Starbound (An Expansive Successor to Terraria) - Page 9
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Deleted User 137586
7859 Posts
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rebuffering
Canada2436 Posts
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 | ||
Ramong
Denmark1706 Posts
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 | ||
oob
Sweden630 Posts
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Birdie
New Zealand4438 Posts
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ahswtini
Northern Ireland22208 Posts
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Simberto
Germany11507 Posts
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HaRuHi
1220 Posts
Is there a skill tree of some sorts this time, something to make characters more diverse? | ||
kuresuti
1393 Posts
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
Germany9118 Posts
2D games <3 | ||
rebuffering
Canada2436 Posts
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Ramong
Denmark1706 Posts
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. | ||
rebuffering
Canada2436 Posts
On December 10 2013 19:44 Ramong wrote: Patch Notes: 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. | ||
Deleted User 137586
7859 Posts
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BLinD-RawR
ALLEYCAT BLUES50121 Posts
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Ramong
Denmark1706 Posts
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 | ||
LaNague
Germany9118 Posts
i hate when games dont have a steam forum. nvm its back | ||
Ramong
Denmark1706 Posts
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? | ||
Gorsameth
Netherlands21685 Posts
On December 11 2013 04:55 Ramong wrote: Small patch out: Does this wipe your characters? Doubtfull Seems like the patch isnt live on steam yet? | ||
oob
Sweden630 Posts
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