Post new topic Reply to topic  [ 33 posts ]  Go to page Previous  1, 2, 3  Next
Author Message
User avatar
Team: Eminence Front
Rank: Soldier
Main: The Crazy Game Master
Level: 3240

Joined: Wed Feb 11, 2009 3:15 am
Posts: 3652
Location: TARDIS, Time Vortex, Main Universe, Reality, Big Bang 2, Multiverse 1
Post Re: Vert's summary: Subspace and Colonies
The Vert wrote:
thecrazygamemaster wrote:
What is the plan to make the suitability decrease hurt that fourth group of players the most, then decreasing in penalty downwards?


Where did it state that this is the ideal, and that we're aiming to achieve this?


Common sense. Endgame should be hardest, not easiest. Especially with what multi-account, afk-all-universe colony builders do to the economy.

_________________
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


Thu Jun 25, 2015 9:15 am
Profile
over 9000!
User avatar
Main: enkelin
Level: 5600

Joined: Wed Aug 01, 2007 12:28 pm
Posts: 11109
Post Re: Vert's summary: Subspace and Colonies
thecrazygamemaster wrote:
The Vert wrote:
thecrazygamemaster wrote:
What is the plan to make the suitability decrease hurt that fourth group of players the most, then decreasing in penalty downwards?


Where did it state that this is the ideal, and that we're aiming to achieve this?


Common sense. Endgame should be hardest, not easiest. Especially with what multi-account, afk-all-universe colony builders do to the economy.


Do you have anything other than fluffy claims that they do anything negative to the economy whatsoever?

_________________
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 Jun 25, 2015 9:20 am
Profile
User avatar
Team: Traders
Rank: Officer
Main: ZGMF
Level: 5987

Joined: Wed Nov 09, 2011 12:02 pm
Posts: 598
Post Re: Vert's summary: Subspace and Colonies
Nice ty for the response

_________________
I started questioning what I'm doing with my life. I can't seem to calm down. I wonder why...


Thu Jun 25, 2015 9:59 am
Profile
User avatar
Main: The Vert
Level: 60

Joined: Thu Sep 19, 2013 11:30 am
Posts: 1239
Post Re: Vert's summary: Subspace and Colonies
thecrazygamemaster wrote:
Common sense. Endgame should be hardest, not easiest. Especially with what multi-account, afk-all-universe colony builders do to the economy.


Yeah... No. That isn't how any of this works :)

_________________
Important bug reporting information:

Please check these Bug report guidelines before you make your first bug report, or if you are uncertain on how to do it.


Thu Jun 25, 2015 10:58 am
Profile
Team: Eminence Front
Rank: Officer
Main: Prophet of Adum
Level: 7787

Joined: Wed Apr 11, 2012 8:21 pm
Posts: 159
Post Re: Vert's summary: Subspace and Colonies
The Vert wrote:
thecrazygamemaster wrote:
Common sense. Endgame should be hardest, not easiest. Especially with what multi-account, afk-all-universe colony builders do to the economy.


Yeah... No. That isn't how any of this works :)


why not make all content extreamly hard for mc'rs instead of giving more reasons to sub 10 accounts?


Thu Jun 25, 2015 11:50 am
Profile
User avatar
Team: Traders
Rank: Peon
Main: Mow
Level: 9760

Joined: Mon Feb 02, 2009 2:57 pm
Posts: 4731
Location: Kuratovo, Russia
Post Re: Vert's summary: Subspace and Colonies
Frostbite wrote:
why not make all content extreamly hard for mc'rs instead of giving more reasons to sub 10 accounts?


How do you do that without screwing over those who do not multiclient in the process (e.g. me)?

_________________
Image

Image

Image
Image


Thu Jun 25, 2015 12:28 pm
Profile
Contributor
User avatar
Team: Star Revolution X
Rank: Soldier
Main: Hober Mallow
Level: 4886

Joined: Wed Apr 09, 2008 3:08 pm
Posts: 3191
Post Re: Vert's summary: Subspace and Colonies
Tomzta09 wrote:
Frostbite wrote:
why not make all content extreamly hard for mc'rs instead of giving more reasons to sub 10 accounts?


How do you do that without screwing over those who do not multiclient in the process (e.g. me)?


Make content require a player to actually move and use items/super items and engage with mechanics in order to be successful.

You don't properly engage with this mechanic? You wipe.

You brought overwhelming DPS and heals but have no one to deal with tough mini AI that are hard to see? You wipe.

You tractor a particular boss close and hold him in place so you can use short range high DPS weapons with 5 healers on your ass? You wipe.

Have a sun/moon that you need to sit on, that constantly moves at 20/30, in order to damage a boss.

Have a boss that gives full transferance immunity to the target its shooting, you need more than one tank that can pull aggro from the boss so you can ping pong before one of them dies.

Have a dungeon that requires you to escort ships from one place to another and fight off attackers, with a final boss that needs to be attacked in multiple places (2/3) so you have to split the squad in order to complete it.

The solution is more bosses that require active participation from squads, to the point where someone multi clienting has to put so much work into doing it that it is easier to find some other people that want to do it and run it with them. The bonus is that these bosses are interesting and can never be tanked and spanked. Nor will anyone be able to come in and kill it in 5mins.

That doesnt deal with multiclienting in PvP, which is only really useful because you don't lose your ship when you die anymore (which also means both multiclienting and single clienting gets to benefit from quickly coming back into the fight with very little repercussions.)

Anyway, amazing document. Thank you for sharing.


_________________
Image
Image
http://www.starsonata.com/suggestions


Last edited by MasterTrader on Thu Jun 25, 2015 1:41 pm, edited 2 times in total.

Thu Jun 25, 2015 1:36 pm
Profile
User avatar
Team: Eminence Back
Rank: Officer
Main: Pure Evil
Level: 5292

Joined: Fri Dec 31, 2004 7:20 am
Posts: 1595
Location: UK > Wales > Bin+ computer with boardband :p
Post Re: Vert's summary: Subspace and Colonies
Ty Vert for this, Hopefully the outpost ownership will be fixed sometime in the near future!

_________________
Fibre broadband in my brainzz!


Thu Jun 25, 2015 1:37 pm
Profile
User avatar
Team: Traders
Rank: Officer
Main: ZGMF
Level: 5987

Joined: Wed Nov 09, 2011 12:02 pm
Posts: 598
Post Re: Vert's summary: Subspace and Colonies
Frostbite wrote:
The Vert wrote:
thecrazygamemaster wrote:
Common sense. Endgame should be hardest, not easiest. Especially with what multi-account, afk-all-universe colony builders do to the economy.


Yeah... No. That isn't how any of this works :)


why not make all content extreamly hard for mc'rs instead of giving more reasons to sub 10 accounts?



1st what vert said is true.
2nd think of what tom said
3rd its not that easy to make and maintain colonies, you pour alot of creds and continues time and effort on it before you can do the said afk colonies cuz there is a chance of it being taken away from you.
4th not everyone wants/can play with someone think of their timezone plz
5th multiclienting gives the game money more than someone with 1 account who wants to play with someone

_________________
I started questioning what I'm doing with my life. I can't seem to calm down. I wonder why...


Fri Jun 26, 2015 2:23 am
Profile
User avatar
Team: The Unforeseen Colonies
Rank: Officer
Main: Masterful
Level: 6877

Joined: Tue Jul 08, 2008 2:47 am
Posts: 1346
Location: Melbourne, Australia
Post Re: Vert's summary: Subspace and Colonies
MCing is the least understood aspect of this game.

_________________
Image


Fri Jun 26, 2015 2:58 am
Profile
Contributor
User avatar
Team: Eminence Front
Rank:
Main: Dark Steel
Level: 9138

Joined: Tue Jan 24, 2006 10:35 am
Posts: 2068
Location: Netherlands
Post Re: Vert's summary: Subspace and Colonies
Stay on topic... If you want to ramble about MCing go make your own topic

_________________
~DarkSteel / Auxilium
Image
Image

Universe Map: http://www.starsonata.com/map/


Fri Jun 26, 2015 4:46 am
Profile
User avatar
Team: Immortal Silver
Rank: Operator
Main: demon_1
Level: 1602

Joined: Fri Nov 02, 2007 2:52 pm
Posts: 55
Post Re: Vert's summary: Subspace and Colonies
Im glad that subspace will be fixed. however a question is will there be a boost fo some kind to make up for the period of broken suits?

_________________
Image


Tue Jun 30, 2015 6:42 am
Profile
Member
User avatar
Team: Star Revolution X
Rank: Officer
Main: topbuzzz
Level: 8015

Joined: Sun Dec 21, 2008 12:31 pm
Posts: 4347
Post Re: Vert's summary: Subspace and Colonies
lol are you new here?


Tue Jun 30, 2015 9:44 am
Profile WWW
Contributor
User avatar
Team: Eminence Front
Rank:
Main: Dark Steel
Level: 9138

Joined: Tue Jan 24, 2006 10:35 am
Posts: 2068
Location: Netherlands
Post Re: Vert's summary: Subspace and Colonies
What topbuzz is trying to say is no, most likely not :lol:

_________________
~DarkSteel / Auxilium
Image
Image

Universe Map: http://www.starsonata.com/map/


Tue Jun 30, 2015 10:20 am
Profile
Contributor
User avatar
Team: Star Revolution X
Rank: Soldier
Main: Hober Mallow
Level: 4886

Joined: Wed Apr 09, 2008 3:08 pm
Posts: 3191
Post Re: Vert's summary: Subspace and Colonies
Either way, this is a step in the right direction. With this, emperor and pvp changes it should be a wonderful time to play SS once it releases on Steam...

_________________
Image
Image
http://www.starsonata.com/suggestions


Tue Jun 30, 2015 11:23 am
Profile
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 33 posts ]  Go to page Previous  1, 2, 3  Next


Who is online

Users browsing this forum: No registered users and 26 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Jump to:  
Powered by phpBB © phpBB Group.