Star Sonata
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Weekly Dev Blog - 1st June
http://forum.starsonata.com/viewtopic.php?f=9&t=62015
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Author:  Star Sonata Bot [ Wed Jun 01, 2016 9:29 pm ]
Post subject:  Weekly Dev Blog - 1st June

Discussion topic for post: http://www.starsonata.com/blog/weekly-d ... -1st-june/

Author:  ELITE [ Wed Jun 01, 2016 10:00 pm ]
Post subject:  Re: Weekly Dev Blog - 1st June

Patching soon TM

Author:  Jey123456 [ Wed Jun 01, 2016 10:23 pm ]
Post subject:  Re: Weekly Dev Blog - 1st June

well, yea, theres no rush, so i rather take my time and get it done right :P.

Author:  jack the ripper [ Thu Jun 02, 2016 1:09 am ]
Post subject:  Re: Weekly Dev Blog - 1st June

all looks great. really like the sing brake fixes

Author:  jack the ripper [ Thu Jun 02, 2016 1:14 am ]
Post subject:  Re: Weekly Dev Blog - 1st June

and the outpost count! god that was awful!

Author:  thecrazygamemaster [ Thu Jun 02, 2016 3:32 am ]
Post subject:  Re: Weekly Dev Blog - 1st June

My gods, the stars!

Now just make them 10x bigger and we'll be set.

Author:  ShawnMcCall [ Thu Jun 02, 2016 7:06 am ]
Post subject:  Re: Weekly Dev Blog - 1st June

Blue Dwarf wrote:
I’ve done my last exam of the year! o/
I’ve removed the restriction that players can only have one Outpost per character, fixed an issue causing low mod rates with ruin items, I’ll also be setting the parameter on live to allow squads larger than 10 players (for now it’s at 15)


Is that fixed now, or do we have to wait for a patch?

Author:  SI [ Thu Jun 02, 2016 8:01 am ]
Post subject:  Re: Weekly Dev Blog - 1st June

ShawnMcCall wrote:
Blue Dwarf wrote:
I’ve done my last exam of the year! o/
I’ve removed the restriction that players can only have one Outpost per character, fixed an issue causing low mod rates with ruin items, I’ll also be setting the parameter on live to allow squads larger than 10 players (for now it’s at 15)


Is that fixed now, or do we have to wait for a patch?


Short Version: Fixed now, no need for a patch.

Long Version: Mod chance for ruin items was previously based on tech, now its not. The base chance was mistakenly not changed, but luckily this chance was a param (which we can edit at any time on the live server) and Bobbo was able to fix it on live as soon as he found out.

Author:  Antilzah [ Thu Jun 02, 2016 9:42 am ]
Post subject:  Re: Weekly Dev Blog - 1st June

How did you scale it? Do all items get roughly the same amount of mods t20 items used to get before or t0?

Author:  carterstrain [ Thu Jun 02, 2016 10:31 am ]
Post subject:  Re: Weekly Dev Blog - 1st June

If what I'm reading is correct, mod % chance used to be based on tech. So higher tech ruins got higher and higher chance % so you could run into seven mods on a ruin.

That was removed. Because it's stupid and feeds into the "extract ruins solely for the mods" that ruin (heheh) the whole purpose of fighting over and extracting them.

I assume it was changed to "every ruin, regardless of tech, has a base % that is equal to each other". So a T20 ruin has X%, and a T0 ruin has the same X%, and a T200 ruin has the same X%. Which means a modded ruin is a nice find, but you're extracting the ruin for the ruin, not the mod.

Author:  Blue Dwarf [ Thu Jun 02, 2016 10:33 am ]
Post subject:  Re: Weekly Dev Blog - 1st June

Antilzah wrote:
How did you scale it? Do all items get roughly the same amount of mods t20 items used to get before or t0?

Old version:
Mod chance: Tech * 0.01 + 0.01, per mod (in a silly way)
Your chance to get extra mods depended on that number too.

New version:
Mod chance: 0.2
Your chance to get extra mods isn't related (and isn't related for any source of mods).

We're looking to adjust it some more, but at least now you should actually get some mods (as before yesterday the mod rate was 1%).

Author:  ping101 [ Thu Jun 02, 2016 8:31 pm ]
Post subject:  Re: Weekly Dev Blog - 1st June

Whats happening with the fighter rework? I haven't seen any new information for a while.

Author:  ShawnMcCall [ Thu Jun 02, 2016 9:14 pm ]
Post subject:  Re: Weekly Dev Blog - 1st June

carterstrain wrote:
If what I'm reading is correct, mod % chance used to be based on tech. So higher tech ruins got higher and higher chance % so you could run into seven mods on a ruin.

That was removed. Because it's stupid and feeds into the "extract ruins solely for the mods" that ruin (heheh) the whole purpose of fighting over and extracting them.

I assume it was changed to "every ruin, regardless of tech, has a base % that is equal to each other". So a T20 ruin has X%, and a T0 ruin has the same X%, and a T200 ruin has the same X%. Which means a modded ruin is a nice find, but you're extracting the ruin for the ruin, not the mod.


That ignores every reason that modded ruins were added... because they are weak as shit compared to content gear. Lower tech ruins didn't get as many mods because a lot of lower tech ruin gear is actually very good, higher tech stuff was easily outclassed by other items (except the KMW obviously) so the chance for stacking mods was made very high so that you could make those items competitive...

Author:  carterstrain [ Thu Jun 02, 2016 10:40 pm ]
Post subject:  Re: Weekly Dev Blog - 1st June

ShawnMcCall wrote:
carterstrain wrote:
If what I'm reading is correct, mod % chance used to be based on tech. So higher tech ruins got higher and higher chance % so you could run into seven mods on a ruin.

That was removed. Because it's stupid and feeds into the "extract ruins solely for the mods" that ruin (heheh) the whole purpose of fighting over and extracting them.

I assume it was changed to "every ruin, regardless of tech, has a base % that is equal to each other". So a T20 ruin has X%, and a T0 ruin has the same X%, and a T200 ruin has the same X%. Which means a modded ruin is a nice find, but you're extracting the ruin for the ruin, not the mod.


That ignores every reason that modded ruins were added... because they are weak as shit compared to content gear. Lower tech ruins didn't get as many mods because a lot of lower tech ruin gear is actually very good, higher tech stuff was easily outclassed by other items (except the KMW obviously) so the chance for stacking mods was made very high so that you could make those items competitive...


You are forgetting that a ruin rebalance went through some time ago. Artifacts are roughly on par with Heroic/Legendary gear now. Giving them extremely high mod chance based on their tech would mean all Legendary gear becomes worthless.

Why would I bother killing RNF with a squad of Tech 22 ships for a Immolation with 2300x3 damage when I can extract a ruin Immolation with 2200x3 *Dynamic, *Evil, *Extended, *Mini, *Radio, *Forceful, *SI before Bindomiting it with a single Adonis Junkyard base on a level 300 alt?

Author:  Antilzah [ Fri Jun 03, 2016 12:41 am ]
Post subject:  Re: Weekly Dev Blog - 1st June

Daamn. Well, my ~150 int modded re-structrons have some legacy value now.

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