Post new topic Reply to topic  [ 19 posts ]  Go to page 1, 2  Next
Author Message
User avatar

Joined: Fri Sep 27, 2013 11:37 am
Posts: 400
Post Weekly Dev Blog - 1st June
Discussion topic for post: http://www.starsonata.com/blog/weekly-d ... -1st-june/


Wed Jun 01, 2016 9:29 pm
Profile
User avatar
Team: Suns of Hades
Rank: Soldier
Main: LemonPrime
Level: 8087

Joined: Wed Sep 29, 2010 10:14 pm
Posts: 5747
Post Re: Weekly Dev Blog - 1st June
Patching soon TM

_________________
Lemon/Meo


Wed Jun 01, 2016 10:00 pm
Profile
Dev Team
User avatar
Team: Eminence Front
Rank: Officer
Main: Jey123456
Level: 4359

Joined: Fri Sep 24, 2004 11:51 pm
Posts: 3366
Location: who knows ?
Post Re: Weekly Dev Blog - 1st June
well, yea, theres no rush, so i rather take my time and get it done right :P.

_________________
One of the first and proud flight controller.
Visit our website: http://www.ef-team.com


Wed Jun 01, 2016 10:23 pm
Profile
User avatar
Team: Zephyr
Rank: Officer
Main: -13-
Level: 4430

Joined: Fri May 19, 2006 1:30 am
Posts: 557
Post Re: Weekly Dev Blog - 1st June
all looks great. really like the sing brake fixes

_________________
~4441~


Thu Jun 02, 2016 1:09 am
Profile
User avatar
Team: Zephyr
Rank: Officer
Main: -13-
Level: 4430

Joined: Fri May 19, 2006 1:30 am
Posts: 557
Post Re: Weekly Dev Blog - 1st June
and the outpost count! god that was awful!

_________________
~4441~


Thu Jun 02, 2016 1:14 am
Profile
User avatar
Team: Eminence Front
Rank: Soldier
Main: The Crazy Game Master
Level: 3234

Joined: Wed Feb 11, 2009 3:15 am
Posts: 3652
Location: TARDIS, Time Vortex, Main Universe, Reality, Big Bang 2, Multiverse 1
Post Re: Weekly Dev Blog - 1st June
My gods, the stars!

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

_________________
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 02, 2016 3:32 am
Profile
Main: ShawnMcCall
Level: 2589

Joined: Sat Jan 19, 2013 5:42 am
Posts: 1932
Post 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?


Thu Jun 02, 2016 7:06 am
Profile
Site Admin / Dev Team
Team: Admins
Rank: Councilor
Main: The SI
Level: 2016

Joined: Wed Sep 01, 2010 4:24 pm
Posts: 531
Post 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.

_________________
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.


Thu Jun 02, 2016 8:01 am
Profile
User avatar
Team: Eminence Front
Rank: Officer
Main: Blizzara
Level: 6660

Joined: Wed Dec 05, 2007 4:25 pm
Posts: 1974
Location: Finland
Post 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?


Thu Jun 02, 2016 9:42 am
Profile
Main: king kone
Level: 37

Joined: Mon Jan 07, 2008 10:36 pm
Posts: 1068
Post 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.

_________________
->Aces High
->Fortes Fortuna Juvat
->Up with irons


Thu Jun 02, 2016 10:31 am
Profile
Content Dev
User avatar
Team: JMC
Rank: Director
Main: Blue Dwarf
Level: 2067

Joined: Fri Apr 29, 2011 5:39 pm
Posts: 3336
Post 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%).

_________________
"What you mean you killed him cha cha cha?!"

Support


Thu Jun 02, 2016 10:33 am
Profile
User avatar
Main: Bad at Games
Level: 4250

Joined: Sat Feb 06, 2010 10:48 pm
Posts: 269
Location: Behind you
Post Re: Weekly Dev Blog - 1st June
Whats happening with the fighter rework? I haven't seen any new information for a while.

_________________
anilv wrote:
Antilzah wrote:
But Scyron also said Bad at Games class is pretty good at group content.


We can code an exception for BaG. I'll let Jey know.


Image


Thu Jun 02, 2016 8:31 pm
Profile
Main: ShawnMcCall
Level: 2589

Joined: Sat Jan 19, 2013 5:42 am
Posts: 1932
Post 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...


Thu Jun 02, 2016 9:14 pm
Profile
Main: king kone
Level: 37

Joined: Mon Jan 07, 2008 10:36 pm
Posts: 1068
Post 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?

_________________
->Aces High
->Fortes Fortuna Juvat
->Up with irons


Thu Jun 02, 2016 10:40 pm
Profile
User avatar
Team: Eminence Front
Rank: Officer
Main: Blizzara
Level: 6660

Joined: Wed Dec 05, 2007 4:25 pm
Posts: 1974
Location: Finland
Post Re: Weekly Dev Blog - 1st June
Daamn. Well, my ~150 int modded re-structrons have some legacy value now.


Fri Jun 03, 2016 12:41 am
Profile
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 19 posts ]  Go to page 1, 2  Next


Who is online

Users browsing this forum: No registered users and 16 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:  
cron
Powered by phpBB © phpBB Group.