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Joined: Fri Sep 27, 2013 11:37 am Posts: 400 |
Discussion topic for post: http://www.starsonata.com/blog/weekly-d ... -1st-june/
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Wed Jun 01, 2016 9:29 pm |
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Team:
Rank: Soldier Main: LemonPrime Level: 8087 Joined: Wed Sep 29, 2010 10:14 pm Posts: 5747 |
Patching soon TM
_________________ Lemon/Meo |
Wed Jun 01, 2016 10:00 pm |
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Dev Team
Team:
Rank: Officer Main: Jey123456 Level: 4359 Joined: Fri Sep 24, 2004 11:51 pm Posts: 3366 Location: who knows ? |
well, yea, theres no rush, so i rather take my time and get it done right .
_________________ One of the first and proud flight controller. Visit our website: http://www.ef-team.com |
Wed Jun 01, 2016 10:23 pm |
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Team:
Rank: Officer Main: -13- Level: 4430 Joined: Fri May 19, 2006 1:30 am Posts: 557 |
all looks great. really like the sing brake fixes
_________________ ~4441~ |
Thu Jun 02, 2016 1:09 am |
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Team:
Rank: Officer Main: -13- Level: 4430 Joined: Fri May 19, 2006 1:30 am Posts: 557 |
and the outpost count! god that was awful!
_________________ ~4441~ |
Thu Jun 02, 2016 1:14 am |
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Team:
Rank: Soldier Main: The Crazy Game Master Level: 3253 Joined: Wed Feb 11, 2009 3:15 am Posts: 3652 Location: TARDIS, Time Vortex, Main Universe, Reality, Big Bang 2, Multiverse 1 |
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 |
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Main: ShawnMcCall
Level: 2589 Joined: Sat Jan 19, 2013 5:42 am Posts: 1932 |
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 |
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Site Admin / Dev Team
Team:
Rank: Councilor Main: The SI Level: 2016 Joined: Wed Sep 01, 2010 4:24 pm Posts: 531 |
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 |
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Team:
Rank: Officer Main: Blizzara Level: 6660 Joined: Wed Dec 05, 2007 4:25 pm Posts: 1974 Location: Finland |
How did you scale it? Do all items get roughly the same amount of mods t20 items used to get before or t0?
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Thu Jun 02, 2016 9:42 am |
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Main: king kone
Level: 37 Joined: Mon Jan 07, 2008 10:36 pm Posts: 1068 |
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 |
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Content Dev
Team:
Rank: Director Main: Blue Dwarf Level: 2067 Joined: Fri Apr 29, 2011 5:39 pm Posts: 3336 |
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 |
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Main: Bad at Games
Level: 4250 Joined: Sat Feb 06, 2010 10:48 pm Posts: 269 Location: Behind you |
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. |
Thu Jun 02, 2016 8:31 pm |
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Main: ShawnMcCall
Level: 2589 Joined: Sat Jan 19, 2013 5:42 am Posts: 1932 |
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 |
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Main: king kone
Level: 37 Joined: Mon Jan 07, 2008 10:36 pm Posts: 1068 |
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 |
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Team:
Rank: Officer Main: Blizzara Level: 6660 Joined: Wed Dec 05, 2007 4:25 pm Posts: 1974 Location: Finland |
Daamn. Well, my ~150 int modded re-structrons have some legacy value now.
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Fri Jun 03, 2016 12:41 am |
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