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Post Weekly Dev Blog – 14th June
Discussion topic for post: http://www.starsonata.com/blog/weekly-d ... 14th-june/


Wed Jun 14, 2017 5:42 pm
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Post Re: Weekly Dev Blog – 14th June
What does"unlocks" in the store refer to?


Wed Jun 14, 2017 6:58 pm
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Post Re: Weekly Dev Blog – 14th June
dreadlordnaf wrote:
What does"unlocks" in the store refer to?


I had asked the same question. When the store goes live you will be able to purchase things like additional character slots on your account. That's the sort of thing that is in the "Unlocks" category.

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Wed Jun 14, 2017 8:45 pm
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Post Re: Weekly Dev Blog – 14th June
anilv wrote:
dreadlordnaf wrote:
What does"unlocks" in the store refer to?


I had asked the same question. When the store goes live you will be able to purchase things like additional character slots on your account. That's the sort of thing that is in the "Unlocks" category.


:/

Now my semi-unique 6 character accounts won't be semi-unique anymore.


Thu Jun 15, 2017 3:04 am
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Post Re: Weekly Dev Blog – 14th June
I got 13 slot one. Feel my pain

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Thu Jun 15, 2017 3:19 am
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Post Re: Weekly Dev Blog – 14th June
Quote:
We’re introducing a new tag that allows items to drop on death. It’s first implementation will be on every kind of Industrial Commod. If a bot or player gets killed all their/its Industrial Commods will be dropped.

We’re also going to be making bots drop 20% of their credits upon death which will be modifiable by Piracy and Surgical damage. This should put a lot more risk on off-team trading routes.


Star Sonata has a long history of implementing bad ideas. We've finally gotten rid of many of these and learned to live with the rest. By far, the worst of these bad ideas was having items drop from a ship on death. It did nothing but promote griefing, either with powerful players attacking weaker ones or attacking travel ships that can't effectively fight back. Bringing back this horrible idea, especially when Steam release is within sight, will just piss off the few remaining players and put at risk any hope of retaining anyone curious enough to come take a look when Steam goes live.

Initially, this may only involve Industrial Commods. But as stated, this is just the beginning. Focusing just on this first implementation, dropping ICs from slave ships may not seem too bad, but note the word "all". When uni reset is announced and a player has more ICs than slaves will be able to sell, it may be necessary to load up a sphere and travel from base to base trying to sell them off. My support ships have always been able to prevent me from dying while doing this, but the potential of ALL of my ICs dropping seems to me to be way too excessive. Having to make more trips with smaller amounts (just to be safe) would be an unnecessary waste of time.

If you really want to create another reason for players to attack each other, bringing back griefing isn't the answer. Instead, why not develop a better pvp system.

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Thu Jun 15, 2017 4:43 pm
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Post Re: Weekly Dev Blog – 14th June
Rhaithe wrote:
Quote:
We’re introducing a new tag that allows items to drop on death. It’s first implementation will be on every kind of Industrial Commod. If a bot or player gets killed all their/its Industrial Commods will be dropped.

We’re also going to be making bots drop 20% of their credits upon death which will be modifiable by Piracy and Surgical damage. This should put a lot more risk on off-team trading routes.


Star Sonata has a long history of implementing bad ideas. We've finally gotten rid of many of these and learned to live with the rest. By far, the worst of these bad ideas was having items drop from a ship on death. It did nothing but promote griefing, either with powerful players attacking weaker ones or attacking travel ships that can't effectively fight back. Bringing back this horrible idea, especially when Steam release is within sight, will just piss off the few remaining players and put at risk any hope of retaining anyone curious enough to come take a look when Steam goes live.

Initially, this may only involve Industrial Commods. But as stated, this is just the beginning. Focusing just on this first implementation, dropping ICs from slave ships may not seem too bad, but note the word "all". When uni reset is announced and a player has more ICs than slaves will be able to sell, it may be necessary to load up a sphere and travel from base to base trying to sell them off. My support ships have always been able to prevent me from dying while doing this, but the potential of ALL of my ICs dropping seems to me to be way too excessive. Having to make more trips with smaller amounts (just to be safe) would be an unnecessary waste of time.

If you really want to create another reason for players to attack each other, bringing back griefing isn't the answer. Instead, why not develop a better pvp system.


You don't need to worry about actual gear dropping. What I was referring to was that, in the future, we may be able to add some kind of PvP token system where these tokens will drop upon death (just something I came up with on the fly, not actual WIP or anything). You get the point I'm sure.

As for Sphering ICs around, yes, that will definitly be more dangerous which is the intent. However you can pretty much get around it by either bringing a (few) support character(s) or just putting a shield with a lot of regen on your sphere so you're able to scoop your ICs before they despawn when you die.

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Thu Jun 15, 2017 5:04 pm
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Post Re: Weekly Dev Blog – 14th June
I apologize for the aggressive tone of my previous post. I should have waited till i was thinking more clearly, but the overall concern stands. I think this is a bad idea that will create more problems than benefits.

DarkSteel wrote:
You don't need to worry about actual gear dropping. What I was referring to was that, in the future, we may be able to add some kind of PvP token system where these tokens will drop upon death (just something I came up with on the fly, not actual WIP or anything). You get the point I'm sure.


I'm very glad to hear that you don't intend for gear to drop! But if players are to kill other player ships/slaves to get pvp tokens to drop, it will have the same result. Players will obviously kill the easiest targets possible in order to get tokens. Most likely, that will mean griefing of low level players. If this were limited to trade slaves in wild space, the griefing aspect would be far less, but there would still be the annoyance of having trade slaves being killed regularly. That's not the worst thing in the world, but it seems that only a small number of people will see only a small benefit, while the entire player base will suffer the annoyance.

DarkSteel wrote:
As for Sphering ICs around, yes, that will definitly be more dangerous which is the intent. However you can pretty much get around it by either bringing a (few) support character(s) or just putting a shield with a lot of regen on your sphere so you're able to scoop your ICs before they despawn when you die.


I disagree with the intent. Hauling ICs all over wild space trying to sell off excess before reset is already a tedious, time-consuming process. Making it more dangerous hardly makes it more fun for anyone.

As to simply adding a high regen shield, that won't work. If I were a pirate who killed a sphere (and his support friends) and saw 50b+ worth of ICs pop out (a very realistic scenario), I would call for my friends to come help and bring a sphere of our own, and I'd keep killing them til my friends showed up to scoop it. The victim would never get a chance to scoop the ICs.

The only recourse is to make many trips with smaller cargos. This would work, but it seems like a lot of excess monotony to get around a newly made problem that we could more simply just do without.

If we really have to have it become more dangerous, I think it would be reasonable to set a limit on how many ICs drop (say 1000 tier 0 scaled down for higher tier).

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Thu Jun 15, 2017 9:48 pm
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Post Re: Weekly Dev Blog – 14th June
Token idea doesn't work since you can farm teammates/spare accs after leaving the team on them. As above ICs dropping on death is stupid since you need to have something there to scoop them.

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Fri Jun 16, 2017 12:00 am
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Post Re: Weekly Dev Blog – 14th June
Rhaithe wrote:
I apologize for the aggressive tone of my previous post. I should have waited till i was thinking more clearly, but the overall concern stands. I think this is a bad idea that will create more problems than benefits.

DarkSteel wrote:
You don't need to worry about actual gear dropping. What I was referring to was that, in the future, we may be able to add some kind of PvP token system where these tokens will drop upon death (just something I came up with on the fly, not actual WIP or anything). You get the point I'm sure.


I'm very glad to hear that you don't intend for gear to drop! But if players are to kill other player ships/slaves to get pvp tokens to drop, it will have the same result. Players will obviously kill the easiest targets possible in order to get tokens. Most likely, that will mean griefing of low level players. If this were limited to trade slaves in wild space, the griefing aspect would be far less, but there would still be the annoyance of having trade slaves being killed regularly. That's not the worst thing in the world, but it seems that only a small number of people will see only a small benefit, while the entire player base will suffer the annoyance.

DarkSteel wrote:
As for Sphering ICs around, yes, that will definitly be more dangerous which is the intent. However you can pretty much get around it by either bringing a (few) support character(s) or just putting a shield with a lot of regen on your sphere so you're able to scoop your ICs before they despawn when you die.


I disagree with the intent. Hauling ICs all over wild space trying to sell off excess before reset is already a tedious, time-consuming process. Making it more dangerous hardly makes it more fun for anyone.

As to simply adding a high regen shield, that won't work. If I were a pirate who killed a sphere (and his support friends) and saw 50b+ worth of ICs pop out (a very realistic scenario), I would call for my friends to come help and bring a sphere of our own, and I'd keep killing them til my friends showed up to scoop it. The victim would never get a chance to scoop the ICs.

The only recourse is to make many trips with smaller cargos. This would work, but it seems like a lot of excess monotony to get around a newly made problem that we could more simply just do without.

If we really have to have it become more dangerous, I think it would be reasonable to set a limit on how many ICs drop (say 1000 tier 0 scaled down for higher tier).

Then how do i make a living as a space pirate? But, maybe if you didnt die so much you could have prevented youreelf from becoming a Space Ghost :/

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Fri Jun 16, 2017 1:28 am
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Post Re: Weekly Dev Blog – 14th June
how does the space pirate scoop the ics? or does he just enjoy them decaying?


Fri Jun 16, 2017 1:28 pm
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Post Re: Weekly Dev Blog – 14th June
sabre198 wrote:
how does the space pirate scoop the ics? or does he just enjoy them decaying?


You bring people/Industrial Freighter bots with you because otherwise you won't be able to scoop anything.

Which also means the person hauling massive amounts of these ICs will have to decide whether they want to bring people with them.

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Fri Jun 16, 2017 2:12 pm
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Post Re: Weekly Dev Blog – 14th June
MasterTrader wrote:
sabre198 wrote:
how does the space pirate scoop the ics? or does he just enjoy them decaying?


You bring people/Industrial Freighter bots with you because otherwise you won't be able to scoop anything.

Which also means the person hauling massive amounts of these ICs will have to decide whether they want to bring people with them.

Because this makes PvP viable... :roll:

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Fri Jun 16, 2017 10:34 pm
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Post Re: Weekly Dev Blog – 14th June
This isn't primarily to promote space piracy. It would be impractical to scoop the dropped ICs unless the victim happened to be carrying t1-3 goods. It's mainly so that people can more effectively practice area denial of trade routes, and to make manual trading a little less of a walk in the park. For the most part, people who lose ICs while trading manually will be losing them to AI, not players. Wild Space is a big place and it's not at all likely you'll see much effective piracy there. So as far as manual trading goes, this change is mainly so that you can't just solo Sing Sphere around WS without the slightest worry.

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Sat Jun 17, 2017 9:43 am
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Post Re: Weekly Dev Blog – 14th June
i like it as it affects the rich harder and is a risk on luxury goods not your srs gear


Sat Jun 17, 2017 10:26 am
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