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Feedback Terminal => Test Server => Topic started by: SirEmi on September 14, 2006, 03:16:53 PM



Title: Items testing discussion
Post by: SirEmi on September 14, 2006, 03:16:53 PM
You can post here details about how the testing is going


Title: Re: Items testing discussion
Post by: SirEmi on September 14, 2006, 04:58:24 PM
    
TEST Server - We are curently testing the items. The instant items can be used, the bonus items not yet active. Please do galaxy contracts to gain items, then use them. Test mode starts with 10 billion credits, 5000 segments, 100 workshops, no fleets, and only commander bonuses are kept from main server, on every test. Thank you.

Disabled features - Production / interest, market, voting, donation, mothership contracts


Title: Re: Items testing discussion
Post by: Seither on September 14, 2006, 05:25:06 PM
So far it looks fairly good. It runs smoothly, items act correctly and give the proper rewards.


Title: Re: Items testing discussion
Post by: thezerg on September 14, 2006, 06:59:11 PM
so, i don't know what +1 to mining time does so i don't know if it works but everything else seems to be working fine. Also, is there supposed to be an item at every mission in the real game?


Title: Re: Items testing discussion
Post by: Lammalord on September 14, 2006, 10:07:53 PM
and i only find commen items, are rare ones not yet in play?

oh the rewards seem real meak, most players still wont bother with them, unless theres something REAL good, pefferable more turn ones, that give a decent amount, sort of how black holes are the only thing that attacts strong players to the galaxy, mabey if you had some more things to give out good turn counts in the galaxy it might actally be used more often...


Title: Re: Items testing discussion
Post by: Drackin on September 14, 2006, 11:08:51 PM
we need a use all option for the items interface.. to use all the items of the selected type at the same time.. it would save time of haveing to select and use each one, one by one.


Title: Re: Items testing discussion
Post by: Gunfighter Frank on September 15, 2006, 03:17:54 AM
Lamma you have to have higher Encrypt level I have found a few rare things.


Title: Re: Items testing discussion
Post by: SirEmi on September 15, 2006, 07:06:27 AM
That is correct, the item power and value you will receive depend on the encryption of the missions. With every enc level, your pool of available items you can receive is bigger, but you will not always receive a good item, just the range gets higher with enc and better items are given.

- the +mining time actually decreases mining time amount, a little confusing
- I also have to modify some of the names of the items for workers, they are a little confusing
- The instant items work, like if you want some turns, exp, credits, but there are two types, as u may have noticed, the other type affects attack, defence, etc.
- The delayed type works like this: When u use the item, it is moved to a waiting active quene. From there, the system will use the selected item when it is needed, e.g.: use 10 x attack items, the next 10 battles you have bonus to attack. So you can use one item that affects one ability at one time, but you can use multiple items to affect multiple values, e.g. use +attack, +defence, etc in every battle. Using multiple items at once will have the benefit of not having to use the items every time you battle, and you can focus more on other things...


Title: Re: Items testing discussion
Post by: UberPWNZ0R on September 15, 2006, 08:27:59 AM
I really like those items, but isnt leveling up encryption too slow? I got 4th level, and its going so slow, that i started to ignore those missions :14:
For higher players rewards are too low, and people usually gain power a lot faster that they gain enc levels, so rewards are useless for them...
Items interface is also nice, maybe just link to items window is in weird place :)


Title: Re: Items testing discussion
Post by: Lammalord on September 15, 2006, 08:44:34 AM
ya, well there for one isnt that many of them, to bother. and the still cost to many turns to get to.. not only that it still takes forever to gain encrpytion levels..


Title: Re: Items testing discussion
Post by: UberPWNZ0R on September 15, 2006, 09:00:31 AM
Items 51-55 of 3620 omg 3620 different items.
I was wondering if i could do images for those items, but there are 3600 of them :sweat
Lamma, you can do them while searching for encounters. Initially i was happy from galaxy missions, but when i saw how slow enc levels increase it made me upset.
SirEmi, you should filter % sign from search field if you want to control string lenght, or users will be able to enter short strings, or even select *.


Title: Re: Items testing discussion
Post by: SirEmi on September 15, 2006, 09:56:45 AM
Of course you can do images for the item categories, that give those bonuses, like for Attack, draw a weapon, etc.
Credits, Defence, Hitpoints, Accuracy, Attack, Marines, Warp Travel, Mining Time, Turns, Segments, Absorb, Workers, Experience

Let me know if you think of any other bonuses, and we can put that in too.
Thanks for the search feedback, I will make sure to inprove it.




Title: Re: Items testing discussion
Post by: Seither on September 15, 2006, 11:48:07 AM
Yes, encryption levels need to gain quicker. I spent over 2.5k turns and am only at around 60% for level 1.


Title: Re: Items testing discussion
Post by: SirEmi on September 15, 2006, 12:56:16 PM
noted, encryption will be quicker for low levels, and be slitly quicker with new levels


Title: Re: Items testing discussion
Post by: ars68 on September 15, 2006, 03:59:43 PM
ok, I know I am not actually part of the test server (found out 1 day to late) but I can't help but give same suggestion I did before:

sir E, I believe personally the very best way to gain points for encryption levels would be like so: (and this is just example of how it would work, not the actual numbers I would advise to use)

say you are E lvl 10, it would look like this:
E: E lvl of mission you are doing
M: max E lvl you can do (your current E lvl)

E/M*100
then for every level it goes up to 10k points for next level.

going off of this, no matter what level, it would always take just 10 missions to gain a level, at the max difficulty you can do.  however, say you do half as high as you can, a level 5, it would work like this:

5/10*100
.5*100
50

so as you can see, no matter what, the lower a mission you do, from the highest you can do, will net you just that much less points.  in this example, an E lvl 1 mission would only give 10 points, where at level 1 this same mission would have given the full 100 points.  if you were at e lvl 100, this same mission would only give 1 point.

and yes, this is the exact same suggestion I gave at begginning of when you put E lvl and galaxy missions in.


Title: Re: Items testing discussion
Post by: Lammalord on September 15, 2006, 07:21:59 PM
10 missions, that sounds like a nice numbers.. not like the current 150-200 missions for a level...


Title: Re: Items testing discussion
Post by: bigbroni on September 16, 2006, 03:56:50 AM
looks good on the 1st view - it will speed up low lvls to raise quick - but what about the higher lvls - atm I c the problem more there because that higher u ar that quicker u progress - thats the oposite from like it should be. - if now low lvl do promote faster what will be at higher lvls ... even faster ... - that can t be good I am afraid.

w/r bb


Title: Re: Items testing discussion
Post by: SirEmi on September 16, 2006, 06:57:13 AM
It is a good suggestion Ars, I'll see what I can do to inplement that along with the items, thanks


Title: Re: Items testing discussion
Post by: SirEmi on September 16, 2006, 07:12:25 AM
Ok so I made it like you have to make 15 missions of your enc level to get to next level. Making lower enc level can still level, but it gives less standing and it takes longer.

I did a test, and did 15 missions, that got me to lvl 2, with 750 standing, 15x50, then did a lvl 1 again, and got +25 => 775
Did a lvl 2, and got 50, so 2 x lvl 1 would have made a lvl 2.

I've updated the test server with the new enc gaining, maybe you can test it more, thanks


Title: Re: Items testing discussion
Post by: Lightseeker_Eu on September 16, 2006, 11:31:05 AM
First thing i notice is how completely chaotic this encryption system works; first improvement has to be to make all encryptions give credits as reward and increase the base reward level; luck factor rules here, u rely on how empty or full an area of space is, it's too chaotic


Title: Re: Items testing discussion
Post by: Lammalord on September 16, 2006, 01:40:04 PM
i dont like the hole systeum at all, its like its meant for weak people, real weak people.. theres nothing in it for people in the top


Title: Re: Items testing discussion
Post by: SirEmi on September 16, 2006, 06:11:50 PM
Ok, I have finnished adding all the bonuses, the system should use the items in the active items quene now, in batttles etc.

When u send the items to active, they will be used in the next battle, wheter it is a mission, an attack on your com or another.
Mining decrese also works, as well as the decrese in warp travel. All item bonuses are applied after all other bonuses, e.g. if u have +50% to attack ability and have an active item for +10%, and have 10000 attack, that's 10000*1.5*1.1=16500 attack

Please test the items further to see if there are any bugs, and they should be up and running on the main server by sunday or monday.

Thank you for all the help.

God Speed commanders!


Title: Re: Items testing discussion
Post by: ars68 on September 16, 2006, 10:37:05 PM
thank you, Sir E, to accept my suggestion, also, I might want to say this now, so you can guys can properly test it as well:
the way it is sounds like it is set up, scouting someone with bonuses to only their next battle will waste those bonuses on that battle, allowing you to come back with a 2nd more serious attack, where the defender will not have the immediate effect items any longer.
however, if you had, say, a x5 item, then you would have to fake hit them 5 times, but unless they told you, you would not really have any idea that they may have an instant, or a multiple item.

Sir E, I gotta say, I can't test it out myself, but already sounds really great.  will add a certain amount of mystery to attacking people, not only what ships they have, but possible effects they have as well.

you know... it's funny... but this gives me an idea to really star going outside the box :)  you'll have to correct me if you already have it in though, and that, will be in suggestions area.


Title: Re: Items testing discussion
Post by: SirEmi on September 17, 2006, 06:06:54 AM
The items in the active quene of someone you are attacking  will only be used if the other has fleets to defend himself, and there is no warning of any items used, but yes if you scout and he anbushes, he will use battle items, however you can not know that unless you compare previous values with the ones from the battle, and also know his other bonuses, like commander ability, really hard to anticipate, and that makes is cool.

And as you put it, he may have a long list of 100 items waiting to be used, so you can get 100 counters on yourself trying to empty his active items :)

I just had an idea, I think scouting that ends up in ambush should generate a counter, an take away one if the attacker has, because the fleets detected your presence, and the other may take casualies, and it should limit scouting abuse... The attacker will still remain in nebula if using scout attacks...


Title: Re: Items testing discussion
Post by: Lammalord on September 17, 2006, 09:14:44 PM
humm will it use counters up on a scout? like if i want to scout his ships, would i lose a counter if he finds me?


Title: Re: Items testing discussion
Post by: ars68 on September 17, 2006, 09:49:43 PM
hey E, I know this is really probably wrong place for this, but if you do do that, could you put in an attack option to 'scout fleet' and change the current scout attack to 'scout base', then have the scout fleet be where you purposely engage the enemy, but leave no counter, and the stats, to make it fair, would be:
attacker penalty:
100% attack (not leaving a counter, thus, this is a scout only)
HP 25% down

defender bonus:
50% attack
(no need for hp bonus here...)

because being able to see what soemone actually has, before hitting them, is sometimes invaluable, especially when they are in a neb, and you have 1 single counter, and want to make sure to actually do damage.


Title: Re: Items testing discussion
Post by: Lammalord on September 17, 2006, 09:56:47 PM
yes thats a great idea ars, i would love to do that, beacuse almost all my attacks relay on that scout to see what im up against, and how to deal with it..


Title: Re: Items testing discussion
Post by: Borg! on September 17, 2006, 10:08:05 PM
i think scout attacks that do damage to enemy should result in black hole + counter gone because you did damage to them


Title: Re: Items testing discussion
Post by: SirEmi on September 18, 2006, 05:26:28 AM
well, as it is now:
- scouting party that results in ambush will generate a counter.
- scouting someone while having a counter on them, and generating an ambush, will take away your counter
- there is an attack penalty to the one scouting resulting in ambush, those are the values: attacker ACC -80%,  defender HP +100%


Title: Re: Items testing discussion
Post by: Lightseeker_Eu on September 18, 2006, 05:44:44 AM
Sir Emi, you must introduce a limit to the amount of star systems in which you can reserve your fleets, somewhere around 5-6 star systems, or a quandrant; also, the reserved fleets should be equipped with active data relay systems, which would allow the commander to receive updated info from those locations.


Title: Re: Items testing discussion
Post by: Seither on September 18, 2006, 01:30:57 PM
yes, a limit on that would be good.


Title: Re: Items testing discussion
Post by: Drackin on September 19, 2006, 11:40:55 AM
and once again we either need a use all option for a selected group of items or at least the option of selecting multiple items to use at the same time... such as if i run out of turns and want to cash i on the 300 turn items i have, it would suck to go through that one at a time.


Title: Re: Items testing discussion
Post by: Seither on September 19, 2006, 12:10:06 PM
ya, that would be nice (rigs use all button to give him 10quad) hehehe, nah, jk.


Title: Re: Items testing discussion
Post by: ars68 on September 19, 2006, 04:38:42 PM
out of almost 100 items, I have found everying BUT anything combat related, from lvl 1 to lvl 5 or 6... grrr...

anyway...

what's the point in having 3-4 different items with the EXACT same use? especially in turn and mining rate.  you have at least 3 different tiems that all give just 1 turn...  lol


Title: Re: Items testing discussion
Post by: Seither on September 19, 2006, 06:34:55 PM
to make you think you found something new that may be good only to crush your hopes and make you frustrated?