Discussion in 'Testing Discussion' started by Thexa4, Dec 6, 2016.
bold move, nice. i hope its going to work out.
Beta branch has been updated once again to contain some bugfixes, because of these changes the minor version moves from 2.11.0 -> 2.11.1
The original post now contains the full list of script changes for this version too.
guess you guys didnt commit the escort gate fix
escort gate fix?
what needs to be fixed?
we need new-old money back!
(not that old-new shit were forced to playing again wich actually already existed as money_cl -.-#)
damn, posting here takes me in demand to reply to the changes xP
to be fair, most of them are great - thx guys for your continous effort to make the game better and fix bugs
(despite the balancing is missing a propper basic concept and thus i won't saying anything about that "disimproving" going on there most of the time! - at least as long i haven't spend the required time on propper game balancing to come up with a concept or even a propper calculation table we really need for at least such logic coherences like dmg/weight to healt/weight relations!)
okay, but to the quoted stuff - are you kidding me?!
CV already is a shitload of immortillity - and you still increasing it? xP
i see it goes back to "BE = David - NF = Goliath" but... both are still to strong, most games end by destroying every rax on the map and than hope cv drives or getting pushed into water! - or wall it and put a shitstorm of ML turrets and tankfire on it's back! - boring&anoying delaying of its death and clear loss of the game!
another thing is that we already have to much res at end-, and on some maps even mid-, game! - further increasing of recycle bonus makes capturing of refs even more useless - just recycle, that will aid your needs xP
a reduction to at least 20-30% and adding an rp/wage bonus to it would still encourage recycling ;-)
(already stated that at "[suggestion] Rankpoints&Wages ReBa")
one thing that bugs me out is that a hvy has 300hp carcass health while only 225 vehicle health (that's 133,333%) - 50-60% carcass health of vehicle health would be a better bet! ;-)
- BE/NF jeeps should be an exception and stay at 80% - they just give so low res and ppl tend to spam them! ;-)
so keeping the recycle value high ensure that spamming them is litterally donating res to the enemy team!
(propably also keeping 80-100% carcass health so it's not just a "snack" on the way...)
I must have not read the whole thing or something, but I entirely missed recycling giving back 50%. For what purpose?
"Fixed a bug where recycle was returning more resources than intended. Recycle percentages/times adjusted accordingly."
They're actually not 10% more because of the bug, however chassis costs have gone up too this patch. We can iterate the numbers to get them into a good place; but as always it requires testing resources.
I get that, but if it costs 1400 res to build a heavy tank that's a 700 res return. I'll admit to not playing much in the past couple of months so I haven't really noticed how much res you got from a tank before, but it should never be that high. Even before recycle rates were changed I don't remember getting more then 500 res from a heavy tank.
Not many people recycle tanks though. I think maybe 10-20 percent of the dead tanks get recycled.
I guess that's a fair point, I feel like since it takes longer to recycle tanks I've seen a little less recycling. Still, it's one of those things were if just a couple bother there's going to be tons of res income.
From the testing I've done, the change from the current version to live version is actually very little. (Because you were getting more than 40% becfore...)
The big difference is that it takes less charge to complete a recycle on a heavy carcass.
From a quick test just now 9.5 res/charge-> 12 res/charge (Although, this is with the chassis price increase too.)
You're rewarded a rankpoint now too for every 150 units of standard calc charge. (75 charge with upgrade) - This only rewards you 20 personal wages.
We can always iterate on the numbers if recycling becomes too strong, but I think these values are a good start.
How much longer do we have to wait for security to be thrown off the dev team for making the game a total mess every patch? I get the other devs are trying to do good things but its a waste if one idiot is going to constantly ruin it adding a mess of new weapons trying to look like they're being helpful.
Can we get empires updates without the pointless wacky script tweaking and changes?
Not to mention the default cfg for empire dedicated server is still useless and sets up servers incorrectly and you end up lurching and lagging making it 100 times harder to run your own server unless you know someone who already has the correct configs to use.
Noone is going to be thrown off the team.
If you could post a better cfg on the wiki I can look into bundling it with the base game.
Opinions on balance are subjective at best.
You are being an asshole.
Or maybe I'm just tired of asking him nicely to stop breaking the game constantly, I tried nice and it didn't work. I'm sick of people getting into empires then leaving after a month when they realise how terrible and confusing the game balance keeps getting.
Please stay on topic: giving constructive feedback on the changes in 2.11.
Thexa's right. I am sorry.
Not sure if that got trough to the crash reports, but the beta test was really crashy for me on archlinux.
Sgt.Security does his best just like everyone else on the dev team, bitching him because he's doing not so well atm doesn't help anyone/thing - stick to the changings he made and stay constructive!
to the recycling, Lazybum is right - even if the bug got fixed, to get 1hvy for 2 destroyed is crazy!
20-30% seems a better balanced payoff for me
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