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Star Conflict 1.5.7 (Discussion)

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18 hours ago, Schwarzschild said:

 

Yes but the refresh is a bit different.

Before you can accept the mission before 12GMT, finish it after 12 GMT, and the next batch would immediately pop up.

After the update, you have to finish the previous batch before 12 for the next batch to actually refresh at 12.

 

Not sure if this is intended, or if any other similar missions are affected as well.

 

Well, that explains a lot, thanks!

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On 8/30/2018 at 9:53 PM, Koromac said:

Actually, it stacks, if you do it before 2 PM (GMT+1). 

If it does, there must be some inconsistant bug, because i didn't get it twice (CEST = GMT +2)

 

First time:

accepted at ~ 10:10

completed at ~ 12:00

 

Second time:

accepted at ~ 02:00

completed at ~ 18:00

 

Both times my mission was not refreshed...

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On 9/1/2018 at 6:19 PM, Flash0914 said:

If it does, there must be some inconsistant bug, because i didn't get it twice (CEST = GMT +2)

 

First time:

accepted at ~ 10:10

completed at ~ 12:00

 

Second time:

accepted at ~ 02:00

completed at ~ 18:00

 

Both times my mission was not refreshed...

Same here. My mission did not refresh at least for two days now! I was only able to complete it once a day.

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2 hours ago, Koromac said:

Same here. My mission did not refresh at least for two days now! I was only able to complete it once a day.

Hmm... you sure you finished the first set of the day before 12:00 GMT?

For me it refreshes every time if I finish them before 12. If you finish after 12, the mission will not refresh until 00:00 GMT the next day.

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An other punch into the faces of all long term players, that is what this patch is!

I hate you all.

 

Suggestions:

Remove all Limits, a simple big unsigned double variable in your code will hurt none. There is no need for an artificial limit at all.

OR

Remove all multi-currencies, hidden behind resources. Why? They are annoying, time consuming and add no fun or value to the game at all!

OR

Add a exchange for EVERYTHING using credits. 

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And give us the ability to

1: research modules even when we have enough "free" to upgrade them

2: gain vouchers via traditional contracts like the good old days.

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Played a few battles, such a good feeling to see 2 pages of rewards going to be destroyed while other players get them. All those limits truely add fun and value to the game. I love the game and its developers!

-sarcasm

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6 hours ago, TheDarkRedFox said:

And give us the ability to

1: research modules even when we have enough "free" to upgrade them

2: gain vouchers via traditional contracts like the good old days.

Basically this. The change in 1.5.7c was nice and all since the forward fleet mission is now a free upgrade to a run but without consistent ways of increasing your voucher total it feels redundant.

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11 hours ago, MathModelSim said:

Remove all Limits, a simple big unsigned double variable in your code will hurt none.

At least the game fronted is using a double precision float (lua's only supported number type). Also which language does support unsigned doubles. At least the ones that are used mostly in SC don't do it. (C, C++, Lua)

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3 hours ago, John161 said:

At least the game fronted is using a double precision float (lua's only supported number type). Also which language does support unsigned doubles. At least the ones that are used mostly in SC don't do it. (C, C++, Lua)

somebody had a closer look at its code. Id be careful with that, it raises certain suspicions. ;)

Neither did i look at the code nor did i put much thought into the post, but have it your way. Since long int are probably not supported, a unsigned int would do the job.

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20 minutes ago, MathModelSim said:

somebody had a closer look at its code. Id be careful with that, it raises certain suspicions. ;)

How do you think do I get the list of not mentioned changes in patches? It is far faster to get them out of the game files then checking every module manually :D.

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9 hours ago, John161 said:

Balancing changes in 1.5.7 c:

  • Inhibitor Crystal max damage decreased by 25%.

 

Problems aka mistakes of Inhibitor Crystal:

 

- first of all it can be used with Tai'kin it is interceptor recon.

Why is recon capable to do so much damage?!?!

 

- reload time is to short TO SHORT TO SHORT.

 

- Tai'kin can be invisible and weapon projectile is still flying toward target.

 

-  it can slow target why why why.

Why does even ship that is fastest in game need something that slow other ships ???

 

- it is completely broken 

 

- Stevie Wonder was developer who balanced it.

 

- Ray Charles was developer who released it in game.

 

 

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10 hours ago, GatoGrande said:

 

Problems aka mistakes of Inhibitor Crystal:

 

- first of all it can be used with Tai'kin it is interceptor recon.

Why is recon capable to do so much damage?!?!

 

- reload time is to short TO SHORT TO SHORT.

 

- Tai'kin can be invisible and weapon projectile is still flying toward target.

 

-  it can slow target why why why.

Why does even ship that is fastest in game need something that slow other ships ???

 

- it is completely broken 

 

- Stevie Wonder was developer who balanced it.

 

- Ray Charles was developer who released it in game.

 

 

-It can be used on every recon once you build it
-It can deal good damage but only when it ramps up or hit directly, it flies slower than you and require to fly almost next to it.
-It's arguable. It's hard to hit anything other than frigs/destros.
-Crystal flies in straight line....And perma invis Taikin is almost useless after all those recent nerfs. Going radar invisible makes you loose all shield, maneuverability and energy stability.
-Slows targets, yes, that's it's primary function. Recon is a debuffer class in Interceptor line. It's just a Taikin that was designed to do everything at once.
-It's not broken, other than spontaneusly exploding on your own face when you follow it.

Try to use it yourself. I used to complain about it a lot but then I got it myself and especially with Taikin fragility the "Torpedo-crystal" is rather hard to use.

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1 hour ago, Rob40468 said:

-It can be used on every recon once you build it

 

Indeed, that is even more broken.

 

Quote

-It can deal good damage but only when it ramps up or hit directly, it flies slower than you and require to fly almost next to it.

 

Tai'kin can be invisible and projectile is still not exploding.

 

Quote

-It's arguable. It's hard to hit anything other than frigs/destros.

 

Are you kidding right? 

Didn't I say it can also slow the target? So no it can hit almost everything except perhaps other Tai'kin

 

Quote

-Crystal flies in straight line....And perma invis Taikin is almost useless after all those recent nerfs.

 

Whom do you lie here? Why do Cruel and Senor and PhoenixGT use strictly that ship? And they win almost all time? With the correct build that ship that should be killed with one hit is almost immortal.

 

Quote

 

Going radar invisible makes you loose all shield, maneuverability and energy stability.

 

you lose just Shields, all other is a lie.

 

 

Quote

-Slows targets, yes, that's it's primary function. Recon is a debuffer class in Interceptor line.

 

Yes debuff class not killing machine like Tai'kin is in capable hands.

 

 

Quote

 

It's just a Taikin that was designed to do everything at once.

 

Why do we need all other ships then?

If one ship can do everything at once then it is broken.

 

Quote

-It's not broken, other than spontaneusly exploding on your own face when you follow it.

 

You are kidding right?  Open your closed eyes.

 

 

Quote


Try to use it yourself. I used to complain about it a lot but then I got it myself and especially with Taikin fragility the "Torpedo-crystal" is rather hard to use.

 

I did. I was even immortal in survival mode when we had it. I don't play it any more it is to OP in my hands.

 

 

 

Ps; you didn't mention possible 10sec reload time that it have on Tai'kin. It is broken as hell.

 

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On 8/25/2018 at 9:00 PM, WolfKhanGeneral said:

It's because too many players would accidentally turn it on while in-flight, and it would be confusing to many not knowing how to turn it off, many builds would be effected negatively by the consistant drain on energy

there is an easier solution to that: remove the default binding.

 

voila nobody can accidently press a button they never knowingly assigned.

 

On 9/7/2018 at 11:45 AM, John161 said:

At least the ones that are used mostly in SC don't do it. (C, C++, Lua)

now i am by no means a C/C++ user, but i doubt there is not a number type you could not support in these languages.

 

also... a) the frontend does not need to know, you could use a string because you can just subtract on the server; b) why use a double at all, if there are no partials, just use any kind of integer, c) you can always use partitioned data structures, so there is no limit for displaying a number; its maximally a limit in the db table.

and d) it really does not matter if its signed at that point. thats one bit of information.

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2 hours ago, g4borg said:

there is an easier solution to that: remove the default binding.

 

voila nobody can accidently press a button they never knowingly assigned.

This is actually this is the default behavior now.

2 hours ago, g4borg said:

now i am by no means a C/C++ user, but i doubt there is not a number type you could not support in these languages.

I should have said there is afaik no unsinged float in the standard of either C or C++.  Also implementing unsigned float is mostly useless and will yield probably performance drawbacks since they are normally not supported by the hardware.

2 hours ago, g4borg said:

also... a) the frontend does not need to know, you could use a string because you can just subtract on the server; b) why use a double at all, if there are no partials, just use any kind of integer, c) you can always use partitioned data structures, so there is no limit for displaying a number; its maximally a limit in the db table.

and d) it really does not matter if its signed at that point. thats one bit of information.

I know, I also never was the one that recommend floating points number for integers. But I think we are getting a bit to much of topic when we continue this here.

(and yes it seems like that the credits are processed as string at some point before converting them to double.)

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Until we have this;    http://prntscr.com/ktnlkr   I have to say game will be bad.

 

until good players are taking low R ships to gain advantage this game will be complete crap.

 

I still don't understand why ship that cost less then 1k GS is made so to be better then Spark that cost 15k GS.

 

This game is really twisted and more and more without any sense and purpose.

 

 

Not to mention all limitation  that we have on different resources and spam of zillion messages that I get.

 

 

 

 

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55 minutes ago, GatoGrande said:

Until we don't have this;    http://prntscr.com/ktnlkr   I have to say game will be bad. 

Ftfy

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The resource limiter bull crap needs to stop. Nothing sucks worse than seeing your hard earned credit, loyalty synergy and whatever else I forgot being destroyed. If I am over the limit it should have the option to convert it to one several resources.

 

Joining lost battles sucks. I see so many disconnects every battle I get in. I am always on the side with the disconnects. I should get some gold for staying and not quitting like the rest.

 

10gs for winning is a kick in the nuts. You can't buy anything with it.  If you have a mark on your account like mine, wins are next to never. 

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2001726828_ithurts2.PNG.e19bf949cd4f126f1728264654_ithurts.PNG.4f2c971ece88d08bb

 

Wow cool, a ship that hardly anyone uses because it's so out of date is on sale, and a steam fix was added.

 

 

I find it humiliating that I used to care about this game so much. The game I used to love is cared about so little at this point by its owners that it has taken months for resolutions for the steam link errors. Something like this should have been fixed within a week or two. Regardless of how long it took, was it absolutely necessary to send the update and shut down servers in the middle of a Sector Conquest time zone? Almost every previous update and server maintenance shut down I can remember has been more or less 2 hours after Sector Conquest for T5 Fed Space is closed, what was the purpose of initiating the shut down halfway through corporation's battles? My corporation lost a sector last night when the servers shut down and we were not allowed to fight for it, granted, we could have lost the sector anyway (we had 6,000 points or so when the servers went down compared to the new owner's 10,000. If we had gotten in 2 more battles we would have easily kept the sector, but some battles go unpredictably and take longer than expected), I nor any of my members particularly care about last night's incident because our ownership cycle was coming to a close, but had this happened earlier in our cycle and we had lost our sector after having just gotten it back or having held it for only a few days we would have been rather upset. The point is, if my corporation lost a sector, other corporations could have also lost sectors that were more important to them, for example, if a smaller corporation had gotten ahold of a sector with rewards such as 50x Iridium per battle and they were not allowed to A) partake in battles and claim the fruits of their labor nor B) fight for the sector so they have a chance to keep it, then they would have likely been discouraged and some members may have left the game. This is sloppy and unprofessional, I hope to not see something akin to this in the future.

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If they would just bring back at least two Tiers and eliminate the Low rank buffs half the crap people complain about would disapear. And yes this patch does once again screw over the oldtimers. My mailbox is going to be full of rewards I have to destroy. We could at least convert them to something. Limit the r1-6s to one special module, the 7-12 to 2 and then let the grownups use 3 in 13-17.

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8k limit on Iridium...

what's next? 50 limit on owned ships?

10 limit to daily pvp/pve matches? 100 limit on mineral resources?

 

at least they had the decency to let component ships keep their own unique modules.

 

in summary, this update is:

- more limits on resources

- reduction in credits from most if not all pve missions

- nerf(?) to premium

- still no change to R15 manufacture ships

- reversal to old UI (why???

- still no change to matchmaking

- tradable modules at 1k GS minimum price

- Fed/Jericho R16/17 Recon/Command coming s∞n.TM

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The change to premium is a mixed blessing I suppose

 

more bonus to exp(yes it's called exp now), more loot?

 

the credit boost is... not as good as it seems.

 

The credit boost got increased from 50% to 100%. Meanwhile, the overall credit reward from pve missions got reduced by roughly 30-40%. Then the after battle loot credit increased by quite a lot.

 

overall the effect is still a reduction in credit gained

a premium ship with license gets a credit reward only marginally better than a premium without license pre-update, and significantly less credit than a non-premium with license pre-update

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Some iridium boxes cost is reduced - that's the only thing I see positive in this patch. Reducing amount of modules on premium ships was requested by players and devs listened. Do I agree with that? Not really, but at least whiners cannot say now anything about those "OP" premium ships. Credit gain reduction? Yes, but also I noticed some modules cost less to upgrade. So mixed blessings.

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