Space Clouds

Spontaneous Blue Dwarf Update – June 2014

It’s been while since I’ve posted anything, and recently I’ve been up to some really cool stuff over the last couple of months. For a content developer, I must admit I don’t get up to doing much content, although Calypso does a great deal and his stuff is looking great, I get up to more server code related stuff, specifically what we call ‘content code’, like boss scripting features and extending or creating types of items, or general bug fixing. Of course, I occasionally get up to way more interesting things, like what I’m going to tell you about today.

Free Towing from Bob* (damages not included)

First on the list is the Towing system. Not extremely exciting, but should be mentioned. Quite some time ago we made it so you could tow your spaceship from stasis to the nearest tow station, at the time it was possible to tow your ship from the tow station but it was incredibly costly to do, while towing from your ship was free to do. The credit cost associated with towing has been completely removed and has been replaced with items on your ship being damaged.

From now on towing your ship will deal 5 deaths worth of item damage (and yes, Nanotech Plating will reduce the damage done), from either method. Slaves will get the double bonuses they do on death, and towing from an arena galaxy is still free.

Team Taxation Tithe

Team Tithe is the second thing, a lot of teams don’t use the team tithe, but the changes make it much more reasonable and I hope it’ll get used more often now. Previously the team tithe effected any credit transfer where the team member gained credits, be it from scooping, pulling credits off their station or selling items to an AI station. This has now changed, team tithe no longer takes credits from the following situations:

  • A player giving credits to another player
  • User station trading
  • Taking credits from a slave ship (excludes credits gained by capturing a ship)
  • Taking credits from a user station

Essentially, teams get tithe from players scooping credits and selling stuff to AI stations. Additionally teams also get tithe directly from colonial transactions now, instead of indirectly when the owner took the credits from the station, and the amount is shown in the stations’ log.

Interactions which cause you to have some credits taken by team tithe are now shown in the event chat log with the amount which was ‘donated’ to your team.

PvP and Building Permissions

A rather cool change I’ve done, which will need into my next point, is some changes in the way PvP and base building rules were handled.

Previously, these were both set for a layer globally, with dungeons getting their own hard coded open PvP and temporary only drone rules, custom galaxies overrode this rules with their own setting.

Now we can distribute rules for both of these permissions to sections of a layer based on danger factor, additionally I’ve included some new PvP options instead of the black-and-white yay or nay situation before. Although mostly unused currently, we can now set PvP to be open (as it was before), unmixed (p2p and f2p, but not between each other), p2p, f2p or none (as it was before).

In addition to this, dungeons now inherit their parents galaxy PvP rules, as such, Earthforce layer dungeons are now no PvP.

Bases Return to Earthforce Space

Continuing from the last change, since we can now hand out galaxy building permission rules based on danger factor, it was also decided to remove the Celestial Garden layer!

Don’t fear though! As you may of figured, you can now build in warp 0 and warp 1 galaxies in Earthforce Space, but not warp 2 or warp 3. All of the galaxies which were special in Celestial Gardens, such as the Building Academy, Ring and Free Market among others have been moved back to Earthforce Space too.

blogpost

As an extra thing for the newbies, Deep Space now links directly off Sol, which should make getting across the space pond a bit easier.

Overall this leads to a small increase in the number of buildable galaxies for players. Along with this change, populations of colonies in Earthforce space caps out at around 2 billion now.

 

Dungeon Locks

We’ve decided, following some player suggestion, that dungeon bosses get a lockout. The default for this is one hour, bosses with longer lockouts will keep their longer lockouts. To make keeping track of all these lockouts easier, dungeon naming has been improved a little bit. The random number component of dungeon names has been replaced with a unique static number for that dungeon, additionally splits are identifiable by letters appearing after the unique number when the split starts.

This change also sees a slight increase in drop chances.

Skin Contest Winners!

We’re back from E3 and powered through the skin contest winners yesterday! We didn’t accept roughly 10 of the submissions, either due to quality, or the fact that the ships were not player obtainable, or that there were more than two or three submissions for that particular ship. Winners will be given their prizes once the skin system goes live! :D I want to give special thanks to galzant and sabre198 for so many terrific submissions!

Here is our list of amazing winners! The following list is in alphabetical order of the submitter.

Ship Name Skin Name Creator Name
Delquad Chilled Metallic Delquad 634dragon
Hermes Kleptomaniac Prometheus 634dragon
Pax Venaticora / Coronae Assasination 634dragon
Slumber Chrome (Santa’s Special Sleigh) Infected Chrome 634dragon
Apprentice Ward Tron’s Ward basebot
Deathstriker Ice Striker basebot
Faranji Wingship Faranji Bloodstriker basebot
Wattage Tesla’s Wattage basebot
Lion Mane of Flames biggie531
Space Blue Beta Hotrod Space Blue Beta DirectDeath
Warden 5-0 DirectDeath
Earthforce Capital Ship Earthforce Teal Edition DirectDeath
Shrimp Golden Shrimp DirectDeath
Zeus Throne Igneous Throne galzant
Zeus Throne Molten Throne galzant
Ancient Scoutship Eternal Sunset Galzant
Leviathan Dark Leviathan Galzant
Space Blue Gamma Space Green Gamma galzant
Nightfury/Scrupling Firespitter galzant
Poseidon Wave Citrus Wave galzant
Red Photon Warship Blue Photon Warship Masterful
Ares War Chariot + Sepia Ares Masterful
Lion Tiger (Liger?) prolex
Zebra Classic Zebra prolex
Vulture Lightning Vulture prolex
Apprentice Ward Blue Hybrid Ward sabre198
Panther Black Panther sabre198
Vaziayu Crystal Vaz sabre198
Hephaestus Machine Deep Blue sabre198
Prawn Tiger Prawn sabre198
Wattage Kilo Wattage sabre198
Massif 3 eMassive thecrazygamemaster
Nyan’s Reaver The Pop Tart thecrazygamemaster
Subbhatt’ayu Crispy Lobster Tomzta09
Nightfury/Scrupling Fireball Tomzta09
Poseidon Wave Herbal Essence Tomzta09
Prawn Honey Badger Tomzta09
Ares War Chariot / + Cursed Ares Trismegistus
Hephaestus Machine Fallen Hephaestus Machine Trismegistus
Zeus Throne Zeus Thunder Trismegistus
Wingship V Red Wingship wolfbane1996
Paxian Battle Frigate Yellow Frigate xcrunner5

Calypso Update 6.16.14

This week’s update is going to focus on some more changes with the Nexus as well as another new feature to support those changes!

mutara_scrapyard

Last week saw some major changes to the pirate side of the Nexus. Up until this point, most of our effort was being directed at the Cadet side… and it really showed during our new player testing. The Volcom side seemed very unpolished compared to the Cadet side. Also, some of our testers felt the Volcom side wasn’t very exciting and the motivations for the missions didn’t make a whole lot of sense. So, based on that feedback (and that from some of our other developers) I’ve entirely reworked the Volcom introduction and tutorial.

When doing this I kept a few good points in mind. Firstly, and foremost was to make sure the tutorial showcased the best parts of Star Sonata; the action based space combat. Our combat system is rather unique in that it’s largely skill based and maneuvers like kiting and dodging are absolutely essential in many cases. The currently iteration of the tutorial didn’t really get that across. Many of the enemies matched the players speed quite well so it was next to impossible to learn those kind of strategies for dealing with other ships. So the ships players are fighting for the pirate side have all been slowed down considerably. They also periodically do ‘big hits’ so the player quickly learns you can’t tank them and be effective, you have to bob and weave!

Nexus Map

Secondly, the way the missions were structured was a bit confusing and the way the Volcom side of the map was structured could lead to players getting a little lost. So I tried to frame the new Volcom tutorial in the familiar framework of a dungeon. The idea of ‘dungeon, boss, loot’ is almost universally understood by anyone who plays games (and it’s also a framework that a player will be seeing for the rest of the Nexus, let alone the rest of the game) so reshaping the flow of the missions to fit this mold makes a lot of sense. It’s easy to understand and it flows extremely well and even more importantly, it’s exciting.

energy_mission

Finally, there were two things that were never properly explained in the tutorial and they are probably the two most important things to explain, shielding and energy bars on the UI. We didn’t really have a good way to facilitate a mission explaining these so I’ve remedied that. I have added a new mission type called a ‘click to continue’. It’s exactly what it sounds like. The mission dialog pops up, displays some text and when you click the continue button on the dialog the mission completes. I’ve paired this new mission type with the UI element indicator I worked on last month to create new missions that specifically point out and explain the purpose of the shielding and energy bars in the players UI.

So that’s it for this week’s update. I’ll be back again next week with another update! Until then, feel free to post feedback, comments and suggestions in the forums!

Calypso Update 6.9.14

This week’s post is going to focus on a bunch of UI improvements that should help new players tremendously! Keep reading to find out more.

Mutara Gap

As we’ve been revamping the Nexus, we have been constantly getting players who have never tried Star Sonata before to play through our starting experience while we take notes on what they have trouble with and what they like. As we’ve done more and more testing and gotten more and more feedback, we’ve gotten a nice list of things we can do to make some UI elements a bit more useful for them. So that’s what I’ve primarily worked on this past week.

Firstly, I fixed up an issue with the new mission pop-up dialog. You couldn’t properly drag it around from the top bar where they title was. That’s remedied and the dialog now functions as expected.

item_type_text

Secondly, and perhaps a bit more useful is that I’ve added a new line to the tooltip that says in plain text what type of item an item is. A new player isn’t familiar with our icons yet and isn’t going to have any idea that a Foundry, for instance, is a shielding item from the flavor text and stat string. By having a line that says ‘Shield’ on the item, it’ll help them connect the shield icon with shields, which in turn will help them when it comes to managing inventory and navigating trade bays. It will also help when differentiating between items with similar or identical icons. This text is based on the extended item type, or the internal item type that determines the icons on an item, so that gives us access to all the miscellaneous item types and we can be pretty descriptive with it.

galaxy_map2

Finally, I’ve been working with the map. The big feature here is a way to denote ‘points of interest’ on the map for new players and veterans alike! Points of interest are special galaxies like Capella or Paxius. They’re places that are unique and usually have something there that’s worth finding out about. When you open your map, you’ll see that the name of these galaxies are a different color (it’s actually a bit lighter than the screenshot now). Also, if you mouse over them, the tooltip has an added line letting you know that galaxy is worth visiting! Ideally, as new players learn to use the map, they’re going to try to explore and visit these places and learn where to go.

I’ve also gone ahead and tidied up the galaxy map tooltips a bit, and I’ve added in a new line to let players know what warp navigation level is required to get to a galaxy. We plan on giving out more of the Earthforce Space map, and a new player isn’t going to understand our galaxy coloring system (blue for W1, red for W2, etc) so having that line is going to help them tremendously. They’ll know if they want to progress further they’ll need to find and train Warp Navigation skills.

That’s it for this week’s update, I’ll be back next week with another update on what I’ve been working on! As always, post questions, comments and suggestions in the forum post! Until next Monday!

June Suggestions Update

Hey guys! So we ran through a lot of the suggestions and here’s some updates for you! For now I’m just going to go through the top three player submitted suggestions and give our thoughts on these.

Ship Statistics by nukacow

This is a fantastic suggestion and we couldn’t agree more with it. That’s something that has always been missing from Star Sonata is a good run down of your total stats. Many great games have some form of consistent character sheet that gives you your totals from all your equipped gear. The dev team wholeheartedly approves of this suggestion, and we’re accepting it. However, since we’re approaching a universe reset, implementation won’t begin for a few months since our devs are currently assigned to other higher priority tasks. We’ll definitely keep you posted and try to give an update in July’s Suggestion Update. I don’t know who this will be assigned to yet but we will post that in July’s update.

Improve Base Logs and Trade Slave Orders by andezrhode2a

This suggestion is currently “rejected” but we really just need to hash out way more details first. It’s not because it’s not a great idea (it totally is) but because there are so many ideas jammed into one suggestion! I’ll break down each idea for you so you can see why we rejected it and make an even better suggestion next time!

“A set of improvements to base logs that allows players to actually control any flow of goods in a station and filter where needed” What sorts of improvements? What would you like to filter by? This isn’t very specific and is very vague, we know the logs suck but it’d be preferred if the suggestion had very specific ideas for the improvement of the logs so our devs know exactly what you’re looking for.  I know there’s been tons of discussion on new base logs on the forums and this is such a pain in the ass issue for everyone. We all got fired up in dev chat just minutes ago talking about it. What I’m going to do is create a dev notes topic immediately after this post is created so we can hash out exactly what we want the new logs to look like, and then get the improvements underway. 

“Trade slave orders would need an addition so that it allows slaves to transfer commodities without having to buy them, and set max limits for certain commodities.” This is much better, it’s very specific and we know exactly what you’re looking for. This could be a suggestion all on it’s own. Great idea, but again lumped in with too many other ideas. For right now this isn’t high enough priority and I think base logs take precedence over this.

“Another improvement to base logs that could be ideal is a window that shows the current extraction rates of commodities on the base, and the current worker ration consumption.” This is also very specific and I like it a lot. There’s nothing wrong with this suggestion but that it’s lumped in with too many ideas. Once we have a concrete idea on what we want the new base logs to look like, we might add this in as well.

To conclude on this suggestion, there’s nothing wrong with the ideas and we totally approve of it, but the problem is the vagueness of the log improvements, and the lumped ideas all in one. Like I mentioned, we will create a thread that will discuss what we want the base logs to look like in the end game and you can put your specific suggestions there. I’ll force our devs to look through it and provide feedback, they have all been warned that I will annoy and bother the hell out of them daily to get this discussion underway. AS adum IS MY WITNESS I SWEAR THE BASE LOGS WILL GET IMPROVED!!!!!!!!!!

A final note though, when submitting suggestions try to break it down and isolate it into a singular suggestion. Like with Nukacow’s suggestion on the ship statistics screen it’s very specific to revamp an existing window with very specific stats. Be specific, it really helps us if we have specific and concrete ideas.

 

New Process for Referral Rewards by istriker

So many of you have asked for some sort of reward for subbing accounts. The idea here is very nice, so basically when you subscribe an account all you do is type in the account name of whomever would receive the credit.

Our current referral system… sucks. In order to get credit for it, you have to send someone your referral link, and then they have to download the game from that link alone and immediately create an account. Then when they subscribe you get credit. This suggestion is very simple in it’s use (maybe not so much in the implementation) because you can give credit when you actually subscribe.

First things, referrals only work once. An example I own the A account and the B account, and I want to sub B. When I go to sub I will put the A account name in a field and A will get credit for it. When the sub expires on B, and I resubscribe, I won’t get credit again on A. We haven’t discussed yet if this is something we want to keep or if we want to basically give points each time someone resubscribes (essentially giving perks to players who own multiple accounts).

So we’re “sort of” accepting this suggestion. We’re going to take the core idea which is adding a field when you subscribe for the first time that allows you to give credit to whomever referred you. We will discuss possibly revamping how referrals work to give more perks to people who have multiple accounts. This task will most likely be assigned to Jey, but he is currently working on the new skinning system and some updates to the space point system along with SI.

Conclusion

These were all great suggestions and we’re excited to see what else you guys will come up with! Next month we will only accept one suggestion since we’re in a uni reset month and putting the finishing touches on current projects and won’t start any new projects until July. We are also suddenly having to prep for the Steam Launch which is causing some project shuffling and reprioritization.  We don’t want to over commit to too many kickass ideas and not give each idea the attention it deserves.

 

 

 

Bageese’s Update – June 2nd edition!

Calypso’s not the only one who can write blog posts! I was originally just gonna make a forum post, but I had too many things I wanted to talk about. I know my stuff isn’t as exciting as Calypso’s but hopefully it still gives you relevant info. I would also like to start doing weekly blog posts (not on Calypso’s days but maybe Wednesday or something), but they may not be too exciting considering a lot of my stuff is private (tickets and the like), but I’ll try to give you some details!

Suggestions

We’re reviewing the suggestions to give the first update to them now. We want to review a little more than the top three, since the top three are all older suggestions from the dev team rather than you guys, so it’s taking a bit longer than we planned due to that update. Jeff and I are going to review the suggestions today. We’ll probably have a super massive post to kickstart it this week, and then next month go to the top three suggestions. My goal is to have the update out by tomorrow (but as with all things game development, take that with a grain of salt)!

Moderation

I’m looking to improve the quality of our chats and the forum moderation. I’m adding a few new forum mods, and am reviewing our current rules to cover any gaps. I hit a bug a week ago or so when I tried to mute someone, instead it banned him, and started a chain reaction of IP bans that didn’t make any sense. People who’ve never interacted in game were getting this really dumb ban. I fixed it within 10 minutes of it happening, but still. Weird. Sorry to those of you who got banned, I heard someone was pretty ticked on teamspeak. Sorry <3.

I’m trying to be a bit more active at forum banning some people that aren’t respecting the forums. We have this really dumb bug that doesn’t display forum bans to users resulting in alternate accounts that are still breaking the rules because they don’t know they actually got forum banned! I’m setting up a work around that will allow me to just add them to a group that makes it so they can’t post on the forums, but still see them, and then I’ll just private message them the ban reasons.

Tickets

A month or so ago I stepped aside on some of the ticket categories to do more work in marketing. Around this time is when a dev got sick, and Jey got trapped in the mountains due to flooding. We had a perfect storm of ticket answering woes. Jey’s back and only one dev is sick now (get better Blue Dwarf!). We’re still not back up to snuff yet in the tickets, but my goal is to be current by E3 (next week). Current would be that all tickets are replied to or resolved if submitted more than 24 hours ago. We currently have 90 open tickets which isn’t great but it’s not horrible either (I’ve seen the system sitting at 200+ before… ouch). That’s only two pages of tickets. 90 of you that have issues we need to resolve yesterday and we’re working as fast as we can to get you guys all taken care of. To get your ticket resolved faster, avoid responding to it until one of us has responded to you. When you respond it changes the status from “New” to “Waiting Reply” and new tickets get higher priority than “Waiting Reply.”

Contest Rewards

Now that our winners have been announced, I’m working with one of our devs to do some recolorings of the skins that people would like. I’m not too sure if these skins will be using Jey’s new system or the old skins that people got for the SS2 beta. Prizes will hopefully be rewarded at the Uni Reset (announcement incoming for that too).

E3 & Steam!

Jeff, SI and myself are all going to E3 this year! We’re gonna network like there’s no tomorrow and see a lot of exciting new gaming things! If you managed to snag an E3 pass toss me a message on twitter when you’re there and we’ll meet up!  It’s also gonna be really weird cause this is the first time I will be meeting Jeff in real life, so that’s gonna be different. We also finally got greenlit on Steam and have started the process of actually getting on Steam with integrating all their goodies into our systems. I want to thank all of you that voted to get us on Steam. It literally would not have been possible without you. I’m not going to give any time estimates on our Steam Launch yet since we don’t know how easy it will be to integrate. Our goal is to be ready for steam launch by July. The Vert has compiled a list of high priority bugs that would be ideal to be fixed by the Steam Launch.

Nexus Playtesting

Jeff has asked the dev team to get fresh eyes on the Nexus revamp Calypso’s been working on. He wants us to get people who maybe aren’t too familiar with games, or maybe who are gamers but have never played Star Sonata, to play through the revamp on test server and take notes about what trips people up, or what doesn’t go smoothly. I’ve got a few people to help do that on my end, and the feedback we’re getting is incredibly valuable and is going a long way to strengthen our new player experience.

And with that I’m signing off! I hope my posts are mildly interesting to you, and I’d like to start doing these more often. I can’t say that they will have too many details in them, considering I handle a lot of private things like account disputes and moderation issues, but I’ll try my best to keep you guys informed as to what’s going on back here. :)

Calypso Update 6.2.14

This week’s update will cover a few more bug fixes, a new feature for missiles and some more information about a new mission goal that will be coming to the game soon. Keep reading to find out more.

earthforce_turret

Since we’re mainly doing new player testing and small changes to the Nexus based on feedback at this point, I worked on a few smaller projects this week, the first of which was a new tag we can add to missiles. If a missile has this tag, and it’s being fired by an AI (but not a slave) it will tell the launcher to reduce the salvo count by half, rounded down. A lot of AI were unintentionally buffed when we redid missiles, this change is meant to bring the damage on Scruples, Shrimps and some other AI back in line. It also means going forward, we can more easily create missiles that both players and AI can use without having to worry about making the AI too powerful!  It also is a pretty big time saver now, and going forward, since without a tag like this we’d have to make all new AI variants of every missile!

I also did a bit more bug squashing! Among them included an issue with newly purchased drones ending up in a destroyed stack (and instantly destroying them), some issues with the damage auras in T22 zones and fairly exploitable bug involving slaves. These fixes should go live sometime soon.

A few weeks ago I talked about the ‘egg carton’ mission goal that allows you to turn in multiple items from a set for a mission. I finally started implementing that goal in some missions this week. The first implementation was of course, the Lyceum Blueprint Missions. This new mission goal allowed me to reduce the number of those missions from over 50 to 2. Secondly, I went through the Augmenter Tweaking mission chain and replaced all the condenser missions with new ones using this goal. This allowed me to remove all the token missions!

lyceum_blueprint

Since I was working with the new goal, I also added a new slash-command to the client to control the tooltip display text for items that belong in a mission item set. I know that some people liked the idea of the tooltip text, some people didn’t, so this seemed like the easiest way to let people control it based on their preference. The command is “/toggleitemsetdisplay” and is turned on by default.

That’s it for this week’s update, feel free to post questions, comments or suggestions in the forums! I’ll be back again next week with another update, until then!

Calypso Update 5.27.14

This week’s update will cover some miscellaneous bug fixing and a few more tweaks to the Nexus! Keep reading to find out more!

nexus_paximinus

First, sorry about the delay in this week’s update. This weekend was a holiday weekend and yesterday I was on my way back from a mini-vacation (where I didn’t have internet access!). This past week saw another round of Nexus testing so I got another nice list of further refinements to make. At this point most of the issues found were minor mission bugs but there were some bigger issues raised that needed to be addressed.

First, there is a shortage of augmenters in the Nexus. I am sure everyone can agree augging your ship is probably one of the most important ways to increase your capabilities so augmenters need to be easily accessible in the Nexus. Currently, they aren’t. To increase the number of augmenters, we’ve added a few special ‘Rudimentary’ augmenters for sale in one of the Nexus bases. These augmenters are scaled at half the power of a minor augmenter, but they are always available. Secondly, there was an issue with buying Ship Upgrades. With the new Nexus, upgrades are entirely based on your Piloting skill and no longer check Equipment skill, however, the client was skill checking Equipment for error messages and throwing a warning dialog if you attempted to buy an upgrade you had piloting for, but not equipment for. This has been fixed and shouldn’t be confusing our testers anymore! I also added the indicator arrow that I talked about last week to a few more missions so it will be even easier to complete missions that require interfacing with UI elements.

Along those lines I also added a new mission option called “open trade tab.” When accepting a mission with this feature enabled on that mission, a message will be sent to the client to open up the station’s trade bay to the appropriate tab. We have missions to purchase an item from the trade bay as part of the extended tutorial now and this makes them a lot easier to complete and simpler to understand. With all the work that has been put in, the revamped Nexus is definitely coming along and should be ready for next universe!

tradebay

With all the work going into the Nexus though, I did get a little behind on bugs and our tracker was definitely full of them. So I dedicated a bit of time to taking care of quite a few last week as well. So, here is a brief run down of some of the more interesting ones. I figured out what was going on with Herophilus 3000 spawning all of Tidepool at once, I fixed an issue with the Aveksaka device in Kumari, I recolored the trade bay colors to be a bit less harsh on the eyes and I also tracked down (hopefully) the rest of the issues with drone spawners and drone capture! All of these fixes should be live sometime soon, I am sure we will announce when we’re planning on patching again!

So that’s it for this week’s update, feel free to post questions, comments and suggestions in the forums! I’ll be back again next week with another update, until then!

Calypso Update 5.19.14

This week’s update is going to discuss some of the changes made to Arctia and Vulcan based on the recent testing as well as another new GUI mission feature.

ice_and_fire

Firstly, I appreciate all the testing and feedback that was done after I made a request to check the new zones out two weeks again. I got some extremely good critiques, suggestions and bug reports and I’ve made a few changes to both zones based on that feedback. The two biggest changes made were related to sound.

Lavrite, the second boss in Vulcan, plays kind of like an old-school game of Snake. To accomplish this, he drops a stream of drones that damage the player if they get too close. With sound on, this ended up being a very noisy and annoying affair. To remedy it, I’ve added a new tag content developers can use to specify which sound gets played when a drone is deployed. I’m using this both in Arctia and in Vulcan to make the drones a bit more interesting (and Lavrite a lot less annoying). I’ve also added new sounds for both the Arctia and Vulcan AI using our new Attack Sound system that was added a few months ago as part of the Nexus revamp. Both these changes will make these two zones a lot better to listen to for players that play with sound enabled.

There were some other small changes and bugfixes, but listing them all would be rather boring for an update!

Secondly, I’ve added a pretty big GUI addition for missions in the form a new arrow marker. As part of refining the starting experience we’ve been working towards the ability to complete tutorial missions without having to read the mission dialog. For most goals, this is fairly easy, as objects in the gameplay field are plastered with mission marker (and given red flashing floaties). This however doesn’t work for mission goals involving GUI elements, such as ‘click your super item in the hot bar’. To remedy this, I spent a bit of time working on a new special mission indicator we can toggle with missions that has an absolute position in the GUI instead of a position relative to the gameplay field.

mission_arrow

When I finished and tested my first iteration of the ‘special indicator arrow’ it was extremely easy to ignore and kind of boring. To make it a bit more interesting I’ve also added a new GUI element animator to the client to make GUI elements bob. A bobbing arrow pointing at a button you need to click is a lot more visually interesting than a static one and overall I think it’s a lot harder to miss. It also gets us another step closer to the end goal of making our tutorial so easy to figure out you can skip the text!

That’s it for this week’s update. I’ll be back again next week with another update. Until then questions, comments and suggestions are always welcome in the forums!

Drone Size Revamp

Hello again everyone :) As I said in my previous blog post my next Quality Assurance and developer project was going to take a quick look at drone size, and in specific this means that I will look at the size of temporary drones across all levels – tech 0 to tech 22!

This is also a suggestion proposal open to all kinds and types of feedback and discussion, so you can have a large impact on what the final product will be!

noscoop

The reason to why I find this important is that several drones are way oversized compared to player ship hull space, just take a look at the Mini Blue Alpha Drone, with 48 size at tech 4 you pretty much need a Bulk Trader to use these drones in a tech 4 ship if you want any leftover hull space for gear and loot :) And another example is the tech 2 MagCannon Drone, with its 50 size it is the same size as the tech 20 Armada Inferno Drone! This just screams of unbalance :)

Drones have never had a proper balance sheet so with the help of yclepticon I made a size formula that gives us some guidelines to what drone size ideally should be. It gives us the power of designing each individual drone with modifiers towards their tech level, source, type of drone and so on :) From levels 16-22 I added a small additional increase to drone size because it seems that size is more appropriate at these levels than the levels from 0-16. And for you seers – I made a special value that lowers size on mines so they come out at 30% of the size of a regular drone :)

dronebalance

Here is a chart showing the new drone size values according to the new formula I plan to use. Pretty much all drones between tech 0-16 will see a rather drastic size decrease and from 16-22 there will also be size decrease as well but not to the same degree.

dronebalance2

The old sizes are shown in this chart above, where one can see that drones at tech level 0 started out at 15-20 size, and apart from a few exceptions, they normally ended up at around 30-40 size at tech 10. With the new sizes no drones below tech 10 will exceed 30 size, and drones between tech 0 and 5 will on average be reduced with 66% size. Drones between tech 5 and 10 will on average be reduced with 56% size, and between 10 and 20 on average 35% :)

Keep in mind that this is only a QA suggestion proposal, so I will more than gladly discuss this on the forum, and I welcome ideas and feedback :)