Best Of
Re: Scoundrel balancing question
If you're a scoundrel check AB PUSHER. I know both Celestine and Song (probably Scatterhome too) used this to push guards around to make sure there's only one per room, which you can kill easily with a zerg of people and minimal casualties. Worked even with the damage nerf vs high level targets.
I don't think it was an exploit, it was playing smart. Nobody involved knew this isn't how the skill was intended to work. Now that this got nerfed though, you can't take a cosmpiercer with a low level zerg anymore. The piercers that got taken over by Song (which once again is most of them) will stay with Song for a LOOONG time now. Last time a change to make piercers harder was implemented, piercer ownership was reset to level the playing field. I'm asking if this is going to happen now, or is 75% of the game's piercers all in hands of one faction fine if it's Song.
Cubey
1
Re: Updates post #199: Weapon/Armor modding overhaul.
FINALLY!! Thank you for this
Feedback:
Crafting costs: Crafting cost for mods are exorbitant. At 15,300 marks for a top of the line mod at level 75 - the affordability is in serious question. Adding the cost of research, parts and a small profit for the modder this is stratospherically high ... to the tune of 25,000 marks for a top of the line mod. Consider costs in the 5k-10k range after accounting for everything. Mods at lower levels should cost SIGNIFICANTLY lower.
Mastery costs: To master and manufacture an obsfucated mod, you need 20 of them! At above costs you are looking at 15,300 *20 = 306,000 marks (equivalent to 150 credits in today's credit costs). And this is for just one manufacturer's one specific mod. Perhaps the costs should be lowered to make them accessible to more modders. For reference, there are 8 manufacturers, each with mods in 6 different damage areas and 4 different level classifications. So, to master ALL obsfuscated mods I need to spend 306k * 8 * 6 = 14.7 million marks to just master all obsfuscated mods at level 65-75.
P.S. This extrapolation is extreme but you get the picture. Other mods probably cost lower.
Shipments: Perhaps provide a note of what is needed to procure a shipment in WM SHIPMENT LIST (it is in AB SHIPMENT).
Also, each shipment costs about 16,000 marks based on the costs of commodities needed. You pay 16,000 marks for 35-40 parts (which is roughly the cost of crafting 4-6 mods) - adding another 3,000 to 4,000 marks to costs
**Consider variety in shipment costs, particularly for less used commodities, magnaril, elessium, stesium, ultarine**
Display: Please add pagination to WM LIST/ AM LIST since it is difficult to see them all in one screen.
Information: Please add min/ max level, quality, effect to the existing WM LIST screen
Capstone Skill: Perhaps allow modders who have mastered 5 mods of each quality (simple, advanced, complex, obsfuscated) to start their own line of custom mods. These would be crafted by using parts from all other manufacturers but perhaps be a touch better.
Mod Drops Rate/ Usage: Considering advanced, complex, obsfuscated mods cost A LOT, perhaps allow them to be only craft-able and not dropped since it might make them more lucrative to simply sell rather than invest in research.
Installation: Not a fan of this but just thinking of ideas to supplement modder’s income since upfront costs seem over the top in every respect. Perhaps allow only modders to install mods. This would allow weapons and armor to be safely modified without risk blowing up in your face. Modders could perhaps gain small amount of research credit for installation.
Question:
AEGIS TECHNOLOGY: This manufacturer always gives one research credit towards research (feature or bug)
Feedback:
Crafting costs: Crafting cost for mods are exorbitant. At 15,300 marks for a top of the line mod at level 75 - the affordability is in serious question. Adding the cost of research, parts and a small profit for the modder this is stratospherically high ... to the tune of 25,000 marks for a top of the line mod. Consider costs in the 5k-10k range after accounting for everything. Mods at lower levels should cost SIGNIFICANTLY lower.
Mastery costs: To master and manufacture an obsfucated mod, you need 20 of them! At above costs you are looking at 15,300 *20 = 306,000 marks (equivalent to 150 credits in today's credit costs). And this is for just one manufacturer's one specific mod. Perhaps the costs should be lowered to make them accessible to more modders. For reference, there are 8 manufacturers, each with mods in 6 different damage areas and 4 different level classifications. So, to master ALL obsfuscated mods I need to spend 306k * 8 * 6 = 14.7 million marks to just master all obsfuscated mods at level 65-75.
P.S. This extrapolation is extreme but you get the picture. Other mods probably cost lower.
Shipments: Perhaps provide a note of what is needed to procure a shipment in WM SHIPMENT LIST (it is in AB SHIPMENT).
Also, each shipment costs about 16,000 marks based on the costs of commodities needed. You pay 16,000 marks for 35-40 parts (which is roughly the cost of crafting 4-6 mods) - adding another 3,000 to 4,000 marks to costs
**Consider variety in shipment costs, particularly for less used commodities, magnaril, elessium, stesium, ultarine**
Display: Please add pagination to WM LIST/ AM LIST since it is difficult to see them all in one screen.
Information: Please add min/ max level, quality, effect to the existing WM LIST screen
Capstone Skill: Perhaps allow modders who have mastered 5 mods of each quality (simple, advanced, complex, obsfuscated) to start their own line of custom mods. These would be crafted by using parts from all other manufacturers but perhaps be a touch better.
Mod Drops Rate/ Usage: Considering advanced, complex, obsfuscated mods cost A LOT, perhaps allow them to be only craft-able and not dropped since it might make them more lucrative to simply sell rather than invest in research.
Installation: Not a fan of this but just thinking of ideas to supplement modder’s income since upfront costs seem over the top in every respect. Perhaps allow only modders to install mods. This would allow weapons and armor to be safely modified without risk blowing up in your face. Modders could perhaps gain small amount of research credit for installation.
Question:
AEGIS TECHNOLOGY: This manufacturer always gives one research credit towards research (feature or bug)
Kirin
1
Updates post #199: Weapon/Armor modding overhaul.
<pre>From: Ilyos, the Arbiter
Subject: Weapon/Armor modding overhaul.
We're very happy to announce that our overhaul of Weaponmodding and Armormodding is now complete. Please see below a list of changes and how the new system works:
- WEAPONMOD/ARMORMOD SHOW works now.
- Added WM and AM as shorthand for WEAPONMODS and ARMORMODS respectively.
- Reverse-Engineering a mod now gains you 'research credits' and 'parts' with the mod's manufactor.
- A manufacturer's research credits can be invested into any mod from that manufacturer you have previously unlocked via reverse-engineering to increase its mastered progress.
- As before, mods cannot be crafted until 100% mastered.
- Mods are crafted with proprietary parts from that manufacturer.
- Mods you have crafted yourself cannot be reverse-engineered.
- There is a new skill in ArmorModding and WeaponModding: Shipment. Once every real-life week, this skill allows you to request a shipment of random mods in exchange for a bunch of commodities. Refer to their ability files for more information. Available shipments will change each week.
As part of these changes, all progress and parts you have in existing mods will be reset to 0, and you will gain back research credits and parts for that mod's manufacturer so you can freely redistribute the points as you see fit.
Research Credits/Progress
-------------------------
The amount of research credits you will gain for each mod depends on its rank.
Simple mods: 1 credit
Complex mods: 2 credits
Advanced mods: 3 credits
Obfuscated mods: 4 credits
To master a mod, you need to invest an amount of research credits that is also based on the mod's rank.
Simple mods: 20 credits
Complex mods: 40 credits
Advanced mods: 60 credits
Obfuscated mods: 80 credits
The maximum amount of research parts (per manufacturer) and research credits you can hold at any given time is 500.
New commands overview
---------------------
WM/AM RESEARCH STATUS
View the research credits and parts you have available for manufacturers.
WM/AM INVEST <amount> <mod>
Invest the specified amount of research credits into the specified mod.
Example flow
------------
1) Obtain a mod in some way (shipments, mob drops, trading)
2) Reverse-Engineer the mod to unlock it, and gain parts/research credits for its manufacturer
3) Invest research credits into that mod from its manufacturer.
4) Repeat steps 1 through to 3 until you can reach 100% mastered on the mod.
5) Craft the mod.</pre>
Subject: Weapon/Armor modding overhaul.
We're very happy to announce that our overhaul of Weaponmodding and Armormodding is now complete. Please see below a list of changes and how the new system works:
- WEAPONMOD/ARMORMOD SHOW works now.
- Added WM and AM as shorthand for WEAPONMODS and ARMORMODS respectively.
- Reverse-Engineering a mod now gains you 'research credits' and 'parts' with the mod's manufactor.
- A manufacturer's research credits can be invested into any mod from that manufacturer you have previously unlocked via reverse-engineering to increase its mastered progress.
- As before, mods cannot be crafted until 100% mastered.
- Mods are crafted with proprietary parts from that manufacturer.
- Mods you have crafted yourself cannot be reverse-engineered.
- There is a new skill in ArmorModding and WeaponModding: Shipment. Once every real-life week, this skill allows you to request a shipment of random mods in exchange for a bunch of commodities. Refer to their ability files for more information. Available shipments will change each week.
As part of these changes, all progress and parts you have in existing mods will be reset to 0, and you will gain back research credits and parts for that mod's manufacturer so you can freely redistribute the points as you see fit.
Research Credits/Progress
-------------------------
The amount of research credits you will gain for each mod depends on its rank.
Simple mods: 1 credit
Complex mods: 2 credits
Advanced mods: 3 credits
Obfuscated mods: 4 credits
To master a mod, you need to invest an amount of research credits that is also based on the mod's rank.
Simple mods: 20 credits
Complex mods: 40 credits
Advanced mods: 60 credits
Obfuscated mods: 80 credits
The maximum amount of research parts (per manufacturer) and research credits you can hold at any given time is 500.
New commands overview
---------------------
WM/AM RESEARCH STATUS
View the research credits and parts you have available for manufacturers.
WM/AM INVEST <amount> <mod>
Invest the specified amount of research credits into the specified mod.
Example flow
------------
1) Obtain a mod in some way (shipments, mob drops, trading)
2) Reverse-Engineer the mod to unlock it, and gain parts/research credits for its manufacturer
3) Invest research credits into that mod from its manufacturer.
4) Repeat steps 1 through to 3 until you can reach 100% mastered on the mod.
5) Craft the mod.</pre>
Re: Ship customizations
-- Xiphiidae ------------------------------------------------------------------
Make/Model:: Wayland Astrotech Quasar
Class: : Light Battleship
Hull Color(1): Ixsei Indigo Hull Color(2): Jade
Hull Pattern(1): Nouveau Hull Pattern(2): Quatrefoil
Wing Style: Tapered Hull Finish: Watery
Decal: A silhouette of a tentacled sea creature
Hull Shape: Sharp-edged
Ship Condition: Peerless
Description: This battleship appears as if it emerged from the ominous depths of an ancient ocean. Deep indigos, jade greens and hints of dark purple blend into the multitude of scales that line the hull. Faint onyx lines dance through the scales to form nightmarish tentacles. Several tapered wings extend from the starboard, port and stern like fins of a predatory fish. The elongated bow of the battleship extends outward to a rapier-like point, ready to cut through the vastness of space.
Registration: Yayeh Dreya
-------------------------------------------------------------------------------
Yayeh
7
Re: Announcements post #53: Development Updates.
We've been doing some testing with weaponmodding, a little teaser of how it looks like now:
<br>
[ Speed: 0 (100%) | Hull: 100% | Shield: 100% | Cap: 100% | Omni Station ] weaponmods research status<br>-----------------------< Manufacturer Research Status >------------------------<br>Manufacturer Research Credits Parts <br>-------------------------------------------------------------------------------<br>Forgotten Sun Zaibatsu 12 60<br>Pelatux Precision Instruments 46 220<br>Surge Megacorp 2 10<br>Proximal Defense 2 13<br>-------------------------------------------------------------------------------<br>[ Speed: 0 (100%) | Hull: 100% | Shield: 100% | Cap: 100% | Omni Station ] weaponmod invest 191<br>You invest some of your research credits with Pelatux Precision Instruments into unlocking more of<br>the secrets behind production of Nascent PTX-WM-1 (EM).<br>Your progress in Nascent PTX-WM-1 (EM) has increased from 97.50% to 100.00%.<br>[ Speed: 0 (100%) | Hull: 100% | Shield: 100% | Cap: 100% | Omni Station ] weaponmods list<br>----------------------------< Mod Research status >----------------------------<br>ID Item Manufacturer Progress <br>-------------------------------------------------------------------------------<br>2 Driver Four (Melee) Proximal Defense 0.00%<br>95 Nascent PTX-WM-1 (Kith) Pelatux Precision Instruments 0.00%<br>181 Tazi EM II Forgotten Sun Zaibatsu 0.00%<br>191 Nascent PTX-WM-1 (EM) Pelatux Precision Instruments 100.00%<br>247 Nascent PTX-WM-2 (Cellular) Pelatux Precision Instruments 0.00%<br>340 Surger SMB (Electric) Surge Megacorp 0.00%<br>-------------------------------------------------------------------------------<br>[ Speed: 0 (100%) | Hull: 100% | Shield: 100% | Cap: 100% | Omni Station ] weaponmods craft 191<br>You masterfully assemble a Nascent PTX-WM-1 (EM).<br>[Marks]: Your mark balance has been adjusted by -2400.<br>[ Speed: 0 (100%) | Hull: 100% | Shield: 100% | Cap: 100% | Omni Station ] woot<br>"Woot!" you shout excitedly.<br>[ Speed: 0 (100%) | Hull: 100% | Shield: 100% | Cap: 100% | Omni Station ] <br>
Ilyos
5
Re: Cosmpiercers: Problems and an Ambitious Proposal
I'll be taking these latest suggestions into consideration. There's ups and downs to each suggestion, except probably the one about reducing the number of available terminals per cosmpiercer (I agree that if you have a 5-7 terminal lead, the other side will have a really hard time doing something about it). I will roll out more iterations with changes in the following days and we'll see how it goes together.
Ilyos
4
Re: Log Prettifier
Yeah, if that happens. do TIME once so that it orients itself properly. Glad you like it!
Matlkael
1
Re: Cosmpiercers: Problems and an Ambitious Proposal
Not sure how faction activity is related to the conversation.
To give some data on the new numbers, we just tried a Level 5 cosmpiercer. With no opposition, we hacked all 6 terminals, and when I bailed with ~1 minute remaining we only had 61.20% capture progress. I assume the points tick around 3.2 seconds, so we actually would have needed 6 terminals (12 pts/3.2 secs) for over 22 minutes to have won. If you factor in the time to land and hack, that's a real slim margin against the 30-min cap.
I still think that the number of terminals needs to be limited to make the mechanic more reasonable, and standardizing would make balancing the numbers a bit easier. But anyway, appreciate the tweaks and attention this is getting!
To give some data on the new numbers, we just tried a Level 5 cosmpiercer. With no opposition, we hacked all 6 terminals, and when I bailed with ~1 minute remaining we only had 61.20% capture progress. I assume the points tick around 3.2 seconds, so we actually would have needed 6 terminals (12 pts/3.2 secs) for over 22 minutes to have won. If you factor in the time to land and hack, that's a real slim margin against the 30-min cap.
I still think that the number of terminals needs to be limited to make the mechanic more reasonable, and standardizing would make balancing the numbers a bit easier. But anyway, appreciate the tweaks and attention this is getting!
Azlyn
2
Re: Cosmpiercers: Problems and an Ambitious Proposal
Shout out to everyone who's been hard at work tweaking mechanics regarding CPs and hearing the player population out. :pleased:
Reeloc
5