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Messages - Extirminator

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31
Release Notes / Re: Version 1.4.4 Release Notes
« on: October 30, 2015, 03:37:40 am »
Can a dev with code access check all the minotaur changes and confirm them? Notably the reload time and the burst radius claimed. Also if you can specify if it's 200k N for each direct and aoe or 200k N evenly spread between them to get 100k each.
I would love your cooperation for proper stats in the wiki, thanks.

32
As someone who poked around in code I can tell you that they are not a model change. Each model has assigned points in space that serve as the slot of the gun. Rotation of the gun can then be separately assigned.

33
Q&A / Re: Engine stats and effects
« on: October 01, 2015, 10:39:26 am »
Yeah, I just wanted to give you the full one so you can make sense of how and why each number is there.

That only applies to horizontal and longitudinal movement BTW, angular movement and the introduction of uneven thrust and torque will make the equation quite a bit more complicated and will require access to the code to actually complete for each airship because you will need inertial bounds and stuff like that...

34
Everything has a fairly small implementation time. It's the question of do we wanna work on skirmish or co-op for the decision makers.

Also, the current harpoon doesn't pull in, all it does is attach to the ship hit by it and make the physics into a problem with two masses connected by a string - similar to the co-op balloon you can connect to your ship. And the change to the harpoon wasn't a feature but a bug, which I assume was caused due to the development of exactly that balloon in co-op because of the similarities of both mechanics and the timeline of the changes.

35
Q&A / Re: Engine stats and effects
« on: October 01, 2015, 08:17:06 am »
I am not near any of my data, but as far as i remember it is all real life physics stuff, you are right with your acceleration formula, but the top speed formula should be
topspeed = sqrt( drag/dragcoefficient )
While the drag coefficient is calculated like so-
Dragcoefficient = acc/(topspeed)^2

The drag coefficient is a constant so you take the known base values and use them to calculate it.
E.g. squid- base top speed of 47ms and base acc of 6.66ms2.
squid drag coe=6.66/(47^2)=0.00301493
This will always be a constant in the formula and the variable is the drag, drag in that formula is the acc you calculated using mass and thrust, and is also modified by the drag modifier. But it is modified in an opposite way that might be counterintuitive. You see, as drag is reduced you are able to reach a higher speed because you get less resistance, less resistance means more speed which in turn will hit the particles of air harder in this case. This will eventually generate more resistance which eventually evens out to be the same as your acc and opposite to it - so you reach top speed. By decreasing your drag you make it so at the moment of top speed you will need more resistance to stop you from movingfaster.
What i am trying to say in a very clumsy and long paragraph is that by saying drag is decreased in the formula it is actually increased. Minus 50% actually eventually mean plus 50% for the formula.

So
top speed=sqrt((thrust*thrustmodifier/mass)*dragmodifier/(baseacc/(basetopspeed)^2))
Or for squid using moonshine, not taking into account engine damage-
Sqrt((632500*3/95000)*1.5/(6.66/(47)^2))
Which is equal to around 100ms but because engine hp is a factor it will be averaged at quite a bit less.


Wrote this on my phone in a hurry so there could be typos.

36
Before thinking how to make it work, which we all know will take weeks if not months to come up with an idea and then implement it, why not in the meanwhile revert the gun to the previous state that actually functioned? Instead of keeping a gun in the game that does absolutely nothing to contribute to gameplay.
while a suitable replacement or rework is worked on, the least you could do is compensate for already a few months of having a broken gun in the game by giving us the older version that worked...

37
Release Notes / Re: Version 1.4.3 Release Notes
« on: September 18, 2015, 09:03:50 am »
Vet mode is only for hopefully not playing with people who have zero experience in the game. It still compares to nothing like a game for people who have been playing the game for years rather than the couple of weeks it'll take to get to level 30.

Also while we're at vet matches, I had some thoughts about it:

First of all, it is still not a viable source of matches that can be had, because it is not accessible for 50% of the day, and for the remaining half you will have to wait between 15 and 30 minutes to get a match going. Even in the absolute peak times it is not possible to get a match at a sane wait time. Vet matches are simply not made for the amount of player-base the game has at the moment.



Now, I had some questions that question the system of the vet matches even further, which arise solely from the fact it has a limit to when it is active, that is determined by the amount of 30+ people online. I am not saying that this limit should be removed, I am saying this limit is needed for the success of the mode but at the same time creates a few flaws in the system.

First, the limit will have to be counted for people above lvl 30 that are not currently in a match obviously, but I am just throwing out likely scenarios of why it has such a large wait time at the moment.

Second, lets say the limit of lvl 30+ people is quite border-lined achieved, and every small shift in the amount of people will throw it off - the game might think that the game has enough people to start running the vet matches, but a large portion of those people flagged as vets will be either idle, or go for normal matches - resulting in longer than expected wait times for vets.

Third, say the limit of lvl 30+ people is quite border-line again, what will happen if people go into vet matchmaker, but meanwhile some of the people will leave, and the option to use vet matchmaker will get disabled again, will the people in the vet matchmaker just sit there until the number of 30+ players in-game rise back to normal state and the matchmaker will be opened again?



This system makes quite a bit of predicaments arise, especially when the player base is low enough to not fully support it... I like the system, but the current state of the game does not deal well with it.

38
Release Notes / Re: Version 1.4.3 Release Notes
« on: September 17, 2015, 10:27:22 pm »
...
XP is adjusted by the number of active members in the clan.
...

39
General Discussion / Re: Making mines more !fun!
« on: September 17, 2015, 01:43:22 pm »
Mines that can move would be pretty bad because they will be affected by winds and will constantly just move into rocks or buildings. Can't set up consistent mine traps/"walls" without them constantly moving about, sometimes even to the direction of your own ship to hit right back at you.

Also like what was said before:
Muse said the Minotaur won't be able to push unless they remake mines.

Muse isn't gonna remake mines because coop/it's on the list - but it doesn't matter because those two are the same arguments.

40
Release Notes / Re: Version 1.4.3 Release Notes
« on: September 17, 2015, 07:39:47 am »
I never knew why people did not code those tool tips to have an interactive show time matching the amount of words in it. It is not particularly hard to code in, and a lot of games simply don't have it - including goi.

If you just say that the average reader read 200 words per minute, which translates into 3.33 words per second give or take a few seconds for people who are non-native speakers - you could just make the amount of time per tool tip to be:

tooltip_timer = ( word_amount / 3.33 ) + constant_for_non_speakers

and depending on how in-depth you wanna go, you can make it so that constant is influenced by the amount of words too.

41
Feedback and Suggestions / Re: Heavy Clip, Incendiary
« on: September 17, 2015, 07:32:01 am »
I only like the incendiary change, I think that completely negating the clip size effects of heavy clip is a bit of a stretch.
Also I'd like to say that incendiary being good on lumberjack even without penalty to projectile speed is a bad joke - I don't wanna get into the numbers too much here to not derail it into a math-fest, but if you think about it carefully I am sure you'll get why.

42
The Gallery / Re: GOIO memes
« on: September 17, 2015, 07:21:53 am »

43
Gameplay / Re: 3v3 Paritan Rumble
« on: September 16, 2015, 04:58:10 pm »
And even if they say it takes a lot of work hours that are precious to them they could do one of two things:
Either put like 30 minutes of work into one every day for about a month or two which should be plenty of time to make a decent map.
Or you could also push back alliance production by a week, halt all progress on it, and focus as many people as possible for a week to make a map. We waited for it for 2 years without any substantial update to the game we actually play and love, we can delay it by a week for the sake of actually having fun in the game again while waiting.

^same goes with every development move that may be pushed back off of skirmish mode because of alliance mode... It is just a lot smarter to have an appealing game that is actually getting new content to preserve the player-base you have dedicated for your next project - or what might end up happening is both projects going up in flames(which is already happening in my opinion).

44
Gameplay / Re: 3v3 Paritan Rumble
« on: September 16, 2015, 03:53:13 pm »
New maps are fine, I like them. But I don't like when you take a map, change the amount of participants and call it a new map.

I have no criticism about the map, I have criticism about muse for being really lazy.

45
The Lounge / Re: Recommended Movies, Series, Shows and Anime
« on: September 15, 2015, 10:04:03 pm »
I'll start by giving some on the fly:


Movies:

Se7en(1995), Thriller - A well-made and elaborate movie about two detectives hunting a serial killer.

Fight Club(1999), Drama - A story of two men forming and underground fight club. Can't say much without spoilers.

The Prestige(2006), Drama, Mystery - Two magicians rival each other in attempt to make the ultimate stage illusion.

Three Kings(1999), Action, Comedy - A satire about the Persian Gulf War.

Saving Private Ryan(1998), Action, Drama, War - After the landing at Normandy a group of soldiers goes on a mission behind enemy lines to save a soldier.(Cried like a newborn baby.)

The X-Men movie series - because X-Men. and explosions.

Lord of the Rings Trilogy(2001-2003), Adventure, Fantasy - waaaay too much stuff happens here for me to sum up. Basically epic quest, fantasy world, forces of evil type-stuff.

Saw(2004-2010), Horror, Thriller - A series of movies following Jigsaw, a murderer that likes to "play games" with people that usually lead to their death or a lot of pain and suffering.(only if you like gory horror movies.)(The early ones were better in my opinion.)


TV Shows:

Game of Thrones - Based on George Martin's series of books set in a fantasy world, complete with blood, sex and dragons(!).
(I don't watch much TV)


Anime:

Death Note(2003-2006), Psychological Thriller, Supernatural - A student finds the book of a god of death, which grants him the ability to kill people simply by writing down their name in the book.(I liked the first season more than the second one)

Code Geass: Lelouch of the Rebellion(2006-2007), Alternate history, Drama, Mecha - A former prince receives a power called Geass that using it he strives to obliterate the supreme monarch legion of the empire Britannia.

Steins;Gate(2011), Science Fiction, Mystery, Romance - A scientist accidentally invents a device that allows to send text messages to the past.

Also, I am hesitant to recommend No Game No Life until they actually make that second season :/

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