Re: New devblog: Random assignments - The final details

You have to allow an Officer's Slip to be inherently better than a T1 Slip. Even a range T2-T4 would feel better. Even replacing T1/T2 on those tables with currency and/or tokens would be more productive.

Re: New devblog: Random assignments - The final details

DEV Zoom wrote:
Burial wrote:

@Zoom: About relation penalties, will it be possible to earn high relations with all of the factions or just one/two?

Relation penalties are always lower than relation rewards, so yes that will be possible.

Goffer wrote:

And why is every assignment automatically squad assignment with all pro and con? Do you intend to test yourself the behavior or finishing 3 assignments within 1 min in a squad of 50 agents? In former times finishing squad assignments could lead to mass lag in order of minutes when squad size was very large.

This was a design decision an we thought this way is the more streamlined one. It's very dynamic and you don't have to worry mid-assignment whether you requested it for a squad or not when your buddy comes around. If you want to do them alone, simply leave your squad for that time.

And while assignment difficulty and rewards are affected by squad size, this effect stops increasing after a certain number (I think we have it at 10 members currently).

He also wants to nerf the perma squad mechanic that is currently in place.

I am Perpetuum.

Re: New devblog: Random assignments - The final details

Perpetuum wrote:

He also wants to nerf the perma squad mechanic that is currently in place.

thats actually a good idea

*Disclaimer: This post can contain strong sarcasm or cynical remarks. keep that in mind!
Whining - It's amazing how fast your trivial concerns will disappear

Re: New devblog: Random assignments - The final details

That would be a good idea, if other alliance mechanics would be in place (as requested the last 4 years)

Re: New devblog: Random assignments - The final details

Gwyndor wrote:

how do the rewards scale with more people in the squad (up to 10 that is)

This happens per objective type. More NPCs spawn, you need to mine more, transport more items, artifact search areas are larger, and so on. Rewards scale in conjunction with these.

Re: New devblog: Random assignments - The final details

DEV Zoom wrote:
Gwyndor wrote:

how do the rewards scale with more people in the squad (up to 10 that is)

This happens per objective type. More NPCs spawn, you need to mine more, transport more items, artifact search areas are larger, and so on. Rewards scale in conjunction with these.

thats good to hear.
we always had the problem that there is a lack of content for more then a few ppl. ratting is not worth doing with more the one person. npc spawns simple dont supply more bots to be worth doing with multible ppl.
even beacons dont need that many pp to do them.
so we defenetly need content that can scale up so its worth doing as group of high skilled players. in terms of difficulty as well as in terms of rewards.
meaning if you do it as a group it will be harder and more rewarding per person.

Re: New devblog: Random assignments - The final details

+1 to Zortarg.

You either die a hero, or live long enough to see yourself become the villain.

Re: New devblog: Random assignments - The final details

A little correction: currently only NPC spawning has the 10 member scaling limit (cause that's where it can cause various problems), the rest of the objective types don't have this.

Re: New devblog: Random assignments - The final details

The NPC spawning worries me a little. The amount of money you can get on Alpha ratting currently is pretty absurd in relation to the risk / reward. Are you going to limit squad assignment gang sizes so that the best are beta only?

As part of this PVE change i'm hoping for a wholesale nerf of Alpha alongside the reintroduction of red mobs.

You have legalized macroing because you can't police it and that's fair enough but let red mobs police it for you.

Proverbs 23:20-21 warns us, “Do not join those who drink too much wine or gorge themselves on meat, for drunkards and gluttons become poor, and drowsiness clothes them in rags."

Re: New devblog: Random assignments - The final details

The best will be beta only anyway. The availability of assignment levels will differ between alpha and beta (like now), and spawned NPCs are related to levels. On top of everything we'll have a reward multiplier on beta (2x as of now), so the same assignment will pay more on beta.

Re: New devblog: Random assignments - The final details

Any news on red mobs?

Proverbs 23:20-21 warns us, “Do not join those who drink too much wine or gorge themselves on meat, for drunkards and gluttons become poor, and drowsiness clothes them in rags."

Re: New devblog: Random assignments - The final details

That's an AI question which we'll have a look at again after missions are done.

Re: New devblog: Random assignments - The final details

DEV Zoom wrote:

That's an AI question which we'll have a look at again after missions are done.


Are you concerned with any lack of danger on Alpha islands? This should be a priority after the missions system.

RIP PERPETUUM

Re: New devblog: Random assignments - The final details

DEV Zoom wrote:

A little correction: currently only NPC spawning has the 10 member scaling limit (cause that's where it can cause various problems), the rest of the objective types don't have this.

Does this mean that other missions won't be scaled or it doesn't have a limit?

If it doesn't have a limit then wouldn't it be a concern people create alts just to inflate the rewards?

Re: New devblog: Random assignments - The final details

Kokomut wrote:
DEV Zoom wrote:

A little correction: currently only NPC spawning has the 10 member scaling limit (cause that's where it can cause various problems), the rest of the objective types don't have this.

Does this mean that other missions won't be scaled or it doesn't have a limit?

If it doesn't have a limit then wouldn't it be a concern people create alts just to inflate the rewards?

We'll need to test whether soloing a scaled mission will increase completion time (at least) as much as it is required to justify the increased rewards.

Re: New devblog: Random assignments - The final details

DEV Zoom wrote:
Kokomut wrote:
DEV Zoom wrote:

A little correction: currently only NPC spawning has the 10 member scaling limit (cause that's where it can cause various problems), the rest of the objective types don't have this.

Does this mean that other missions won't be scaled or it doesn't have a limit?

If it doesn't have a limit then wouldn't it be a concern people create alts just to inflate the rewards?

We'll need to test whether soloing a scaled mission will increase completion time (at least) as much as it is required to justify the increased rewards.

Be aware that beta will have less loot due to AOE damage, therefore just mission rewards should be scaled up much more than x2 on beta.

RIP PERPETUUM

Re: New devblog: Random assignments - The final details

Celebro wrote:
DEV Zoom wrote:
Kokomut wrote:

Does this mean that other missions won't be scaled or it doesn't have a limit?

If it doesn't have a limit then wouldn't it be a concern people create alts just to inflate the rewards?

We'll need to test whether soloing a scaled mission will increase completion time (at least) as much as it is required to justify the increased rewards.

Be aware that beta will have less loot due to AOE damage, therefore just mission rewards should be scaled up much more than x2 on beta.

This needs fixing already, just remove AOE damage from NPC's

Proverbs 23:20-21 warns us, “Do not join those who drink too much wine or gorge themselves on meat, for drunkards and gluttons become poor, and drowsiness clothes them in rags."

Re: New devblog: Random assignments - The final details

Jita wrote:

This needs fixing already, just remove AOE damage from NPC's

Unfortunately that's not how the system is built up, we either have AoE from everything (players, npcs, bombs) or nothing at all.

Re: New devblog: Random assignments - The final details

DEV Zoom wrote:
Jita wrote:

This needs fixing already, just remove AOE damage from NPC's

Unfortunately that's not how the system is built up, we either have AoE from everything or none at all.

Change NPC fits to make them resist heavy and not plate heavy and you mitigate some of the problem.

Proverbs 23:20-21 warns us, “Do not join those who drink too much wine or gorge themselves on meat, for drunkards and gluttons become poor, and drowsiness clothes them in rags."

70 (edited by Celebro 2015-03-30 16:13:21)

Re: New devblog: Random assignments - The final details

Jita wrote:
DEV Zoom wrote:
Jita wrote:

This needs fixing already, just remove AOE damage from NPC's

Unfortunately that's not how the system is built up, we either have AoE from everything or none at all.

Change NPC fits to make them resist heavy and not plate heavy and you mitigate some of the problem.

So more time shooting less loot? Same deal. Plates allow for resist weaknesses.


Edit: Maybe the best way is for AI to be more aware of AOE, and not be so *** dumb.

RIP PERPETUUM

71 (edited by Annihilator 2015-03-30 16:49:46)

Re: New devblog: Random assignments - The final details

DEV Zoom wrote:
Jita wrote:

This needs fixing already, just remove AOE damage from NPC's

Unfortunately that's not how the system is built up, we either have AoE from everything (players, npcs, bombs) or nothing at all.

the solution is rather simple. really.
since explosion damage needs a review anyway -> make two new variables, replacing "hitsize" in the explosion formula.
one replacing the hitsize in the explosion radius calculation, and
one replacing the hitsize in the recieving damage calculation.

and then, set the recieving damage side replacement to something smaller on NPC then on players ( which you can still set equal to hitsize if you think thats good). Don't mess up with missile damage there.

result: NPCs do not chain-explode, player still need to take care around them. And if you manage to connect the hit-detection check with combat status/PvP flag/aggro flag, you can activate AoE explosion damage on alpha.

(edit: i would also support celebro's statement about the AI... flowfield pathfinding FTW)

*Disclaimer: This post can contain strong sarcasm or cynical remarks. keep that in mind!
Whining - It's amazing how fast your trivial concerns will disappear

Re: New devblog: Random assignments - The final details

DEV Zoom wrote:
Jita wrote:

This needs fixing already, just remove AOE damage from NPC's

Unfortunately that's not how the system is built up, we either have AoE from everything (players, npcs, bombs) or nothing at all.

Then...fix it.

I am Perpetuum.

Re: New devblog: Random assignments - The final details

Perpetuum wrote:

Then...fix it.

Thanks, we didn't think of that smile

Re: New devblog: Random assignments - The final details

It has been over six months. Fixing missions without fixing red spawns and explosion damage seems crazy. Delay it by a couple of weeks and do it properly.

Proverbs 23:20-21 warns us, “Do not join those who drink too much wine or gorge themselves on meat, for drunkards and gluttons become poor, and drowsiness clothes them in rags."

Re: New devblog: Random assignments - The final details

A good NPC AI will make missions far more enjoyable than all these improvements put together.

RIP PERPETUUM