- Joined
- Mar 17, 2015
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- 37
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- 9
A fascinating idea, but what would you base the softcap on? Size of the entity?PvP shouldnt be the norm for this game. There is also a simple solution for this problem: Weapon damage softcaps.
A fascinating idea, but what would you base the softcap on? Size of the entity?PvP shouldnt be the norm for this game. There is also a simple solution for this problem: Weapon damage softcaps.
Weapontype! for example: low softcap for rapid fire systems and high softcap for slow firing systems like Torpedos, artillery cannons orA fascinating idea, but what would you base the softcap on? Size of the entity?
Curretly Starmade goes the way of a 4X game. Those games go strong on PvE, and in those games you have more freedom of balancing because the CPU dosent care about the fakt that it killed by an overpowerd ship. But in PvP even the slightest unbalance will cause that people be pisst off because that what they build dont work against the other one. Even PvP orientated games like MOBAs are in a constant cycle of balancing and rebalancing, and this games dosent give you the freedom to create your own ship witch make it nearly impossible to balance it.Well that's a huge call for you to make. I don't think you (nor I, nor anyone individual in this thread) are the person to make it.
I think you have the right to say what you like here, providing it doesn't harm others.And you think you have the right to say that I dosent have the right to say that PvP shouldnt be the norm for this game?
I HAVE the right to say what I think as long I dont break any laws.
FIGHT ME YOU BASTARD!!!PvP shouldnt be the norm for this game. There is also a simple solution for this problem: Weapon damage softcaps.
That's not freedom of ballance, that's freedom not to ballance! And it DOES suck; missile frigates in X3 can level entire fleets on their own with missile spam before any of them get within firing range, you think that's fun?Curretly Starmade goes the way of a 4X game. Those games go strong on PvE, and in those games you have more freedom of balancing because the CPU dosent care about the fakt that it killed by an overpowerd ship. But in PvP even the slightest unbalance will cause that people be pisst off because that what they build dont work against the other one. Even PvP orientated games like MOBAs are in a constant cycle of balancing and rebalancing, and this games dosent give you the freedom to create your own ship witch make it nearly impossible to balance it.
BECAUSE PVP DOESN'T WORK ANY DIFFERENTLY FROM PVE DINGUS. YOU'RE SAYING THE GAME SHOULDN'T BE BALLANCED BECAUSE IT'S HARD TO BALLANCE VIDEOGAMES, JESUS CHRIST.And why the devs should try to balance this game for PvP? Example: Powersoftcap, was a try to balance the game, AND SOME GUYS JUST WORK AROUND IT WITH DOCKED REACTORS!
Ok, they fixed the docked reactors problem, but seriosly what we have now
multi entity multilayer Shield/Armor/Powerregen. ships. And I'm sure that no regular survival player, Role play player or Builder will build ships that works so hard against every try to balance the game, only PvP players build ships that go a way witch I call CHEATING.
It really doesn't add that much, it's just super poorly ballanced. Haven't played robocraft in a long time, but that sounds like a really stupid addition.This game give to many freedom in building to balance it for a fair PvP.
This freedom of building everything is the greatest strength of starmade,
and I will trying to beware starmade, to avoid that it ends like robocraft where the freedom of building everything ends in "you died by a tesseract with shotguns and blink module"(last time I played robocraft that was the most anoying contruct, I dont now what it is now and I dont care).
not @ me but, I'd personally remove the e/sec softcap entirely. Bigger ships SHOULD make more power. period. Right now there are LAYERED diminishing returns on size, and the ONLY really effective one is the diminishing thrust-per-energy the thruster system puts down. The most effective method of bloat control is quite frankly THRUST and MASS, and it will always be those two.A fascinating idea, but what would you base the softcap on? Size of the entity?
I read this whole post like 6 times, because damn it deserves no less.FIGHT ME YOU BASTARD!!!
Simple solution my ass. You have power regen softcap already. Enough with the nerf goddammit.There is also a simple solution for this problem: Weapon damage softcaps.
Libtard logic everyone. If someone wrecked your overdecorated rust bucket armed with peashooters it doesn't mean they are racist, sexist, use exploits or bypass the crutches and bandaids devs build their game with. You might just need to actually git gud, either at building, fighting, or both.And I'm sure that no regular survival player, Role play player or Builder will build ships that works so hard against every try to balance the game, only PvP players build ships that go a way witch I call CHEATING.
PvP shouldnt be the norm for this game.
^^...actually git gud, either at building, fighting, or both.
You call it cheating, but that seems to say to me that YOU think YOU should ALWAYS come out on top or that YOU should always EASILLY beat the odds. Try not to fall into Cognitive Dissonance and actually click the couple links here and THINK....witch I call CHEATING...
hmm... You abuse me, you want that I fight you? Did you really ran that fast out of aguments?FIGHT ME YOU BASTARD!!!
Is it maybe possible that the goal of the balancing is that fights betwen two large ships NOT feeling like a round COD Hardcore Team Deathmatch public and more like a tactical player input intensive face off, off two opponents?There are already softcaps in place, that's what the hull and armor damage systems are and it fucking sucks. It's also easily circumvented by splitting into more ships or more turrets, because what we really need in the game is more projectile spam.
Arbitrary the AI? Noooo...What the fuck does PVP have to do with anything, ships don't get stronger/weaker by having a player or ai controlling them, the ai is just a blubbering retard, so what you're really saying is that the game should not be determined by what works, but simply be completely arbitrary.
The missile frigate can ran out of ammo and then they pretty useless, they have weak defences they are glasscannons, and torpedos are expensive, dont forget you can intercept the missiles.That's not freedom of ballance, that's freedom not to ballance! And it DOES suck; missile frigates in X3 can level entire fleets on their own with missile spam before any of them get within firing range, you think that's fun?
PvP and PvE works different. Or why PvP and PvE in games like World of Warcraft have completely different loadouts and skilltrees.BECAUSE PVP DOESN'T WORK ANY DIFFERENTLY FROM PVE DINGUS. YOU'RE SAYING THE GAME SHOULDN'T BE BALLANCED BECAUSE IT'S HARD TO BALLANCE VIDEOGAMES, JESUS CHRIST.
No I dont think that every PvP'ler like the current state of the game. But when I look on the balancing threads in this forum I just have the feeling that the most of them like the fact that rapid fire systems completely overpowerd, and if you say something against it you will be blamed that you just cant build ships. And yes thats the reason why I dont like PvP. Indeed slow firing weapons need improvements, but not just alter the damage give them something that make them special something that say "yes I AM a powerfull cannon fear me!".You think we (PVP'ers) Like the current state of the game? Multientity ships are a pain to build, and completely irrational, not to mention every time we build a ship we're at risk of having the ship rendered inoperable by some half-assed ballance update. Powersoftcap was a retarded idea, along with every other attempt to ballance the game i've seen from schine. The fact that they're terrible at their job doesn't mean they shouldn't be doing it. Ballancing starmade isn't that bloody hard, but the way they're doing it by sitting around with a nerf bat waiting for the next exploit to pop up before banging it and breaking another 50 things in the process is what's causing all these exploits. Schine needs to start treating the symptom instead of the cause by removing the incentives for docked entities, along with all the ridiculous penalties to slow firing weapons.
Point for you. I can not argue against this one.And yes, people who build based on RP/cosmetics/whatever will always produce inferior ships to those who build with effectiveness in mind. The only way you fix that is by completely eliminating any mechanical aspect of design, and just give each ship X attributes based on mass. If you ever get that every PVP player is going to abandon the game in disgust. This is such a fucked up thing to complain about, what would you think if people started demanding cosmetic blocks and slabs were removed because their ships were uglier than yours?
hmm... And where this prevent weaponsystems from completely escalate in damage? Will this say that defense become pointless becauseTrying to build good combat ships is why we play the game in the first place, instead of demanding that what we like about the game is removed, how about demanding some proper ballancing from schine, so we can both play the game without these ridiculously OP systems in the game.
To fix docked entities:
Treat the cause not the symptom, instead of trying to smack every single exploit that pops up.
- Remove the power bonus (and reballance)
- Make passive bonusses linear and independent from mass
If i'm reading this right, you want more tactical combat instead of the current strafe and shoot a lot? Yes, that would be wonderful, but what you're sugesting doesn't DO that, because the softcaps, like all the other caps, are easy to circumvent. If there's a softcap, just split the same damage between more ships.Is it maybe possible that the goal of the balancing is that fights betwen two large ships NOT feeling like a round COD Hardcore Team Deathmatch public and more like a tactical player input intensive face off, off two opponents?
Is it possible that they want to lay the focus of large ships in defence to furfill the role as a tank and not as a damage dealer?
Shouldent you not quest yourself carefully why it implemented and not blame people how think that this is the first step to prevent ships from completely escalate in damage?
You're missing the point. The game has no special rules for how ships work just because an AI is piloting it instead of a person. If the rules are the same, the same ballancing should apply.Arbitrary the AI? Noooo...
The AI is completely predictable, because they is not retarded, they is just simple and not optimised.
They fly to its target goes in firingrange and shoot. Completely predictable.
The AI fails just in one moment, when it must react on the only unpredictable thing in the game, The Player.
Ok i'm just gonna do this one for sport...The missile frigate can ran out of ammo and then they pretty useless, they have weak defences they are glasscannons, and torpedos are expensive, dont forget you can intercept the missiles.
But hey, just change the following words: "missile frigate" with "PvP multi entity ship",
"X3" with "Starmade" and "fleet" with "generic monohull ships" and quest youself the same question.
PvP and PvE works differently in world of warcraft, because world of warcraft is ASYMETRIC. Monsters and bosses don't have skilltrees or gear or anything else to modify them. They get massive stat bonusses but don't have any choices. Starmade is not asymetric, so there's no fucking difference.PvP and PvE works different. Or why PvP and PvE in games like World of Warcraft have completely different loadouts and skilltrees.
What is the control we have that's so hard to ballance?I sayed balancing is hard. I sayed PvP balancing is even harder. I sayed PvP balancing in a game where the player has a wide variety of control over the game mechanics is nearly impossible. I NEVER sayed that this games shouldent be balanced! I sayed that this game should be balanced without or with very low focus on PvP.
That would ruin the game completely for PvPers - the mechanics would destroy PvP.I sayed balancing is hard. I sayed PvP balancing is even harder. I sayed PvP balancing in a game where the player has a wide variety of control over the game mechanics is nearly impossible. I NEVER sayed that this games shouldent be balanced! I sayed that this game should be balanced without or with very low focus on PvP.