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Messages - awkm

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1
Gameplay / Re: The Llamatron 2.0, the numbers game of GOIO
« on: February 06, 2015, 05:58:54 pm »
It's broken! It's broken! FIX IT NOW! :P


Tsk tsk for looking through the data files :D  Oh well!

2
The Gallery / Re: GOI Board Game
« on: February 06, 2015, 05:56:53 pm »
Very cool.  We won't give you a C&D, don't worry.

I'm actually looking to draw from games like Small World, Vinci, and Risk for Co-op metagame (world territory conquering and defending).  It'll be an interesting implementation.  I wonder how much of your designs will coincide with mine.

If you have any questions about lore or whatever, you know where to find me.

3
Gameplay / Re: Buffing Guns
« on: December 23, 2014, 12:24:12 pm »
Just handcuff your engineer to the gun with a buff hammer :)

4
Gameplay / Re: Buffing Guns
« on: December 23, 2014, 10:45:53 am »
Fixed.  Residual from testing.  Apologies.

The values should be 6s to buff and 20s buff duration and has been a long time.

The 80s that people were seeing were left over for testing.

5
Feedback and Suggestions / Re: XP system seems wonky
« on: October 24, 2014, 11:13:56 am »
Every match that is won will earn 1000 xp.  Lost matches also reward xp but this number decays as you level up higher.  At the highest levels, you will earn little to no xp for losing a match.  If the Matchmaker is doing its job then each team should have a similar Matchmaking Rating and prevent drastic stomping.  Under low population circumstances, we can't guarantee that matches are balanced well.  There is only a loose correlation between level and MMR. But again, Matchmaker is only looking at your hidden MMR when putting together a Matchmade Lobby.  The goal is to ensure that both teams have similar chances of winning.  We've made a lot of concessions to accommodate players who want more freedom, like what was available in match list, and allow people to swap slots freely.  However, this breaks the balance that Matchmaker tried to enforce.  If needed, we can make this more strict.

Bonus experience given during a match is based on the actions you perform.  The actions that are being counted are only for the class that you are currently playing as (the stuff that is shown at Match End Screen).  E.g. if you are an Engineer, rebuilding will reward you bonus xp but killing enemies will not.  The total bonus xp is clamped to prevent xp grinding.

Both cases sound mostly accurate.  However, it does seem like there is something unusual with bonus xp, especially in Andika's two cases.  Both the Matchmaking System and XP System are new and despite this many players enjoy their functionality.  This isn't to say that they're perfect.  We'll be looking at ways to improve both systems to prevent stacking and make earning xp better. 

We can definitely:

- Add more XP for higher achievements
- Look into Bonus XP (Andika's case sounds a littl strange)
- Adjust Lost Match XP Reward Curve
- Improve Matchmaker

6
Feedback and Suggestions / Re: Call for Gunner Ammo Ideas
« on: July 15, 2014, 05:41:35 pm »
Even with the ammos we have now.  The gun and its damage types defines much of its role.  The ammo only augments their uses slightly.

I fear that if we completely change the role of each gun just because we have this or that ammo, then why bother looking at your enemy's loadout?  Why bother having different guns in the first place?  Ammo will become the defining element.

7
Feedback and Suggestions / Re: Call for Gunner Ammo Ideas
« on: July 15, 2014, 10:43:54 am »
RE: Changing Damage Types

I've thought about it but realized it is incredibly risky.  Why?  It's because of information and response.  As a Captain, I can generally understand what kind of strategy you're going to employ by your ship, its loadout, and your crew's loadout.  If suddenly your guns are doing something not what I expected then it can become unpredictable (in the bad way).  Even if I know that your Gunner has these ammo types, each gun could potentially have 4 functions.  Multiple that by the number of guns then you get a possibility space that is almost impossible to predict.

If you imagine Poker, it's like if you had your hand and also a supplementary 2-3 cards where you could switch a card in your hand with a supplementary card whenever you wanted.  Poke suddenly becomes very difficult.

8
Dev App Testing / Re: Gunner Improvements 2.0
« on: July 14, 2014, 12:12:03 pm »
Ammo testing will need to be postponed for this week since we need Dev App to test the next build.

9
Dev App Testing / Re: Gunner Improvements 2.0
« on: July 11, 2014, 05:07:00 pm »
Oh and Buff on Gun has been tweaked:

7 hits to apply
Lasts 90 seconds
-15% reload speed

10
Dev App Testing / Re: Gunner Improvements 2.0
« on: July 11, 2014, 05:04:13 pm »
Those are up on Dev App now.

11
Dev App Testing / Re: Gunner Improvements 2.0
« on: July 11, 2014, 01:16:22 pm »
Ok I can't actually get into Dev App right now to refresh the data manually.  I'll let everyone know when it's actually on Dev App.... but the spreadsheet is there with the latest changes.

12
Dev App Testing / Re: Gunner Improvements 2.0
« on: July 11, 2014, 01:14:00 pm »

13
Dev App Testing / Re: Gunner Improvements 2.0
« on: July 08, 2014, 11:34:09 am »
RE: Charged vs. Greased vs. Dragon Ash

I'd like to point out that taking into account what kinds of damage a weapon is dealing is extremely important.  Raw damage output is not that meaningful.  Once damage has been modified against a particular component before time to kill or shots required to kill that component do calculations become meaningful.  A weapon may have an extremely high raw damage output but deal negligible actual damage to a certain component.

Currently, Charged is still quite threatening and still has high effectiveness against hull and armor for some weapons.  However, for Charged you must deal with its clip size and RoF reduction.

Charged is still a safe ammo to bring.  Ultimately, it may not be that interesting and may end up getting cut if it doesn't get more niche.  A further reduction to RoF, while good on paper, makes weapons painful to use.

14
Feedback and Suggestions / Re: Call for Gunner Ammo Ideas
« on: July 07, 2014, 02:52:23 pm »
Just saying hi.

Some interesting things going on.

15
Dev App Testing / Re: Gunner Improvements 2.0
« on: July 07, 2014, 11:54:44 am »
Thanks for the feedback, here are some direct responses:

RE: Buff

The times and strength haven't been balanced.  The time and strength can easily be changed to suit the objectives.

In regards to it building too strong of an offensive (Buffed Hwacha + Proximity, or Buffed Carronade being the examples), there are some new Engineer tools that are still being tested internally that were designed to combat the added strength of ammo.

Increasing reload speeds across the board might be interesting to try, but the easier would just be to decrease Reload Buff modifier as others have already suggested.

RE: Brand new mechanics over new ammo

As I've said many times, new mechanics are not happening until new ammo tests are proven to be a failure.  That's not the case yet.  If failure is where we end up, new mechanics will be investigated.  However, this will not happen for at least another several months as our Engineering Team is booked with building Co-Op functionality.  With that said, new ammo probably won't drop until for a while as well.

RE: Armor Clip

Increased chance of catching fire.  Wording is inconsistent, I'll make a pass later.  Just let me know where these issues are and I will take a look.

Regarding nerfs, I'll take a look.

RE: Proximity Clip

The way Proximity works is that it has a ProximityTrigger value that interacts with the weapon's AoE like this:

Proximity Detonation Distance = ProximityTrigger * AoE size

So if ProximityTrigger is less than 1.0, then it will trigger within the weapon's AoE distance and also cause damage (because it's within AoE distance).  However, the original goal was to make it easier for shoot projectile weapons at long range so an additional ModifyAreaOfEffect is added.

Proximity Detonation  Distance = ProximityTrigger * ( AoE size * ModifyAreaOfEffect )

With the additional ModifyAreaOfEffect (300% in the current state) it'll be easier to hit with projectile weapons and still deal damage.  This is also why damage is nerfed by 50%.

An interesting side effect of large AoE and Proximity Detonation is that weapons can attack multiple ships at once fairly reliably if flying in tight formation.  Might be especially good on Capture Point maps.

Arming time can be added to it to ensure mines work properly.  I'll test and see what happens.  Mines steal a bunch of different values to use for itself so can be some weird behaviors as people already know.

Again, all values can change if deemed unfit.

RE: Charged

I'll take a look and see how to make it stand out more and balance it against Lochnagar.  However, it's looking like Charged may not make the cut in light of the new additions.

Bonus arc?  I really don't want to be too generous with bonus arcs... especially on a weapon that increases DPS.

RE: Heatsink

Yes, there's a lot of stuff going on.  One possibility is to remove its arc related properties and put those into another ammo.  I'll need to think a little more on that one and see if it's actually interesting to dilute ammo to that degree.

RE: Greased

In general, the arc increases need to be decreased.  Too generous with arcs.

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