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Joined: Fri Sep 27, 2013 11:37 am Posts: 400 |
Discussion topic for post: http://www.starsonata.com/blog/revistin ... ous-space/
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Thu Feb 12, 2015 3:10 pm |
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Team:
Rank: Officer Main: ZGMF Level: 5995 Joined: Wed Nov 09, 2011 12:02 pm Posts: 598 |
is this live now?
_________________ I started questioning what I'm doing with my life. I can't seem to calm down. I wonder why... |
Fri Feb 13, 2015 11:01 am |
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Main: The Vert
Level: 60 Joined: Thu Sep 19, 2013 11:30 am Posts: 1239 |
Yes, this was done a few days ago, so all the changes mentioned in this blog post are live now
_________________ 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. |
Fri Feb 13, 2015 11:38 am |
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Team:
Rank: Officer Main: ZGMF Level: 5995 Joined: Wed Nov 09, 2011 12:02 pm Posts: 598 |
The Vert wrote: Yes, this was done a few days ago, so all the changes mentioned in this blog post are live now cool, i'll go check em out later _________________ I started questioning what I'm doing with my life. I can't seem to calm down. I wonder why... |
Sat Feb 14, 2015 12:06 am |
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Member
Team:
Rank: Director Main: DefQon1 Level: 5130 Joined: Fri Feb 12, 2010 9:28 am Posts: 2642 |
so does this mean the cyborg machine the roaming ones are going to one hit me again.
"I should also mention that I increased the strength of the AI slightly since I lowered the total spawner amount." _________________ Original 666kane666. |
Sun Feb 15, 2015 3:51 am |
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Main: The Vert
Level: 60 Joined: Thu Sep 19, 2013 11:30 am Posts: 1239 |
That was a 20-25% increase in damage to the most common roaming AI, so the answer to your question is no
_________________ 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. |
Sun Feb 15, 2015 6:57 am |
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Main: Skirmish
Level: 5189 Joined: Wed Aug 21, 2013 9:06 am Posts: 120 |
kanescreed wrote: so does this mean the cyborg machine the roaming ones are going to one hit me again. "I should also mention that I increased the strength of the AI slightly since I lowered the total spawner amount." The Vert wrote: That was a 20-25% increase in damage to the most common roaming AI, so the answer to your question is no Wat. Dmg increase = lower chance of being one shotted? |
Sun Feb 15, 2015 7:42 am |
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Main: The Vert
Level: 60 Joined: Thu Sep 19, 2013 11:30 am Posts: 1239 |
It was a statement compared to their balance when they first were introduced, and even the most common AI would oneshoot everything
_________________ 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. |
Sun Feb 15, 2015 9:17 am |
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Member
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Rank: Officer Main: topbuzzz Level: 8015 Joined: Sun Dec 21, 2008 12:31 pm Posts: 4347 |
This means I can expect a seer crying soon. Yeh boiz.
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Sun Feb 15, 2015 9:46 am |
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Member
Team:
Rank: Director Main: DefQon1 Level: 5130 Joined: Fri Feb 12, 2010 9:28 am Posts: 2642 |
The Vert wrote: It was a statement compared to their balance when they first were introduced, and even the most common AI would oneshoot everything so they do 20~25% more damage from when they were first introduced? So your answer is yes everything will get one shotted? _________________ Original 666kane666. |
Mon Feb 16, 2015 9:41 pm |
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Team:
Rank: Councilor Main: DreadLordNaf Level: 12682 Joined: Sun Mar 18, 2012 10:33 am Posts: 677 |
I think the idea behind Peri Peri space was great, but it seems like if you had to use a scale, regular roaming peri space is a 4 out of 10 on the danger scale. Some of the high end DF 360-380 dungeons are at a 6 or 7. Then they made roaming peri peri space like a 30 out of 10. Seems like it was a bit overkill. At least make the first PP space sector somewhat bearable... Right now seems like you cant stick your head in without at min a maxed zerker and Shm, accompanied by DPS. Which means PP space will most frequently be used by the MC'ers with multiple subs.
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Mon Feb 16, 2015 11:03 pm |
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Team:
Rank: Main: PrincessLuna Level: 3591 Joined: Mon Aug 26, 2013 10:34 pm Posts: 116 |
perilous perilous space, wow that was a well thought out name
maybe next we will have wild wildspace |
Mon Feb 16, 2015 11:04 pm |
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over 9000!
Main: enkelin
Level: 5600 Joined: Wed Aug 01, 2007 12:28 pm Posts: 11109 |
PrincessLuna wrote: perilous perilous space, wow that was a well thought out name maybe next we will have wild wildspace Don't give them any ideas _________________ 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 |
Mon Feb 16, 2015 11:20 pm |
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Contributor
Team:
Rank: Director Main: Hober Mallow Level: 5132 Joined: Wed Apr 09, 2008 3:08 pm Posts: 3191 |
Can we get Sub Subspace next?
_________________ http://www.starsonata.com/suggestions |
Tue Feb 17, 2015 3:00 am |
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Main: The Vert
Level: 60 Joined: Thu Sep 19, 2013 11:30 am Posts: 1239 |
kanescreed wrote: The Vert wrote: It was a statement compared to their balance when they first were introduced, and even the most common AI would oneshoot everything so they do 20~25% more damage from when they were first introduced? So your answer is yes everything will get one shotted? Introduced: Insanely overpowered Rebalance 1: Heavily nerfed Rebalance 2: Slightly increased (20-25% to damage, some AI had increased resistances) Rebalance 1 kept the same spawner values, so the AI would be mass swarming, and Rebalance 2 had new spawner values that meant that there are way less AI, which justified a small increase in power _________________ 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. |
Tue Feb 17, 2015 3:47 am |
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