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Post by rob on Aug 27, 2014 12:44:08 GMT -5
Hello Brave Testers! We just pushed build 110. It includes:
* Make module properties selected at install time instead of randomized * Re-lock tank classes on death * Reduce required level of several classes
As discussed in previous threads, we are moving to a re-lock-on-death system for tanks. Today was the first step. In about two weeks we'll revamp the unlock item drop tables so that only level 1 unlocks are dropped, and we'll further reduce the unlock item level requirement of most classes. At that time we'll also delete all the existing tank unlock items.
Today we also released a change we've been wanting to make to modules for a while. Instead of random properties, all modules are the same and you'll just choose the property when you install the module. As for why, the random properties turned out not to be as fun as we wanted, and this way seemed simpler.
As always, we thank you for helping us test the game!
Rob & Tim Jetbolt Games
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zub
Courageous Tester
Posts: 42
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Post by zub on Aug 27, 2014 13:51:13 GMT -5
New unlock levels:
15 kraken vindicator thunderbolt 14 minotaur guardian 13 cutlass scorpion 12 paladin dragon 11 spectre wildfire 10 wolverine fury 9 hornet hercules 8 viking hurricane
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Post by gingerbear on Aug 28, 2014 18:57:09 GMT -5
It would be nice if we could read the sell values and it wouldn't shift around: (Price was actually 0.000158)
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Post by hypevosa on Aug 29, 2014 14:39:40 GMT -5
The whole reason I quit testing this game was because the grind became too much as the tank unlocks became exponentially longer and longer. Maybe I'll jump back in the saddle again.
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Post by gingerbear on Aug 30, 2014 18:33:31 GMT -5
Notice my position on the map: Also notice that there are 2 more areas explored above, and there is not a single town nearby that would prevent recalling. The question is: Bug? Hack? Exploit? It would be nice if whoever did this would stop.
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Post by Kelsoo on Aug 30, 2014 18:56:48 GMT -5
Notice my position on the map: Also notice that there are 2 more areas explored above, and there is not a single town nearby that would prevent recalling. The question is: Bug? Hack? Exploit? It would be nice if whoever did this would stop. lol. Welcome back to Grid12, most players abuse exploits and or use hacks currently.
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Post by Crunch on Aug 30, 2014 20:12:21 GMT -5
lol. Welcome back to Grid12, most players abuse exploits and or use hacks currently. There's a difference between "hacking" and abusing exploits, especially in a closed alpha. Flash/client hacking is specifically against the rules, has been addressed by Rob, and will get you banned... a pretty binary subject. Abusing exploits is an enormous grey area, and one which is more beneficial to explore (and solve) at this stage in development than say, open beta or post launch. At the risk of being pedantic, it could also be said that past a certain threshold of gameplay, skilled players are always exploiting AI, physics mechanics, dev oversights, behavioral patterns, reward imbalances, etc. Even so, it probably only really matters if the use of these exploits, by an informed minority, hurts the uninformed majority (which doesn't yet exist in the tiny Grid12 community). So, say what you like, but it's not accurate to simply lump in script kiddies with players who have invested long hours exploring the fringes of the game, attempting to expose weaknesses in the design. Now, with all of that being said, I haven't any idea who the latest hackers are, but you can be sure that they'll soon get bored and leave, like all the ones who came before. Lucky for us, most hacks don't actually provide a real advantage... yet. ----- I really like the new build. Losing your tanks on death actually has had a positive effect on my gameplay (so far). It's nice feeling like you have something to lose. Now that the game is going in this direction, it'd be nice to see more content/enemies with: - Dodge-able projectiles
- Tricky blind spots
- Vulnerable/heavily-shielded areas
Lastly, now that death seems to be taking a heavier toll, it would be nice to get rid of some of the damage lag. I could envision getting increasingly frustrated by losing tanks to deaths which come after teleporting.
Edit:
Is there a way to pick multiple module attributes or are you forced to only pick one? Shouldn't we be able to distribute the mod's points across two attributes, if we desire? If I'm missing something here, please let me know.
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Post by rob on Sept 2, 2014 12:04:53 GMT -5
You only get to pick one module bonus.
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Post by Duco on Sept 2, 2014 12:32:39 GMT -5
What if you die in /speedrun? IMO /speedrun shouldn't have a death penalty, besides leaving the speedrun.
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Post by Duco on Sept 2, 2014 12:46:55 GMT -5
How about VPs? I think that'd work better as tank unlock system.
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Post by Crunch on Sept 2, 2014 17:18:46 GMT -5
You only get to pick one module bonus. That's a bit disappointing... Then in theory, to completely max a tank, it cost's 1056 mods (vs 384 before) and will require 9 slots, twice (vs 7 before). Also, consider the difference between 10-10-5-5 and 9-9-9-1, it's only 2 attribute points, but is a mod-cost difference of 287. That's 75% of the original full max cost, just to max the final two points... yikes. Please reconsider.
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Post by kahlfin on Sept 2, 2014 17:57:56 GMT -5
I think the more you lose when you die, the more formal the death message should be. Now that I am losing more, I would like to know whats killing me and with what. The can help make a learning curve that can allow people to be less frustrated when they die and will know have a way to learn from it (other than the obvious don't do as dangerous things)
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Post by hypevosa on Sept 3, 2014 15:54:52 GMT -5
You only get to pick one module bonus. That's a bit disappointing... Then in theory, to completely max a tank, it cost's 1056 mods (vs 384 before) and will require 9 slots, twice (vs 7 before). Also, consider the difference between 10-10-5-5 and 9-9-9-1, it's only 2 attribute points, but is a mod-cost difference of 287. That's 75% of the original full max cost, just to max the final two points... yikes. Please reconsider. Lost tank grind, welcomed back to stat grind. Ah well.
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Post by Crunch on Sept 3, 2014 19:26:15 GMT -5
Lost tank grind, welcomed back to stat grind. Ah well. Well, one saving grace (?) is that most tanks have two good mods and a less important mod. So, a 5-5-5-5 setup maxes the two most important attributes for only 64 mods. This hasn't changed. Unfortunately, tanks like the Cutty have three desirable mod attributes, so it's hard to be satisfied with only two. Originally, it would take a greater time investment (about 6x as long) and an additional 320 mods to build an 8-8-7-7. However, now it's going to take 16.5x as long... meaning you have to play 16x longer than a 5-5-5-5 build to max that second attribute. Is the delayed gratification worth playing a tank, with only a single maxed attribute, for the same length of time as it takes for another player to 5-5-5-5 on 8 tanks? Is it worth the effort to 10-10-5-5 any tank, if your friends can 5-5-5-5 on 16.5 tanks in the same length of time? I think the simple answer is "no". Honestly, I just feel like I've wasted all the Lvl 6 mods I've already applied. It would have been far more prudent to simply apply 2x Lvl 5s. Sad times, I guess.
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