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Post by Cory Trese on Aug 17, 2016 14:09:35 GMT -5
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Post by resistor on Aug 17, 2016 14:20:52 GMT -5
Awesome! But Amazon's app store still won't update past 5.9.43
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poryg
Templar
[ Star Traders 2 Supporter ]
Posts: 1,723
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Post by poryg on Aug 17, 2016 15:13:17 GMT -5
Although it's not written in the game help file yet, it's clear that the strength adds to the level just the same as other stats... In other words it lost meaning to have strength>warrior for boarders. The first noticeable thing is, it's now impossible to start on lv 1 Edit: Okay, it is. When you custom build a captain, trade skills for attributes (6 for 4) and trade 2 attributes for either weapons or electronics. Which has shown a bug btw. (of course I have left out the case when you don't fully use your stats)
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Post by Cory Trese on Aug 17, 2016 15:24:35 GMT -5
Although it's not written in the game help file yet, it's clear that the strength adds to the level just the same as other stats... In other words it lost meaning to have strength>warrior for boarders. The first noticeable thing is, it's now impossible to start on lv 1 Some classes still start level 1, and the game can still spawn level 1 monsters. I updated the help file as best I could, if you actually see something worth mentioning, please point it out. AFAIK, it is in the help file. Thanks for the post!!!
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Post by Cory Trese on Aug 17, 2016 15:25:27 GMT -5
Awesome! But Amazon's app store still won't update past 5.9.43 We're working with Amazon and hopefully they will continue to support updates for our games in the future. It remains to be seen what the schedule will be for the resumption of updates. I'm sorry Amazon did what they did, but I personally cannot force them to change.
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poryg
Templar
[ Star Traders 2 Supporter ]
Posts: 1,723
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Post by poryg on Aug 17, 2016 15:26:48 GMT -5
Although it's not written in the game help file yet, it's clear that the strength adds to the level just the same as other stats... In other words it lost meaning to have strength>warrior for boarders. The first noticeable thing is, it's now impossible to start on lv 1 Some classes still start level 1, and the game can still spawn level 1 monsters. I updated the help file as best I could, if you actually see something worth mentioning, please point it out. AFAIK, it is in the help file. Thanks for the post!!! I have looked at the help file, but I can't see it in the Experience section, where is the equation for the experience.
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poryg
Templar
[ Star Traders 2 Supporter ]
Posts: 1,723
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Post by poryg on Aug 17, 2016 15:32:05 GMT -5
No classes start on lv 1, I have created captains of every class... Each and every one are lv 2, including merchant and captain. So the only way to reach lv 1 is through captain builder.
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Post by Officer Genious on Aug 17, 2016 18:23:44 GMT -5
Being a good sport and downloading the update, even if it means no more God-tier boarders. 😞
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Post by Deleted on Aug 18, 2016 5:57:51 GMT -5
I'm not gonna update the game lol. Boarders and rammers are now at a huuge disadvantage. Strength and warrior were the only ways to defeat high level xenos (or breach your Hull and escape) on Impossible Difficulty. Now, it is almost impossible. Mathematically, its impossible to be successful in ram vs certain xeno/level/ship combinations now, and to be successful in boarding you would need Pilot at 60% of your level to have enough Warrior and Strength, as any less will risk boarding failure vs a high level terrox. And even then you might fail, because board damage to your ship increases for gun vs board as you level up regardless of your skills, which is why I always stuck with ramming after lv100 or so.
I think that to balance this new update, there should be some modifications to current board and ram upgrades and officers (shuttles, leviathan, military, exo suit etc), as well as maybe a modification to the board damage code so crew losses becomes more sustainable on high levels and you don't need 300%lv Warrior.
Just my opinion though.
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Post by fallen on Aug 18, 2016 9:34:17 GMT -5
I'm not gonna update the game lol. Boarders and rammers are now at a huuge disadvantage. Strength and warrior were the only ways to defeat high level xenos (or breach your Hull and escape) on Impossible Difficulty. Now, it is almost impossible. Mathematically, its impossible to be successful in ram vs certain xeno/level/ship combinations now, and to be successful in boarding you would need Pilot at 60% of your level to have enough Warrior and Strength, as any less will risk boarding failure vs a high level terrox. And even then you might fail, because board damage to your ship increases for gun vs board as you level up regardless of your skills, which is why I always stuck with ramming after lv100 or so. I think that to balance this new update, there should be some modifications to current board and ram upgrades and officers (shuttles, leviathan, military, exo suit etc), as well as maybe a modification to the board damage code so crew losses becomes more sustainable on high levels and you don't need 300%lv Warrior. Just my opinion though. Sorry it sounds too hard from your pov. Great to see the new balance update, and as Cory mentioned -- - Revised Enemy Generator - Revised Crazy+ AI Playtesting here showed that the game is fun, better balanced, and provides more viable and exciting build options.
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Post by Officer Genious on Aug 18, 2016 10:16:34 GMT -5
I'm not gonna update the game lol. Boarders and rammers are now at a huuge disadvantage. Strength and warrior were the only ways to defeat high level xenos (or breach your Hull and escape) on Impossible Difficulty. Now, it is almost impossible. Mathematically, its impossible to be successful in ram vs certain xeno/level/ship combinations now, and to be successful in boarding you would need Pilot at 60% of your level to have enough Warrior and Strength, as any less will risk boarding failure vs a high level terrox. And even then you might fail, because board damage to your ship increases for gun vs board as you level up regardless of your skills, which is why I always stuck with ramming after lv100 or so. I think that to balance this new update, there should be some modifications to current board and ram upgrades and officers (shuttles, leviathan, military, exo suit etc), as well as maybe a modification to the board damage code so crew losses becomes more sustainable on high levels and you don't need 300%lv Warrior. Just my opinion though. Sorry it sounds too hard from your pov. Great to see the new balance update, and as Cory mentioned -- - Revised Enemy Generator - Revised Crazy+ AI Playtesting here showed that the game is fun, better balanced, and provides more viable and exciting build options. Ooh, what changes were made to the Crazy AI?
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Post by Cory Trese on Aug 18, 2016 10:33:26 GMT -5
I'm not gonna update the game lol. Boarders and rammers are now at a huuge disadvantage. Strength and warrior were the only ways to defeat high level xenos (or breach your Hull and escape) on Impossible Difficulty. Now, it is almost impossible. Mathematically, its impossible to be successful in ram vs certain xeno/level/ship combinations now, and to be successful in boarding you would need Pilot at 60% of your level to have enough Warrior and Strength, as any less will risk boarding failure vs a high level terrox. And even then you might fail, because board damage to your ship increases for gun vs board as you level up regardless of your skills, which is why I always stuck with ramming after lv100 or so. I think that to balance this new update, there should be some modifications to current board and ram upgrades and officers (shuttles, leviathan, military, exo suit etc), as well as maybe a modification to the board damage code so crew losses becomes more sustainable on high levels and you don't need 300%lv Warrior. Just my opinion though. Yeah, I'm sorry I have to completely disagree with you on this. I actually think you're mathematically analysis isn't fully considering the impacts of ST RPG's symmetrical combat system. Ask yourself -- why were the Strength and Warrior builds so critical to defeating high level Xeno? The answer is that Xeno levels didn't count Strength, just like the player. So if you didn't build Strength and Warrior, you could end up at a disadvantage against the Xeno who's point spend was more effective per level. HOWEVER! The changes in 6.1.1 are indeed symmetrical as is the rest of ST RPG math ... so it is still every bit as balanced. Keep in mind, we didn't release this without testing hundreds of thousands of battles against Xeno and normal ships. I'm sorry you see so many modification requirements that we are not able to detect from early tester feedback or from our own calculations and simulations. I'll certainly be watching for feedback from people who've played a lot of v5, and also am already getting great feedback about v6. I understand that not everyone likes the games they play to evolve and change over time, but it is a necessary route for us with the game coming up on 6 years old. Thanks for playing! I'm sorry you're going to miss all the exciting new features planned for the v6 series of updates.
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poryg
Templar
[ Star Traders 2 Supporter ]
Posts: 1,723
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Post by poryg on Aug 18, 2016 14:41:32 GMT -5
I have to disagree with @starfixer too. In boarding the most important is warrior and weapons, if the battle engine is the same. Pilot is important only in boarding resistance. But truth is, it's now way easier to resist boarding than it used to be, because the warrior is decreased by the amount of strength...
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Post by Deleted on Aug 19, 2016 5:23:01 GMT -5
Sorry it sounds too hard from your pov. Great to see the new balance update... Playtesting here showed that the game is fun, better balanced, and provides more viable and exciting build options. Yeah, I'm sorry I have to completely disagree with you on this. I have to disagree with @starfixer too. Alright, fine! I'll update! Gosh! In all seriousness though, I didn't even think about how the Strength weight would affect enemy xenos as well. I was thinking about the impact to the player, but it totally slipped my mind that enemies would now have weighted Strength too, leading to a decrease in all enemy attributes and skills, especially Strength. I also didn't think about how Strength and Warrior would no longer be as critical, which invites new play styles that haven't worked before. And I didn't realize you tested hundreds of thousands of battles. I mean I know you pay attention to depth and detail, but that's just crazy. Thank you for the detailed response. My apologies if it seemed like I overreacted a bit. Change is hard. Before I update though, I'm gonna make one more lv1 captain with 2000 strength, as a final goodbye to v5.
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poryg
Templar
[ Star Traders 2 Supporter ]
Posts: 1,723
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Post by poryg on Aug 19, 2016 5:28:38 GMT -5
Yeah, I agree, I will definitely miss v5. I am in all honesty amazed though that the captains managed the level conversion etc. with no harm, the game accepted it like it was nothing... Amazing, really! Also it's quite amazing that everytime I disagree with someone, I get smited... It's like disagreeing is a bad thing
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