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Post by rob on Apr 23, 2014 14:00:51 GMT -5
Hello to all the Brave Testers! Tim and I just pushed build 95. Changes include:
* Add power cell items and recipes * Reduce common material requirement to level 5 in module recipes * Sort crafting menu by item type * Add information pane to crafting menu * Add anti-homing-missile gun to Hurricane * Reduce Thunderbolt laser module bonus to 1.05 * Slide player icons around
Tim's project this week was getting power cells into the game. You use a power cell to grant yourself a 24-hour buff. Each power cell has a different set of buffs and is constructed from a different recipe. If you meld power cells, the buffs get better by 1/3 of the base bonus per level. Using a second power cell clobbers any existing power cells you already had.
Power cells that reduce things (like a cooldown) currently have a hard limit of reduction by half. We hope to fix this next week. For example, we can cast a cooldown reduction as a rate-of-fire increase.
Power cells are meant to give you something to do every day, as well as giving crafting more meaning and adding value for the material items. We are thinking it might be fun later to introduce new kinds of timed buffs, say one-week buffs and 2-hour buffs. These would work like power cells, but they'd have different names (Fuel packs? Energy pods?) and you could have all three types active at once.
Hurricane gets to test out the anti-homing missile gun this week. It shoots the closest homing missile every 3 seconds. It won't hit straight rockets, Froot Loops or Batmen.
I hope everyone can agree that the Bolt nerf was needed. We left the lightning buff at 1.09.
As always, we appreciate the help in testing out the changes. You guys are great!
Rob & Tim Jetbolt Games
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Jason
Brave Tester
5 Paladins attacking at once? Never die (hopefully)!
Posts: 4
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Post by Jason on Apr 23, 2014 14:45:12 GMT -5
Cool ideas. I think Hurricane needs to shoot at the closest homing missile once every 2.5 sec or something? Either way, interesting build, and Hurricane is finally going to have a purpose in the game
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trapped
Courageous Tester
"kek"
Posts: 44
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Post by trapped on Apr 23, 2014 14:51:08 GMT -5
Love the interpolated position updates of player icons in the map view.
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Post by Ood on Apr 23, 2014 22:21:17 GMT -5
Personally I've felt the Hurricane was already overpowered (It's not the fastest killer, but it is very safe at killing most anything without needing 'rest')... anti-missile would be better suited to an even less useful tank like the Fury, in the form of a trigger (aoe missile killer in place of its useless mine) or perhaps something like what you've given the Hurricane.
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Post by fire on Apr 24, 2014 2:18:55 GMT -5
I agree with ood in that a tank such as fury should have been given the anti-missile gun. Also the power cells are extremely interesting, some might be quite op though and may need a slight nerf though. Also why were elite materials not given a role in crafting these? Power cells that reduce things (like a cooldown) currently have a hard limit of reduction by half. We hope to fix this next week. For example, we can cast a cooldown reduction as a rate-of-fire increase. Also may I ask for clarification of these words? I and a few other people are slightly confused as what you meant by this. will you be replacing cooldown reduction by rate-of-fire? Or is it more like cooldown reduction + rate-of-fire increase once you hit a certain level?
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Post by Crunch on Apr 24, 2014 4:28:53 GMT -5
Small bug: After crafting an item, it will sit unmerged in Long-Term storage, even if Automeld is checked.
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Post by rob on Apr 24, 2014 5:13:39 GMT -5
will you be replacing cooldown reduction by rate-of-fire? Or is it more like cooldown reduction + rate-of-fire increase once you hit a certain level? We are going to take a trigger cooldown buff of 0.96 and transform it into a trigger rate-of-fire buff of 1.04. The math we use for multipliers less than 1.0 is pretty borked, so we want to try to express all of the buffs as numbers greater than 1.0.
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Post by rob on Apr 24, 2014 9:10:15 GMT -5
Zed found a bug in the trigger cooldown powercells. We've temporarily gotten rid of cooldown effects in powercells while we track it down.
Edit: Also, if you find an abusable bug, please report it, rather than just continuting to abuse it. Thanks.
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Post by fire on Apr 24, 2014 12:51:25 GMT -5
currently many people are abusing trailblazer/thunderbolt in towns during convoys by using a macro which cloaks as trailblazer then switches to thunderbolt to deal damage while cloaked, fast regen timer on thunderbolts 1 trigger causes you to be able to cloak as soon as you switch back to trailblazer, then repeat. you can easily solo kill a convoy boss using this method and if multiple are doing it you will take out every boss in the convoy before its passed through a single town. This is very bad for players like me who are not using this game breaking strategy as I have to essentially participate in it or opt out and miss loot because they just ignore the minions and kill the bosses (other players cannot constantly sit on bosses without dying)
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Post by Crunch on Apr 24, 2014 13:15:20 GMT -5
Fire, I'm also surprised that this hasn't been worked on yet. David documented this after we first discovered its potential. Since then, it's been gaining popularity, which is controversial, but exactly what was intended. Some of us (I can't speak for everyone) feel like we're waiting for Rob to either offer a fix or take a firm stance on it until a fix arrives. The last thing we want is for something like this to slip through the cracks and be released on prod. In the mean time, you're unsatisfied with the "abuse it so it gets fixed" strategy, which I totally understand. I'm sorry for robbing you guys of any potential loot, past, present, and future. Perhaps Rob could officially speak on this topic soon...?
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Post by Justin on Apr 24, 2014 16:39:30 GMT -5
Fire, I'm also surprised that this hasn't been worked on yet. David documented this after we first discovered its potential. Since then, it's been gaining popularity, which is controversial, but exactly what was intended. Some of us (I can't speak for everyone) feel like we're waiting for Rob to either offer a fix or take a firm stance on it until a fix arrives. The last thing we want is for something like this to slip through the cracks and be released on prod. In the mean time, you're unsatisfied with the "abuse it so it gets fixed" strategy, which I totally understand. I'm sorry for robbing you guys of any potential loot, past, present, and future. Perhaps Rob could officially speak on this topic soon...? Edit: Also, if you find an abusable bug, please report it, rather than just continuting to abuse it. Thanks. Also, if you find an abusable bug, please report it, rather than just continuting to abuse it. Thanks. if you find an abusable bug, please report it, rather than just continuting to abuse it. Thanks. please report it, rather than just continuting to abuse it. Thanks. rather than just continuting to abuse it. [Uncheck] =) It's kind of annoying when people make me feel guilty over expressing my opinion on the matter, as if I'm doing something wrong by telling them they're affecting my enjoyment of the game by abusing the cloaking exploit. Not returning for awhile.
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Post by Crunch on Apr 24, 2014 16:55:15 GMT -5
Justin, we did report it. We report all bugs/exploits. We're not keeping secrets, here. If Rob had said, "if you find an abusable bug, please report it, and don't abuse it. Thanks", we'd be having a different conversation. Which is why I'm asking for clarification. Also, the last thing I want to do is discount your opinions on the subject. Which is why the sooner these types of exploits get dealt with, the better. The downside is that during this process, players of your persuasion have to go through the period where their enjoyment of the game is actually affected... That is why I've apologized, because I actually like playing with you all.
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Post by Ood on Apr 25, 2014 11:33:19 GMT -5
I guess I just still find crafting difficult to get 'into'... Having to collect minerals from specified spots seems like a fine mechanic on paper to me, but I guess for some reason it just lacks a certain appeal to make me want to go do it. I think I'd prefer minerals to appear in higher numbers, be unmarked, and be more like 'bonuses' for clearing paths/regions than have them be targeted and cherry-picked.
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Post by tarbomb on Apr 26, 2014 21:12:59 GMT -5
I'm not sure if this is a bug or feature, but automeld doesn't activate on synthesized mods: I think this makes sense (since I might want to synthesize a mod without irreversably melding it, say, if I wanted to sell it), but the automeld button should reflect this behavior by turning off. Edit: also note that the "e" in "Thunderbolt module" is cut off.
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Post by fire on Apr 30, 2014 11:53:13 GMT -5
wasnt this supposed to have been fixed?
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