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FAUSTUS! - Big Beta Problem... |
Gideon Cadet
Joined: September 14, 2001 Posts: 4604 From: Oregon, USA
| Posted: 2004-02-21 23:00  
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On 2004-02-21 21:32, Faustus wrote:
Gideon, faction restrictions are disabled for technical reasons currently.. basically, it's always been broken in the UGTO/ICC aliance maps because of the design.
Like we discussed the other day about opening up all devices to all factions, I'm still toying with that ideal... as I'm still leaning towards that it may in fact may make things more fun for everyone, and thats after all the entire point of playing a game
I was planning to discuss this more on monday at the dev meeting...
-Richard
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What I was saying is, the faction restriction seems to be in place, and functioning correctly. If it's supposed to be broken, then it's being broken is...erm...broken.
[ This Message was edited by: Gideon on 2004-02-21 23:00 ]
_________________ ...and lo, He looked upon His creation, and said, "Fo shizzle."
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kenetiks Admiral Galactic Navy
Joined: November 21, 2001 Posts: 1130 From: Bandcamp
| Posted: 2004-02-21 23:04  
F, please don't unrestrict everything.
You can well leave somethings unrestricted. drives and weapoms specific exchange I think would be ok like drive for drive or beam for beam.
I remember this from before when (can't remember name) was flying around in a ead with all cl2k's one shot taking out cruisers and crippleing other dreads. Of course this may not be the case now and I may have missed the subject intirely.
But keep up the hard work F. We love ya.
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Sandals Fleet Admiral Agents
Joined: January 21, 2002 Posts: 2001 From: Redmond,WA,USA
| Posted: 2004-02-21 23:27  
I believe he'd be talking about un-faction restricting things, within their slot class. So you could put a FLux Beam on an ICC vessel. Of course, the downside is that we'd have cloaking autorepairing fluxdreads with pulse shields. I really don't think that'd be fun. :/
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MrSparkle Marshal
Joined: August 13, 2001 Posts: 1912 From: mrsparkle
| Posted: 2004-02-21 23:43  
Yeah problem is Kluth don't have many modding choices. They have few normal weapon slots, few specials (1 is all there is on some ships, 0 on others). Heavy weapons are restricted to just torps, mines, or IT's so no modding there, and the only medium beam is the disruptor. Compare that to the massive amount of battle dreads we'd be seeing The only thing Kluth really modded was their disruptors, so this patch effectively made them all unmoddable stock ships. We can't even build our own AM mines.
In that old system where everything was available, normal weapon slots were like gold. Flux waves IMO should be heavy weapons. Cuz let's face it, nobody modded heavy weapon slots unless they wanted a mine layer, and the power gain from replacing some puny cannons was amazing. The REAL powerful weapons, like flux waves, should be replacing other powerful weapons like torps or IT missiles.
I can see making everything available to everyone a problem. Do that in 1.482 when the ships get redesigned and no one ship has too much potential.
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[ This Message was edited by: MrSparkle on 2004-02-21 23:47 ]
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Sopwith Camel Grand Admiral Galactic Navy
Joined: March 07, 2002 Posts: 651 From: Toronto
| Posted: 2004-02-21 23:52  
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On 2004-02-21 23:27, Sandalpocalypse wrote:
Of course, the downside is that we'd have cloaking autorepairing fluxdreads with pulse shields. I really don't think that'd be fun. :/
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It'd be fun for someone flying that ship
But seriously, I'm sure that Faustus doesn't mean that pre-1.481 faction-specific devices (flux, cloak, pulse shields) would be opened up to all factions, but just that humans would be able to reap the benefits of anti-matter technology.
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Fleet Commander, Galactic Navy
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Malduc{-GTN-} Cadet
Joined: January 19, 2003 Posts: 544 From: New Jersey
| Posted: 2004-02-22 01:22  
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On 2004-02-21 23:43, MrSparkle wrote:
The REAL powerful weapons, like flux waves, should be replacing other powerful weapons like torps or IT missiles.
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Absolutely the most rediculous thing ever. We all know that the only thing that makes flux waves powerful is modding several on one ship, which is being fixed soon. One flux wave does little actual damage, and only does system damage when your armor/shields are null.
I suggest you take a look at the drawbacks and power of an actual flux wave. http://www.format-service.de/DSItems.htm
Charge and energy are enormous, and the actual damage is less than a blast from a CL1000 at minimum range. Do some homework my friend.
Malduc
_________________ The Bond of Brotherhood Shall Never Be Undone.....Nor Shall The Legacy of the Fleet Once Known as GTN
One Creed, One Bond, One FLEET.
Honor Is All
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Malduc{-GTN-} Cadet
Joined: January 19, 2003 Posts: 544 From: New Jersey
| Posted: 2004-02-22 01:53  
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On 2004-02-21 21:32, Faustus wrote:
Like we discussed the other day about opening up all devices to all factions, I'm still toying with that ideal... as I'm still leaning towards that it may in fact may make things more fun for everyone, and thats after all the entire point of playing a game
I was planning to discuss this more on monday at the dev meeting...
-Richard
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Faustus, I REALLY think that's a bad idea. You think this will create fun? It won't, only the most experienced players, who understand how everything works in the game, and have credits to expensively mod a ship with no limits will find this fun. It is the "Rich get richer and poor get poorer" scenario. The "rich" being the veteran players and the "poor" being new comers, or people still learning the game.
Imagine this, new player, trying to get badges and work on game control and how to play, is raped repeatedly by say, a cloaked EAD, a flux dread, a CL2k ganglia with 4 flux waves... this list of deadly ships could go on. This isn't how the game play is supposed to be. People die too quickly already. If you implement unrestricted modding, only the people that enjoy being cheap and preying on the small and helpless will be left playing DS.
Those people who respect fairplay and new players will get tired of this and leave. Do you think DS has been dead lately? Unrestricted modding will, yes, increase players at first. But when the hype is gone, I believe more players will leave do to frustration of the "one hit cripples/kills" that everyone so loves now and that is killing gameplay (ie - 7 flux battle dreads, any ship with mass mines, and destroyers with more firepower than dreads).
Take this post as you will Faustus, but the community you've created can't be ignored entirely. Rumors, that I hope are not true, of things to come that are different from what we've been told to expect are flying. I urge you to seek out veteran players from every faction to see what would be most needed fixes on each of the current 3 factions. Admins play ICC and kluth, and only the Dev team plays UGTO. None of you play often enough to see the issues we repeatedly bring up to be fixed. Which is why they continue to remain unfixed I ask how you know what would be the best way to fix or balance a faction without knowing just how they work in actual field environments?
Get some ideas from your community Faustus, I think some of what we have to offer would be for the good of saving this game.
Thanks for the ear, hopefully things go as well as we hope they will.
Malduc
_________________ The Bond of Brotherhood Shall Never Be Undone.....Nor Shall The Legacy of the Fleet Once Known as GTN
One Creed, One Bond, One FLEET.
Honor Is All
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Sandals Fleet Admiral Agents
Joined: January 21, 2002 Posts: 2001 From: Redmond,WA,USA
| Posted: 2004-02-22 03:26  
I nominate LobbyGhost for the Balance Council. He is the most active player in DS with the most time logged on. Although his faction is indeterminate.
To be serious, tho...
I dunno if that's a good idea. There's enough active players contributing in [Dev] and [Admin], as well as development-involved players (Demorian) already.
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Barthezzz Fleet Admiral
Joined: May 31, 2001 Posts: 5630 From: The Netherlands
| Posted: 2004-02-22 04:24  
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On 2004-02-21 21:32, Faustus wrote:
Gideon, faction restrictions are disabled for technical reasons currently.. basically, it's always been broken in the UGTO/ICC aliance maps because of the design.
Like we discussed the other day about opening up all devices to all factions, I'm still toying with that ideal... as I'm still leaning towards that it may in fact may make things more fun for everyone, and thats after all the entire point of playing a game
I was planning to discuss this more on monday at the dev meeting...
-Richard |
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Hell yeah i wanna fly my Flux Gangila again baby!
w00t w00t!
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Shigernafy Admiral
Joined: May 29, 2001 Posts: 5726 From: The Land of Taxation without Representation
| Posted: 2004-02-22 04:42  
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| I urge you to seek out veteran players from every faction to see what would be most needed fixes on each of the current 3 factions. |
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The Dev team has members who can represent their factions fairly well, but we also recognize our limitations and do, in fact, contract out with experienced players for additional insights and help with balance and other important development work.
So, actually, we're already on top of that..
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| Hell yeah i wanna fly my Flux Gangila again baby!
w00t w00t! |
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And Barthezzz, you're fired. We most certainly do not want unrestricted faction tech. That would remove - in my eyes - basically all fun from the game.
Fight unrestricted tech!
_________________ * [S.W]AdmBito @55321 Sent \"I dunno; the French had a few missteps. But they're on the right track, one headbutt at a time.\"
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Barthezzz Fleet Admiral
Joined: May 31, 2001 Posts: 5630 From: The Netherlands
| Posted: 2004-02-22 05:46  
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On 2004-02-22 04:42, Shigernafy wrote:
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| Hell yeah i wanna fly my Flux Gangila again baby!
w00t w00t! |
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And Barthezzz, you're fired. We most certainly do not want unrestricted faction tech. That would remove - in my eyes - basically all fun from the game.
Fight unrestricted tech!
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I was kinda being sarcastic
Unrestricted tech is bad, ELF EADS, Flux Gangilas, ADs with 4 flux waves 2 ELF beams and 2 Flux beams, etc.
Ships in Ds get blown away fast enough as it is, this will only cause the humans to die faster.
So can i please have my job back? :/
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Fleet Admiral Barthezzz - Intergalactic Pirate...Rawr...
[ This Message was edited by: Barthezzz on 2004-02-22 05:47 ]
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Sandals Fleet Admiral Agents
Joined: January 21, 2002 Posts: 2001 From: Redmond,WA,USA
| Posted: 2004-02-22 06:09  
I thought your job was Official DS Forum Post Count Inflator
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BackSlash Marshal Galactic Navy
Joined: March 23, 2003 Posts: 11183 From: Bristol, England
| Posted: 2004-02-22 06:32  
I agree with Malduc
if the game is opened up for all factions in terms of tech, it will be horedous....the kluth would own the MV, as it is they are overpowered...Kluth with Shields, CL2k's, FLUX...it just gets stupid mor and more you think about it.....
Yes certain tech should be available like it is now, IE beams for UGTO and ICC, and Drives for all, but the major draw back for allowing all tech to be available is the kluth...they would be FAR FAR FAR overpowered....
Bring back the days when kluth had no armour...
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NightDragon Cadet
Joined: May 26, 2002 Posts: 893
| Posted: 2004-02-22 07:10  
i woudl like to sudgest that you put in a way so you can cut off MV wide chat, as it is when alot of people where doing different things int he MV in very far away systems you really didnt know who was doing what where
i guess it would be not that hard to do, it would be like a yell but for your side only and can cover the whole system
anyways looks great so far to bad im limited to most of the non badge stuff =/ oh well
_________________ \"Experience is a tough teacher. She gives the test first and the lesson after.\"
~ William H. O
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Sandals Fleet Admiral Agents
Joined: January 21, 2002 Posts: 2001 From: Redmond,WA,USA
| Posted: 2004-02-22 07:13  
I don't think MV wide chat necessarily needs to be cut out, but perhaps there needs to be a faction specific version of Yell with perhaps 200,000 GU range?
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