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Starbound (An Expansive Successor to Terraria) - Page 9

Forum Index > General Games
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Deleted User 137586
Profile Joined January 2011
7859 Posts
December 06 2013 19:02 GMT
#161
Shields seem quite broken. They don't have a block value, they literally just block damage, including things like beast charge, and lightning based attacks. The only cost is that your energy does not recharge while you have a shield up.
Cry 'havoc' and let slip the dogs of war
rebuffering
Profile Joined December 2010
Canada2436 Posts
December 08 2013 18:13 GMT
#162
Massive updates coming up, i believe they are wiping our characters, but im very happy with what they will be doing, improving on combat mechanics, and eliminating armor penetration completely among other things.

From the site :

+ Show Spoiler +


Ok guys so we decided to make this update a lot bigger. It’s going to take a day or two to complete and I wanted to explain exactly what we’re doing with the balance of the game to open it up for discussion.

Currently the damage system in Starbound is built around an armor penetration system. This system was put in place to account for the 100 planet levels, 100 monster levels and so on. Whilst the system works it leads to a difficulty curve that can be confusing to navigate as well as stats that are a little more difficult to understand. (A weapon that does 40 damage, only does 40 damage to a monster of the same level as the weapon. Otherwise as the distance between armor penetration/armor level grows the damage increases/decreases.)

It’s hard to know exactly how much damage your weapon will do to any given monster and it’s difficult to know which of two weapons is the most effective.

Another problem with this system is items that do a static amount of damage. For example in the current alpha sector it’s possible to find throwing daggers with 5 armor penetration. These daggers are extremely powerful in the lower half of the tier but near useless in the upper half.

When working with 100 levels, without the armor penetration system you end up with absurd damage/health values that are far too big to be manageable and that’s the reason this system was originally in place.

So over this weekend we’re going to work on the solution to this problem. We’re going to reduce the number of planet levels from 100, to 10. *This is not a decrease in the amount of content, it’s simply a change to how leveling functions*. The smaller number of levels means that we can remove armor penetration entirely and simplify weapon damage. You’ll be able to directly compare weapon DPS which will now appear on the weapons tooltip. Armor will become easier to understand and will gain additional buffs, such as increasing player max health. We’re also now able to remove armor from monsters and simply give more powerful monsters more health, this way you always know how much damage your weapon will do.

Monsters will no longer have a level, instead monsters will be given an easy/medium/hard marker, that shows you how difficult a monster is in the context of the sector it’s in. For example, a hard monster in sector 1 will be roughly the same strength as an easy monster in sector 2. The difficulty of monsters will increase the lower you dig, but so will the rewards.

Items with a static amount of damage will be manually balanced and useful for the entire sector you find them on. Given that the range of health difference will be lower now, we can ensure that items such as throwing daggers will be useful for the entire sector. We’re also able to make sure that when you craft the best armor in a sector, you’ll be in good shape for the next sector. By ensuring that the hardest monsters in sector 1 match the easiest monsters in sector 2, you’ll be able to progress without having to face instakills on either side.

I suspect this game will drastically improve the balance of the game and make the extra wait worth it.

Coming along with this update will be a bunch of bug fixes and some new content.

Shortly after this update we’ll be adding a complete sector 4, delta sector.

This update will probably require a character reset (I’m sorry! Beta )

Give us your thoughts guys
http://www.twitch.tv/rebufferingg
Ramong
Profile Joined March 2011
Denmark1706 Posts
Last Edited: 2013-12-08 21:00:07
December 08 2013 20:59 GMT
#163
So the big balance update is coming really soon

Source

Seems like they are working day and night all week fixing bugs and adding things.
Respect to that

Would have loved it if big companies like Creative Assembly did that before releasing TW:Rome2.

Even tho it is a beta and I have been running into weird bugs and balance issues, I have still had fun with it.
Can't wait to see what this "big" update is changing
"Yeah buddy"
oob
Profile Blog Joined June 2008
Sweden630 Posts
December 08 2013 21:05 GMT
#164
I like the update! Already gotten to the "end game" where I cant progress any further. Found some awesome tech that, along with my energy regen, lets me constantly fly around planets shooting stuff with an awesome shotgun I found. Game is fun, but progression and tiers are really weird atm!
Happiest man on earth
Birdie
Profile Blog Joined August 2007
New Zealand4438 Posts
December 08 2013 21:14 GMT
#165
Can't be bothered playing while waiting for character wipe
Red classic | A butterfly dreamed he was Zhuangzi | 4.5k, heading to 5k as support!
ahswtini
Profile Blog Joined June 2008
Northern Ireland22212 Posts
December 08 2013 21:50 GMT
#166
Yeah. How will they character wipe anyway? Just push an update that makes the game delete all save data?
"As I've said, balance isn't about strategies or counters, it's about probability and statistics." - paralleluniverse
Simberto
Profile Blog Joined July 2010
Germany11798 Posts
December 08 2013 21:54 GMT
#167
I'd guess old characters just won't be compatible with the new game data. Maybe they delete them, or they just let them rot on your harddrive.
HaRuHi
Profile Blog Joined November 2010
1220 Posts
December 08 2013 22:26 GMT
#168
I remember playing terraria and basicly just farming until my character had the best armor / weapon and killing all bosses. I played with a friend and in the and we were 100% equally equiped because there was just 1 best of everything, also there was no character spezialisation, felt really dull to have this random, soulless clone outfitted like probably every other player who played through the game.

Is there a skill tree of some sorts this time, something to make characters more diverse?
kuresuti
Profile Blog Joined December 2009
1393 Posts
December 08 2013 22:51 GMT
#169
On December 09 2013 07:26 HaRuHi wrote:
I remember playing terraria and basicly just farming until my character had the best armor / weapon and killing all bosses. I played with a friend and in the and we were 100% equally equiped because there was just 1 best of everything, also there was no character spezialisation, felt really dull to have this random, soulless clone outfitted like probably every other player who played through the game.

Is there a skill tree of some sorts this time, something to make characters more diverse?


Weapons are procedurally generated which could mean many 'best' weapons if they add enough good modifiers for them. I don't know about armor.

Characters also have techs which are basically abilities like double jump and such, but you can only use one at a time. I think they will change this to having multiple techs active at the same time (pure speculation).
LaNague
Profile Blog Joined April 2010
Germany9118 Posts
December 08 2013 23:20 GMT
#170
lol, almost 80000 playing this at the same time right now.


2D games <3
rebuffering
Profile Joined December 2010
Canada2436 Posts
December 10 2013 05:45 GMT
#171
Patch is coming soon! im watching him (omni) compile...something? http://www.twitch.tv/omnipotententity
http://www.twitch.tv/rebufferingg
Ramong
Profile Joined March 2011
Denmark1706 Posts
December 10 2013 10:44 GMT
#172
Patch Notes:
Changelog for v. Annoyed Koala 9/12/2013

- HUGE balance patch, every item, creature, armor and weapon rebalanced. Leveling system entirely rewritten
Although the balance is early the new leveling system, the system is much better than the old one and we can
now improve balance over time.

- Added early implementation of creature taming (more features coming soon)
- Added new mining items
- Added new weapons
- Added new throwable items
- Added grappling hook
- Added new boss and new sector of the galaxy
- Added a stance system to weaponry, not currently used but will allow us to
add secondary attacks to weaponry very soon.
- Tons of new sounds
- Guns more common in tier 3
- Underground detached/rare biomes more common
- Underground random encounters more common
- Underground chests more common
- Ore rebalance (probably way way too much ore at the moment, will be fixed later, enjoy it)
- Baby monsters
- New monster palettes
- Added pixel compressor for high cost banking (idea from Ncrpts)
- Disable using the beamaxe to light caves underground
- Added new hats
- some monsters now graze on grass (can look ugly, needs finishing)
- Small bipeds now socialise with eachother
- All the monsters behave smarter and are less likely to get stuck
- You can no longer attack through blocks
- Fix the game on XP (hopefully)
- Tons more fixes and smaller additions
-
More coming really soon!


While the general consensus is that this patch is great and needed, it still seems to have brought a few serious balance problems with it.
Though with a weapons system remake that was to be expected.
"Yeah buddy"
rebuffering
Profile Joined December 2010
Canada2436 Posts
December 10 2013 11:14 GMT
#173
On December 10 2013 19:44 Ramong wrote:
Patch Notes:
Show nested quote +
Changelog for v. Annoyed Koala 9/12/2013

- HUGE balance patch, every item, creature, armor and weapon rebalanced. Leveling system entirely rewritten
Although the balance is early the new leveling system, the system is much better than the old one and we can
now improve balance over time.

- Added early implementation of creature taming (more features coming soon)
- Added new mining items
- Added new weapons
- Added new throwable items
- Added grappling hook
- Added new boss and new sector of the galaxy
- Added a stance system to weaponry, not currently used but will allow us to
add secondary attacks to weaponry very soon.
- Tons of new sounds
- Guns more common in tier 3
- Underground detached/rare biomes more common
- Underground random encounters more common
- Underground chests more common
- Ore rebalance (probably way way too much ore at the moment, will be fixed later, enjoy it)
- Baby monsters
- New monster palettes
- Added pixel compressor for high cost banking (idea from Ncrpts)
- Disable using the beamaxe to light caves underground
- Added new hats
- some monsters now graze on grass (can look ugly, needs finishing)
- Small bipeds now socialise with eachother
- All the monsters behave smarter and are less likely to get stuck
- You can no longer attack through blocks
- Fix the game on XP (hopefully)
- Tons more fixes and smaller additions
-
More coming really soon!


While the general consensus is that this patch is great and needed, it still seems to have brought a few serious balance problems with it.
Though with a weapons system remake that was to be expected.


Indeed, people are getting weapons with like 4000+ DPS, the iron bow alone now can 1 shot all the creatures on my planet, and apparently 5 shots the penguin boss.
http://www.twitch.tv/rebufferingg
Deleted User 137586
Profile Joined January 2011
7859 Posts
December 10 2013 11:37 GMT
#174
One major change that isn't listed: wood is no longer fuel.
Cry 'havoc' and let slip the dogs of war
BLinD-RawR
Profile Blog Joined April 2010
ALLEYCAT BLUES50757 Posts
December 10 2013 13:12 GMT
#175
and the duping bug got fixed....well ore distribution is so much better that it doesn't matter.
Brood War EICWoo Jung Ho, never forget.| Twitter: @BLinDRawR
Ramong
Profile Joined March 2011
Denmark1706 Posts
December 10 2013 13:22 GMT
#176
On December 10 2013 22:12 BLinD-RawR wrote:
and the duping bug got fixed....well ore distribution is so much better that it doesn't matter.

- Ore rebalance (probably way way too much ore at the moment, will be fixed later, enjoy it)

Look for it to be nerfed again
"Yeah buddy"
LaNague
Profile Blog Joined April 2010
Germany9118 Posts
Last Edited: 2013-12-10 17:40:53
December 10 2013 17:18 GMT
#177
is the steam forum removed for anyone else or just me?

i hate when games dont have a steam forum.




nvm its back
Ramong
Profile Joined March 2011
Denmark1706 Posts
December 10 2013 19:55 GMT
#178
Small patch out:
Changelog for v. Frustrated Koala 10/12/2013
Hi guys, so last night we pushed the major balance update. We'd tested it for hours and at the last minute a bug crept in that broke crafted weapon damage, making them crazy overpowered.
Hence the name of this version.
That's been fixed. It was an interesting bug. The old leveling system used a "level" specified in each swords configuration file. The new system no longer uses "level", instead each sword is hand balanced. The bug that crept in at the last moment reenabled "level". Given that they are now unused, levels weren't changed from their previous values that went all the way up to level 100, and now that the game is leveled up to 10, they were massively too powerful.
Also..
-Uranium, plutonium and solarium now work as fuels
-You can now REALLY craft a grappling hook
-Boss balance has been tightened even more
-Platinum armor is now unlocked on tier 5
-You can now 'recapture' pets
-some more fixes
More coming really soon!


Does this wipe your characters?
"Yeah buddy"
Gorsameth
Profile Joined April 2010
Netherlands22215 Posts
Last Edited: 2013-12-10 20:05:43
December 10 2013 20:00 GMT
#179
On December 11 2013 04:55 Ramong wrote:
Small patch out:
Show nested quote +
Changelog for v. Frustrated Koala 10/12/2013
Hi guys, so last night we pushed the major balance update. We'd tested it for hours and at the last minute a bug crept in that broke crafted weapon damage, making them crazy overpowered.
Hence the name of this version.
That's been fixed. It was an interesting bug. The old leveling system used a "level" specified in each swords configuration file. The new system no longer uses "level", instead each sword is hand balanced. The bug that crept in at the last moment reenabled "level". Given that they are now unused, levels weren't changed from their previous values that went all the way up to level 100, and now that the game is leveled up to 10, they were massively too powerful.
Also..
-Uranium, plutonium and solarium now work as fuels
-You can now REALLY craft a grappling hook
-Boss balance has been tightened even more
-Platinum armor is now unlocked on tier 5
-You can now 'recapture' pets
-some more fixes
More coming really soon!


Does this wipe your characters?

Doubtfull
Seems like the patch isnt live on steam yet?
It ignores such insignificant forces as time, entropy, and death
oob
Profile Blog Joined June 2008
Sweden630 Posts
December 11 2013 07:49 GMT
#180
didn't wipe anything! Really like that they were this fast to fix it! Playing around with my 6000 dps sword was fun for about 5 minutes!
Happiest man on earth
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