Post by rob on Nov 5, 2014 14:28:10 GMT -5
Welcome, Brave Testers, to build 119! Changes include:
* Drop storagespace and augment items at level 1 only
* Award 4% bonus per augment level
* Cap augments to level 4
* Lose one level of augment at death
* Reduce the level of storage items needed to unlock more space
* Delete all existing storage/augment items
* Delete all applied augments
* Revamp droplists for leveling towns
* Add Sinistron-class Robot Factory
This week the goal was to have all item drops be level one. We've decided that we like unmeld, but we also decided that unmeld and high-level drops don't work together.
Applied augments are now capped at level 4, which yields a 16% bonus for each stat. But your augments are decremented by one level at death (just for that tank, not all tanks). When maxed, the death penalty is 8x6=48 augment items, whereas a newbie with no augments loses nothing at death.
Storage items have new mechanics as well. The first four long-term storage slots require level 1 storage items to unlock. The next four require level 2 items, etc. You don't lose storage on death, and we still give you the first two storage slots for free. We are thinking that as we expand the types of collectible items, people will be needing more storage. Our calculations show that it should be easier to get storage under these rules, but we could be wrong so we plan to watch the storage situation carefully.
We didn't mess with droplists much. Eliminating high level drops means that big boss drops are not as generous as they had been; we felt that they were (a) too generous and (b) not generally recognized as such. That is, a level 12 item drop is about 1000 times better than a level 2 drop, but we didn't feel that people were getting 1000 times as much enjoyment from those drops.
One droplist we did rework is the one for towns. Expect to see more tanks dropping from towns, and less storage. However, not every town levelup will yield an item; you may get a prism instead.
Next week we plan to roll out an 'easy region': a region contain almost all small fortresses, with reduced rewards for things like town leveling, exploring and minerals. The idea is to give newbies or soloers a place to play. As we've increased the difficulty of the 'normal' region with Butcher missiles and Nova energy rings, it's become too hard to reliably find a fun place to play without a group. We hope the new region will help with that problem.
Thanks for reading this far, and thanks very much for helping us test Grid12.
Rob & Tim
Jetbolt Games
* Drop storagespace and augment items at level 1 only
* Award 4% bonus per augment level
* Cap augments to level 4
* Lose one level of augment at death
* Reduce the level of storage items needed to unlock more space
* Delete all existing storage/augment items
* Delete all applied augments
* Revamp droplists for leveling towns
* Add Sinistron-class Robot Factory
This week the goal was to have all item drops be level one. We've decided that we like unmeld, but we also decided that unmeld and high-level drops don't work together.
Applied augments are now capped at level 4, which yields a 16% bonus for each stat. But your augments are decremented by one level at death (just for that tank, not all tanks). When maxed, the death penalty is 8x6=48 augment items, whereas a newbie with no augments loses nothing at death.
Storage items have new mechanics as well. The first four long-term storage slots require level 1 storage items to unlock. The next four require level 2 items, etc. You don't lose storage on death, and we still give you the first two storage slots for free. We are thinking that as we expand the types of collectible items, people will be needing more storage. Our calculations show that it should be easier to get storage under these rules, but we could be wrong so we plan to watch the storage situation carefully.
We didn't mess with droplists much. Eliminating high level drops means that big boss drops are not as generous as they had been; we felt that they were (a) too generous and (b) not generally recognized as such. That is, a level 12 item drop is about 1000 times better than a level 2 drop, but we didn't feel that people were getting 1000 times as much enjoyment from those drops.
One droplist we did rework is the one for towns. Expect to see more tanks dropping from towns, and less storage. However, not every town levelup will yield an item; you may get a prism instead.
Next week we plan to roll out an 'easy region': a region contain almost all small fortresses, with reduced rewards for things like town leveling, exploring and minerals. The idea is to give newbies or soloers a place to play. As we've increased the difficulty of the 'normal' region with Butcher missiles and Nova energy rings, it's become too hard to reliably find a fun place to play without a group. We hope the new region will help with that problem.
Thanks for reading this far, and thanks very much for helping us test Grid12.
Rob & Tim
Jetbolt Games