownstones Chapter 3 “Demonic Incursion” event in the Bamboo Forest Chapter 7 “Dinosaur Graveyard” Treasure room in the Dinosaur Jungle (new larger format) Chapter 7 “Sacred Valley” Treasure room in the Dinosaur Jungle (new larger format) PvP New PvP modes are in development, but not in this patch. The new “Fire and Ice” themed PVP map is under heavy internal testing and development and will be released to Test Center by the end of August. Other modes are in various stages of development. Valkyrie has showed up in the game as a harbinger of the new PvP format that we are testing internally. When the new format goes live you will be able to buy special rings from her by spending Golden Crowns. You get 1 golden crown for each PvP match you complete. We will release more info on the new PvP format when it goes to Test Center. Hero Upgrades We’re changing and improving heroes every day - many upgrades will appear on the Test Center server in the weeks ahead but will not be captured in these patch notes. Our goal with designing heroes is always to make all heroes play well and feel powerful in multiple situations. General Hero Changes For maximum flexibility, all powers can now be bound to all mouse buttons and all keyboard keys. Heroes can no longer move or attack within the first 0.5 seconds of a hero switch, to prevent an accidental cancellation. The Area Power and Movement Power keywords are now visible on all applicable power tooltips. Work will continue to ensure all powers have tooltips that are as clear as possible to ensure player understanding of the systems. Black Panther This represents an initial review pass of Black Panther. As with all heroes, additional design passes will continue to occur, taking into account performance data from the live server, Test Center server and player feedback. All physical and ranged combat powers are now tagged as Fighting Powers to gain bonuses from stats. Agile Kick Reduced the cost from 24 to 20. Enervating Slash Removed the slow effect as it was redundant with Freezing Slash. The power now weakens and does damage over time to enemies. Freezing Slash Increased the damage of the power by 20%. The slow no longer scales off of ranks in Enervating Slash, but now scales off of ranks in itself. Attack speed increased by 25% to be competitive with Enervating Slash. Slow effect strengthened to match the previous slow strength of Enervating Slash. Jungle Snare Power now also makes enemies more vulnerable to damage. Panther God s Gift Power can now be slotted on right mouse button. Resistance debuff now reduces enemy defenses by a large scaling amount to have a larger impact on bosses. Panther Slash Increased the damage of the power by 20%. Panther Speed Power now also increases crit chance while active, giving the power a role in combat. Reduced the cost from 50 to 35, to better match the strength of the ability. Also added a cooldown that matches the duration of the effect, to indicate when the power should be reactivated. Panther s Grace and Panther Sight The unlock order of these two powers has now been swapped. Panther s Grace now unlocks at level 16, allowing players to reach high dodge scores earlier. Panther s Sight now unlocks at level 20, and the damage bonus granted has been increased to better match its new position. Predator s Aim Power now reduces enemy defenses by a scaling percentage to be more effective against bosses. Effect duration has also been rebalanced to match the strength of the defense reduction. Triple Shot Increased the damage by roughly 50%. Reduced the spread and slightly increased the projectile size to better clear groups and be more effective against large single enemies. Reduced the spirit cost from 30 to 27. Vibranium Trap Increased damage contribution from items to be more competitive with Scything Slash. Cable This represents an initial review pass of Cable. As with all heroes, additional design passes will continue to occur, taking into account performance data from the live server, Test Center server and player feedback. Blistering Bolt Increased the damage scaling by 5%. Also increased the damage synergy from 2% to 2.5% in other basic powers, to be consistent with Searing Shot. Bodyslider Bomb (Ultimate Power) The power has been rebalanced to no longer deal percentage based damage, but instead deal a large amount of flat damage (damage dealt is similar to what Cyclops can achieve with his ultimateUltimate Power). The taunt now affects enemies that are offscreen. The explosion now affects the entire screen, always stuns bosses, and no longer teleports enemies away from the explosion area. These changes allow the power to function more consistently in end game. Bold Aura Slightly increased the bonus damage scaling to have a more rewarding growth rate. Concussion Blast Power activation and projectile travel speed have been increased by 5%, to make the power more responsive. Damage has been increased by 10%. Elusive Roll (now Defensive Roll) Power has been renamed to Defensive Roll, and changed to roll to the mouse cursor position. Additionally, a small passive dodge bonus has been added to the power to give more reward when points are placed in the power, or when an item buffs/grants ranks in the power. Energy Pulse Increased the damage scaling by 5%. Power now deals scaling bonus damage when it crits. Also increased the damage synergy from 1% to 2.5% in other basic powers, to be consistent with Searing Shot. Mental Resilience Power now clears and grants temporary immunity to all forms of crowd control, not just mental negative status conditions. Quick Bodyslide Removed the cooldown from the power. We ll make additional adjustments to this power in a future update, and rebalance this power and Deadpool s version to be consistent with each other. Searing Shot Increased the damage scaling by 5%. Vortex Grenade The activation speed of this power has been sped up (both animation and travel time for grenade) to be more responsive. The power now also has a 1% damage synergy with Homing Shot in addition to the duration synergy. Colossus This represents an initial review pass of Colossus. As with all heroes, additional design passes will continue to occur, taking into account performance data from the live server, Test Center server and player feedback. These changes for Colossus are based on feedback from the forums, including feedback from the Top 5 changes thread. Overall, we re buffing Colossus to be more relevant in both a melee DPS role and a support/tank role. Basic Powers have been buffed to be more relevant in end game. Steel Punch Damage increased by 20% and damage synergy increased from 2% to 2.5% per point in other basic powers. Reeling Punch Damage increased by 20% and damage synergy increased from 2% to 2.5% per point in other basic powers. Osmium Punch Damage increased by 20% and damage synergy increased from 2% to 2.5% per point in other basic powers. Also adjusted the amount of Armor regenerated to better match the new Armor strength (see below). Knockdown powers have been buffed to allow for easier flow into double damage with Reeling Punch. Demolition Stomp Knockdown increased to 1.5 seconds. Also increased damage by 25% to be competitive with Spinning Fists, and to encourage using this as an opener for his knockdown combos. Crushing Smite Knockdown increased to 2 seconds. Steel Splash Knockdown increased to 2 seconds. Additionally, this power has been sped up, with both the activation speed and travel speed increased by 15%. Osmium Charge Knockdown increased to 1.5 seconds. Colossus’auras have been buffed to provide more team support and encourage use. Battle Aura Bonus damage increased by 25%. Protective Aura Defense bonus increased by 25%. Sustaining Aura Spirit regen increased by 25%. Stalwart Aura Tenacity bonus increased by 25%. Secondary Resource (Armor) We ve buffed Colossus Armor secondary resource, to make it more relevant to end game. The Armor regen rate has been increased by 50%. Osmium Skin Power now grants a scaling percent bonus to Armor and Armor regen rate, allowing ranks in the power to be meaningful at all levels. Cyclops This represents an initial review pass of Cyclops. As with all heroes, additional design passes will continue to occur, taking into account performance data from the live server, Test Center server and player feedback. Combat Roll Now rolls towards the mouse cursor, not away from it, damaging enemies. Tactical Kick Now lowers defenses of enemies. Sweeping Kick Now weakens enemies. Side Roll Now adds a dodge buff at the end of movement. Uncanny Focus Now regenerates 8 spirit per second; this does not scale. Now grants a dodge bonus of 0.5% per rank, and upon successful dodge, restores 0.5% of spirit per rank in the power. Channeled Blast Power now animates and rotates faster, and has an additional slow effect. Added synergy with Optic Barrage and changed UI to reflect this. Optic Barrage Increased damage bonus awarded by items for Optic Barrage. Added synergy with Channeled Blast. Optic Devastation Medals now grant bonuses to this power. Cunning Blast Now performs a backwards roll away from the cursor, instead of a slower leap. Secondary Resource (Command Points) Increased the rate to gain Command Points. There will be more work done on Cyclops’ secondary resource in the future. Tactical Command Duration now increases with rank. Defensive Tactician The dodge bonus was unintuitive. It was applied only against targets affected by Tactical Analysis, but that meant it wouldn’t show up in the Character Sheet and would be difficult to tell who you could dodge more against. Made the following changes Decreased dodge bonus, made it unconditional so that it is on all the time if you are near Cyclops (and always on Cyclops). Added flat damage debuff (weaken) to targets affected by Tactical Analysis. Adjusted dodge bonuses on dodge powers so that you cap out to 50% when all three dodge powers are rank 20. Increased damage (and bonus damage from items) for several spirit spending powers Channeled Blast Cunning Blast Explosive Blast Maximum Optic Beam (Ultimate Power) Optic Barrage Piercing Blast Wide Beam Daredevil This represents an initial review pass of Daredevil. As with all heroes, additional design passes will continue to occur, taking into account performance data from the live server, Test Center server and player feedback. Statistics Energy Projection now increases to 2 at level 10. Club Strike Attack speed increased by 10%. Club Sweep Damage increased by 10%. Elektra Alliance (Ultimate Power) Elektra is now un-targetable and invulnerable. Enter the Void Cost reduced from 10 to 5. Duration increases at every rank, and scales in duration to make the progression per rank better. Tooltip fixed. Man Without Fear Now provides 5% more dodge at max rank. Provides slightly more dodge at each rank to make the progression per rank better. Radar Ping Cost reduced from 10 to 5. Restorative Trance Healing per second increased by 10% at every rank. Taser Club Attack speed increased by 10%. Updated VFX. Whirling Club Damage increased by 20%. Deadpool This represents an initial review pass of Deadpool. As with all heroes, additional design passes will continue to occur, taking into account performance data from the live server, Test Center server and player feedback. Big Ol Stab Damage increased by 10%. Cost reduced from 14 to 10 spirit. Itty Bitty Boom Explosion delay decreased by 60%. Projectile speed increased by 50%. Secondary resource (Pain) No longer decays over time. Flesh Wounds Attack speed increased by 20%. Shoot All the Bullets Damage increased by 20%. Cost reduced from 20 to 15. Slice n Dice Damage increased by 15%. Cost reduced from 25 to 19. Hawkeye This represents an initial review pass of Hawkeye. As with all heroes, additional design passes will continue to occur, taking into account performance data from the live server, Test Center server and player feedback. Destructive Volley (Ultimate Power) Damage over time per rank increased and debuff duration per rank decreased to ensure a net per second gain in overall damage. (The base homing arrow hits remain unchanged.) Freeze Arrow Now affects multiple targets in a small area around the point of impact. Shrieking Arrow Firing speed and range increased. Taser Arrow Now arcs to more than one target at higher ranks, although not to quite the same degree as Captain America’s shield bounces or a lightning power. Tear Gas Arrow Now calculates its damage per second so that the duration scaling on the area of effect is a pure increase, instead of stretching and scaling higher values to fit. Firing speed and range increased. Trick Arrows Several powers in this category have had their spirit costs reduced. Vibranium Arrowheads Now improves the defense penetration of ALL powers, not just ones on the Archery tab to help open some alternative builds. Hulk This represents an initial review pass of Hulk. The defense system upgrade will have a huge impact on Hulk and he will be designed around that system in the coming weeks. As with all heroes, additional design passes will continue to occur, taking into account performance data from the live server, Test Center server and player feedback. Health Hulk’s base health at all levels has been increased by 20%. Secondary resource (Anger) Now gained more quickly. Removed passive defense buff for hoarding Anger. Removed damage buff on powers for hoarding Anger. When spending Anger, Hulk now gets a heal (10% HP over 3 seconds). Passives Buffed Anger gaining passives Worldbreaker Activation chance is now 100% on hit, added bonus crit chance and crit damage. Short Temper automatically doubles the Anger gain you get from getting hit; added defense and max HP buffs. Introduced animation speed difference between Furious Punch and Savage Swing. Unbridled Rampage Added damage buff and health regeneration for duration of power. Added flat, non-scaling heal percent per anger spent. Removed restriction on Anger gain. Duration no longer scales with ranks. Movement/Cast speed increase is only applied (at a flat 20%) if you spend more than 3 anger points. Stances Stances have been redesigned so they are mostly passive with a short activated ability (passive effects are still on even if the power is not equipped). Activated abilities start with a 20 second cooldown and scale down .25 seconds per rank. Hulk Tough Added a damage shield that scales with ranks; activate to become immune to damage for 3 seconds. Hulk Free Added a movement speed buff; activate to cleanse CC effects and to become immune to them for 3 seconds. Hulk Mad Added a crit chance; activate to guarantee crits for 5 seconds. Roars Mighty Roar Redesigned to taunt and give damage debuff to enemies. Terrible Roar Redesigned to deal damage and give damage vulnerability to enemies. Rubble Toss Added a stun on spending Anger point. Increased damage for the following powers Crushing Leap Demolishing Charge Furious Punch Ground Smash Iron Man This represents an initial review pass of Iron Man. As with all heroes, additional design passes will continue to occur, taking into account performance data from the live server, Test Center server and player feedback. Jet-Assisted Slam Adjusted the power to hit as an AoE instead of a forward cone, to make the power easier to use. Added 2% damage synergies with Hyper-Velocity Charge and Death From Above. Hyper-Velocity Charge Added 2% damage synergies with Jet-Assisted Slam and Death From Above. Death From Above Added 2% damage synergies with Jet-Assisted Slam and Hyper-Velocity Charge. Our primary goal for Iron Man in this patch was to improve the feel of his basic powers and his trio of micro-missile powers. For his basic powers, we focused on speeding up the attacks and the projectiles so that they’re easier to use against mobile enemies. Repulsor Beam Sped up the attack animation by 15% and the projectile speed by 60%. Freon Ray Sped up the attack animation by 15% and the projectile speed by 60%. Disruptor Beam Sped up the attack animation by 15% and the projectile speed by 60%. For the micro-missile powers, we improved their targeting methods and gave Micro-Missiles and Missile Salvo a little bit more damage. Micro-Missiles Increased starting damage by 33%. Updated the targeting of this power. The power can now be manually targeted by activating while the mouse cursor is over an enemy. When no target is selected, the missiles prioritize enemies in the center of the screen. If there are no enemies in the center of the screen, the missiles target the nearest enemy. Missile Salvo Increased the damage scaling by 25% and raised the starting damage to be more competitive with Micro-Missiles. Automated Missiles Updated the targeting of this power. The missile prioritizes enemies in the center of the screen. If there are no enemies in the center of the screen, the missile targets the nearest enemy. Jean Grey Jean Grey has a significant number of changes in the works for an upcoming patch. For today, we wanted to increase her base move speed as part of a global design review. Jean Grey s base movement speed has been increased by roughly 10% to be on par with most other heroes. Ms. Marvel This represents an initial review pass of Miss Marvel. We intend to further review Ms. Marvel’s basic mechanics, tankiness and overall power trees. As with all heroes, additional design passes will continue to occur, taking into account performance data from the live server, Test Center server and player feedback. Statistics Energy Projection now increases to 6 at level 56. Photon Punch Now increases photonic energy with each strike. Now deals physical damage. Cosmic Haymaker Slightly increased range, and improved the targeting. Haymakers should not miss as often. Mighty Punch Damage increased by 20%, putting it on par with Photon Punch. Defiant Escape No longer requires or spends photonic energy to become immune to conditions for a brief duration, and gains 0.25 seconds of immunity per point (up from 0.1 seconds). After activation, players can now move immediately and can activate the power without being under the effects of crowd control. Uppercut Blast Now consumes all photonic energy to deal bonus damage, and grants a 50% damage reduction buff for a short duration. The duration is based on how much photonic energy you consumed when using the power (1.5 seconds per pip of photonic energy used). Uppercut Blast’s attack speed and energy damage have been increased. Photonic Blast Now a basic power. Now has a 3% damage synergy with Stellar Beam. Stellar Beam Now a basic power. Now has a 3% damage synergy with Photonic Blast. Photonic Wave Damage increased by 10%. Secondary resource cost removed. Cost reduced from 27 to 20. Now has a 3% damage synergy with Photonic Devastation. Photonic Devastation Now has a 2% damage synergy with Photonic Wave. Secondary resource cost removed. Animation time to start the power has been sped up. Photonic Regeneration Secondary resource cost has been removed to activate the instant heal. Photonic Regeneration s healing effects are now increasing by your current level of Photonic Regeneration. Heal over time duration is now 3 seconds (down from 5). Cooldown has increased to 3 seconds. Healing has been slightly reduced to compensate for the reduced activation costs. Stellar Flare Maximum charge up time has been reduced by 25%. Ms. Marvel is now immune to all crowd control while channeling Stellar Flare. Now grants a 50% damage reduction buff for a short duration. The duration is based on how much photonic energy you consumed when using the power, up to 10 seconds at maximum photonic energy. Photonic Defense Now resists damage from all angles. Now adds photonic energy for each attack blocked. Energy Absorption Now has a chance to gain photonic energy when dealing energy damage. Kree Toughness Now has a secondary effect of increasing attack speed for fighting powers, based on how much photonic energy you currently have. Warbird Charge Now adds photonic energy for each enemy that is hit. Crashdown Strike Damage quadrupled, and increases photonic energy for each target hit. Now has a 10 second cooldown which decreases with power points. Knockdown duration now increases with power points. Finishing animation is now shorter, and can be cancelled immediately after Ms. Marvel has landed.. Binary Overdrive (Ultimate Power) Now increases all types of damage. Initial damage has been increased 40%. Damage over time portion increased 20%. Secondary resource (Photonic Energy) has been converted to a pip system, to make it easier for players to see how much energy they have at a quick glance. Photonic Energy now grants percent damage reduction, up to 30% at maximum photonic energy (3% per pip.) Photonic Energy now decays 80% slower, and increases when being struck by any type of attack (with bonus Photonic Energy rewarded when struck by an energy attack). Increased damage scaling for these powers Flying Knee Roundhouse Kick Uppercut Blast Warbird Charge Punisher Movement speed has been increased by roughly 10% to be on par with most other heroes. Chemical Mine Explosion delay timer reduced by 25%. No longer reduces the defenses of affected enemies. Explosive Rocket now deals double damage to targets at the center of its effect. Pain Tolerance Now reduces damage by a flat percentage. This mitigation amount increases when Punisher has low health. Proximity Mine explosion delay timer reduced by 25%. Now reduces the defenses of affected enemies. econdary resource (Vengeance) No longer decays. Show No Mercy Can now be used against any target. Base damage reduced by 38%. Now deals double damage against stunned or knocked down targets. Sticky Mine Explosion delay timer reduced by 25%. Scarlet Witch We’ve made some improvements to Scarlet Witch in light of the global change to damage over time powers. We focused on improving her speed and the strength of her direct damage spells. Movement speed has been increased by roughly 10% to be on par with most other heroes. We also increased the attack speed and damage on her basic powers and Hex Orb Hex Bolt Damage increased by 20% and projectile speed increased by 60%. Menacing Hex Attack speed increased by 20% and projectile speed increased by 60%. Bewitching Hex Attack speed increased by 20% and projectile speed increased by 60%. Hex Orb Damage increased by 20%. Chaos Tempest Sped up power activation and recovery by 25% to make the power easier to use in dense combat. Secondary resource (Chaos Flux) Added a decay and made it do something all the time. It now it gives % damage bonus based on current amount. A larger redesign for this secondary resource is in development that involves some cool new engineering. Unmake Reality (Ultimate Power) Now allows loot to drop from enemies killed by it! Spider-Man Spider-Man just has some simple changes in this patch before a larger review. Corrosive Web Fluid Increased damage scaling, and added a damage synergy with Web Spray in addition to the duration synergy. Sticky Strike Spider-Man s slowing and immobilizing powers now tag enemies as Webbed even when the slow or immobilize is resisted or prematurely ended. This allows Sticky Strike to deal double damage against bosses or other characters with high tenacity. Leaping Assault Now knocks down enemies rather than knocks back. Also now flags enemies as ’webbed‘ to combo with Sticky Strike. Storm Due to changes in Storm s power trees, all Storm players have been given a free respec for their power points. Chain Lightning/Thundering Bolt Chain Lightning is now unlocked at level 6. Thundering Bolt is now unlocked at level 16. Chain Lightning is a fun, iconic skill and should be available at a lower level. Thundering Bolt was swapped since Storm has access to other crowd control methods in early levels. Damage on these powers have been adjusted appropriately for their new positions in the power tree. Thundering Bolt has also gained a small amount of scaling on the stun duration with power ranks. Crashing Hail Damage scaling has been massively increased. Synergy has been converted to damage rather than duration. The duration scaling per level has been lowered in favor of higher damage scaling for more power interactivity. Storm’s tempest powers have been divided into two categories to allow Storm players more flexibility over the buffs they want to activate. Two tempest powers – Thundering Tempest and Quickening Tempest – have been renamed and moved. Gusting Tempest and Freezing Tempest are still classified tempest powers, and only one of the two can be active at once. They now drain spirit over time while active, are both located in the Stormcrafter tree, and have gained additional effects. Gusting Tempest Now deflects all projectiles upon turning the skill on or off, and has gained a passive chance while active to deflect projectiles in addition to knocking back enemies. It now deals light physical damage while active, and has a damage synergy with Freezing Tempest. Freezing Tempest Now deals energy damage to all enemies in the tempest area while active, and has gained a damage synergy with Crashing Hail. Refreshing Breeze and Quickening Breeze (formerly Quickening Tempest) are now classified as breeze powers, and only one of the two may be active at a time. They now reserve a percentage of your maximum spirit. You may have a breeze power and a tempest power active simultaneously. Thundering Maelstrom (formerly Thundering Tempest) Will no longer disable tempest powers (or breeze powers) and is not classified as either. Players may use a tempest power, breeze power, and Thunder Maelstrom all at once. Lightning Rush Now part of the Skybreaker tree, and unlocks at level 28 (up from level 10). The damage of the skill has been accordingly increased. Storm already has mobility skills at early and mid levels, and we wanted to open up the level 10 Windrider unlock spot for a new passive (see below). Turbulent Winds A new passive power unlocked at level 10, Turbulent Winds. Turbulent Winds adds a damage vulnerability debuff to Buffeting Zephyr, Sirocco Rush, Sudden Tornado, and Gusting Tempest. Turbulent Winds also grants a short burst of movement speed when Storm dodges an attack. Crashing Hail and Blizzard have been combined into one power. The new Crashing Hail now unlocks at level 20 (down from 28), and slows enemies in its area of effect in addition to the damage and armor reduction. The damage and damage scaling of the skill has been increased, and it now has a damage synergy with Freezing Tempest. Blizzard did not provide enough impact, and this change will solidify Hail as debuff-centric AoE with solid damage. Lightning Rush Now part of the Skybreaker tree, and unlocks at level 28 (up from level 10). The damage of the skill has been accordingly increased. It now deals double damage against stunned targets, and has gained synergy with stunning Lightning powers - Stunning Bolt, Thunderstrike, and Lightning Column. Thundering Bolt has gained a small amount of scaling on the stun duration with power ranks. Sirocco Rush No longer has a synergy with Lightning Rush. Instead, Sirocco Rush now gains stun duration with power ranks. Sudden Tornado now knocks foes back (instead of knockup), and fires three tornadoes per cast. Spirited Now scales by a flat amount with each power point. Spirited now also increases your maximum spirit by a percentage. Lightning Storm Now has an upfront burst of damage when cast, and gains area-of-effect duration with power points. Gusting Tempest and Freezing Tempest reserve a flat amount of spirit to keep active, have gained additional effects, and now share a damage synergy. Gusting Tempest has gained light physical damage and is now tagged as a Wind Power, and its deflection chance has been retuned to be higher at rank 1. Freezing Tempest has gained a chance to freeze enemies within its area. Crashing Hail, Thundering Maelstrom, and Lightning Storm now share a damage synergy with each other. Crashing Hail and Blizzard have been combined into one power. The new Crashing Hail now unlocks at level 20 (down from 28), and slows enemies in its area of effect in addition to the damage and armor reduction. Quickening Breeze and Refreshing Breeze now reserve 20% spirit to maintain. Refreshing Breeze now restores health to nearby allies (including yourself) while active. Lightning Rush has gained synergy with stunning Lightning powers - Stunning Bolt, Thunderstrike, and Lightning Column. Turbulent Winds grants a short burst of movement speed when Storm dodges an attack. Slow effects on Freezing Tempest, Crashing Hail, and Thundering Maelstrom have had their scaling increased per power point, rather than slow bonus synergies with each other. Crashing Hail and Thundering Maelstorm gain more powerful slow effects than Freezing Tempest. Increased the damage scaling of Ball Lightning. Thor These are all the changes for Thor from the last month or so, combined. We are continuing to monitor Thor, particularly as related to the defense system upgrade coming in the next major patch. Almighty Mjolnir Increased initial damage by 20%. Increased missile radius by 20%. Reduced the additional Spirit cost for charging Almighty Mjolnir to 5 per second (down from 10 per second). Initial spirit cost of this power remains unchanged. Asgardian Smite Increased damage by 20%. Asgardian Stamina Increased bonus health from to 50 per rank (up from 15). Bring the Thunder Increased animation speed. Hammer Punch In addition to its regular damage, made this ability deal 1% of targets max health on hit, scaling by 0.1% per level of this skill. Increased spirit cost to 20. Hammer Strike Increased animation speed. Increased the scaling on damage. Leaping Smite This power now automatically stuns the foe. Removed all Odinforce references and requirements. Increased scaling damage slightly (~15%). Lightning Smash Increased the energy damage component by 25% (this will help other powers that scale based on Lightning Smash). Tagged as a Fighting Power to match other melee hammer powers. Lightning Strike Increased damage by 30%. Mighty Shockwave Attack speed increased by 100%. Travel speed increased by 50%. Area width increased by 10%. Secondary resource (Odinforce) You gain a small amount of Odinforce whenever you hit with a ranged power and a large amount of Odinforce whenever you hit with a melee power or kill an enemy. Removed the mechanic which gained Odinforce when enemies are nearby. Storm Hammer Increased animation speed. Increased damage by 20%. Increased the movement speed for Mjolnir by 35%. Thunder Surge now God Blast Massively increased the base damage and scaling damage. God Blast spends all remaining Odinforce and adds significant damage per point of Odinforce used. Animation speed increased to be more responsive. We’ll be watching the data on this power to ensure it lives up to its name! Thundering Strike This power will now ignore some defense (2.5% defense penetration per rank in the power). Increased radius. Made the chance to stun scale more aggressively at higher ranks. Thunderous Charge Increased damage by 10%. Changed unlock levels of some of Thor s Powers and updated damage curves. Wolverine All power synergies and dependencies for Wolverine have been removed in favor of higher base damage per rank and self-sufficient power mechanics in order to encourage power point allocation diversity, especially in endgame builds. Adamantium Skeleton Bonus physical and energy defense increased. Now adds bonus tenacity against all negative status effects instead of just forced movement. Unlocks at level 20. Adrenaline Rush Now a toggled effect. Dodge bonus now scales only off of ranks in Adrenaline Rush (synergy with Furious Lunge ranks removed). Overall benefits reduced at lower ranks and increased at higher ranks. Blood Hungry Sweep (new power) A PBAoE slash that deals extra damage to bleeding targets. Unlocks at level 10. Bloody Slash No longer slows enemies. Attack speed increased. Base damage increased. Bleed damage decreased. Bloody Victory Now a passive power that heals Wolverine each time he defeats an enemy. Unlocks at level 28. Brutal Slash Damage increased. Unlocks at level 3. Cage the Beast Now has a 5 second cooldown. Cannot be used while at max spirit. Eviscerate Damage increased. No longer uses Spirit on activation. Unlocks at level 1. Feral Growl Now stuns nearby enemies. No longer causes fear to distant enemies. Now unlocks at level 18. Feral Senses No longer adds bonus chance to avoid missiles. Now unlocks at level 8. Furious Lunge Now unlocks at level 2. Hack ‘n’ Slash No longer procs an extra AoE attack on crit. Attack speed increased. Damage increased. Now awards double Fury generation. Now deals damage in a small arc in front of Wolverine (the functionality now matches Wolverine’s other basic powers). I’m the Best There Is Can now be used against any target. Base damage decreased. Now deals double damage to bleeding targets. Quick Slash Damage no longer gains bonus scaling above rank 20. Regeneration Boost Now has a 5 second cooldown. Healing increased. Now cannot be used while at max health. Cost reduced. Now unlocks at level 16. Savage Recovery No longer increases Attack Speed or Move Speed. Now increases crit chance by 40% while its effect is active. Smell Weakness Removed from Wolverine’s powers, and replaced with Blood Hungry Sweep. Unleash the Beast Now applies its effects instantly. Wolverine s bleed effects should now tick every half second instead of every second. Character Sheet and Damage Rating. A few new stats have been added to the character sheet. We are looking to iterate on presentation of information to ensure that it is easy to understand. Players were sometimes confused when the equipped an item with +10 damage and didn’t get +10 damage on every power. This is because every power has a damage rating multiplier; this multiplies the damage rating value which now shows up on the character sheet. We are going to add Damage Rating Multiplier to each power’s tooltip at some point in the future. Autofire powers, particularly, get less Damage per shot because they have a low Damage Rating Multiplier while Hulk’s Punch gets full value from Damage Rating. This does not change any powers or items; it is simply a presentation change. Bug Fixes There are many pages of small bugs that have been fixed. These include many VFX fixes, tooltip bugs, enemy behavior bugs, animation bugs, item/artifact bugs and interface quirks. Top 10 fixes that you are likely to notice Some missions that were not giving party credit on interaction with mission objects have been adjusted to properly give party credit when anyone in the party interacts with the object. Resistance penetration should work for all skillshot powers. Healing and other beneficial effects will now work when you are Invulnerable. Items and Powers that grant a percentage of generic armor to all types of damage, should now be reflected with an updated number on the Character Sheet. Fixed the character sheet s ‘stats’ tab not displaying health regen granted by powers. Items and Powers that grant a percentage of generic armor to all types of damage, should now be reflected with an updated number on the Character Sheet. Vanity Pets are no longer targeted by bouncing attacks. The summons from the AIM Robot Dispenser now follow you around instead of wandering off randomly. All slow powers should actually slow correctly.
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ntpdate http //www.geocities.co.jp/SiliconValley-Bay/1180/download.html http //www.geocities.co.jp/SiliconValley-Bay/1180/bin/ntpdate_ntp-4.1.1b-z-4_arm.ipk.bin インストールした後、ネットワークに接続した時に、自動的に ntpdate を呼び出すように設定しておくと便利。 CF な NIC の場合は、/etc/pcmcia/ の network.functions に、以下のようにする % diff -u network.functions,orig network.functions --- network.functions,orig Fri Mar 26 16 22 04 2010 +++ network.functions Fri Mar 26 16 22 04 2010 @@ -24,6 +24,9 @@ # RESOLV=/etc/resolv.conf +NTPDATE=/usr/bin/ntpdate +TIMESERVER=(SOME NTP SERVER) +NTPLOGFILE=/home/root/Documents/TimeAdjust.log match () { case $1 in $2) return 0; ;; *) return 1; ;; esac ; } bootp_setup () @@ -126,6 +129,10 @@ if [ "$IPX_NETNUM" ] ; then ipx_interface add $DEVICE $IPX_FRAME $IPX_NETNUM fi + + if [ -x "$NTPDATE" ] ; then + $NTPDATE $TIMESERVER $NTPLOGFILE 2 1 + fi } TIMESERVER は適切なのを書く。 NTPLOGFILE 周りはなくても良いが、動作確認のためあった方が良いかと。 ダイアルアップの場合は、/etc/ppp/ip-up で似たようにすれば良いはず。