tag:blogger.com,1999:blog-735828027372962152.post6849710813636733420..comments2024-03-15T15:57:31.882-07:00Comments on Hades' Star Development blog: White Star changes in DARK NEBULAUnknownnoreply@blogger.comBlogger37125tag:blogger.com,1999:blog-735828027372962152.post-1606241599163692972023-07-22T19:48:37.550-07:002023-07-22T19:48:37.550-07:00Here is my question:
Is there any reason why there...Here is my question:<br />Is there any reason why there is nobody talking about SHORT FULLY SYNCED REAL TIME 1 HOUR WS?<br />Like let's meet 6 of us and 6 of them at 6pm and play WS for one hour in normal (RS like) speed. Somebody wins, all had great fun and we can live our lives until next week.<br />Jeees I would love to play this (like RS but Team vs Team).Jindrahttps://www.blogger.com/profile/00594409412867334478noreply@blogger.comtag:blogger.com,1999:blog-735828027372962152.post-90320763352620674242023-07-22T19:43:39.480-07:002023-07-22T19:43:39.480-07:00I love HS from day one.
But I don't want to pl...I love HS from day one.<br />But I don't want to play WS. Here is why:<br />Biggest problem so far for me is absolutely NOT worth credit rewards (compared to other stars) for my effort:<br />1) Time<br />2) Not having 2 needed ships for the whole time -> it generates next problem<br />3) Lot of credits needed to rebuild my ships for RS to do WS (and than back)<br />+ unsanced lost ships => no positive credit reward, no reason to jeopardise my whole game progress => no risking in playing WS, sorry mates..<br />That is soooooo saaad :-'(<br />When Im talking about bigger rewards I don't mean like +20% Im talking like +200% or even more to make it relevant to game progress.Jindrahttps://www.blogger.com/profile/00594409412867334478noreply@blogger.comtag:blogger.com,1999:blog-735828027372962152.post-34735825110313111052023-03-11T19:59:26.068-08:002023-03-11T19:59:26.068-08:00What if every white star you could configure which...What if every white star you could configure which teammates are allowed to control your ships. This would reduce the need to be on 24/7. Personally I felt like 5 days was already too long, 8 to 12 hours at a faster pace would have been preferable but if we don't have to check in constantly then it might work. But 5 days was already a challenge for working people.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-735828027372962152.post-64278980422983034632023-01-04T02:16:16.830-08:002023-01-04T02:16:16.830-08:00I'd argue that timewarp adds a valuable aspect...I'd argue that timewarp adds a valuable aspect to the game. Tweaking moves involging different speeds and developments adds to the gameplay. We use timewarp to speed up or slow down things to not let oppponent TM see the moves we intend to makeDarth Wnoreply@blogger.comtag:blogger.com,1999:blog-735828027372962152.post-65299480520963624602022-12-04T05:49:16.803-08:002022-12-04T05:49:16.803-08:00I wonder if you ever run a data analysis of white ...I wonder if you ever run a data analysis of white star results based on bond levels? I've got a feeling that the white star result is already predetermined based on the number of bond12 modules the team has - you just count that number and predict with 99% accuracy which team will win. So the WS matchmaking can be done based solely on bond levels in the team - easier for you developers :) Which is sad, of course...Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-735828027372962152.post-48444141397123138242022-10-15T11:47:11.170-07:002022-10-15T11:47:11.170-07:00LazerTag44
1. Problem with Match Ups
Solve this ...LazerTag44<br /><br />1. Problem with Match Ups<br /><br />Solve this by having all the scans occur at a fixed time each week, say Noon on Wednesdays GMT (for example). Instead of trying to slot a couple of dozen corps into competitive matches, the AI would have hundreds of teams and tens of thousands of combinations to work with.<br /><br />2. Problem with Competitive Play<br /><br />Solve this by having all the ships participating in the White Star docked at the station when the scan starts. The ships are committed. They get loaded into the scanner (like in Blue Stars), and are unavailable until they deposited into the match. Also, once you're out, either Jump out or get Destroyed, that's it. No way back in.<br /><br />The Algorithm now knows exactly how many ships, how big, and how many modules of what level on each team. It can even judge a team's Corp level, White Star scores, or XP. <br /><br />3. The Team Size problem. 5v5? 12v12? 20v20?<br /><br />This becomes irrelevant. It doesn't matter anymore. If a Corp brings 5 or 25 players, the AI can adjust for a competitive match. For example, 5 Monster Ships could get swamped by 25 low level Battleships, each armed with EMP and scattered everywhere. It would be a lot of work to keep from getting trapped or leaving your support ships unguarded. It creates another level of asymmetry that can be balanced out by proper match making, and adds variety to the games.<br /><br />Also it allows all Corp members to participate if they want. And it avoids the No Show problem, players who casually sign up but don't send ships, and skew the match making. <br /><br />4. Running up the Score/Endless play problem.<br /><br />Once you're out, you're out. You leave the system Voluntarily (jumping) or Involuntarily (destroyed), whatever, you can't come back. No spamming missiles or drones from the gate. No fast Monster ships jumping out to recharge and repair. No swapping modules once you've seen the enemy fleet. Get your Battleship smashed up early, and you're stuck with it for the remainder of the match. <br /><br />In this way, the maximum number of relics a team can collect is limited by the transports and drones they brought. Period. This makes both fleet organization/strategy and the support ships a lot more valuable at the start.<br /><br />That fades rapidly towards the end of the match.<br /><br />Once there's enough relics produced, the Miners have no more value (except as Trophy Targets). Once the relics are all collected and the Transports safely on their way to the gates, the Battleships are freed up. For the remaining time, its Mass Combat to the Death, or a Strategic Retreat to the exits. *Suggestion: Small bonus if your ship gets out alive<br /><br />5. The Sleep problem. <br /><br />Solve this by slowing things down and creating different operational tempos at different parts of the map. Extend the game to 6 days. Slow the clock. Shrink the playing field a bit, making it an Oval (looks like an American Football) with the gates at the far ends. Have the AI add more planets and asteroids as the number of ships involved rises.<br /><br />There will be a Traffic Jam in the center. The more active players can be out here, on the Front Line. The less active players can manage the back end, exploiting less useful planets and asteroid fields, and guarding the convoys. There will be a lot more warning and time to react to an incursion. There will be back end combat, just not as much and on a more deliberate timeframe.<br /><br />I like Hades Star. And I like the asymmetry of the game. I hope the new version doesn't drown out all the variety in the game.<br />Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-735828027372962152.post-17374796877398208922022-10-03T16:16:24.159-07:002022-10-03T16:16:24.159-07:00all match making matches should be just that why i...all match making matches should be just that why is it that huge corps out rank players in ws. it is very uneven i hope this problem will be solved in Dn look us up we are Soulsystem .Soultecknoreply@blogger.comtag:blogger.com,1999:blog-735828027372962152.post-25493086604491233452022-09-28T09:20:02.433-07:002022-09-28T09:20:02.433-07:00Yep. I'm dumb. I didnt spot that.Yep. I'm dumb. I didnt spot that. Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-735828027372962152.post-1191808272371770402022-09-27T17:37:27.952-07:002022-09-27T17:37:27.952-07:00Hopefully you (DEV) fixes the shield jump to WS te...Hopefully you (DEV) fixes the shield jump to WS technique! We’re the shield time is cut in half when BS enters with active shield based on when BS jumps to WS. It’s fun but a clear disadvantage if your CORP knows this technique over the other CORP.<br /> Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-735828027372962152.post-56308624333232795752022-09-27T13:28:21.966-07:002022-09-27T13:28:21.966-07:00Problem 6 could also be rewritten as "Blue st...Problem 6 could also be rewritten as "Blue star Leaderboards..."<br />Seriously, there's no skill in downscaling your level 6 bs with dart 12 or vengeance 12 and leave almost every other mod out in order to match up against bs 2, 3 and 4. Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-735828027372962152.post-89803413284627622022-09-27T07:18:36.321-07:002022-09-27T07:18:36.321-07:00I think the brilliant strategies and mechanisms th...I think the brilliant strategies and mechanisms that work around natural flaws in gameplay are fun and not boring. It's true that some modules have not found use but it's also likely whatever "perfect" fix is found human ingenuity will find the counters,flaws and strategies to excel. It seems your original idea was to create a game with a large variety of successful strategies at a relaxed pace. I'd argue you already succeeded. My corp regularly defeats the existing WS metas using the responsiveness strategy you describe as undesirable. But how can you ever really have competitive game play without some measure of competitive pacing? They are inapposite goals and I hope in your solution you merely seek to establish balance between two conflicting but desirable ends. I don't relish checking the game at 3 a.m. but because I chose to commit as officer in a corp that enjoys to win some level of sacrifice. But that adds to the fun! And makes victory sweeter. Please don't disincentive competitive play in a fun competitive strategy game. If anyone can win even using less commitment, effort and ingenuity, that's Ms. Pac Man, not intergalactic chess. Thanks for creating in my view a brilliant game. Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-735828027372962152.post-36832397016275247412022-09-26T00:03:42.282-07:002022-09-26T00:03:42.282-07:00KoKoAnonymousnoreply@blogger.comtag:blogger.com,1999:blog-735828027372962152.post-67987856137795105092022-09-15T12:25:48.957-07:002022-09-15T12:25:48.957-07:00My two cents concering WS: some modules guarantee ...My two cents concering WS: some modules guarantee the victory. Unless the matchmaking is really awful the module levels make the decision. If cooldown ruins it for you then leave and come back. This is boring, senseless and nobody wants to spend any effort into this. So how about different approach:<br />Each WS has a fixed pool of modules for both companies and each of their players. Module level is fixed. Ship levels are fixed. As a company everybody has to work according to a strategy that fits the presets. This way a WS becomes more challenging and low-level players can participate alongside the pros. <br />And now as I am writing this: you could also experiment with a "hard core" mode like dark RS. When the search for a WS begins every player has to have the ships ready for departure at the scanner - no further exchange, no cooldown. Every ship departs once a WS is found and you cannot come back. Once a ship leaves or gets destroyed it's gone for good. <br /><br />Those ideas combined and you'll fix problem #2 instantly and part of #1. But maybe it's just a stupid idea, I don't make the decisions here.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-735828027372962152.post-38371447918033630782022-09-13T03:34:45.125-07:002022-09-13T03:34:45.125-07:00Andreas, how do you see the impulse-bond-tp "...Andreas, how do you see the impulse-bond-tp "kidnap" meta being resolved? It's the ws killer at high levels, first thing I looked for on the oppo team was bond 12, whilst I was still playing ws. Do you think removing tw and slowing impulse will sort it sufficiently?Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-735828027372962152.post-80312674648126451132022-09-12T04:08:50.068-07:002022-09-12T04:08:50.068-07:00Another mechanism that may also work is that each ...Another mechanism that may also work is that each time certain modules are activated like delta or mirror shield, they have slightly lower shield value than an equivalent Omega. But if you travel (delta), you lose or 'burn' your shield. Tactic - stay and have shield, or move (faster) and have much less shield. For Mirror, have it decrease the amount of reflected dmg so by the time the shield is used up it is reflecting no dmg. Tactic - trigger early to wipe out small Cerb swarm or later to protect against larger Cerb for longerAnonymousnoreply@blogger.comtag:blogger.com,1999:blog-735828027372962152.post-65467975849368716502022-09-09T23:23:16.717-07:002022-09-09T23:23:16.717-07:00Note that for the duration of a WS even though it ...Note that for the duration of a WS even though it is across several 'days', it is 1 game day total, so the cost goes up the entirety of the WS, even if they swap mods by jumping in and out different ships of same class - no rocket popping! <br />But still allows the use of rockets in a tactical fashion.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-735828027372962152.post-83232324673309359082022-09-09T23:08:59.326-07:002022-09-09T23:08:59.326-07:00RadarAUs, Aussie Fringe
I see this as two problems...RadarAUs, Aussie Fringe<br />I see this as two problems - the casual gamers and the dedicated 'play everyday' gamers, plus you also want varied strategy with no 'one' build to rule them all play.<br />Casual gamers play maybe 1-3 times a week, participate and get on with life. Dedicated ones are in every day. <br /><br />My thoughts - Allow unlimited module changes on all ships up to RS4 - no cost<br />At RS4, allow a pool of changes for each ship type (BS, Trans, Miner) that are 'free' and reset every day or week - whether used for one ship or several of the same class. Could have a counter at the top of the layout screen showing remaining free mod changes for that class. Free charges would go up per level of the ship. So you might have say 6 changes for BS, 2 each for trans/miner at their level 2 versions. After the 'free' changes - cost kicks in - whether credits, or, building on the DRS or Quantum idea - Quantum crystals.<br />This allows players to experiment, does not hurt lower players or the casual ones. Dedicated players have the Quantum or Credit cost, but are earning more due to extended play anyways, so that eats some of that.<br /><br />My other thought would be changing the cost of using something per star (RS. WS, etc) so that it increases in cost every time it is activated on that class of ship - whether a percentage or a flat increase. So use #1 - 100 hydro, use #2 - 300 hydro, use #3 - 1,000 hydro, use #4 - 5,000 hydro, etc. on that clsdd of ship. Note that there would still be timers and cool-downs - but you would see the new hydro cost on that button to activate it. Now - the cost only resets the next day for that mod on that class of ship for that star type.<br />Example - in 1st RS, player uses Repair 2 times. They go into the 2nd RS and use it 2 more times - the 5th activation would cost say 10,000 hydro...<br />This allows casuals that have full hydro due to no play to particapte (they can splurge on their game days), dedicated players learn to conserve and use sparingly as they use it, but are also likely to switch to mods that have a lower 'cost' for that day, so balancing use.<br />There will always be the favourites or the meta builds, what this does is make it very expensive/impossible to keep playing the same thing for the heavy gamers. <br />So you can make Repair very good, but it gets too expensive to use and player then swaps to Salvage vs Repair - Repair is too expensive to use after the 4th time, but might have it on one ship for an emergancy - their choice. Also do not allow certain mods on certain classes - so no repair on miners or trans, only BS.That removes the cheap repair army for the BS. By having the cost increase on the same class of ship that would probably negate the army option anyways - if you have 4 miners with repair, the 4th activation would cost you 5,000 hydro no matter which miner does it.<br />You could then have mods that extend or improve mods in the fleet - these could potentially use Quantum crystals, so make Salvage 'better', but charge it up with Quantum crystals - but after a certain number of 'activations', the charge is used up for the day.<br /><br />Apologies I am not addressing actual gameplay, but as DN is in such a state of flux it is difficult to assess what is working vs what does not. We really need more direction eg - everyone, please test these features - this week/month it is x, x, and x<br />At the very least introducing free mod changes will encourage this.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-735828027372962152.post-41170238668895209392022-09-08T16:04:17.886-07:002022-09-08T16:04:17.886-07:00Well white star was very boring like a turtle. BOR...Well white star was very boring like a turtle. BORINGAnonymousnoreply@blogger.comtag:blogger.com,1999:blog-735828027372962152.post-20464051524522667872022-09-08T08:40:42.898-07:002022-09-08T08:40:42.898-07:00Papa, I believe you nailed in all problems and off...Papa, I believe you nailed in all problems and offered a good solution.<br /><br />Barrier is a game killer, you can't allow a 24/7 barrier in a planet. the lack of asteroids also kills paths and strategy. i agree with the other anon that asked for 0 H roids don't disappear.<br /><br />barrier fix could be: prevents incoming tp but allow enemy players movement. a good combo would be a new suspend: decreases enemy players movement speed only. that would be a good barrier+suspend combo with lots of counters and good playsAnonymousnoreply@blogger.comtag:blogger.com,1999:blog-735828027372962152.post-85320874537857615842022-09-08T02:18:51.693-07:002022-09-08T02:18:51.693-07:00Hello. I agree more or less with all the problems ...Hello. I agree more or less with all the problems you say and I want to contribute a bit.<br />I loved WS when we was low levels. It was about tactical and strategists decisions, you have to be in the best place and think where you have to be in the next hours. Now, with the high levels modules like bond, barrier, leap, etc, the WS is about to rush and to bond/tp miners or transports, to turtle in a planet with lots of lv12 barriers or something like that. <br />I haven't seen good BS fights conquering the field, it is just tp, impulse, destiny leap, etc. I think the power of the modules in high levels is a big problem, the fight has to have a balance between movement, combat and modules, not only be about modules. <br />Another problem I see, related with the first, is the lack of asteroids in the late game on WS. When corporations mine the map, ships has no place to go other than planets or the few asteroids that spawns. I think asteroids doesn't have to dissappear when 0 hydrogen (as in BLS) to let ships move in them.<br />Cheers. <br />Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-735828027372962152.post-26024519338339668122022-09-08T01:08:19.868-07:002022-09-08T01:08:19.868-07:00I have to comment on Leap module. What is said in ...I have to comment on Leap module. What is said in the article is that Leap module has a boring use because it can be used against Cerberus ships. Actually the Leap module is boring because it is used to leap backwards (so towards your own gate) making ships almost invulnerable. On the other hand, leaping forward creates very interesting situations and those should be promoted. Maybe allowing ships to leap reliably if your ship is firing an enemy drone? This would require removing the option to disband drones so mindless drone spamming could have also drawbacks.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-735828027372962152.post-73023334894206876442022-09-08T01:00:28.912-07:002022-09-08T01:00:28.912-07:00One additional problem arising in the White Stars ...One additional problem arising in the White Stars are the drones. Because ships lack the speed to cover the map it quickly becomes a lot more worth it to just move ships out of gate sector, send drones and return. Rinse and repeat. Unless the vision is to make the game mostly drone wars there should be mechanics making it worth to keep ships on the map rather than just refreshing the modules.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-735828027372962152.post-71693050379375925022022-09-07T23:05:11.193-07:002022-09-07T23:05:11.193-07:00I agree that these are all problems - I think that...I agree that these are all problems - I think that part of the cause of problem 4 (and perhaps 2 and 3) is the research framework - players see one strategy that works and decide to max the required modules to the exclusion of others, and therefore don't experiment with the others. <br />The fact that the same mods are used in all star types plays into the decision of which ones to level too. Is it feasible that all mods can have value in all star types or is it more realistic to have some mods aimed at just one star or another?<br />In HS white stars another example of mod level dictating strategy is the barrier-bond arms race where bond(n+1)>barrier(n+1)>bond(n) for example.<br />Lots more questions than answers here but one suggestion would be not to scale the _range_ of mods with level (in white stars at least)Serflxnoreply@blogger.comtag:blogger.com,1999:blog-735828027372962152.post-89083529821539464472022-09-07T20:03:48.393-07:002022-09-07T20:03:48.393-07:00That would be very useful but it would have to be ...That would be very useful but it would have to be a different interface from the current time machine. Maybe separate “sandbox” or”tactical projection” interfaces for an individual (for testing) and the Corp (for coordinating)Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-735828027372962152.post-60776525308277298022022-09-07T16:53:32.646-07:002022-09-07T16:53:32.646-07:00RE: White Stars are too synchronous
I think the t...RE: White Stars are too synchronous<br /><br />I think the time machine is a key part of WS and a unique feature of Hades, so I propose the following:<br /><br />Allowing a player, while in TM, to input movement and module commands for friendly and enemy ships. This will allow players to run scenarios and make appropriate decisions, eliminating the need for players to wait for things to happen "live" when things are too close to call in TM.<br /><br />Thank you for an awesome game :) Anonymousnoreply@blogger.com