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Post by rob on Aug 2, 2013 15:40:29 GMT -5
Hi all,
Due to vacation, illness and subborn bugs, we present build 61, better late than never.
* Add convoy routes * Fix bug where liquidate tried and failed to sell to yourself * Increase lifetime of Zeta bombs from 1 to 1.5 seconds * Fix bugs with teleport to people whose names are substrings of other players
Convoys now spawn on fixed routes. Each route spawns a convoy every 5 minutes, plus one minute per convoy boss killed on that route. Clearing regions increases spawn rates as normal.
Routes are randomly generated for each map, and must be discovered by players. Routes do not spawn convoys until players have discovered them. The closest route to Origin is half a region away; the next closest route is one region away, etc. Routes are not shown on your map, but by watching where the convoys go, you should get a good idea of where they lie.
A newly discovered route spawns a lot of convoys quickly, but over time routes dry up.
The idea behind this change is to encourage exploration (more convoys!), get convoys away from Origin, and give players a chance to prepare the ground for convoy hunting by clearing forts along the convoy routes. We are very interested in feedback on this feature.
Thanks for playing!
Rob & Tim Jetbolt Games
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Post by tarbomb on Aug 2, 2013 16:05:19 GMT -5
So many convoys. The liquidate confirm is great. Is there any way to see where convoy routes are, or to determine if I've discovered one?
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Post by israphial on Aug 2, 2013 18:06:08 GMT -5
Awesome! Thanks for the update!
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Post by Ood on Aug 3, 2013 12:37:42 GMT -5
A newly discovered route spawns a lot of convoys quickly, but over time routes dry up. The idea behind this change is to encourage exploration (more convoys!), get convoys away from Origin, and give players a chance to prepare the ground for convoy hunting by clearing forts along the convoy routes. We are very interested in feedback on this feature. Finally we have a better possibility for a win condition. You've said that you want big maps, right Rob? Well you know how far each convoy route goes from origin. So set the win condition to be clear X convoy routes (if you want the map to be ~3 regions wide, set accordingly, or 5, 6, 10, whatever), and change the routes so that when Y convoys are killed on a route, the route disappears (you can still have the slower spawn rate of convoys as they die) and is added to the win condition counter. More convoy routes cleared requirement means more map is explored, and then cleared.
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Post by tarbomb on Aug 4, 2013 16:22:21 GMT -5
The price in the sale confirmation dialog should be truncated.
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Post by Guest on Aug 4, 2013 17:33:13 GMT -5
The price in the sale confirmation dialog should be truncated. Well, if that's what you're really paying, the information shouldn't be hidden.
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Post by quicklite on Aug 4, 2013 23:22:38 GMT -5
The price in the sale confirmation dialog should be truncated. Well, if that's what you're really paying, the information shouldn't be hidden. Tbh, I think offers should just be limited to 4 or 5 decimal places max. Because I assure you that anything after those won't matter, will never matter, and will just sorta be an eyesore that takes up space.
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Post by Ood on Aug 5, 2013 8:16:17 GMT -5
Previously I've reported some inconsistencies with my fire rate. It also seems to be a function of how many people are logged in. I still get high 50s to 60 fps when multiple people are around, but I do not get the same fire rate as I do when I'm the only one on the server.
Perhaps it's a bit nit-picky... but it'd be nice if fire rates were repeatable.
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Post by Guest on Aug 5, 2013 9:06:41 GMT -5
Previously I've reported some inconsistencies with my fire rate. It also seems to be a function of how many people are logged in. I still get high 50s to 60 fps when multiple people are around, but I do not get the same fire rate as I do when I'm the only one on the server. Perhaps it's a bit nit-picky... but it'd be nice if fire rates were repeatable. Oh, I see what you mean now. That's a feature.
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Post by Guest on Aug 5, 2013 9:09:31 GMT -5
Well, if that's what you're really paying, the information shouldn't be hidden. Tbh, I think offers should just be limited to 4 or 5 decimal places max. Because I assure you that anything after those won't matter, will never matter, and will just sorta be an eyesore that takes up space. Offers are limited to a certain number of decimals. The problem here seems to be that someone thought using floats for currency and transactions was a smart idea.
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Post by Ood on Aug 5, 2013 9:31:51 GMT -5
Oh, I see what you mean now. That's a feature. No it isn't. Had a post all typed out, then computer decided to do an update -.- and lost it... Fire rate depends on the number of people online. My current way of measuring fire rate is via hornet overdrive (easy to count shots, and easy to only count overdrive shots) When 1 person is online (or more) I get 9 overdrive shots, when online alone, I get 10. Had the game to myself this morning, and one guy kept coming and going so I was able to count the reduction in shots every time he logged in or the increase when he logged out. My framerate was more or less stable the whole time. More disturbingly though... I also noticed some inconsistencies in my damage output during this time as well (this time with normal-not overdriven shots) Hornet base damage: 80 Hornet actual damage (no one online): 197 Hornet actual damage (1 person online): 168 Hornet expected damage (2 pulch, 13 auged, non-damage region): 168 Edit: 2 people online 168 damage. (had an error before, expected damage is 168) Again, as the person logged in and logged out, I was able to shoot (then not kill) a target, note the actual damage done, and record. During this time I also retanked (change to some tank, then back to hornet) same thing happened (in both damage and fire rate cases), and also relogged, and had the same behavior each time.
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Post by quicklite on Aug 5, 2013 9:41:34 GMT -5
Ood, that is a feature. About 40 or so builds ago, when the game was about clearing and you were on your own in the server a lot, rob implemented a 'lone wolf' 25% stat buff to all stats to help people on their own fare better.
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Post by Ood on Aug 5, 2013 10:09:57 GMT -5
Well that's absurd.
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Post by Guest on Aug 5, 2013 10:56:15 GMT -5
Not really, no. There's good reason for it to exist, back then as well as now.
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Post by hypevosa on Aug 5, 2013 17:12:43 GMT -5
it kept the game from being dreadfully boring when you were alone.
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