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1
CyberDunk 2 - LAUNCHED
on 2014-07-02 by Omnem
CyberDunk2 - BETA has been launched,

http://www.cyberdunk2.com/

I would first like to thank all the alpha testers who have helped us find bugs and provided valuable feedback over the past month.
We have rewarded alpha testers based on the contributions they have made to the game with 5 player slots and from 2,000 to 10,000 CDP.

For this first season, I would like to extend an offer, any purchase made in the other games can also be redeemed in CyberDunk 2. In both games, so 2 for one.

As you already know, we are starting this CyberDunk incarnation on new principles:

- Skills can only be changed via skillpoints, which are received daily or by completing milestones.
- Superstars. Only 1 per account and 1 per team. These players get 25% extra SP (skillpoints) everytime (games, milestones, starting out etc)
- Leagues restricted to players which have the same experience (regular season games played).
- Teams can only have a limited number of players from each account
- Simpler tactics and no auto-suggest.
- Training now offers a game-time boost and is correlated with what your teammates train.
- Equipment is now unified under 1 account inventory and the multiple day penalty for transferring items is gone.

Here at CyberSports, there`s a strong belief in this new system and the game will go on for at least the first few seasons like this. Depending on feedback and the analysis of the behavior of users it may change. One thing is for certain though, there`s excitement brewing.

The updates we are working on right now:

MOBILE VERSION FOR ANDROID AND OSX

I am currently finishing up the CyberDunk2 API which will be extensively used by the mobile APP as well as other third party applications that members may create.

CHARACTER TRAITS

I have written quite a bit about what we plan on doing here. Basically, a character trait will affect your player`s performance in a certain way outside of the skills.
You can read on ideas submitted for this in the CD2 forum. Here`s a few examples:
- Foul Drawer => 13% more chances he`ll go to the foul line
- Brick Wall => Boost to setting a solid pick, that adds 10% to any shooter (SG, SF) getting open for an uncontested shot.
- Fastbreaker => 7% chance he`ll get 2 quick points of a steal

OBSERVATIONS

Remember how playing basketball, you pick up a more, an emotion and idea, that improves your game temporarily ?
You can employ an observation to give you a temporary boost.

Observations are picked up each game by 1 of the player on each team, they can be traded with other players or maybe bought by CDP.

We are thinking something along (in terms of effects) the lines of character traits and maybe skill bonuses.

They last from 1 to 30 regular season games before they expire.

Cheers,
Omnem.
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