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I wish that the 'universe' was consistent across all platforms. Think they'll fix that?
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# ? Feb 5, 2015 19:38 |
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# ? Jun 3, 2024 23:56 |
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Rupert Buttermilk posted:I wish that the 'universe' was consistent across all platforms. Think they'll fix that? It is a pretty simple process actually. But you gotta get behind it and do it.
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# ? Feb 5, 2015 19:39 |
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Single tile platforming is still bullshit, even with pulse jump. Pray to god you don't sweep your mouse pointer in the wrong direction if you do not have modded walk backwards speeds. However, just steel armor let me bumble my way through the first Apex facility I've run across rather forgvingly despite frequently landing in poison pools or bashing my face against teslaspikes with time to use bandages. So while they are still poorly designed, at least Tier 1 equipment can let you deal with them so long as you can recover and get to a safe spot. Made it through the first side, got a pistol that's worse than my Compound bow but at least I don't have to pull back a string. So improvement! Sort of-. *dies trying to backtrack after missing a single tile platform and falling through seven tesla spikes and landing into a poison pool* gently caress. Well, at least it's 30 seconds to the left of the teleport point. EDIT: The game does not have the precision platforming mechanics to not bash your head on the way through here 99% of the time. Miraculously I avoided it on the way out, but drat. My prize for turning off the shield generator was a lightning gun that looks really cool works horribly because low damage rapid fire is kind of hosed with the current combat system. The REAL prize, being allowed to collect brains in jars and other office supplies for later decorative use. Section Z fucked around with this message at 21:09 on Feb 5, 2015 |
# ? Feb 5, 2015 20:57 |
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I wish guns were good. I could forgive pretty much everything else if guns were effective and fun.
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# ? Feb 5, 2015 21:17 |
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Rapid-fire guns are kinda good for killing annoying flying enemies sometimes. Some of the slower-firing guns are actually decent. The Novakid craftable revolvers are pretty good in their own tiers. You still need to swap to melee occasionally, but you can significantly soften up anything you can't kill outright with a few shots from each gun.
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# ? Feb 5, 2015 21:26 |
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Davoren posted:I wish guns were good. I could forgive pretty much everything else if guns were effective and fun. Slow-firing guns are pretty good. Fast-firing guns are nearly useless, especially at higher levels, because of the way armor works. I've been looking at armor and damage variables in an attempt to mod them but the exact formulas are obfuscated. For the past day I've been musing over a way to make fast-firing guns not poo poo while not making slow firing guns ridiculously overpowered with the tools available but I haven't come up with anything yet. Hopefully Chucklefish will balance this stuff eventually.
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# ? Feb 5, 2015 21:30 |
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Angry Diplomat posted:Rapid-fire guns are kinda good for killing annoying flying enemies sometimes. Yeah, it's just a shame you can't outright replace melee with ranged weapons and still be as effective, this is a space game dammit!
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# ? Feb 5, 2015 21:32 |
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Pakled posted:Slow-firing guns are pretty good. Fast-firing guns are nearly useless, especially at higher levels, because of the way armor works. I've been looking at armor and damage variables in an attempt to mod them but the exact formulas are obfuscated. For the past day I've been musing over a way to make fast-firing guns not poo poo while not making slow firing guns ridiculously overpowered with the tools available but I haven't come up with anything yet. Add an armor piercing attribute to guns, give lots of it to rapid fire weapons and none to stuff like sniper rifles. Or maybe lots and lots of fast hits could temporarily lower an enemy's armor?
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# ? Feb 5, 2015 21:32 |
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Davoren posted:Yeah, it's just a shame you can't outright replace melee with ranged weapons and still be as effective, this is a space game dammit! "Sweet, I found a shotgun in the lunar base! This should be perfect for killing space zombies because it is a shotgun right" *Does less damage point blank across 3-4 every-pellet-hits shots than a single swipe with a steel one handed sword* And into the garbage it goes." EDIT: We need Rate of fire to just get downright bonkers, but have low low energy cost to make rapid weapons work. Death of a zillion 1 HP damage cuts, like old stable (and possible current) where once you got up to Impervium tier worlds, those NPC's with Uzi's you'd laugh at would just go crazy with their infinite energy pools firing a about a hundred rounds a second, all 1 or 2 damage, but absolutely MURDERING you from sheer volume of fire. That sort of thing is why I was so about them giving shields health bars, because of poo poo like that. As it is, every single multishot projectile from monsters has good odds of shieldbreaking you from full. Section Z fucked around with this message at 21:44 on Feb 5, 2015 |
# ? Feb 5, 2015 21:35 |
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There is a rage buff that increases damage done, I wonder if it is possible to tweak how effective buffs are? If you could make a buff that applies a flat damage bonus, it would basically remove speed penalty due to armor. Combined with a rework of the speed->energy formula, and fast weapons might be useful on more than just 1 boss.
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# ? Feb 5, 2015 22:22 |
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ZypherIM posted:There is a rage buff that increases damage done, I wonder if it is possible to tweak how effective buffs are? If you could make a buff that applies a flat damage bonus, it would basically remove speed penalty due to armor. Combined with a rework of the speed->energy formula, and fast weapons might be useful on more than just 1 boss. The buff (status effect) system has been opened up to scripting and is now incredibly versatile, it's pretty excellent. It should be able to do pretty much whatever you want if you can handle the lua end. But, I don't know for sure whether gear can give you status effects. They used to be able to give them to you in the form of "augments" - like the back piece that was a flower that turned sunlight into energy - but they sort of removed that system for some reason. I'm not sure if they completely disabled that system, or just removed the augments from the items, though. Or maybe gear can give status effects now. Chime in if you know.
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# ? Feb 5, 2015 22:42 |
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Terraria has a similar system with armor that works by subtracting incoming damage on a per-hit basis, and it makes it work just by beefing up the damage on rapidfire weapons. Basically all you have to do is figure out what the average enemy armor value for any given tier is, then add that to the final per-shot damage of any generated weapon. That way enemies with above-average armor are still extra resistant to rapidfire weapons, but enemies with low armor are more vulnerable to them, due to them having higher DPS overall.
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# ? Feb 5, 2015 23:39 |
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Draykon posted:Terraria has a similar system with armor that works by subtracting incoming damage on a per-hit basis, and it makes it work just by beefing up the damage on rapidfire weapons. As far as I can tell, there's no way to just add damage to a gun on a per-shot basis, only on a basis of level and energy cost per damage. Also as far as I can tell, all randomly generated monsters have no armor and every npc either has no armor (for instance, Apex mutants) or a set amount of armor that's the same for all armored npcs of their level. Right now I'm thinking of just making it so npcs don't have armor and buffing their health pools accordingly (and adjusting the health pools of unarmored NPCs which seem to have higher base health), but that might be boring having every enemy of every type of the same level take the exact same number of shots with a given weapon to kill. I'd prefer to change the way armor reduces damage taken, so it doesn't reduce damage by a flat number but only decreases it by a certain %, which would also affect guns added by mods, but that's apparently protected and the closest I can get to it is the lua files in the stats folder. Pakled fucked around with this message at 23:56 on Feb 5, 2015 |
# ? Feb 5, 2015 23:52 |
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I wonder how practical it would be to give all guns a stacking, amplifying debuff that applied elevating armour reductions at certain stack breakpoints. Slow guns would still smash through armour via brute force, but extremely fast guns would go from piddling to "huh, this is actually starting to worry me" to after a relatively short period of sustained fire, making finding cover or ending the fight quickly very important to avoid those thousand papercuts paving the way for a thousand sucking chest wounds. If the debuff deteriorated relatively briskly, you could duck behind cover to catch your breath and be none the worse for wear unless your bullet-spraying antagonist decided to press the advantage up close.
Angry Diplomat fucked around with this message at 00:25 on Feb 6, 2015 |
# ? Feb 6, 2015 00:23 |
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Pakled posted:As far as I can tell, there's no way to just add damage to a gun on a per-shot basis, only on a basis of level and energy cost per damage. The custom projectile system is pretty flexible, and while I'm not sure if projectiles are scriptable, projectiles can cause status effects, which are scriptable. You'd have to create a new projectile and possibly a new status effect. From there you'd make a status effect that is basically like a Damage over Time that only ticks a single time, and just gives some additional set number of damage to each shot, or maybe a percentage of the target's health, so it's a scalable effect that you can apply to all rapidfire guns. Or maybe even something less clumsy than that. Hell, maybe you could even make an effect that does additional damage based on how much armor the target has. edit: Angry Diplomat posted:I wonder how practical it would be to give all guns a stacking, amplifying debuff that applied elevating armour reductions at certain stack breakpoints. Slow guns would still smash through armour via brute force, but extremely fast guns would go from piddling to "huh, this is actually starting to worry me" to after a relatively short period of sustained fire, making finding cover or ending the fight quickly very important to avoid those thousand papercuts paving the way for a thousand sucking chest wounds. If the debuff deteriorated relatively briskly, you could duck behind cover to catch your breath and be none the worse for wear unless your bullet-spraying antagonist decided to press the advantage up close. This would be cool too, I was thinking of something along these lines, but wasn't sure how practical it was to have 10+ stacks of a single debuff on an enemy - but it could probably work.
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# ? Feb 6, 2015 00:26 |
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Vib Rib posted:http://community.playstarbound.com/index.php?resources/enhanced-storage.2450/ Though really this is basically giving you a recursive bag of holding which is almost cheating.
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# ? Feb 6, 2015 01:02 |
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It isn't that hard to fix projectile weapon damage. Chucklefish is just bad. (DPS stat - armor) / fire rate If you have a weapon that does 800 damage 0.5 times per second for 400 dps, attacking somebody that has 100 armor: (400 - 100) / 0.5 = 600 damage per shot. 45 damage 9 times per second for 405 dps against 100 armor: (405 - 100) / 9 = 33.888 damage per shot. Basically, subtract armor from your dps instead of each shot and now you have normalized fast firing and slow firing weapons.
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# ? Feb 6, 2015 01:27 |
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Fired up this after waiting a year for Chucklefuck to release one single update. It's gotta be good right? Spent half an hour trying to find copper to upgrade my MM. Installed Illuminated Ores. STILL took half an hour to find 20 copper ore. Uninstalled. That's my story, maybe I'll reinstall it again in a year's time when Chucklefish have fixed all the blindingly obvious bad gameplay mecha-ahahahahahahahaha who am I kidding edit: Oh yeah, I found one of those stupid capsule things and it poisoned me, so I went to craft a bandage to stop myself dying. Well the TUTORIAL QUEST COMPLETED dialogue popped up and I died before I could use the bandage. GOTY 2015 nightwisher fucked around with this message at 01:52 on Feb 6, 2015 |
# ? Feb 6, 2015 01:44 |
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Pakled posted:As far as I can tell, there's no way to just add damage to a gun on a per-shot basis, only on a basis of level and energy cost per damage. It should be as easy as upping the power in gun that has a an attached projectileType like in the Aegisalt Plasma Rifle: "projectileType" : "greenplasmabullet", "projectile" : { "speed" : 75, "life" : 3, "power" : 0.78 Or straight upping either the baseDps or multiplier in something like the Assault Rifle: "weaponType" : "Assault Rifle", "baseDps" : [5, 6], "multiplier" : 1.0,
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# ? Feb 6, 2015 01:57 |
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Emergent gameplay.
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# ? Feb 6, 2015 01:57 |
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2+ years in development and no "loot all" option for chests. 2+ years in development and floaty, inertia-wankery controls. 2+ years in development and a half dozen mods are required to turn the game from utter poo poo to just poo poo. 2+ years in development and the game runs far worse than before. 2+ years in development and combat is hilariously unbalanced. 2+ years in development and core game systems are still being gutted and re-tooled. 2+ years in development and inventory management = hope you like a billion loving containers. No auto-sorting. 2+ years in development and they still can't figure out that mining isn't very fun, pickaxes are loving stupid and the MM should fill every need with upgrades. 2+ years in development and Novakids are humans with a filter over the top. 2+ years in development and they use the OS's RNG for seeds. 2+ years in development and this game is a piece of poo poo.
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# ? Feb 6, 2015 02:32 |
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okay
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# ? Feb 6, 2015 02:35 |
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nightwisher posted:2+ years in development and no "loot all" option for chests. these are all pretty fair nightwisher posted:2+ years in development and they still can't figure out that mining isn't very fun, pickaxes are loving stupid and the MM should fill every need with upgrades. but the mm actually does feel every need with upgrades. it shouldn't be as much of a grind to get there though so good job loving up the thing you finally managed to get right, chucklefish.
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# ? Feb 6, 2015 02:38 |
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You can loot all with like space or something, pretty sure
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# ? Feb 6, 2015 02:38 |
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Shukaro posted:You can loot all with like space or something, pretty sure nope, 2+ years and still no loot all button
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# ? Feb 6, 2015 02:42 |
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nightwisher posted:Installed Illuminated Ores.
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# ? Feb 6, 2015 02:48 |
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Wish there was a "Dont pick up bricks/tiles" option, really. That'd be delightful.
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# ? Feb 6, 2015 02:52 |
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Vib Rib posted:There's no way this should be the case unless you just wandered around the surface. That's what I thought too, I had the more caves mod installed too and for some reason I was able to find 100+ iron/silver/gold but basically no traces of copper. I could probably find some on another planet but honestly I was so underwhelmed by the current state of the game that I couldn't be bothered to keep playing. As it was, it was the most boring hour of gameplay I've experienced in quite a while. Add to that the fact that they've used randomised content in such a trite and uninspired way that I don't feel like there's anything cool to explore or do because it's just going to be the same randomised mess. I gave your Prismatic Worlds mod a look at Vib and THAT'S the kind of randomisation a game like this should go for. Base Starbound is the most cookie-cutter poo poo I've played in ages. How do you take Terraria, put it in space, and gently caress it up so badly?
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# ? Feb 6, 2015 03:01 |
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nightwisher posted:2+ years in development and this game is a piece of poo poo. I didn't think terraria with map hopping would make it super boring.
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# ? Feb 6, 2015 03:13 |
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Well if you are having trouble getting ore Moar Ore has been updated for this stable.
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# ? Feb 6, 2015 03:18 |
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nightwisher posted:I gave your Prismatic Worlds mod a look at Vib and THAT'S the kind of randomisation a game like this should go for.
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# ? Feb 6, 2015 03:20 |
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The "More Caves" mod makes such a huge difference. Thanks, whichever goon filled the planets with holes.
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# ? Feb 6, 2015 03:29 |
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Doggboat posted:You know, I could live with all of that. If the game was interesting or engaging at some level. Nail on the head. Terraria with map-hopping would be boring if every map were the same, which is what Starbound feels like. To me, Starbound just feels wrong on a fundamental level, like the whole project needs to be scrapped and started over.
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# ? Feb 6, 2015 03:30 |
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quote:Fix bug where NPCs were killed by breaking beds THIS IS A LIE. I JUST KILLED A RANDOM APEX. RIP MONKEY BRO. Also welcome back Sandman perk.
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# ? Feb 6, 2015 03:31 |
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nightwisher posted:To me, Starbound just feels wrong on a fundamental level, like the whole project needs to be scrapped and started over. based on how often they rework elementary poo poo in this game, so does chucklefish. Sloppy Milkshake fucked around with this message at 03:46 on Feb 6, 2015 |
# ? Feb 6, 2015 03:32 |
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nightwisher posted:That's what I thought too, I had the more caves mod installed too and for some reason I was able to find 100+ iron/silver/gold but basically no traces of copper. I could probably find some on another planet but honestly I was so underwhelmed by the current state of the game that I couldn't be bothered to keep playing. As it was, it was the most boring hour of gameplay I've experienced in quite a while. Add to that the fact that they've used randomised content in such a trite and uninspired way that I don't feel like there's anything cool to explore or do because it's just going to be the same randomised mess. I gave your Prismatic Worlds mod a look at Vib and THAT'S the kind of randomisation a game like this should go for. Copper is indeed too rare on the starting planet, I feel like. You need to dig really, really deep.
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# ? Feb 6, 2015 03:43 |
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nightwisher posted:That's what I thought too, I had the more caves mod installed too and for some reason I was able to find 100+ iron/silver/gold but basically no traces of copper. I could probably find some on another planet but honestly I was so underwhelmed by the current state of the game that I couldn't be bothered to keep playing. As it was, it was the most boring hour of gameplay I've experienced in quite a while. This sucks. It shouldn't matter whether it takes you 10 or 60 minutes to get off the first world; if the only thing the player is focusing on is getting to the next checkpoint so they can finally do something cool, then you've already failed. The first world should be fun enough on its own that even if a player spends a half hour exploring that world before he finds enough copper, it doesn't matter, because he was having a good time anyway. The game's too achievement oriented. It kind of sucks the enjoyment out of things when you could be looking around the planet to see if there's anything interesting, (which there probably isn't ATM, but that's a very easy fix) and occasionally mining anything cool you happen to come across, but instead you're sitting underground mining copper like a robot. I wonder if it would be better if the quests were hidden? Like, instead of giving you a quest, which you then focused on at the exclusion of everything else, the game could just let you do whatever - and if you happen to fulfill a quest, then it would have a pop-up from SAIL appear that tells you about it. Getting 20 pieces of copper could be a fun surprise, instead of a repetitive slog. You'd have to redesign some of the quests to make this work, but only the lovely ones like the coffee thing. And maybe have a couple non-hidden quests too, it can be a mix, whatever.
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# ? Feb 6, 2015 03:47 |
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Shevmo posted:THIS IS A LIE. I JUST KILLED A RANDOM APEX. RIP MONKEY BRO. Also welcome back Sandman perk. On nightly?
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# ? Feb 6, 2015 03:48 |
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Naw still with the regular stable. Looks like they fixed the chest sizes again too. Man I wish they'd make up their mind. I'm nervous about organizing my poo poo in case they decide to make everything contain one item only.
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# ? Feb 6, 2015 03:53 |
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# ? Jun 3, 2024 23:56 |
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Doggboat posted:You know, I could live with all of that. If the game was interesting or engaging at some level. Of course it would. Terraria is about solving the "puzzle" of a randomly generated (but ultimately limited) map. There is no such permanence in Starbound, therefore there is no puzzle, so the RNG starts to show and now you've lost suspension of disbelief and welp who the gently caress cares, let's scour the surface for dungeons to raid or just dig straight down to the lava layer and slurp up the highest-tier ore, then once the rock gets too tough, Save-Quit, load the game, and fly off to the next most difficult planet. It's Miner Dig Deep clumsily glued to a lovely Diabloesque platformer. Don't get me wrong, every update improves each half, but I've seen no evidence that Chucklefish has any clue how to actually merge the two into something even half as compelling as Terraria.
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# ? Feb 6, 2015 03:54 |