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 Author [1.7] Beta Feedback
Pantheon
Marshal
Palestar


Joined: May 29, 2001
Posts: 1789
Posted: 2013-08-22 10:24   
Certain enhancement effects are now going to be clamped at yet to be decided values to prevent this sort of thing from happening:

http://www.twitch.tv/malrik86/b/449645667

Mass reduction, for now, is clamped at between -20% <> 20%.
[ This Message was edited by: Pantheon on 2013-08-22 10:24 ]
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Jim Starluck
Marshal
Templar Knights


Joined: October 22, 2001
Posts: 2232
From: Cincinnati, OH
Posted: 2013-08-22 12:09   
Quote:
On 2013-08-22 09:09, DiepLuc wrote:
Can you tell us about the new aura, Jim?
We know the outcome but we'd like to hear how they work.


Auras make use of the same effects we have available to use for Enhancements; they just apply them to all ships in an area. Not all of those effects have actually been used in Enhancements, so you may see a few new ones in auras.

Cruiser auras affect enemy ships, reducing their capability. Dreadnought auras affect friendly ships, improving their capability. Station auras will affect friendly ships as well, but will use different effects and have a much wider range.
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*FTL*Soulless
Marshal

Joined: June 25, 2010
Posts: 787
From: Dres-Kona
Posted: 2013-08-22 15:53   
Quote:
On 2013-08-22 10:24, Pantheon wrote:
Certain enhancement effects are now going to be clamped at yet to be decided values to prevent this sort of thing from happening:

http://www.twitch.tv/malrik86/b/449645667

Mass reduction, for now, is clamped at between -20% <> 20%.
[ This Message was edited by: Pantheon on 2013-08-22 10:24 ]



Why not do a diminishing return set up? that why any above said clamp arent useless but do less and less than the others untill you get some auras barely adding .1 bonuses after a point
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Pantheon
Marshal
Palestar


Joined: May 29, 2001
Posts: 1789
Posted: 2013-08-22 15:59   
Quote:
On 2013-08-22 15:53, Soulless *CO* wrote:
Quote:
On 2013-08-22 10:24, Pantheon wrote:
Certain enhancement effects are now going to be clamped at yet to be decided values to prevent this sort of thing from happening:

http://www.twitch.tv/malrik86/b/449645667

Mass reduction, for now, is clamped at between -20% <> 20%.
[ This Message was edited by: Pantheon on 2013-08-22 10:24 ]



Why not do a diminishing return set up? that why any above said clamp arent useless but do less and less than the others untill you get some auras barely adding .1 bonuses after a point




Because it's not easy to track, at all. That means we'd have to give each ship a table of who's giving what then process that table every tick of the game. It'd be a nightmare for the server. Right now all it does is processo the 'who's in this field, give them that' (which is required anyway, how else do you know who's in range?).

It's set up with performance in mind as everything in DarkSpace is extremely performance orientated (the changes I made to fighters were done in such a way so as they add almost no load on the server, but it was annoyingly tricky).

It's much easier to clamp. Some may call it lazy, but compared to the development time and CPU cost, it's just a win-win.
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Talien
Marshal
Templar Knights


Joined: May 11, 2010
Posts: 2044
From: Michigan
Posted: 2013-08-22 20:46   
Call me crazy, but why not just make auras non stacking? It'll give people more incentive to use different ones instead of just stacking the damage reduction aura.

.....Speaking of, I'm still wondering why a DR aura is a good idea, but DR on enh was bad.

I'd also prevent command ships from being pulled with ally enh, but that's just me.
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Pantheon
Marshal
Palestar


Joined: May 29, 2001
Posts: 1789
Posted: 2013-08-22 21:06   
Quote:
On 2013-08-22 20:46, Talien wrote:
Call me crazy, but why not just make auras non stacking? It'll give people more incentive to use different ones instead of just stacking the damage reduction aura.

.....Speaking of, I'm still wondering why a DR aura is a good idea, but DR on enh was bad.

I'd also prevent command ships from being pulled with ally enh, but that's just me.




...

...

Read the post above...

Also I have no idea what a DR aura is.
[ This Message was edited by: Pantheon on 2013-08-22 21:06 ]
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Fluttershy
Fleet Admiral

Joined: September 24, 2011
Posts: 778
From: Fluttershy
Posted: 2013-08-22 21:25   
Quote:
On 2013-08-22 20:46, Talien wrote:
Call me crazy, but why not just make auras non stacking? It'll give people more incentive to use different ones instead of just stacking the damage reduction aura.

.....Speaking of, I'm still wondering why a DR aura is a good idea, but DR on enh was bad.

I'd also prevent command ships from being pulled with ally enh, but that's just me.



Not all of the auras need to be limited, some scale without issue, but mass turned out to be pretty crazy... dreads accelerating and turning like scouts.

There's some other stuff that could use some upper limits, as im sure some of those auras reaching 100% or more would result in very very broken results... however difficult it would be to get enough players to achieve that, command ships do have weapons so they could become insanely overpowered in large groups.
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Talien
Marshal
Templar Knights


Joined: May 11, 2010
Posts: 2044
From: Michigan
Posted: 2013-08-23 00:18   
Quote:
On 2013-08-22 21:06, Pantheon wrote:
Also I have no idea what a DR aura is.



The aura that reduces damage done by every enemy in range, essentially giving that much damage resist to anyone being attacked by them.
[ This Message was edited by: Talien on 2013-08-23 00:19 ]
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Kenny_Naboo
Marshal
Pitch Black


Joined: January 11, 2010
Posts: 3823
From: LobsterTown
Posted: 2013-08-23 04:20   

I'll go with Jack on this. The simplest solutions are usually the best.

I can't remember if he told me that making auras non stackable might entail some reprogramming work. So allowing some to stack, and others not might be a coding nightmare.

A clamp works for me, IMO. That way, a faction can roll out as many command ship as they want, but the value will capped at the %-tage set. And they'll get no further benefit from attempting to stack auras with 10 command ships.

If they so insist, then they will then be wasting ship roles that could have been allocated to combat or whatever else. Their problem, not ours.


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Enterprise
Chief Marshal

Joined: May 19, 2002
Posts: 2576
From: Hawthorne, Nevada
Posted: 2013-08-23 11:30   
A clamp is just as effective as a stack limit, if not more so and much more adjustable.

It means we can now use a much wider array of auras that we could not before.





-Ent
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DiepLuc
Chief Marshal

Joined: March 23, 2010
Posts: 1187
Posted: 2013-08-23 11:32   
I've read all above posts but I can't distinguish non-stack and stackable effect on aura.
Simple example might greatly work on me.
I don't watch BackSlash video because my English listening skill is below normal.
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Null Pointer
Grand Admiral
Templar Knights


Joined: April 10, 2010
Posts: 148
Posted: 2013-08-23 11:34   
Quote:
On 2013-08-23 11:32, DiepLuc wrote:
I've read all above posts but I can't distinguish non-stack and stackable effect on aura.
Simple example might greatly work on me.
I don't watch BackSlash video because my English listening skill is below normal.


It doesn't really have any speach. Just images of ICC Dreadnaught's becoming Professional Ballerina Dancers.
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Pantheon
Marshal
Palestar


Joined: May 29, 2001
Posts: 1789
Posted: 2013-08-23 15:48   
Quote:
On 2013-08-23 11:32, DiepLuc wrote:
I've read all above posts but I can't distinguish non-stack and stackable effect on aura.
Simple example might greatly work on me.
I don't watch BackSlash video because my English listening skill is below normal.



There's no sound.

Stackable means you can lump them ontop of one another and the effects stack, so 8+8+8+8+8+8+8+8+8 = 72%. Non-stackable would mean just be one 8% effecting you, even if there were others in the area. Right now we have a clamp which means if an effect is clamped to 20%, and you have 3 x 8% auras, you're only going to get 20% rather than 24%.
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DiepLuc
Chief Marshal

Joined: March 23, 2010
Posts: 1187
Posted: 2013-08-24 05:21   
Quote:
On 2013-08-23 15:48, Pantheon wrote:
Right now we have a clamp which means if an effect is clamped to 20%, and you have 3 x 8% auras, you're only going to get 20% rather than 24%.


If all aura effects 8%, then the clamp shall be divisable to 8. Either 24% or 16%.
As dread has 2 aura, I myself prefer for 16% clamp. It means a dread with 2 same aura is enough for the fleet.

But since you set the clamp to 20%, I hope aura effect is 5%. That would make player free of complex math. In real game, each player can decide role easily.

Still, I wish Walrus mayreveal more details about aura. We can test, or at least determine how good those are in beta.
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Fluttershy
Fleet Admiral

Joined: September 24, 2011
Posts: 778
From: Fluttershy
Posted: 2013-08-24 09:41   
Making the caps divisible by the aura strength, and having the cap shown in the description would be both good things.

Without any info, it's not clear to the player that a cap even exists, especially if it's an aura which only applies to enemy targets.
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