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Lark of Serenity
Grand Admiral
Raven Warriors

Joined: June 02, 2002
Posts: 2516
Posted: 2010-06-13 19:20   
the following is the result of discussions with kluth players and from my personal experiences flying in scenario and MV.

ICC defense:

I haven't popped in to check def mode just yet, but im hearing some intriguing reports.

A) a CD versus a TC, CD didnt even get hull damage

B) a line station versus an UGTO SS, the line station lost despite def mode being on.

so... yeah, somethings up, but i cant say what. def mode is OP in some cases but not enough in others?

i think a better fix would be def mode to be a ship item that drains energy completely and maxes shields, but keeps draining energy until it has recharged, which should take a long time. i would also want to see a simple increase in shield HP over def mode being in place. adding game mechanics doesnt create balance, it just adds more issues. better to toy with existing systems then resort to additions

K'luth hit and run:

they arent.

A stock siphon can put down 7 alphas
a stock assault dread can do 13

the other day i alphaed a kluth scale at point blank using an ICC support station. he cloaked again while maintaining green armour rings.

so imagine for a moment, 8 kluth dreads decloak, everyone immediately starts shooting the nearest target.... chances are the kluth are going to do a LOT more damage to you than you will to them.

i think kluth weapons should be given more damage per shot, but their armour needs to be reworked (either lessened or reset so that kluth have a weak spot in the rear like they traditionally have had) and/or their energy needs to be reduced and/or their speed needs to be upped. this will make them fit the hit and run formula better. for a long time there was pressure pushing them away from this playstyle, and since then we have been constantly pushing to have them return to their intended makeup, but its been difficult because kluth players have seen these things as absolutely necessary. i dont think this is really the case though, and we should explore alternatives.

related, EW/cloak needs some attention:

there are a few issues here:

A) ICC, the long range faction, is at a serious disadvantage versus kluth, the short range faction that cannot be fired at from long range. theres been a lot of discussion about this already, so i will merely highlight again that it is an issue. various suggestions have been thrown out, like having cloak be less effective the further away the cloaked ship is, etc. perhaps having different ranged ECCM devices with different intensity of effects (e.g. a very high power long range ECCM and a weaker short range ECCM?) would be an option? what do kluth think?

B) pinging needs to be altered somehow. while i do not agree it is necessarily bad as a gameplay mechanic, i do agree that its too easy to ping an absurd amount and make kluth cloak ineffective. perhaps EW slots need to be reduced, or ECCM needs to be relegated to its own slot and not be switchable with ECM and scanner.

C) on the flip side, i think when a ship gets beaconed the effect should be increased a small amount. beacon speed should be reduced a bit to compensate, but when a cloaked ship gets beaconed it should be a bigger deal in my mind. part of the reason kluth are so hard to kill is that they are invisible, if we are going to sacrifice a combat ship for a weak little scout or a destroyer to beacon them it should count for something.

D) also on the flip side, kluth should have a frigate class EW boat like ICC, and ecm slots should be stripped out from their higher class ships. if we have to take a frigate for EW so should luthies! =P

enhancments should have set value increases, not percentage increases [/b[

for the obvious reason that if i have a weapon that does 40 damage and my friend fighting me has a weapon that does 10 damage, and we each choose to buff our damage output, i just got a lot more for my buck than he or she did.

[b] repair rates, as wonderfully highlighted by the UGTO


a limitation needs to be placed on the number of supply drones a single ship can accept, or a system of diminishing returns needs to be put in place, or all factions should have something similar to def mode during which they can repair but cannot shoot (who the hell is going to volunteer to go outside and weld new chunks of armour onto my hull in the middle of a fight anyways exactly???)

a touchy issue that requires serious discussion none-the-less

i think development should be a more inclusive process. for one, i have heard concerns voiced that the devs do not completely represent all 3 factions, which whether or not is based in fact can still go a long way to the perception of fairness about the game. the 3 most senior devs should hail from each faction respectively, and should have no veto power over one another.

secondly, as has been highlighted in the discussions about ICC v kluth and EW, a lot of issues come down to perception: that means that one person isnt going to be an expert on any issue, instead you need people who represent each faction sharing their perspectives and coming to a consensus on what is an issue and how to fix it. i think its unfair that suggestions that each faction be able to elect a dev representative have been shot down. there are people on each faction who want a fair and balanced game that is fun to play and spend a lot of time posting here in the forums and debating with one another to figure out what exactly that should look like, and half the time it is NOT the devs who are those people. instead the results of serious discussions between faction players get laughed at. this is not fair to us as players. please put in place a system where our input is guarenteed to be heard, and it is guarenteed to have an effect.
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Admiral Larky, The Wolf
Don't play with fire, play with Larky.
Raven Division Command - 1st Division


Sops
Marshal
Galactic Navy


Joined: March 07, 2004
Posts: 490
Posted: 2010-06-13 19:39   
I do not want any guarantee that your input will have an effect on the game, or mine or anyone else. These forums are read by the developers and they will explore ideas they think are good. Ultimately all changes to the game are accepted or rejected by Faustus and I am reasonably confident that he cares more for seeing his game succeed then giving one team an advantage.

The idea of 'electing' developers is really just... well stupid. Game development requires more then just an appreciation for the game, developers should be picked for their technical ability rather then for their support of one faction.

[ This Message was edited by: Sops on 2010-06-13 20:01 ]
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Lonectzn
Fleet Admiral

Joined: January 06, 2005
Posts: 202
Posted: 2010-06-13 20:13   
The developers are reasonable, intelligent people - as I hope the rest of us are. I'm confident in their ability to look at the game objectively. Most of the time it is actually the players that need to take a step back and keep things in perspective.
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Lark of Serenity
Grand Admiral
Raven Warriors

Joined: June 02, 2002
Posts: 2516
Posted: 2010-06-13 20:22   
i dont mean that our ideas should be guarenteed to be implemented

instead i mean our concerns are guarenteed to be heard. i and some others have literally been laughed at for suggesting something.

in any case, do you have constructive criticism of anything else i said?
[ This Message was edited by: Lark of Serenity on 2010-06-13 20:30 ]
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Don't play with fire, play with Larky.
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Iwancoppa
Fleet Admiral

Joined: November 15, 2008
Posts: 709
Posted: 2010-06-13 21:25   
Quote:

On 2010-06-13 19:20, Lark of Serenity wrote:
the following is the result of discussions with kluth players and from my personal experiences flying in scenario and MV.

ICC defense:

I haven't popped in to check def mode just yet, but im hearing some intriguing reports.

A) a CD versus a TC, CD didnt even get hull damage

pilot incompetency? shield rotation?

B) a line station versus an UGTO SS, the line station lost despite def mode being on.

SS was probably uber repping itself, def mode drains energy, icc line stn not that good, UGTO ss is like the best. also, enhancements?



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Azreal
Chief Marshal

Joined: March 14, 2004
Posts: 2816
From: United State of Texas, Houston
Posted: 2010-06-13 21:44   
DEFENSE MODE IS NOT MEANT FOR USE DURING COMBAT!!!!!!


How many freakin times does it need to be said?

Its to energize shields faster after an engagement, so that they are more on par with the other two factions. Its is not, was not, and should not be meant for use during combat. There is nothing up there. If a station got creamed, and it was using defensive mode in combat, Im damn glad to hear it. It means it works as intended.
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Zero28
Grand Admiral

Joined: August 25, 2006
Posts: 591
Posted: 2010-06-13 22:33   
i think it puts the "defensive" in defensive faction
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Kenny_Naboo
Marshal
Pitch Black


Joined: January 11, 2010
Posts: 3823
From: LobsterTown
Posted: 2010-06-14 00:01   

Quote:

On 2010-06-13 19:20, Lark of Serenity wrote:


there are a few issues here:

A) ICC, the long range faction, is at a serious disadvantage versus kluth, the short range faction that cannot be fired at from long range. theres been a lot of discussion about this already, so i will merely highlight again that it is an issue. various suggestions have been thrown out, like having cloak be less effective the further away the cloaked ship is, etc. perhaps having different ranged ECCM devices with different intensity of effects (e.g. a very high power long range ECCM and a weaker short range ECCM?) would be an option? what do kluth think?



Personally, I'd rather fight UGTO than ICC. ICC shields seem somehow more resistant to our beam heavy configuration. I dunno, it seems that to me. I may be wrong. And your pulse waves nullifies mines, missiles and fighters completely.

I assume that ICC is having problems with K'Luth dreads only, because they have SIs, which pack an incredibly powerful punch.

I think the game should be kept simple. If we have different types/levels of ECCMs and ECMs, it would really complicate matters. IMO, cloak is cloak. When you're cloaked, you're invisible, period.... until something comes along to disrupt that cloak.... eg: pinging.

I think the current system works in your favor somewhat already. ECCMs and sensor bases work to slow cloak/decloaking, and ECM counters that effect. If you have ECCMs running, K'luth cannot close in and attack you without taking hits.... unless they vastly outnumber you. And if and when they do, it's the same across all factions isn't it? Numbers will walk you everytime.


What I think you guys need is one specialist Cruiser and Dread variant for close range combat. It may be totally against the "long range" mantra of the faction.... but whoever said that ICC had to foolishly follow that philosophy to a T and be at a disadvantage just because of it?

These vessels will serve to be escorts to your MDs and MCs, and will provide close support when you get jumped by Kluth or UGTO. And if they don't do their jobs, who's to blame?



Quote:

B) pinging needs to be altered somehow. while i do not agree it is necessarily bad as a gameplay mechanic, i do agree that its too easy to ping an absurd amount and make kluth cloak ineffective. perhaps EW slots need to be reduced, or ECCM needs to be relegated to its own slot and not be switchable with ECM and scanner.



Pinging was a bug. But a bug that couldn't be fixed and was made a feature. LOL. ie. a copout. But nevermind that.

Yes. Having ECCM be a non-interchangeable slot would alleiviate the problem somewhat. Sometimes ping gets so ridiculous that the game becomes unplayable, so we'd rather just sit back and wait.


Quote:

C) on the flip side, i think when a ship gets beaconed the effect should be increased a small amount. beacon speed should be reduced a bit to compensate, but when a cloaked ship gets beaconed it should be a bigger deal in my mind. part of the reason kluth are so hard to kill is that they are invisible, if we are going to sacrifice a combat ship for a weak little scout or a destroyer to beacon them it should count for something.



No problems here. Only that beacons should have a cap after say.... 3 in place. The 4th beacon shouldn't make anymore of a diff.


Quote:

D) also on the flip side, kluth should have a frigate class EW boat like ICC, and ecm slots should be stripped out from their higher class ships. if we have to take a frigate for EW so should luthies! =P



If ECCMs was made a standardized non-interchangeable slot, then that would be acceptable for ECMs too.

But if you were to strip ECMs completely from already-slow-to-cloak/decloak K'luth dreads.... then that's unacceptable. Unless you also strip ECCMs completely from ICC and UGTO higher classed ship.

The key here is balance. You can't have your cake and eat it.



Quote:

enhancments should have set value increases, not percentage increases

for the obvious reason that if i have a weapon that does 40 damage and my friend fighting me has a weapon that does 10 damage, and we each choose to buff our damage output, i just got a lot more for my buck than he or she did.



I've argued against weapon leveling. I rather have weapon classes. But honestly, I don't really care for this. It's not really important to me.


Quote:

repair rates, as wonderfully highlighted by the UGTO

a limitation needs to be placed on the number of supply drones a single ship can accept, or a system of diminishing returns needs to be put in place, or all factions should have something similar to def mode during which they can repair but cannot shoot (who the hell is going to volunteer to go outside and weld new chunks of armour onto my hull in the middle of a fight anyways exactly???)



Also in favor of this.

Either a cap on the number of drones or some diminishing returns is fine. And it applies to all ships on all factions.


Quote:

a touchy issue that requires serious discussion none-the-less

i think development should be a more inclusive process. for one, i have heard concerns voiced that the devs do not completely represent all 3 factions, which whether or not is based in fact can still go a long way to the perception of fairness about the game. the 3 most senior devs should hail from each faction respectively, and should have no veto power over one another.

secondly, as has been highlighted in the discussions about ICC v kluth and EW, a lot of issues come down to perception: that means that one person isnt going to be an expert on any issue, instead you need people who represent each faction sharing their perspectives and coming to a consensus on what is an issue and how to fix it. i think its unfair that suggestions that each faction be able to elect a dev representative have been shot down. there are people on each faction who want a fair and balanced game that is fun to play and spend a lot of time posting here in the forums and debating with one another to figure out what exactly that should look like, and half the time it is NOT the devs who are those people. instead the results of serious discussions between faction players get laughed at. this is not fair to us as players. please put in place a system where our input is guarenteed to be heard, and it is guarenteed to have an effect.



Well, the devs claim to be impartial to all factions, so I'll take their word for it. No reason not too, as they have a stake in the game and wouldn't wanna see people leave 'cos of imbalance.


BTW, you should be more worried about UGTO vs ICC. As there're more of them and they seem to be kicking your asses across Sagittarius more than the K'luth are.
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Lark of Serenity
Grand Admiral
Raven Warriors

Joined: June 02, 2002
Posts: 2516
Posted: 2010-06-14 14:53   
not strip ECM completely, but most of your dreads have more ECM than ours do ECCM. my point being that a dread ping takes a long time because of the reload time on the device.

when youre getting uber-pinged its because of a scout probably, can cycle through several ECCM devices quickly because of a lower reload time.

regardless, if ICC has a lot of ECCM on the field its because of a scout/frigate. if u want kluth dreads to cloak faster i dont see why its unfair to ask that you have to field an ECM frigate or something similar instead of having the ECM right on the dread?

do you have any other suggestions for how to make ICCs long range weapons effective against kluth? we still have a lot of trouble fighting you guys =S



as an aside, a LOT of ICC players are seriously considering quitting the game or hopping factions, and many already have. if the devs dont listen up theyll be down a faction. and kindly dont give me the "youre all just whining" excuse. come play ICC for a couple weeks before you brush us aside. its not like its hard to make an alt or just hop factions for a bit.

[ This Message was edited by: Lark of Serenity on 2010-06-14 14:53 ]
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Don't play with fire, play with Larky.
Raven Division Command - 1st Division


Rebellion
Marshal
Faster than Light


Joined: June 20, 2009
Posts: 730
From: sol
Posted: 2010-06-14 15:19   
I agree with lark if you think we are just whining come play as ICC for a week or so then tell me if we are whining
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Rebellion
Marshal
Faster than Light


Joined: June 20, 2009
Posts: 730
From: sol
Posted: 2010-06-14 15:22   
[quote]


What I think you guys need is one specialist Cruiser and Dread variant for close range combat. It may be totally against the "long range" mantra of the faction.... but whoever said that ICC had to foolishly follow that philosophy to a T and be at a disadvantage just because of it?

These vessels will serve to be escorts to your MDs and MCs, and will provide close support when you get jumped by Kluth or UGTO. And if they don't do their jobs, who's to blame?



[quote]

um....AD.....AC? maybe thay need to be more powerful is that what ur getting at?
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Sputter{TB}
Grand Admiral
Interstellar Cultural Confederation United


Joined: September 22, 2004
Posts: 109
From: Pennsylvania
Posted: 2010-06-14 15:54   
hmm i've been playing icc for a very long time and i don't see too much wrong with it besides a few layout changes to a few of our ships like the CD for example, and def mode shouldn't be needed during combat because our shields are fine i think, but not we will have a way to rep faster out of combat instead of waiting 20mil+ for shields to regen, and don't go changing the AD anyone will tell you it is one of if not the best assualt class dread out there and if your having problems it would be due to lack of skill
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Rebellion
Marshal
Faster than Light


Joined: June 20, 2009
Posts: 730
From: sol
Posted: 2010-06-14 15:59   
Quote:

On 2010-06-14 15:54, Sputter{TB} *TO* wrote:
hmm i've been playing icc for a very long time and i don't see too much wrong with it besides a few layout changes to a few of our ships like the CD for example, and def mode shouldn't be needed during combat because our shields are fine i think, but not we will have a way to rep faster out of combat instead of waiting 20mil+ for shields to regen, and don't go changing the AD anyone will tell you it is one of if not the best assualt class dread out there and if your having problems it would be due to lack of skill




never said to change the AD im trying to decode his message
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Winters Rapture
Fleet Admiral
United Nations Space Command


Joined: December 09, 2007
Posts: 355
Posted: 2010-06-14 16:34   
Quote:

On 2010-06-14 15:54, Sputter{TB} *TO* wrote:
hmm i've been playing icc for a very long time and i don't see too much wrong with it besides a few layout changes to a few of our ships like the CD for example, and def mode shouldn't be needed during combat because our shields are fine i think, but not we will have a way to rep faster out of combat instead of waiting 20mil+ for shields to regen, and don't go changing the AD anyone will tell you it is one of if not the best assualt class dread out there and if your having problems it would be due to lack of skill




I lol'd. This is just funny.
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Mr Black
Grand Admiral
Palestar


Joined: September 20, 2003
Posts: 486
From: Gaifenland
Posted: 2010-06-14 16:50   
Re: Developers

We are constantly looking out for those people who actually show a certain aptitude and actual ability to contribute towards working on DarkSpace.

First you need to have intelligence, an ability to understand what we are trying to do and how you can contribute to that vision and make it work.

Second, you need to show us this.

The first bit is the easy bit. The hard part is getting our attention, as only the most outstanding and cohesive arguments will actually get any more than a grunt from most of us.

At the end of the day, we need people with an ability to get things done, and who are prepared to do the dirty work. Idea's are great, but can you actually implement them yourself and reason down to the finest points?

Most of the current development team have been given the opportunity to work on DarkSpace due to the quality and consistency of thier input and feedback.

As examples:
Eledore has done a remarkable job with some of the documentation and help with testing, even to the point of volunteering to get data and stats and do a lot of boring legwork. He has finally been rewarded by being promoted to the Development team because of this.

Jim Starluck has been informally liaising with us on layouts for a long time and has generally been the first person I would talk to when considering anything related to the ICC or even K'Luth. He stood out in the community as championing the cause of the ICC, while also showing that he understood just how the other factions should still have thier place as well. Instead of giving up, he made a conscious effort to try adapt to our responses and work out ways of dealing with the limitations imposed. His consistently good ideas and feedback have earned him his place on the Development team where he is now doing the vast majority of the ship layout revisions (while I randomly interfere and make his life hell, of course).

Sens is a somewhat more random pickup, and proves that people can shine when given the opportunity. Both him and Jbud were given access to the source code at the same time, and instead of working against us to make his 'own' vision, he has been working with us on improving and refining some of the existing systems. I will openly admit that I was not in favour of him originally joining the Developer team, yet he has managed to work through the system and make the most of the opportunity he was provided becoming an invaluable member of the crew.

If you are getting asked by any of the Staff to help out with stuff, it's generally because you have made yourself stand out in some way.
If you are prepared to do the 99% work that is required for the 1% of fun then we will make use of you. However, you need to actually listen to our feedback and get that work done, not just say you will.

If you shine, you will get noticed.

My two cents.


[ This Message was edited by: Mr Black on 2010-06-14 16:59 ]
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