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Team: Eminence Front
Main: PhoenixSun2
Level: 1392
Class: Shield Monkey

Joined: Mon Jan 03, 2005 12:07 am
Post March 16th 2009 - Dev Update 7
Hey folks,

During this meeting we worked on assigning some miscellaneous tasks as well as planning our next couple months of work.

Here is the result:
http://wiki.starsonata.com/index.php/TaskMatrix

Note that this is the player version, so if some parts seem blank it doesn't mean that person isn't doing anything, though it could mean nothing is assigned for that period (like at the end).

Next, we went over some player issues:

  1. Space Blue Gamma's are OP. They can take more damage then BGs and they do more damage then BGs.
    • Will be checked (Matty)
  2. Titan shield and Titan shield+ are WAY too good.
    • Will be looked into (Jeff)
  3. Vis tweaks make instant 0 vis if in a high vis gal (Candy Mints and Backstabs were tested)
    • Will be looked at (HAL)
  4. Equipping a shield cap with no shield equipped will give you some shields.
    • Not a bug.
  5. HQ gives warp info to chars that don't have correct warp navigation (thus screwing up autopilot)
    • Will be fixed (HAL)
  6. Ubers are uber weak.
    • Will be checked (Jeff)
  7. Normal reavers do more damage more than Grim Reaver (OP damage at that apparently)
    • Will be checked (Jeff)
  8. Can't deploy in an adjacent gal that is owned by another team.
    • Will be fixed (HAL)
  9. Bases healing non-team squad members shoots at the squad member first (doing damage), then heals.
    • Will be fixed (HAL)
  10. Need specifications of all the planetary projects
    • Will be on forums soon (to be wikified by whoever) (Jeff)
  11. http://www.starsonata.com/forum/viewtopic.php?f=3&t=31329&p=348519
    • Will be checked (HAL)
  12. People who have emp behe are now stuck with a ship they cannot use after Emp behe was "fixed" to once again require support focus.
    • People who submit tickets will be given an item form emp behe and the augs on it in exchange for the ship form. (Smiley)
  13. HAL was supposed to make it so ships in stasis would also be transferred at uni reset. Did this not get implemented/fail?
    • Will be checked (HAL)
  14. Extreme resources at universe ends (all resources are loads/plenty). Maybe have a bit variation there too? I think resource should be more plentiful at universe ends, but this might be over the top.
    • This is the way we want it to be.
  15. Extreme amount of ruins available. With a fully buildable universe we need a way to limit ruins. Say give each ruin a chance to show up somewhere between 20% (rare) and 95% (common) per universe.
    • Will be looked at next uni.
  16. Jujuso'Qii (t3 bana ship) being given from the nexus bana missile crates instead of the missiles (fixed on test?).
    • Fixed.
  17. Any changes to ruin prices going to happen THIS uni? (and/or next uni)
    • Will be changed this uni as necessary. (Jeff)
  18. http://www.starsonata.com/forum/viewtopic.php?f=4&t=31372 I would assume something is broken here.
    • Will be fixed (Jeff)

Thanks for the support,
pip

PS. This week I will restart the Dev Update Questions on Friday, there was a bit of time away from those for the reset.

PPS. The PVP flag under Matty's name on the task matrix hasn't been confirmed yet, it is still under discussion.


Mon Mar 16, 2009 9:55 pm
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Team: Eminence Front
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Post Re: March 16th 2009 - Dev Update 7
Bumpdated.


Tue Mar 17, 2009 11:21 pm
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Post Re: March 16th 2009 - Dev Update 7
Who the hell is Matty?

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Tue Mar 17, 2009 11:28 pm
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Team: Eminence Front
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Joined: Wed Jun 25, 2008 3:48 am
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Post Re: March 16th 2009 - Dev Update 7
I don't think ruins is too much, just the prices on some items. Take faranji laser diff. Not worth 65m with a failure rate. Only 17% resists. Diffs don't last that long to be worth 65m. Or a t14 cloak at 1.4b? Or t9 engine over 200m?


Tue Mar 17, 2009 11:37 pm
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Team: Eminence Front
Main: PhoenixSun2
Level: 1392
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Joined: Mon Jan 03, 2005 12:07 am
Post Re: March 16th 2009 - Dev Update 7
Brightneon wrote:
I don't think ruins is too much, just the prices on some items. Take faranji laser diff. Not worth 65m with a failure rate. Only 17% resists. Diffs don't last that long to be worth 65m. Or a t14 cloak at 1.4b? Or t9 engine over 200m?

pip8786 wrote:
  • Any changes to ruin prices going to happen THIS uni? (and/or next uni)
    • Will be changed this uni as necessary. (Jeff)


Please read :)


Tue Mar 17, 2009 11:44 pm
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Post Re: March 16th 2009 - Dev Update 7
Nabaco wrote:
Who the hell is Matty?

iMatio?

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Tue Mar 17, 2009 11:53 pm
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Team: Eminence Front
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Post Re: March 16th 2009 - Dev Update 7
pip8786 wrote:

[*] Ubers are uber weak.
  • Will be checked (Jeff)


Some ubers are weak, but a lot are pretty damn overpowered. I find ubers that use base shields (bana, MS?, Guardian?) to be a lot tougher than before.

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Wed Mar 18, 2009 12:56 am
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Team: Matt And Jeff Industries
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Post Re: March 16th 2009 - Dev Update 7
SimonV2 wrote:
Nabaco wrote:
Who the hell is Matty?

iMatio?


Yeah, Sailor Galaxia!

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Wed Mar 18, 2009 1:57 am
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Post Re: March 16th 2009 - Dev Update 7
Yeah he joined the Dev team about 6 months back if I recall correctly. Glad to hear the titan sheild is getting nerfed. It was pretty stupid.

Edit: While playing around I noticed that you may want to take a look at Goblins, the bastards are harder to kill than big greens and their lasers will tear a lower level apart. These things are only supposed to be level 80.

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Wed Mar 18, 2009 2:07 am
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Post Re: March 16th 2009 - Dev Update 7
Quote:
Normal reavers do more damage more than Grim Reaver (OP damage at that apparently)

* Will be checked (Jeff)


Not all normal reavers are, I think it is only the DG boss one, might be somehow different. I fought a normal reaver in my SD pax, the damage was minimal, nowhere near the 70k-ish reported in misc.

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Wed Mar 18, 2009 5:57 am
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Team: Twilight
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Post Re: March 16th 2009 - Dev Update 7
MagicSteve wrote:
Edit: While playing around I noticed that you may want to take a look at Goblins, the bastards are harder to kill than big greens and their lasers will tear a lower level apart. These things are only supposed to be level 80.


Jeff'll be making a master list of all AI to consider their power for their level and if it's appropriate. If not we'll be tweaking them/changing their levels. If you check the link, it says Jeff has that pencilled in for 23/3 onwards, so you can expect to see that soon.

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Wed Mar 18, 2009 6:33 am
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Team: Eminence Front
Main: PhoenixSun2
Level: 1392
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Joined: Mon Jan 03, 2005 12:07 am
Post Re: March 16th 2009 - Dev Update 7
iMatio wrote:
MagicSteve wrote:
Edit: While playing around I noticed that you may want to take a look at Goblins, the bastards are harder to kill than big greens and their lasers will tear a lower level apart. These things are only supposed to be level 80.


Jeff'll be making a master list of all AI to consider their power for their level and if it's appropriate. If not we'll be tweaking them/changing their levels. If you check the link, it says Jeff has that pencilled in for 23/3 onwards, so you can expect to see that soon.


This will also include ubers. I expect you all to give him feedback like before for the rebalance on each and every AI :)


Wed Mar 18, 2009 7:19 am
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Post Re: March 16th 2009 - Dev Update 7
please by all the gods fix the asteroid respawn rate.


Wed Mar 18, 2009 7:31 am
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Team: Eminence Front
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Level: 1392
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Post Re: March 16th 2009 - Dev Update 7
Black Sun wrote:
please by all the gods fix the asteroid respawn rate.



Wed Mar 18, 2009 7:36 am
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Team: HAL
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Post Re: March 16th 2009 - Dev Update 7
For some reason all the asteroid belt spawners on live have a respawn rate 10x longer than it should be, and I can't get it to reproduce the same effect on a test new universe... So I have no idea why it is like this, hopefully we will find a way to fix it though.


Wed Mar 18, 2009 11:18 am
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