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Sticky: New Road Warrior: Anthal[ Comment ] Print News | Mail News Our third Road Warrior of the Week is a powergamer and PvP fan from Washington, DC. When he isn't doing research in America's capital city, he can be found roaming Ground Zero with fellow Order's Chaos members.
Put your character in the spotlight! Tell the community a bit about yourself and your views of Auto Assault with the Road Warrior Submission Form. Each week another player will be picked from the list of submissions and added to the list of Road Warriors.
Vyktor comes across as psyched and energetic in everything he writes, and this article is no different. From the AA writeup to the radio interview transcript, after reading this article you can't help but itch to play AA!
Hermann Interview @ Ten Ton Hammer[ Comment ] Print News | Mail News Ten Ton Hammer interviewed Hermann about the future of Auto Assault. In a combination of great questions and even better answers, the interview shows that the ND devs are moving forward with open minds and positive direction.
Ten Ton Hammer - Many of the reviews bring up Auto Assault�s mission system as �quite repetitive�. While this is nothing new to the genre, it does affect some player�s ability to have fun. Does NetDevil have anything planned to mix up missions a bit or improve the leveling mechanic?
Hermann � This is a great question. What we see over and over again in reviews are comments such as �the missions are boring and repetitive� or �the game has so much potential� which are generally comments that revolve around the same problem which is, the game is not what people expect it to be. As a developer it�s very easy to get defensive about this and shrug it off as people �playing the game wrong� or rationalizing �but all other mmps just have kill, collect, deliver� and so on. This attitude may make you feel better but it doesn�t change the fact that customers are complaining about it, and if they are complaining they are right. What we did is take a lot of time and conversation both internally, with customers, and with our publisher to decode what this means. One of things I think is a big issue is that we are a car game but do not emphasize enough the fact that you are in a car. Where are the races? Where are the crazy jump and stunt tracks? Comments like that came up quite a bit. So we are working on ways to add more �car like� experiences into the game and turn those into quests. Hopefully this will address both of these kinds of comments, and if they don�t I�m sure our players will let us know.
It's great! I have more people to group with and/or kill in PvP. [17 votes]
I haven't noticed the effects of the merge yet but I look forward to it. [3 votes]
No opinion, I have not noticed an increase in population. [3 votes]
I haven't noticed the effects of the merge yet and I am a little leery of the effects. [0 votes]
I am not happy, now there is more competition for the NPCs I am hunting. [2 votes]
It seems that the server merge was warmly accepted by all!
Alright, we tried this on Apoc pre-merge, and now to try it again.
When: Sunday
Time: 8PM GMT / 4PM EDT.
DOGPILE PVP
I'd suggest that we start forming at the bases in the east end of the map but strategery may play a part. Don't expect souvees as the point here is mass killing on a scale unheard of. Bases will be taken and retaken for buffs in the blink of an eye. Got a mission on contested? Want to farm? Tough noogies. We'll be hunting through ALL the farming spots. Perhaps we'll have enough to create a new instance.
You humans and muties have been yowling about mek dominated GZ - now's your chance to get the sand out of your and do something about it.
At least 4 of the meks you love to hate will be there...
Anthal, Nightreaver, Anger, Paynless...
So load up FRAPS, bring your buddies, and keep the bandages handy.
Both a Department Manager at WalMart and the founder/developer of the multi-game fansite Gamers-Addiction.net, MangoAcid has been an avid MMOG player since Everquest. For even more info about Mango, peruse his profile as the Road Warrior of the Week.
Put your character in the spotlight! Tell the community a bit about yourself and your views of Auto Assault with the Road Warrior Submission Form. Each week another player will be picked from the list of submissions and added to the list of Road Warriors.
Sorry it's been so long that I have been out, believe it or not we've been super busy. We're trying to get the next update ready for public testing and eventual push to live while at the same time dealing with the server issues you guys have seen. These include...
Bildo is a fan since beta who enjoys "watching infantry go 'splat' and seeing those little purple XP numbers rack up." To find out more about the character, the player, who he is and his thoughts on AA, visit his Road Warrior page.
Each week we'll have another Road Warrior. You can be next!
Put your character in the spotlight! Tell the community a bit about yourself and your views of Auto Assault with the Road Warrior Submission Form. Each week another player will be picked from the list of submissions and added to the list of Road Warriors.
- Chance of Virus skills hitting the target reduced from 80% to 75%. If target is hit successfully it is "contagious" and can spread the virus. The chance of the virus taking effect on that target is now standardized to 60% across all virus skills. The spreading of damage dealing viruses may be stopped by resistances.
Explanation: Virus skill success is determined by two separate rolls. The first is if the virus hits (75% chance), the second is if the virus infects the target (60% chance). Targets can be carriers of the virus but not actually infected by it. These carriers can transport the virus to others. If either of these cases are false it does not spread to that target, that pulse (but it did try to). "
- Added the following clarifying text to each Virus skill description: "This skill spreads virally for 3 generations, up to 2 enemies per pulse, within 40m radius, with less duration on subsequent infections." In cases where the same virus skill was available to multiple classes but had differing values, the values were standardized.
The following Virus Skills are affected:
repair.virus
combust.virus
gimp.virus
disarm.virus
slowdown.virus
locked.virus
corrode.virus
dimda.virus
catalyst.virus
- Mutant Spirit Affinity now adds contamination damage to all weapons instead of only adding to contamination weapons.
- If a character logs out while dead, it will automatically be brought back to the nearest repair station upon login.
Bug Fixes:
- Improved server stability
- Fixed bug where convoy loot was being determined based on the position of the killer instead of the position of the mob. This made it so that in some cases convoy members would not get xp and/or loot if the convoy member that owned the kill went out of range and the remaining convoy members killed the mob before mob ownership changed.
- Fixed Biomek Terminator's Frost Plate skill to properly provide resistance bonuses.
- Fixed Biomek Terminator's Soft Spot Skill to properly debuff all resistances and added a 40m splash damage radius.
- Fixed driving, physics, and turret problems with the Human Bounty Hunter "Hydra GT2" Chassis, including increased stat bonuses to be level appropriate.
- Capturing an outpost should now auto-reveal you correctly.
- Collision damage has been modified for all vehicles over 20,000 mass such that their damage continues to increase, but is capped equal to roughly the most damaging player skills in the game (~350 damage). Critical hits, melee weapons, and bumper skills can bring this value much higher. This change effects the following player tank chassis: Erebus, Talos, Trackmaster, Bruin, Gothan, Grizzly, Abolate. All other vehicle collision damage remains unchanged.
- When player dies, previous Battle Mode selection remains after respawning.
- Respec - research window updates with new information. Icons no longer pop up informing player of new stats if window is already open
Nomad reminder: Download the PTS Client[ Comment ] Print News | Mail News "We plan to have a solution for the PTS for the next major patch - I'd recommend grabbing the client if you haven't already. We're gonna need folks to test Update 2 - it'll be a big patch." -Nomad
Put your character in the spotlight! Tell the community a bit about yourself and your views of Auto Assault with the Road Warrior Submission Form. Each week another player will be picked from the list of submissions and added to the list of Road Warriors.
On August 4th, our first Road Warrior will be displayed. He's a Human Engineer from The Forsaken Knights and... well, you'll find out on the 4th! :)
Update 2 - Coming Soon![ Comment ] Print News | Mail News I wanted to take a moment and provide some information on what is coming soon in the official "Update 2" patch release. We have been working hard to add new content, improve PvP, polish the game, improve frame rates, balance skills andracial missions, and address issues raised by the community. We're wrapping up Update 2 now internally and it will soon be going into internal QA testing. Of course, this list is subject to change, but we wanted to get you some information on what we were working on. - Storm
Here is a high level summary of what you can expect:
New Arena Map: Emergence. Emergence is the evolution of Auto Assault deathmatch. Gameplay is more fast-paced, and contains new, more exciting power-ups. Beware the jump ring!
New Coliseum Map: Coliseum is a new instance map attached to Ground Zero. OCD built the Coliseum to test the most elite drivers with unique, ever-more-difficult challenges. There are missions for level 60, 65, and 70 players. Coliseum will give players a new experience, and also help them on the road to level 80.
New missions in Ground Zero. More than 20 new missions have been added to Ground Zero to aid players from levels 60-80.
Improved Performance on starter maps: The Wastes, Malachite, Fort Logan, Tocado, Upside
Increased Capture Time on Outposts in Ground Zero. This will encourage group play and give defenders more of a chance to react to changing battle conditions.
Adjusted repair consumables to have 1 less cooldown timer group than before. Also, we are adding a new set of convoy repair skills to high level Engineers, Shamans, and Constructors. These changes should improve support class desirability, team play, and improve conditions in Ground Zero.
Fixed numerous mission bugs (including some broken mission chains) across all races.
Increased all Mutant mission XP payouts from levels 6-59 by 10% and increased Biomek mission XP payouts from levels 6-59 by 5%.
Outpost Token Store with new "Battlemaster" set of items. Remember all those tokens you collected capturing outposts in Ground Zero? Now you can spend them on amazing new items. The Battlemaster set of items is brutal, embedded with skulls and glowing with the blood of your enemies.
Pet Balance Improvements. Nearly every summon across all races/classes now lasts for over an hour in duration at the highest ranks, and have had their accuracy and hit points greatly improved and normalized.
Improved statistics of Epic mission rewards, including the addition of the best auto-repair in the game. Note many of these Epic item improvements were recently pushed in a hotfix.
Many new weapons to improve drops and damage type availability. There will be more large and medium weapons to balance out the proportionately high number of small weapons in the game. There will also be a wider selection of non-energy based and high refire-rate weaponry.
Also, new tricks coming soon after Update 2 to improve your customization options.
- When you log into a server, you can now receive special news notices regarding events in the game and other important pieces of information.
Changes:
- The server selection page has been removed. After entering your username and password, you will be brought directly to the character selection screen.
- If a skill says its damage bonus only applies to a particular type of weapon (fire/energy/etc), that effect will now only occur if that type is your weapon's "primary damage type". To help show what is the primary damage type of each weapon, an icon that represents the type has been added to the lower-right corner of all weapons inventory graphics. Furthermore, a "Primary Damage Type" entry has been added to each weapon's rollover.
- Improved loot drops on Region 4 Ground Zero Xeno, Xeno Bosses, and other AI in the zone.
- Slightly increased the chance of gadgets dropping across all level ranges.
- Xeno CCM has had its loot drops improved.
- Tanks now show defense bonus information in the tooltip
- Players renamed through the merge process will be asked to change their name when they try to log in with that character. Please see the merge walkthrough on the website for details.
Bug Fixes:
- fixed a bug where the s key wouldn't slow you down if you were above maximum boost speed
- Removed Outpost Terminal from Moat
- Mission: Positive ID. Jugo no longer hands out the Hestia ID cards he wants to collect.
- Skill boosts should now report correctly. In addition, the skill layout now shows the max trains you can currently achieve at your level and the max trains possible.
- Fixed a bug where Slow status actually slowed player vehicles down by 70% - it now correctly slows player vehicles 30%
- Fixed a bug where the journal would have both the small and large versions of the "set active" button appear if the journal was open when the world map was opened and closed.
- Fixed a bug causing the mission complete percentage to be reporting incorrect values in the Hestia Backrange, among other locations.
- Fixed Mutant mission "Salvage"
- Removed Justice vehicle from list of targets in Xeno Inversion III mission. Added Xeno Vehicle.
- Hummer HC 4 - engine sound has been improved.
- Biomek Trackmaster Tanks now have proper number of inventory tabs (increased to 3 at 42th and 4 at 60th.)
- Fixed incorrect Power consumption of Human Commando skill Repulsor Shield.
New poll up![ Comment ] Print News | Mail News Time to make your vote count again. The poll asks what your opinion is of the recent server merge. Place your vote, and discuss on the AutoAssault forums!
What issue do you think should be addressed first with the next patch?
The memory leak, which causes the game to run slow and crash over time. [17 votes]
Fix broken and bugged missions. [1 votes]
Address the lack of community by merging the servers. [6 votes]
mplement the Arena as it was available in beta. [2 votes]
Introduce a means to sell wares, similar to a trade bazaar. [11 votes]
Eliminate the spelling errors, grammatical mistakes, etc, in mission & item descriptions [3 votes]
Add more high-end content. [3 votes]
Improve gameplay. [2 votes]
Make the apartment feature useful. [3 votes]
Increase available inventory slots. [0 votes]
Expand on the current crafting system to make it more indispensable [6 votes]
Other (Discuss in the forums!) [0 votes]
The playerbase by a sizeable margin would like the memory leak fixed, followed by having a way to sell items in an open market.
Thank you for voting and stay tuned for the next poll!