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Post Test Server Notes
I will be posting about various changes that find their way to the Test Server from here on out. These changes should be understood to be tentative, until they find their way into Official Patch notes. These notes represent things we may or may not tweak, or even undo, before the next patch.

View these notes as an opportunity to be more informed about what is or isn't currently on the Test Server, so as to help you give better feedback when testing out proposed changes.

With that out of the way, here are some changes on the test server you should keep your eyes open for. By no means is this an exhaustive list!

Key:

* = Changes that will happen after patch.
+ = Changes that will happen after a universe reset, or that need to be live edited.

State of the Test Server as of 6/13/2019

Significant Changes

Code:
* Drones and Fighters that used parasite weapons were dealing more damage than intended, those weapons have been changed to no longer impart parasites.
** Drones that were changed: Paxian UrQa Defense, Urqa'Qii Drone, Jiji Qo Banu, Pumpkin Drone, Zombie Toasters, Zombie Toasters, Christmasicus's Red Trick, Urqa'ka Drone, Arson Drone, Vulcanite Drone, Heated Vulcanite Drone, Molten Vulcanite Drone, DWO Drone, Pyromania Drone, Armada Inferno Drone, Hephaestus Drone, Indrakoza Akramavar, Samgrahaka Bhisajvar, Lunarian Drone,
** Fighters that were changed: Stormcloud Fighter, Fly Fighter, Micro Vulcanite Fighter, Mini Vulcanite Fighter, Suqqa Uj'qii, Lice Fighter, Ujqii Ishi, Qokuji'qii, Undead Fighter, Zebu Master Fighter, Rahntiayu, Dolius Hermes, Hephaestus Gizmo, Kalthi Fighter.
There is no way to exactly quantify how much damage each fighter was doing above their GOALDPS because of parasites. It varied based on the weapon, the parasite injected, the amount of those parasites injected, and the amount of damage that each parasite did. As such, I haven't included any discussion about how much of a change this should result in. The parasite damage was not intentional, so any reduction in power to any of the Drones or Fighters above is more of a bug fix than a nerf.

Code:
* Module Blueprint Packs, from Platonic Academy, now contain both a Tablet and a Blueprint. This will allow the user to build Titanium through Adamantium Modules with either the prebuilt Std. through Sup. modules or the individual parts that make up those modules.
** This change will not affect any Blueprint Packs already equipped to a Userbase.
This was neccessary due to Factories for said modules still being available and causing a situation where a player who was used to the old system could potentially waste resources trying to acclimate. In the future, we may remove factories entirely.

Code:
* The Vaziayu's inbuilt Nest Drone Device now takes 32000 electricity to charge up.
- The Alien Nest Drone's Zarkarapratinu Fighters now deal significantly less damage, and deploy only 6 fighters total. Their internal generator, however, generates a fighter fast enough to immediately replace any fighters lost.
These changes were neccessary due to the Nest Drone device being head and shoulders the best super item in game bar none. This was not supposed to be the case and was the result of a couple behind the scenes interactions that have since been addressed. The drone will by no means be useless now, but you can expect bonus DPS in the tens of thousands instead of the hundreds of thousands. 8)

Code:
* Fighter's with Aura's have had those Aura's reduced in power to align them with intended values.
This will result in a variable change in power for different Fighters depending on the Aura's you use with them. This was neccessary because due to the Field Generator Power bonus that Fleet Commanders got being propagated to their fighters, fighters like the Death of the First Born were giving all nearby fighters over 100% evasion. This also affected all of the other aura's, but that is the most blatant example of why the fix was neccessary.

This probably will not result in a players fighters doing 66% of the damage they originally did, because of how aura bonuses work. If a fighter does 500DPS, and gets 75% more damage instead of 50% more damage that is 750DPS vs 875DPS; this turns out to be a ~16% difference. This may not hold true for every single aura, but you can expect it to be close to that value.

Code:
* Fighter Generators now Generate 15 fighters in total, generating 1 fighter every 20 seconds. The electricity costs of the generators have been drastically reduced as well.
This is done to prevent Fleet Commanders, and fighter users in general, from repeatedly spamming fighters over and over again in the middle of combat. This allowed them to cheese lots of situations they shouldn't have been cheesing due to no downtime (especially in conjunction with fighters costing a lot less energy). If it turns out that Fighters are not durable enough we will look at potential changes, keep in mind that there are tools to gain more defensive power for Fighters though.

Code:
* Gremlin weapons (Such as the Hairsprayer and Gremcannon) no longer force the target to desync, they now impart tweak effects. This means Zen of Calmness will reduce their severity.
This was neccessary due to the desyncing effects of gremlin weapons. I'm sure everyone can appreciate these changes.

Code:
* Harassment Pellets now have far less knockback. This makes the Target Dummy's in the Nexus significantly less difficult to deal with.
This is 100% neccessary to make the new player experience far less frustrating, if I could get this live patched I would.

Changes

Code:
* Added an Extractor tag to all extractors to allow for easier searching
* When used, the Shield Redistribution Device will now indicate that it makes the user immune to incoming transference damage.
* Ksaravis'ayu, Visphotakapad Ksaravis'ayu, Matra Markata Prahetiayu, and Alien Nest Drone fighters are now immune to transference weapons and will no longer be healable.
* Chid Adiz Mardana Var now has 100 Surgical Soak.
* Olympus Fighter Super Items now properly state that they take 4 slots instead of 8.
* Added a Decayable tag to all commodities with a half life
* Agamemnon Fighter Hull has had the +100% Critical Hit Chance and +100% Critical Hit Strength bonuses removed.
* The Twisted Vanguard's "Twisted Essence" super item no longer gives -Vulnerability to damage when used.
* Cybernetic Fighters no longer drop augmenters.
* TBFD 9000 DPS reduced to 2710, energy needed to deploy reduced to 12000, charging time reduced to 20 seconds.
* Zeus Fighter Bay no longer has +10% resistances to fighters launched.
* Unstable Overloaders (other than Telendo Overloaders) are no longer sticky.
+ UrQa'qa Qu'ishi in Bakii'Qa now drops dungeon loot
* Red Photon Plasma Missiles were doing far more damage than intended. They now require 50% less electricity to launch, do less initial damage, and do the same damage again over 2 seconds with Huge Napalm.
* Perilous Scope now has a 20 second charge time before it can be used.
* Grand Navigator's Sensor now has a Power value of 20 and costs 20000 electricity per use. Grand Navigator's Scanner now has a Power of 20, a Maximum Distance of 100, requires you to be within 50 speed of the target being scanned, and costs 2000 electricity per use.
* ZebuMaster Fighter Bay is now shipbound and sticky.
* Ujqii Ishi fighters now have their out of combat speed booster as well.
* Vyakula Zakti - Projectile speed reduced to 160 from 640.
* Removed shield aug mod from Twisted Escape Pod, and buffed its other stats.
* Zeus Bolt of Lightning, Super/Supreme Ion and Nuclear Missiles, and Bunkerbuster Missiles no longer affect bases or drones.
* Reduced the size of Corrupted KiloBit 78 > 39, and added Warp Wake.
* Heavy Kidd Drone Crate Blueprint and Captain Bling Drone Crate Blueprint no longer incorrectly state that the drones are unscoopable.
* Player launched fighters should no longer drop any gear.
* Reduced slots, energy cost, DPS and size of Olympus Fighter Superitems by 50%
* Strontium-90 Missions to kill Kalthi AI now count Kalthi Armada AI.
* Armada Drone, Armada Ambush Drone, Armada Inferno Drone, Armada Charge Drone have all been increased in rarity and given more damage. Their inbuilt augmenters and overloaders were also removed, which will cause Drone Controllers to affect them exactly as you would expect.

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Last edited by MasterTrader on Fri Sep 27, 2019 3:47 pm, edited 3 times in total.

Thu Jun 13, 2019 3:12 pm
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Post Re: Test Server Notes (6/13/2019)
UPDATED

Code:
* Armada Drone, Armada Ambush Drone, Armada Inferno Drone, Armada Charge Drone have all been increased in rarity and given more damage. Their inbuilt augmenters and overloaders were also removed, which will cause Drone Controllers to affect them exactly as you would expect.

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Thu Jun 13, 2019 11:20 pm
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Post Re: Test Server Notes
UPDATED - State of the Test Server as of 9/27/2019

Code:
* Adjusted the power of the Vaidaya Bhisajamzu, it now has more healing and less range for less size.
** This was neccessary to differentiate it from the Dhatri Bhisajdeva.
* Mythic Defender's have been reclassified as normal range drones, from short range drones. This increases their range while reducing their HPS/DPS. Their Subnavigator's Augmenter has also been removed.
* Samgrahaka Akramavar, Indrakoza Akramavar, Indrakoza Amzuchidvar, Samgrahaka Bhisajvar have had all of their augmenters removed. This should make the DPS tags on them far more accurate, as well as allow them to fully scale with Drone Controllers. This will result in these drones having less stats such as Transference Power, Transference Efficiency, Electricity Regeneration, Shield Regeneration, Shield Bank, Resistance to Damage, Tracking, etc.
* Corrupted Kilobit Drones now have 20minute deployment time.

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Fri Sep 27, 2019 3:48 pm
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Post Re: Test Server Notes
MasterTrader wrote:
UPDATED - State of the Test Server as of 9/27/2019

Code:
* Adjusted the power of the Vaidaya Bhisajamzu, it now has more healing and less range for less size.
** This was neccessary to differentiate it from the Dhatri Bhisajdeva.
* Mythic Defender's have been reclassified as normal range drones, from short range drones. This increases their range while reducing their HPS/DPS. Their Subnavigator's Augmenter has also been removed.
* Samgrahaka Akramavar, Indrakoza Akramavar, Indrakoza Amzuchidvar, Samgrahaka Bhisajvar have had all of their augmenters removed. This should make the DPS tags on them far more accurate, as well as allow them to fully scale with Drone Controllers. This will result in these drones having less stats such as Transference Power, Transference Efficiency, Electricity Regeneration, Shield Regeneration, Shield Bank, Resistance to Damage, Tracking, etc.
* Corrupted Kilobit Drones now have 20minute deployment time.


so mythics finally got nerfed, but t22 rare/exotic alien drones are getting shat on, got it

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Tue Oct 01, 2019 9:15 am
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Post Re: Test Server Notes
UPDATED - State of the Test Server as of 10/2/2019

Code:
- Got rid of the -5% Range Augmod on the Samgrahaka Akramavar drones
- Changed the Samgrahaka Akramavar, Samgrahaka Bhisajvar, Indrakoza Akramvar, Indrakoza Amzuchidvar weapons.
-- Samgrahaka Akramavar, Indrakoza Akramvar, Indrakoza Amzuchidvar should now be more electricity efficient and shoot at a slower rate of fire.
-- Samgrahaka Bhisajvar should now shoot at a faster rate of fire.


UPDATED - State of the Test Server as of 9/27/2019

Code:
- Created custom Bhisaj'a Kavaca for the Samgrahaka Bhisajvar drone, this shield has less regeneration but more shield bank than the previous iteration.
- Increased the range on Samgrahaka Bhisajvar's to 2x what they were after the previous revision (350 -> 700)


CONTEXT

The beam balance caused a bunch of drones that use player gear to have their stats wildly changed. (Things like range, rate of fire, etc).

This meant that drones that were balanced against the old stats of the weapon (based on the drone balance sheet and GOALDPS we set up) were changed. In the process of scrambling to fix these issues, I stumbled over the long forgotten T22 Alien drones that I had left 3 (and in some cases 4) augmenters on along with a Zarkara Kostha overloader, because I didn't know what to do at the time in order to address them with the original drone balance work. The intention was not to have them benefitting from so many unaccounted for augmod bonuses.

After realizing this, I mentioned to a group of devs and players after last weeks Dev meeting that I thought it would be neccessary to go over drones as a result of not only beam changes but also other gear changes in order to make sure they fell within the range of stats we had set them up for with GOALDPS. After talking about it with them, I decided that this could probably wait until after the class rebalance.

I was wrong.
Fast forward to after the patch:

A few days ago, I proceeded to explain to enkelin in PM what was going on in regards to Drones/Fighters in regards to Beam changes and other gear changes. I explained how these beam changes specifically had caused a bunch of drone stats to change which would necessitate drone changes (via GOALDPS or gear changes), and then explained that I realized that a lot of the standardization we had done was incomplete due to things I had decided to leave alone due to not being sure how to account for them in the balance sheet. (This was before we made the final call not to put augmenters/overloaders on drones with the previous Drone Rebalance).

I also brought up the fact that I thought GOALDPS was only part of the larger scope of changes we needed to do for drones, and how we needed to make actual drone gear for drones so that we could control all stats, but that it would probably have to wait until after the big rebalance so that we knew exactly where everything was supposed to stand.

I then pointed out that the Bhisaj drones, (And the other 3 T22 Alien drones), had multiple augs on them that SIGNIFICANTLY affected their stats that they were not accounted for in the balance sheet we had made (Resists, shield bank, trans efficiency, trans power, regeneration, etc). The augmenters these drones had were: Vacohara Psu, Bhisaj Bhava, Zarkara Sattva and Raurava Bhava.

This had a two fold effect:

#1 - The drones didn't fully benefit from the drone controllers, which meant that in quite a few cases if you put on a controller you were actually getting less power from it than you were supposed to.

#2 - It caused a bunch of drones to be far more powerful than they actually should have been because their stats, while not being specifically DPS/HPS increasing, made it so that they could infinitely sustain due to having augmenters. But we had already removed augmenters from most of the other healing drones.

This is the reason why you are seeing changes to the Samgrahaka Bhisajvar, Samgrahaka Akramavar, Indrakoza Akramavar, and Indrakoza Amzuchidvar. The augmod bonuses they had as a result of those augmenters (and the overloader) made the drones vastly out of line with what their intended stats were supposed to be according to the gear they had equipped to them. The GOALDPS tag made sure that, without drone ops or controlllers, they did the proper DPS on the label. But as soon as you put Drone Ops/Controllers/Imperial skills/etc. into the mix things got really weird and funky.

EDIT: I previously wrote "(And the other 3 T22 healer drones)" when I meant to write "(And the other 3 T22 alien drones)". Sorry about that confusion.

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Last edited by MasterTrader on Thu Oct 03, 2019 8:02 am, edited 5 times in total.

Wed Oct 02, 2019 10:19 pm
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Post Re: Test Server Notes
Don't invest in engi untill t23, got it.

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Wed Oct 02, 2019 11:26 pm
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Post Re: Test Server Notes
UPDATED - State of the Test Server as of 10/5/2019

Code:
* Corrupted Cyborg Supportive Machine, Corrupted Cyborg Atronach, Corrupted Battleship, Corrupted Cruiser, Cybernetic Wing Alpha/Beta/Charlie/Delta, Cybernetic Interceptor, (Armored/Wrathful/Normal) Kalthi Warrior/Stinger/Deployer/Commander, Merchant Navy Seal Commander, Lunarian, and Lunarian Avenger have all had their range reduced significantly.


EDIT: Another update for the day!

Code:
* Adjusted the Dhatri Bhisaj stats to reflect the fact that its parasite isn't a big part of the weapon.
* Fighters have been adjusted in a few key ways:
** There are no longer dedicated aura fighters. Except for some small exceptions (Panther Kitten, Jovian Guard) fighters that previously had an aura no longer have one. As a result they do more damage.
*** There are now new superitems in Lyceum (At the Fleet Shipyards base) that provide the auras for your fighters.
** The Olympus fighters are no longer super items, they are instead actual fighters.
** Some fighters had their ranges/GOALDPS adjusted as a result of beam changes. (Go here for a list of stats https://docs.google.com/spreadsheets/d/13CMuELU0YYA-qw3HvjvB2CK2oLFpsFKX0z53A0zDmAQ/edit#gid=270763959)
** Most fighter generators have been removed, they have been replaced with a crate of fighters.
** Sizes of fighters across the board have gone down.
* Cybernetic Wing Alpha/Beta/Charlie/Delta have increased maneuverability.
* When killed, fighters now reappear in the hull of the ship that launched them in a destroyed state, and can be repaired with credits.

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Last edited by MasterTrader on Sun Oct 06, 2019 12:06 am, edited 3 times in total.

Sat Oct 05, 2019 12:18 pm
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Post Re: Test Server Notes
classic hober

https://cdn.discordapp.com/attachments/387757671052345357/630094030096826418/unknown.png

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Sat Oct 05, 2019 2:05 pm
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Post Re: Test Server Notes
UPDATED - State of the Test Server as of 10/6/2019

Code:
- Prefab fighters have been set to AIONLY.
- Olympus Super Item fighters have been commented out so that the itemrenamer will convert them into a Fighter.
- Olympus fighters no longer kill themselves at the end of their duration.
- Greenish Fighters now take 3 slots and are Shipbound.
- Dark Fighter Defender now has a duration of 60 seconds, from 180 seconds.
- Increased the power of the fighter only auras to compensate for the fact that they are now on drones, which do not inherit the Fleet Commander aura boosting skills.
- Commander/Captain/Admiral Emitter's are now substantially more resistant.
- Admiral's X Protocol's now take 90k total electricity, from 150k. Commander's X Protocol's now take 10k total electricity, from 6k.
[color=#FF4000]- Commander/Captain/Admiral Emitter's now orbit in formation around the deployer.
[/color]-- Admiral's and Captain's Emitter's now move at 100 and 150 maximum speed, respectively.
- Removed Formation from FC Fighter Aura Drones.

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Sun Oct 06, 2019 12:40 pm
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Post Re: Test Server Notes
UPDATED - State of the Test Server as of 10/10/2019

Code:
- Protocol's now show the bonuses they give to fighters, and take 2 minutes to charge instead of 1 minute.
- Reversed the T22 Alien Drone changes temporarily.
- Overloaders on the test server have had some of their stats changed. What is changed is as follows:
-- Unstable Overloaders take a chunk of electricity when equipped, and cause damage to your weapon when failing. They no longer explode when failing, and they maintain their small size.
-- Stable Overloaders take no electricity, but are larger in size than Unstable overloaders.
-- Some stats on specific Overloaders may have changed, if you notice that the stats on an overloader you prefer using have changed in an unfavorable way please let us know.

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Thu Oct 10, 2019 4:24 pm
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Post Re: Test Server Notes
UPDATED - State of the Test Server as of 10/11/2019

Code:
- Commander/Captain/Admiral Protocol super items drones now look visually distinct from one another
- When running out of time, fighters don't just get deleted anymore, now they die so that they can return to the launcher's inventory.
- Fighters cannot be irradiated anymore, instead they die normally so that they can return to the launcher's inventory
- Dolius Hermes no longer does far more damage than it should be.
- Increased the power of the shields on the FC Emitter drones.

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Fri Oct 11, 2019 1:32 pm
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