|
don't you remember when yoda teaches luke to make bandages from plant fibers on dagobah
|
# ? Nov 1, 2015 15:13 |
|
|
# ? Jun 5, 2024 10:34 |
|
ScorpioMajesty posted:What I want to know is why there focusing so hard on mele combat in a space game. I know light sabers are cool and all but the game plays more like a tereria 2 with planet hoping than how I invisioned "starbound" would pay. I thought mele weapons were a early game thing that was supposed to be replaced with lasers and rockets and jet packs, oh my! It just feels too midevil. Part of the issue is balance, they want it to be enjoyable for people who would like to try both method sof combat, which is fair enough, except for the fact the balancing on ranged weaponry is absolutely abysmal, the fact they drain your energy in seconds and then you have to wait for it to recharge to full is lunacy. Not to mention all of your techs for mobility drain the same energy pool so you cut off your method of escape if you drain your pool. I would prefer they just went with a secondary charge bar for the guns that is seperate from your energy, but I imagine this would also be a nightmare to balance.
|
# ? Nov 1, 2015 15:17 |
|
in terraria you've got the rocket boots, cloud/blizzard/sandstorm in a bottle, super swift shoes, lucky horseshoe, red balloon, etc. they don't take any mana. there's no charge cost balance. and it's fun
|
# ? Nov 1, 2015 15:20 |
|
There is honestly nothing worth balancing right now. The game is nowhere near complete enough for that to be an actual concern. Adding fun poo poo that doesn't suck rear end should be where effort is going. Hopefully it is, maybe the Chucklefish of old learned that games are meant to be fun and enjoyable? poo poo, how long until Dark Souls 3 comes out and sets this game's development back another couple years?
|
# ? Nov 1, 2015 15:24 |
|
The dev update tells me one thing, that it just might be possible this game could be fixed, and not only that, that the 1.0 might appear in our lifetime. I just hope the 1.0 won't turn into Space base DF9 1.0, which was a straight cut n' run, gently caress you double fine
|
# ? Nov 1, 2015 15:26 |
|
Adding a reload stat to guns rather than tying it to energy might work. It could even have the same time it does now if it only applys on a gun to gun basis. Like if you use a gun until it needs to reload you can switch to another gun and keep fighting but if you want to use that gun again you need to reload it.
|
# ? Nov 1, 2015 15:47 |
|
ScorpioMajesty posted:Adding a reload stat to guns rather than tying it to energy might work. It could even have the same time it does now if it only applys on a gun to gun basis. Like if you use a gun until it needs to reload you can switch to another gun and keep fighting but if you want to use that gun again you need to reload it. It's really dumb that they didn't just do this to begin with.
|
# ? Nov 1, 2015 16:25 |
|
Cicadas! posted:It's really dumb that they didn't just do this to begin with. From a certain point of view it makes sense, tie stuff to the same resource to encourage people to entertain resource management. Except it doesn't work, if you want to kill a monster you have to spend your energy, but that ruins your defense and leaves you vulnerable to the fast, agile monsters capable of out damaging you and soaking farm more punishment than you can. Don't even talk to me about some of the staffs, one of them can only fire perfectly horizontally, anything else and you are hosed, one makes a star that fires explosive rockets, except they will damage you too, its absurd.
|
# ? Nov 1, 2015 16:29 |
|
Sounds like so much fun....
|
# ? Nov 1, 2015 16:43 |
Cryohazard posted:Redigit's gone on record saying that he'd like the final major update for Terraria to include a modding API, so it could happen. On the other hand, Terraria is so incredibly poorly coded (I think every item in the game is implemented via a massive loving if/then statement if I remember right), that I would be incredibly surprised if a modding API was ever made for it. Redigit would have to go and basically do what Mojang has been doing for the past 3-4 years and rewrite huge sections of the game to even work with an API.
|
|
# ? Nov 1, 2015 18:23 |
|
Enzer posted:On the other hand, Terraria is so incredibly poorly coded (I think every item in the game is implemented via a massive loving if/then statement if I remember right), that I would be incredibly surprised if a modding API was ever made for it. Redigit would have to go and basically do what Mojang has been doing for the past 3-4 years and rewrite huge sections of the game to even work with an API. I actually just went back to try out terraria and jesus christ I thought starbound was clunky.
|
# ? Nov 1, 2015 18:24 |
|
Terraria is actually pretty solid.
|
# ? Nov 1, 2015 18:30 |
|
Met posted:Terraria is actually pretty solid. My problem is with aspects of the UI, the mechanics of the game are allright (though noticeably combat is very simple)
|
# ? Nov 1, 2015 18:39 |
|
Kea posted:My problem is with aspects of the UI, the mechanics of the game are allright (though noticeably combat is very simple) lol its not. get out of early game then see if it's still simple. Actually it is simple, but the variety is what makes it good. The reload time mechanic work really really well in EDF, it could work well here.
|
# ? Nov 1, 2015 20:02 |
|
nerdz posted:lol its not. get out of early game then see if it's still simple. Actually it is simple, but the variety is what makes it good. So it isn't simple but it is? Nah seriously though that wasn't necessarily a big criticism, i remember some of the later weapons requiring a lot more timing to use effectively (except mini shark, gently caress yeah mini shark) But the bosses were pretty good and entertaining, as were the dungeons.
|
# ? Nov 1, 2015 20:08 |
|
Kea posted:My problem is with aspects of the UI, the mechanics of the game are allright (though noticeably combat is very simple) Yeah, they should implement some sort of Dark Souls type system to really spice it up.
|
# ? Nov 1, 2015 20:12 |
|
Met posted:Yeah, they should implement some sort of Dark Souls type system to really spice it up. Hey I get it, you really like Terraria, but the basic combat is pretty simplistic.
|
# ? Nov 1, 2015 20:16 |
|
and you're trying to feel better about your Starbound purchase. It's okay. We've all been there.
|
# ? Nov 1, 2015 20:56 |
|
Watch out man! He's fixi'n to cut you. Just say tereria is good and back away slowly...
|
# ? Nov 1, 2015 20:57 |
|
ScorpioMajesty posted:Watch out man! He's fixi'n to cut you. Just say tereria is good and back away slowly... Yeah I have no idea what his problem is, but seriously Terraria IS a good game just has a few things I think could be better but that's not really Starbound related.
|
# ? Nov 1, 2015 21:00 |
|
ScorpioMajesty posted:Adding a reload stat to guns rather than tying it to energy might work. It could even have the same time it does now if it only applys on a gun to gun basis. Like if you use a gun until it needs to reload you can switch to another gun and keep fighting but if you want to use that gun again you need to reload it. It'd be pretty interesting if that happened, the gun system I designed originally had a reload time and clip size stat that factored into the level, but it was decided to go with the energy thing when it came time to implement it.
|
# ? Nov 1, 2015 21:16 |
|
Rhopunzel posted:It'd be pretty interesting if that happened, the gun system I designed originally had a reload time and clip size stat that factored into the level, but it was decided to go with the energy thing when it came time to implement it. I would really like to see this happen, melee characters damage is independent of their energy, they can attack at full capacity and still have full usage of their mobility techs whereas a ranged character cannot use both at the same time to full effect, admittedly a ranged character can attack at range but since basically every enemy is at least as fast as you and often have their own ranged attach that advantage is not as significant as it might otherwise be.
|
# ? Nov 1, 2015 21:29 |
|
Well.. with terraria pushing for a more open mod making game architecture and the possibility of steam workshop support in the near to nor far future... terraria may be the better game overall.
|
# ? Nov 1, 2015 21:42 |
|
grimcreaper posted:Well.. with terraria pushing for a more open mod making game architecture and the possibility of steam workshop support in the near to nor far future... terraria may be the better game overall. Depends when it happens and to what extent, even then there are some things (honestly mostly visual) that i prefer in Starbound.
|
# ? Nov 1, 2015 21:47 |
|
If any of you nerds are actually playing Starbound and not just posting that you like it, upload screenshots of interesting locations or cool stuff. I want to update the OP with newer screens and stuff, but it seems like no actually plays the loving game lol
|
# ? Nov 1, 2015 22:19 |
|
Babe Magnet posted:If any of you nerds are actually playing Starbound and not just posting that you like it, upload screenshots of interesting locations or cool stuff. I want to update the OP with newer screens and stuff, but it seems like no actually plays the loving game lol I too enjoy awesome screenshots of good builds. I love underwater bases the most
|
# ? Nov 1, 2015 22:21 |
|
Babe Magnet posted:If any of you nerds are actually playing Starbound and not just posting that you like it, upload screenshots of interesting locations or cool stuff. I want to update the OP with newer screens and stuff, but it seems like no actually plays the loving game lol I just recently played a ton of it but I destroy everything beautiful and anything I build is an atrocity.
|
# ? Nov 1, 2015 22:22 |
|
I mostly just need screens to occupy the OP so just keep my request in mind if you come across some cool ruins or whatever. Posting builds is always fun too.
|
# ? Nov 1, 2015 22:24 |
|
Babe Magnet posted:If any of you nerds are actually playing Starbound and not just posting that you like it, upload screenshots of interesting locations or cool stuff. I want to update the OP with newer screens and stuff, but it seems like no actually plays the loving game lol Well I'd like to play Starbound a bit because it did have some things going on that I liked but it runs like complete rear end now.
|
# ? Nov 1, 2015 22:27 |
|
Babe Magnet posted:If any of you nerds are actually playing Starbound and not just posting that you like it, upload screenshots of interesting locations or cool stuff. I want to update the OP with newer screens and stuff, but it seems like no actually plays the loving game lol I played it about a month ago and it was boring and awful. But the new biomes and backgrounds are really good. Maybe I'll load it up when I get home and take some screens.
|
# ? Nov 1, 2015 22:34 |
|
Rupert Buttermilk posted:I too enjoy awesome screenshots of good builds. I love underwater bases the most just lol if you don't make your bases underlava
|
# ? Nov 1, 2015 22:37 |
|
ToxicSlurpee posted:Well I'd like to play Starbound a bit because it did have some things going on that I liked but it runs like complete rear end now. I was just about to say "What? it runs better than ever for me! " then remembered I upgraded my pc like 3 weeks ago, woops. On that note they need to work on light interaction in dust storms, causes huge slowdown. edit: grimcreaper posted:I played it about a month ago and it was boring and awful. But the new biomes and backgrounds are really good. Maybe I'll load it up when I get home and take some screens. Honestly I just burnt through to full tech and while its kind of fun getting there it doesn't take long and once you do theres little to actually DO. Kea fucked around with this message at 22:46 on Nov 1, 2015 |
# ? Nov 1, 2015 22:43 |
|
This is your chance, thread posters, to get your screenshots posted in the legendary Starbound Thread OP, don't miss this once in a week-time opportunity, and also, im gay
|
# ? Nov 1, 2015 22:48 |
|
ScorpioMajesty posted:Adding a reload stat to guns rather than tying it to energy might work. It could even have the same time it does now if it only applys on a gun to gun basis. Like if you use a gun until it needs to reload you can switch to another gun and keep fighting but if you want to use that gun again you need to reload it. Reload speed, per-bullet damage and magazine capacity should be three points on the same stat spread, and every gun of X level gets the same Y points to randomly distribute, and rate of fire should be ([dmg/(cap+reload)]/2) seconds between shots, so high damage low-capacity weapons fire more slowly and low-damage high-capacity weapons fire more quickly. Then if you have a level 1 weapon with 100 points randomly distributed between those three stats in any spread it should produce a usable weapon. This also assumes reload speed and magazine capacity are separate from your energy bar, which should be for movement and non-combat feats. Then you can add your goofy bullet templates to this formula and balance their stat permutation and get things like fire bullets which spread the damage value over X seconds or block-piercing bullets which might lower damage to add penetration or your pig-launching comedy gun uses the stats to determine how large the pig sprite you shoot is and how fast it moves in the air on an arc or something. I don't know. e: A shotgun template would divide the total per-bullet damage among a random number of pellets between 4 and 20 or something so you can get your Doom Shotguns or some hilarious full-auto pepperbox. Reiley fucked around with this message at 06:31 on Nov 2, 2015 |
# ? Nov 2, 2015 06:20 |
|
It's Borderlands syndrome: there's so many cool ways they could have randomized the guns with all these weird, scrambled effects and variables that interact with each other, but instead they all just ended up being the same gun with very slightly different damage/fire rate.
|
# ? Nov 2, 2015 11:25 |
|
Vib Rib posted:It's Borderlands syndrome: there's so many cool ways they could have randomized the guns with all these weird, scrambled effects and variables that interact with each other, but instead they all just ended up being the same gun with very slightly different damage/fire rate. There used to eb a mod for starbound that had bouncing bullets, spiked bullets and all sorts of things like that, sticky grenades for grenade launchers too. Is that kind of thing in the base game?
|
# ? Nov 2, 2015 17:53 |
|
dog kisser also came up with whole new classes of firearms, each with upgrade paths to add additional features, for his Peglaci race mod. It was crazy and super good.
|
# ? Nov 2, 2015 22:05 |
|
Zombie Samurai posted:dog kisser also came up with whole new classes of firearms, each with upgrade paths to add additional features, for his Peglaci race mod. It was crazy and super good. it's been updated (more or less) to the current version, though there's some crash glitches I'm dragging my feet on fixing because bad game
|
# ? Nov 2, 2015 22:26 |
|
dog kisser posted:it's been updated (more or less) to the current version, though there's some crash glitches I'm dragging my feet on fixing because bad game This is pretty much why I havent seriously looked into doing any modding, with them changing things every month or so theres no guarantee whatever im doing wont be broken halfway through.
|
# ? Nov 3, 2015 02:32 |
|
|
# ? Jun 5, 2024 10:34 |
|
It's the main reason I haven't done more work on The Mantizi. I've been through two mod rewrites with them and I'm tired of having to redo large portions of their code.
|
# ? Nov 3, 2015 02:42 |