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Post Re: Basing: skill ceiling and introduction to new players
Yeah, for sure there should be no PvP range at all in Warp 3 of Wild Space. Maybe there could be some ranges in the lower danger factors of WS, though, as long as they make sure the gals are of the appropriate quality for it (i.e. not too good).

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Thu Aug 27, 2015 8:29 am
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Post Re: Basing: skill ceiling and introduction to new players
I'm worried about casual/bully bvb if you bring non-ada closer to ada.


Thu Aug 27, 2015 11:05 am
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Post Re: Basing: skill ceiling and introduction to new players
anilv wrote:
Yeah, for sure there should be no PvP range at all in Warp 3 of Wild Space. Maybe there could be some ranges in the lower danger factors of WS, though, as long as they make sure the gals are of the appropriate quality for it (i.e. not too good).


but... this is a clear and obvious bias towards already established players.

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I would like to think the line "excuse me but can I get a shitpost?" is fairly polite.


Thu Aug 27, 2015 11:34 am
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Post Re: Basing: skill ceiling and introduction to new players
cej1120con wrote:
anilv wrote:
Yeah, for sure there should be no PvP range at all in Warp 3 of Wild Space. Maybe there could be some ranges in the lower danger factors of WS, though, as long as they make sure the gals are of the appropriate quality for it (i.e. not too good).


but... this is a clear and obvious bias towards already established players.


I don't see what the problem is. PvP game in which established players derive no advantage… why even bother playing?

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Hi, I'm Anil, a long-time player turned developer. I am Star Sonata's lead content developer, which means that I run weekly dev meetings and make sure that any proposed changes to the game receive proper review before going live.

http://www.starsonata.com/features


Thu Aug 27, 2015 12:23 pm
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Post Re: Basing: skill ceiling and introduction to new players
anilv wrote:
cej1120con wrote:
anilv wrote:
Yeah, for sure there should be no PvP range at all in Warp 3 of Wild Space. Maybe there could be some ranges in the lower danger factors of WS, though, as long as they make sure the gals are of the appropriate quality for it (i.e. not too good).


but... this is a clear and obvious bias towards already established players.


I don't see what the problem is. PvP game in which established players derive no advantage… why even bother playing?

SS is a PvP game? I mean, it's always seemed like PvP is just a side thing

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I would like to think the line "excuse me but can I get a shitpost?" is fairly polite.


Thu Aug 27, 2015 1:00 pm
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Post Re: Basing: skill ceiling and introduction to new players
Then people have not been PvPing you enough. :P

Regardless of what the role of PvP is in SS, we are currently specifically discussing PvP. Your objection is on the grounds that experienced players will have a PvP advantage. I'm pointing out that this is not only to be expected, but also to be desired. You WANT a skill curve in PvP.

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Hi, I'm Anil, a long-time player turned developer. I am Star Sonata's lead content developer, which means that I run weekly dev meetings and make sure that any proposed changes to the game receive proper review before going live.

http://www.starsonata.com/features


Thu Aug 27, 2015 1:08 pm
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Post Re: Basing: skill ceiling and introduction to new players
The only games I could think of not having that are like russian roulette and maybe rock paper scissors (although there are tactics apparently :o )

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Thu Aug 27, 2015 1:12 pm
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Post Re: Basing: skill ceiling and introduction to new players
anilv wrote:
Then people have not been PvPing you enough. :P

I mean, I get PvPed daily by the those of Traders and RF ilk, but it's only a minor component to my gameplay. Possibly seeing as I rarely lose, because by the time you can bring more chars to kill me, I've already skidoosh'd out before I really get gooked

anilv wrote:
Regardless of what the role of PvP is in SS, we are currently specifically discussing PvP. Your objection is on the grounds that experienced players will have a PvP advantage. I'm pointing out that this is not only to be expected, but also to be desired. You WANT a skill curve in PvP.


I'm not saying that experienced players shouldn't have a PvP advantage, I'm saying experienced players should be attacking other experienced players, and discouraged from attacking non-experienced players.

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I would like to think the line "excuse me but can I get a shitpost?" is fairly polite.


Fri Aug 28, 2015 8:19 am
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Post Re: Basing: skill ceiling and introduction to new players
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Best PvP system 2015.

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Fri Aug 28, 2015 11:38 am
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Post Re: Basing: skill ceiling and introduction to new players
Here is a little preview of a change I mentioned earlier, I'm curious to hear thoughts on it.
Image
With slots that are unlimited equip, it will stop showing the empty slot after 1 is equipped.

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Fri Aug 28, 2015 4:47 pm
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Post Re: Basing: skill ceiling and introduction to new players
Yay! Something that will finally help me to remember to get exterminators on kits!

/spacerapproves

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Fri Aug 28, 2015 5:02 pm
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Post Re: Basing: skill ceiling and introduction to new players
SI wrote:
Here is a little preview of a change I mentioned earlier, I'm curious to hear thoughts on it.
Image
With slots that are unlimited equip, it will stop showing the empty slot after 1 is equipped.


Definitely a step in the right direction. Do this on ships too!

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Fri Aug 28, 2015 5:11 pm
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Post Re: Basing: skill ceiling and introduction to new players
MasterTrader wrote:
SI wrote:
Here is a little preview of a change I mentioned earlier, I'm curious to hear thoughts on it.
[Image Remove for quote]
With slots that are unlimited equip, it will stop showing the empty slot after 1 is equipped.


Definitely a step in the right direction. Do this on ships too!


Thats happening as well :)
Image
This is a preview of what the starter zebu looks like with it. As ship tech goes up it throws a few more categories in. Having a little roadblock with the ship inventories, but the base ones are 100% complete unless I get any more feedback or someone finds a bug.

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Hey, I'm Ryan! I've been playing Star Sonata since early 2005 and I've been involved with the development of the game since 2009. I do server and client programming mainly focusing on bug fixes, but I've also dabbled in creating a little bit of content too such as Captain Kidd.


Fri Aug 28, 2015 5:21 pm
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Post Re: Basing: skill ceiling and introduction to new players
This ship template-style inventory is one of the biggest helps to new players I've ever seen.


Fri Aug 28, 2015 6:04 pm
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Post Re: Basing: skill ceiling and introduction to new players
SI wrote:
MasterTrader wrote:
SI wrote:
Here is a little preview of a change I mentioned earlier, I'm curious to hear thoughts on it.
[Image Remove for quote]
With slots that are unlimited equip, it will stop showing the empty slot after 1 is equipped.


Definitely a step in the right direction. Do this on ships too!


Thats happening as well :)
Image
This is a preview of what the starter zebu looks like with it. As ship tech goes up it throws a few more categories in. Having a little roadblock with the ship inventories, but the base ones are 100% complete unless I get any more feedback or someone finds a bug.


That is pretty awesome, I like it alot.

SodaPop wrote:
This ship template-style inventory is one of the biggest helps to new players I've ever seen.


I agree. +1 from me.

- Chrono

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Fri Aug 28, 2015 6:50 pm
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