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Main: Rafujin
Level: 1667 Joined: Sat Jul 26, 2014 3:05 am Posts: 1 |
first off, i'd like to thank the developer for the credit scooping feature, it has been a great improvement.
I'm creating this topic to address a few issues i have with it. - Killing any AI right after u die makes the credits swarm around u and when the tracking stops they get flung into space at relative high speeds, which makes collecting the credits quite tedious. (would be better if the credits didn't track towards u if u are in statis) - I've experience some desync where the credits don't show where they really are - Speed Demon: the credits don't seem to have enough tracking when one moves at high speeds and not in a straight line, which launches the credits away (see note1*) I've only played on SD so far and don't know if any other classes have any issues. leave your thoughts below. Greetings, Rafujin Note1: The current way it works seems to gradually increase the acceleration between server ticks and tries to mimic the players movement. A way of handling this would be to use "gravity" (higher traction + speed towards ship when distance gets smaller) this can be used on top of the current system if it doesn't have a value that can be increased to improve tracking. |
Thu Jul 31, 2014 3:26 am |
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over 9000!
Main: enkelin
Level: 5600 Joined: Wed Aug 01, 2007 12:28 pm Posts: 11109 |
Agreed. I think the main problem is that the coins use game physics to attempt to collide with the player. Instead, they should be inertialess and simply move a chunk of space closer to the player at each server frame.
_________________ 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 Jul 31, 2014 8:40 am |
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Contributor
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Rank: Soldier Main: Hober Mallow Level: 4888 Joined: Wed Apr 09, 2008 3:08 pm Posts: 3191 |
anilv wrote: Agreed. I think the main problem is that the coins use game physics to attempt to collide with the player. Instead, they should be inertialess and simply move a chunk of space closer to the player at each server frame. /singed _________________ http://www.starsonata.com/suggestions |
Thu Jul 31, 2014 2:06 pm |
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Team:
Rank: Soldier Main: The Crazy Game Master Level: 3253 Joined: Wed Feb 11, 2009 3:15 am Posts: 3652 Location: TARDIS, Time Vortex, Main Universe, Reality, Big Bang 2, Multiverse 1 |
Or here's a thought, make them direct rewards without dropping.
_________________ Star Sonata is not ready for a release on Steam. See this topic for what we think should be done about it. viewtopic.php?f=107&t=59132 |
Fri Aug 01, 2014 12:58 am |
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Team:
Rank: Operator Main: XxFrostfangxX Level: 3923 Joined: Wed Apr 18, 2012 9:35 pm Posts: 690 |
also if you send your slaves into the next dg room while you wait for them to kill the guards and once you enter the room the credits swarm around u doing the same thing like Rafujin explained.
_________________ Alts: Ninx Frostfang Frostbite |
Fri Aug 01, 2014 1:18 am |
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Contributor
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Rank: Soldier Main: Hober Mallow Level: 4888 Joined: Wed Apr 09, 2008 3:08 pm Posts: 3191 |
thecrazygamemaster wrote: Or here's a thought, make them direct rewards without dropping. I like this idea 1 billion times more. Its too simple though, Jeff likes floating coins. _________________ http://www.starsonata.com/suggestions |
Fri Aug 01, 2014 5:46 am |
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Rank: Councilor Main: tr1p1ea Level: 3130 Joined: Mon Sep 06, 2004 7:54 pm Posts: 28 |
I agree with anilv's suggestion, especially for SD's.
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Sat Aug 09, 2014 11:18 am |
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