linkshot
Intrepid Tester
Always go fast.
Posts: 102
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Post by linkshot on Oct 2, 2012 10:13:35 GMT -5
We've pushed a building to Level 45 at one point, so I think it's just until we hit an overflow
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Post by amitp on Oct 2, 2012 10:37:14 GMT -5
I like that part of the gameplay is that I have to turn my tank appropriately. For the Spectre I try to put lots of enemies I'm not fighting on the left (strong shield) and the enemy I'm fighting in front if possible, but the next best thing is for my immediate enemy to be on the right. That's not something I'd want automated. I've been trying to come up with a control scheme that doesn't require mouse clicks (for tablet/phone/touchpad). Here's attempt #8, with (a) “flipped” reversing to make it stable (no “dead zone” behind the tank where it doesn't turn**), and (b) inner circle lets you rotate without moving. I'm still not quite happy with this, as moving from the outer ring to the center (to stop moving entirely) crosses through the “turn my tank” zone. ** In the current control scheme, moving straight backwards is unstable so the tanks have a 90° “dead zone” that makes you not turn at all in the unstable zone. I was trying to find control schemes that don't require a dead zone.
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sven
Intrepid Tester
Posts: 112
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Post by sven on Oct 2, 2012 16:19:22 GMT -5
Hmm, whenever I use a scroll wheel it either zooms all the in or out. It happen repeatedly ever since I posted about a bugged tile or open up another tab with the same game. Does anyone encounter similar problem that I dealt with? *curious
I used Firefox as my browser. Where as Google Chrome works fine but I'm struggling to get gain control with Firefox. I've tried refreshing, apparently it rarely works for me.
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sven
Intrepid Tester
Posts: 112
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Post by sven on Oct 2, 2012 16:25:54 GMT -5
Ack, disregard what I've said except for the bugged tile. It's the performance that's run in the background in my PC, sorry about that. ^^;
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sven
Intrepid Tester
Posts: 112
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Post by sven on Oct 2, 2012 21:13:31 GMT -5
I believe there should be cooldown when teleporting. During my time of experimenting, I set up a double of myself and teleport myself thus causing myself to have flash crash. Even though it doesn't appear to be clear cause of freezing up. So I thought what would happen if I teleport to a player who encounter gfort, probably known for server crash. Uh, remm is near apparently so I teleported to him but I didn't stop there. I persistently /tele ori and /goto remm continuously until my screen freezes up temporary. I ended up with this as a result. A shadow and remm then later there were two of him as if there's two of me in his view. Then I decided to test on Rob for curiosity... Eh, the results having him ended up with a flash crash. Leaving myself unaffected.
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remm
Courageous Tester
Posts: 39
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Post by remm on Oct 2, 2012 21:17:28 GMT -5
Oh remm, what are you doing over there?
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Post by rob on Oct 2, 2012 21:18:37 GMT -5
Could be that teleporting to a massive screenful of baddies (which a big gfort fight certainly is) causes too much data to be send down the pipe, which is triggering my new not-well-tested network-data-throttling code. I shall investigate! Thank you!
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Post by rob on Oct 2, 2012 21:19:34 GMT -5
Tar, based on that screenshot, it does not look like a great game. What in the world is happening!?!
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linkshot
Intrepid Tester
Always go fast.
Posts: 102
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Post by linkshot on Oct 2, 2012 21:23:53 GMT -5
Tar, based on that screenshot, it does not look like a great game. What in the world is happening!?! This quote shall be passed down through the ages of the commonfolk.
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remm
Courageous Tester
Posts: 39
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Post by remm on Oct 3, 2012 3:15:12 GMT -5
Okay, bear with me here, I'm going to do some maths.
It felt like I was always leveling up labs, and barely needed to touch the extractors. So I thought I'd check out what the numbers were.
Leveling up a lab by 1 increases the level of lab research by 1. Leveling up an extractor by 1 increases the level of extractor research according to the resource strength of that town (up to a maximum of 10). The average resource strength of the towns in the current game is a little over 7. So let's say that on average, leveling an extractor increases the level of extractor research by 7.
To get to the global research level 9, it requires an extractor research level of 2200, and a lab research level of 640. So, 3.4 times the amount of extractor research points are needed than lab research points. Since each extractor gives us 7 points, this means that we need to level up twice the number of labs than the number of extractors that get leveled up.
Okay, but then what's the ratio of lab spawns to extractor spawns in towns? I did a count of the biggest town out there, a massive size 6. I counted 30 labs, and 31 extractors. Therefore, we can assume that the global number of labs and extractors will be about even.
If we need to level up twice the number of labs, but there are the same number of labs, this then means that we actually have to raise the average level of the lab buildings to be at least twice that of the extractor's average levels. Since the amount of gridshards required to increase a building to the next level does not increase linearly, this means that it takes a lot more than just double the number of gridshards to level the labs up. If all extractors have been raised to level 2, then all labs would need to be raised to level 4. It takes 2.8 times more gridshards to level a building to 2 than it does to level it to 4 (2500 vs 7000). So it takes 2.8 times more gridshards increase the global lab research level, compared to the global extractor research level.
But wait, there's more! The next thing to factor in, is that not all towns are leveled up equally. Players will preferentially level up towns with high resource strengths and preferentially build extractors in towns with high resource strengths, because it makes the extractor research level even easier to reach. This effect is probably worth more than I'm giving it, so lets bump that 2.8 up to a 3, or a 3.5.
So there you have it. With a conservative estimate, to level the two research rates at the same pace, you need to spend about three times as many gridshards on labs than you do on extractors.
3:1
That's not balanced is it?
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Post by elrondel on Oct 3, 2012 7:24:21 GMT -5
remm, or you could just not level up extractors or labs... I made a small theorycrafting post on my thread last night, when I buffed our damage mod by almost 30% on my own in under an hour.
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