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Contributor
Team:
Rank: Main: Dark Steel Level: 9138 Joined: Tue Jan 24, 2006 10:35 am Posts: 2068 Location: Netherlands |
Noodles wrote: I like the changes to the t21 skill missions. But why why why make a 3 day lockout for the dailies? We can't really call them dailies anymore now huh You can still do a mission every day. You just can't do the SAME daily twice in a row _________________ ~DarkSteel / Auxilium Universe Map: http://www.starsonata.com/map/ |
Fri Aug 28, 2015 8:20 am |
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Team:
Rank: Councilor Main: DreadLordNaf Level: 12667 Joined: Sun Mar 18, 2012 10:33 am Posts: 677 |
Noodles wrote: I like the changes to the t21 skill missions. But why why why make a 3 day lockout for the dailies? We can't really call them dailies anymore now huh You can, just not the same one every day (I think). |
Fri Aug 28, 2015 8:31 am |
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Content Dev
Team:
Rank: Director Main: Blue Dwarf Level: 2067 Joined: Fri Apr 29, 2011 5:39 pm Posts: 3336 |
sabre198 wrote: Seriously why did you do that to sup int? It was hard enough as it is to get up to 50% crit without augs. Who asked for it? Who complained about it? I thought mods on items are always multiplicative e.g evil etc That's a dick move completely it's taken me forever to assmble sup int gear. Fu This is the exact change I made (with a slight bit of cleaning up): Quote: if (modFlags & MOD_SUPERINTELLIGENT) { pHusk->m_fExperience *= (1 + .02 * ModPowerAdjustment() * Quantity()); - pHusk->m_CriticalPercent *= (1 + (0.01 + (0.001 * Tech())) * Quantity()); +pHusk->m_CriticalPercent += 0.01 + (0.001 * Tech()) * Quantity(); } yclepticon requested I done it. We could always make it multiplicative again, but that would incur a nerf on it. Also, good job on bringing that up, because I noticed a bug. The new line should like this: Code: pHusk->m_CriticalPercent += (0.01 + (0.001 * Tech())) * Quantity(); Giving the proper bonus for multiple items (like it did before). Committed a fix for that just now. Could probably sneak that in at uni reset (need to ask Jey). _________________ "What you mean you killed him cha cha cha?!" Support |
Fri Aug 28, 2015 8:43 am |
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Team:
Rank: Councilor Main: DreadLordNaf Level: 12667 Joined: Sun Mar 18, 2012 10:33 am Posts: 677 |
Quote: * Individual wild slave balance. This only affects Green Battleship, Multifiring Bigger Green and Qokuji’qi. This does not affect the AI itself, but when captured as a wild slave they will have the following nerfs: Green Battleship has 50% lower resistances and 20% lower range. Multifiring Bigger Green have 50% lower resistances and 30% lower damage. Qokuji’qi have 20% lower resistances. Every FC saw this nerf coming, but what happened to the grand idea a dev posted in suggestions a long time ago about simply tweaking the number of slots wild slaves take? That way instead of needing to adjust the dmg, resistance, range, shields, etc stats on every single wild slave to make sure some arent too powerful while trying to buff most others which are way too weak, you would just adjust the slots they take accordingly. That way MFBGs stay powerful but you can only have 2 or 3 of them etc. Other rather useless wild slaves have more purpose then though.. I can't find the post now, but will keep looking, but I thought that was the direction devs were going for this. Or is this still the plan and this is just an in-between measure? |
Fri Aug 28, 2015 8:48 am |
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Member
Team:
Rank: Officer Main: topbuzzz Level: 8015 Joined: Sun Dec 21, 2008 12:31 pm Posts: 4347 |
So Yclep feels the player base are critting too often due to sup Intel gear? Be nice to hear his take on this change
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Fri Aug 28, 2015 9:10 am |
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Team:
Rank: Officer Main: Masterful Level: 6877 Joined: Tue Jul 08, 2008 2:47 am Posts: 1346 Location: Melbourne, Australia |
UrQa'qa Qu'ishi Qa + Inbuilt Supermissile
Wrathful Commander _________________ Last edited by Masterful on Fri Aug 28, 2015 9:19 am, edited 1 time in total. |
Fri Aug 28, 2015 9:18 am |
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Dev Team
Team:
Rank: Officer Main: yclept Level: 2002 Joined: Wed Mar 14, 2012 11:47 am Posts: 534 |
sabre198 wrote: So Yclep feels the player base are critting too often due to sup Intel gear? Be nice to hear his take on this change Hello. Yes, I do feel that crit chance has gotten inflated over the years. I could probably trace it back to the introduction of 30% CChance on Hibernation augmenter and then the release of Reaver augmenter shortly afterwards. Until that time, Snipers and Speed Demons were usually hovering around 30% total CChance in crit-based setups, and around 10% otherwise. Crits used to be a fun, occasional thing. Now NON-crits are the occasional thing. It dilutes the value of the mechanic. So that's the philosophical reason for the change. The practical reason is that consistency is important in design. If you have stats that are implemented inconsistently, it leaves more uncertainty for the developer who comes after you and not only ends up with a horribly complicated system, but also increases the risk of balance issues down the road. Unlike most stats, CChance is additive across the board. That is, until it was introduced as a mod bonus. This change is improving the consistency of the implementation of CChance which I believe is a good reason in itself. _________________ Hi, I'm Anil, a long-time player turned developer. You may know me in-game as enkelin. 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. |
Fri Aug 28, 2015 9:18 am |
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Main: The Vert
Level: 60 Joined: Thu Sep 19, 2013 11:30 am Posts: 1239 |
dreadlordnaf wrote: what happened to the grand idea a dev posted in suggestions a long time ago about simply tweaking the number of slots wild slaves take? This was mainly done because it didn't require new code or code changes, it was possible to do for me as a content developer, as I don't do programming It was also something we decided on quite a long time ago, so I can't recall the entire discussion we had in the developer team. But I can't seem to recall any major obstacles other than needing new code or code changes in order to change to a unique slot system for wild slaves. _________________ 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 Aug 28, 2015 9:19 am |
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Team:
Rank: Main: Paladinofdoom Level: 3693 Joined: Wed Jun 22, 2005 2:35 pm Posts: 1384 |
The Vert wrote: dreadlordnaf wrote: what happened to the grand idea a dev posted in suggestions a long time ago about simply tweaking the number of slots wild slaves take? This was mainly done because it didn't require new code or code changes, it was possible to do for me as a content developer, as I don't do programming It was also something we decided on quite a long time ago, so I can't recall the entire discussion we had in the developer team. But I can't seem to recall any major obstacles other than needing new code or code changes in order to change to a unique slot system for wild slaves. Any comments on how annoying wild slaves are to constantly re-cap, when only two or three types are effective? (Even with this change.) This is an issue I would like to see addressed before years of annoyance to all the FC's and the groups waiting for them. Paladin, _________________ newman233 wrote: <3 Pally This guy gets my full Jiggle! He is full of awesomesauce, and Jigglyness, buy from him! Kanga |
Fri Aug 28, 2015 9:44 am |
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Contributor
Team:
Rank: Main: Dark Steel Level: 9138 Joined: Tue Jan 24, 2006 10:35 am Posts: 2068 Location: Netherlands |
I think it's fine the way you did it Vert. I do agree that the useable variety in wild slaves is terrible
_________________ ~DarkSteel / Auxilium Universe Map: http://www.starsonata.com/map/ |
Fri Aug 28, 2015 9:45 am |
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Main: The Vert
Level: 60 Joined: Thu Sep 19, 2013 11:30 am Posts: 1239 |
There are still some types that were supposed to be available, but I haven't had any help from our programmers in fixing the bugs that prevent them from being capturable, so that is my comment towards variety
_________________ 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 Aug 28, 2015 10:00 am |
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Team:
Rank: Officer Main: Blizzara Level: 6660 Joined: Wed Dec 05, 2007 4:25 pm Posts: 1974 Location: Finland |
I disagree with sup int change. As far as I know, all other passive mods are additive. Adjusting numbers would had been more elegant way in my opinion.
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Fri Aug 28, 2015 10:24 am |
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Team:
Rank: Officer Main: number666.5 Level: 8924 Joined: Wed May 03, 2006 4:12 pm Posts: 3457 Location: nowhere |
Blue Dwarf wrote: sabre198 wrote: Seriously why did you do that to sup int? It was hard enough as it is to get up to 50% crit without augs. Who asked for it? Who complained about it? I thought mods on items are always multiplicative e.g evil etc That's a dick move completely it's taken me forever to assmble sup int gear. Fu This is the exact change I made (with a slight bit of cleaning up): Quote: if (modFlags & MOD_SUPERINTELLIGENT) { pHusk->m_fExperience *= (1 + .02 * ModPowerAdjustment() * Quantity()); - pHusk->m_CriticalPercent *= (1 + (0.01 + (0.001 * Tech())) * Quantity()); +pHusk->m_CriticalPercent += 0.01 + (0.001 * Tech()) * Quantity(); } yclepticon requested I done it. We could always make it multiplicative again, but that would incur a nerf on it. Also, good job on bringing that up, because I noticed a bug. The new line should like this: Code: pHusk->m_CriticalPercent += (0.01 + (0.001 * Tech())) * Quantity(); Giving the proper bonus for multiple items (like it did before). Committed a fix for that just now. Could probably sneak that in at uni reset (need to ask Jey). After doing some maths, it looks like some setups will actually get beefed in the end _________________ Valkyrie300 wrote: You need to thoroughly think before sprouting exaggerated statements |
Fri Aug 28, 2015 10:41 am |
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Team:
Rank: Councilor Main: CLXXXIII Level: 6059 Joined: Tue Jan 31, 2012 7:16 am Posts: 132 |
20 % damage gone
unannounced changes like this make people quit a game after putting tons of HOURS into it. |
Fri Aug 28, 2015 10:54 am |
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Main: GodSteel
Level: 3170 Joined: Mon Oct 18, 2010 9:23 am Posts: 272 |
CLXXXIII wrote: 20 % damage gone unannounced changes like this make people quit a game after putting tons of HOURS into it. https://www.youtube.com/watch?v=WlBiLNN1NhQ |
Fri Aug 28, 2015 11:04 am |
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