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Distension Beta Suggestions/Bugfix thread

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  • FarScape
    replied
    Thanks dug!

    Leave a comment:


  • project dragon
    replied
    Just a quick question:

    Is there a bot command that we can put in that tells us the status of the game?
    Something like the !time command in pure pubs, just to let players know how long the game has been going on for, or what what the score is in the game. I thought that would be a nice addition in case the round has gone for a really long time, and you forget what the score is. If it's there, then I am just blind. : (

    Keep up the good work !

    Leave a comment:


  • Facetious
    replied
    I haven't read this whole thread, so sorry if this is repetitive. What confuses me is that terr kills are worth so little and flag grabs are worth so much. I think flag grabs should only get you a bonus in the last 20 seconds of the timer, and it would be really cool if you could get the bot to give you a bigger bonus for terr kills within the coords of the bases. Killing a baseterr really gives you an edge in a flagroom battle, grabbing the flag doesn't make a difference really if the other team is still all up in there. My other issue is that the bonuses for your team winning seem way too small. Game's still awesome either way, of course.

    Leave a comment:


  • gdugwyler
    replied
    I've attempted to do something about the rotation, but pretty much any amount and any ship over a certain limit just starts behaving this way. For some reason it seems more pronounced in others, though. Any dev member know about this problem?

    Re: Spider multi, it may be adjusted. Going to have to consider it a bit.

    The beta bonus, however, will not be in during public release. The reason you're advancing so slowly is because the levels are designed for making an average # points per kill equal to your rank. Because you're a frontrunner, this isn't possible; this is the price that must be paid by those that wish to remain at the head of the back, and whether to remain there or play another ship is their prerogative. Higher-ranked ships are worth more to kill. There just aren't any higher ones to kill because you're a pack leader presently.

    Streak-ending giving RP might be a fun addition.

    I've heard other reports of lagout not working properly, but it's worked for me (you must use it within 1 min of lagging out/getting dc'd). If you have specific reports of what it tells you or how your situation worked, please post here.

    Also, the bot crash experienced should not happen again (for that particular bug).

    Leave a comment:


  • HateTheFake
    replied
    While playing distension today i got booted numerous times, when my lag was ok. PING Current:70 ms Average:70 ms Low:50 ms High:590 ms S2C: 0.1% C2S: 0.1%

    When returning i couldnt do !lagout and i ended up losing 50 percent participation 2 times, Then 3 mins later when there was 1 second left the bot died.

    Leave a comment:


  • Peace_Maker
    replied
    If they can complain about shrap I might as well add a comment on spider multi. It is useless. I scrapped a couple of items to buy a rear protector for the cost of 3 upgrades. As a spider there is rearly if ever that I am in a base and being attacked from behind. The spider is designed to kill as it pushes forward not worry about people attacking it from behind. As always I make suggestions for change with my complaints: Make the multifire an even higher item, level 45/50 whatever with a cost of 5 ranks, and make it the same as lanc/terr bullets. This may be overpowering but at this level I do not think it is going to make much difference.

    While I am posting I would like to add when distension goes public please do not completely eliminate the beta bonus. Add it into the normal calculation. My spider can dominate a flag room at level 27 but after several rounds the status bar does not go up at all. Suggestion: make higher ranked ships worth more to kill. Right now the difference in RP rewarded for killing a level 10 is not much different from killing a level 25. Is there a reward for killing a player on a streak? If no please add one if possible.

    That is all I have for now. Players please respond to show you agree or disagree so dug gets good feedback.

    Leave a comment:


  • gdugwyler
    replied
    Also, !scrapall implemented for mass-scrapping all of one upgrade #, all upgrades, all maneuver upgrades, all energy/recharge upgrades, or all special upgrades. Try it out and tell me if you find any bugs.

    Leave a comment:


  • gdugwyler
    replied
    Re: shrapnel: I've increased the speed more than double on shrap, and increased the damage level slightly as well. Hopefully this will remedy the shrap problem a bit. Also, as far as I can tell from testing Shark shrap should go just as fast as Jav shrap, but who knows ... Bomb speed or present velocity might affect the calculation a little bit.

    I'm still working on the rotation issue... interestingly if you're rotating at high speeds and change direction, it doesn't seem to be a problem. Also, stomping on the direction seems to work better than casually pressing over ... it might be a hardware issue, it might be a game issue, or it might be something with the way the rotation amounts add up in the settings. I'll keep looking at it.

    Leave a comment:


  • Dameon Angell
    replied
    I just wanna move for a "Random" beta test tomorrow night. Since I'll actually be home for it. And I don't have work the next morning. I think we need to make sure it works on days that end with "day".

    Leave a comment:


  • FarScape
    replied
    Originally posted by gdugwyler View Post
    Seems to be a regular problem in other ships such as the Jav as well. I'm guessing this has to do with how much rotation is added when holding the key -- as though the numbers are not matching up well with actual rotation points.

    Did you notice this problem just at 6 upgrades of rotation on the spider, or at other levels as well? I'd pose the same question to anyone who javs and has the problem.
    Started to feel it on level 5 rotation and in 6.
    on level 4 it was o.k.

    Leave a comment:


  • hak
    replied
    Shrapnel

    Originally posted by Chao. View Post
    I don't know if it's the same for javs, but I feel like I wasted points buying shrapnel - is there any way to make it shoot out a bit faster?
    I second this. Shrapnel moves way too slow on both the Shark and the Javelin. (Shark shrapnel is actually only half the speed of the Javelin shrapnel). These shrapnels can be dodged with ease as they move slower than a level 1 Warbird.

    Also, I have noticed that shrapnel does not seem to one-hit-kill at all times. Very high energy ships seem to live through them.

    I !Scrap'd my shrapnel, as it seemed so utterly useless right now. If you change it to something for useful, I'll !upgrade it again to see how it works.

    My suggestion is: Increase shrapnel to a very high speed projectile that can hardly be dodged. It's not going to be a mass killer any way, since only 25% of the bombs shoot out shrapnel in a base.

    Regards,

    Hakkinen B)

    Leave a comment:


  • Chao.
    replied
    I don't know if it's the same for javs, but I feel like I wasted points buying shrapnel - is there any way to make it shoot out a bit faster?

    Leave a comment:


  • gdugwyler
    replied
    Seems to be a regular problem in other ships such as the Jav as well. I'm guessing this has to do with how much rotation is added when holding the key -- as though the numbers are not matching up well with actual rotation points.

    Did you notice this problem just at 6 upgrades of rotation on the spider, or at other levels as well? I'd pose the same question to anyone who javs and has the problem.

    Leave a comment:


  • FarScape
    replied
    Major bug with rotation...

    I got level 6 (max) rotation with spider and im unable to aim because the rotation start slow, but continue fast.

    For example, if i click slowly to rotate, it will move very slow, if ill need more touch and rotate a bit further, It will rotate too fast. Its not smooth like how ships rotate in Trench wars. need a fix. need constant rotation speed through out all the turning of the ship.

    Leave a comment:


  • gdugwyler
    replied
    - Upped the frequency of how often idle checks for players in the safe. I'm guessing you just got unlucky, and each of the 5 times it checked you (in 20 second increments) you were in safe/had just died. Now it'll check 10 times in 10 second increments, so the likelihood of you being in spawn each time will be significantly reduced.

    - Fixed the bot death problem. Was caused by a player who did a sector break but was immediately DC'd. Sorry about that.

    - !assist will now be deactivated if you're trying to switch to the winning team while they have a sector hold, even if they technically are down in strength. Chances are, if they can hold both flags at any time, they don't really need help at the moment. The assist system will no longer advert for help in this case either.


    Regarding rank differences, I haven't had too much trouble with the little guys. As long as you make sure you don't have low energy you'll generally be just fine. Lower players often complain of not being able to kill anyone -- they need that lucky stray to be able to advance at all. The rank differences aren't meant to be overwhelming, either ... just enough so that it makes it interesting. I still want it to be possible for a very skilled rank 0 to kill a rank 50 who isn't thinking straight, for example. The arena division you talk about might happen, though. We'll have to see if it can be supported.

    EDIT: Also, yes, !killmsg is in the !help.

    Leave a comment:

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