Next patch?

Is there any ETA?

Just asking, to help me decide, whether i should start a new game today, because if its going to come tomorrow /on Wednesday, it would be pointless, as i surely wont finish it in one day.

63,401 views 77 replies
Reply #1 Top

I'm assuming tomorrow, but maybe thursday or something..

Reply #2 Top

I thought the dev's were too busy playing Diablo 3 to have time to make a new patch. :P

Reply #3 Top

When... it's ... ready? (couldn't resist) ;P

Hope it comes soon though. 

Reply #4 Top

Quoting Teun-A-Roonius, reply 2
I thought the dev's were too busy playing Diablo 3 to have time to make a new patch.
End of Teun-A-Roonius's quote

 

Whats diablo ?

- i googled it but over 75 million results - can you just give me the gist of it please ?

Reply #5 Top

Quoting Teun-A-Roonius, reply 2
I thought the dev's were too busy playing Diablo 3 to have time to make a new patch.
End of Teun-A-Roonius's quote

lol <3

Reply #6 Top

Quoting User45701, reply 4
Whats diablo ?

- i googled it but over 75 million results - can you just give me the gist of it please ?
End of User45701's quote
Not sure if serious...

Reply #7 Top

I assume there is going to be a patch this upcoming week and i am really looking forward it, as i am incredibly curious about the changes done to both Vasari factions... i suppose these would be more than minor, given the fact, there was no patch this week. Hopefully the devs did not succumb to the Vasari OP outcry and will apply any possible nerfs with reason.

Reply #8 Top

It sounds like they at least are addressing VR jumping orkies somehow.  It's a great idea, it just needs to be a module or bumped back into the tree.

As for the VL, at this point, the thing I think would help the most while being incredibly simple and logical is to make Vorastra Prototype IV a prerequisite for Mobile Rulership.  This means that they'd have to have four of each lab before they can get Shipboard Labs which honestly is the main problem.  Once that happens, research tiers for them becomes moot.  Alternatively, if the split it up into on military, one civilian at the two levels, that'd work for me as well.

Aside from that, I hope for some slight nerfs against the Kultorask and some buffs to the Vorastra, though I'm not quite sure what to do in either...

 

I hope this patch is good though because they'd have at most one more chance after this before release.

Reply #9 Top

...So no one still knows if they're done with beta updates or not? I'm afraid if i start a new game it'll get interrupted by a new update the next day or something. xD

Reply #11 Top

Go back to your statis pod. I'll come get you when there is a new patch. Patches take a while, people do have lifves. That is what I don't understand about the IT industry. People expect to have the computers fixed with a snap of a finger. People it takes longer than you think. Just because the internet is fast doesn't mean people are, if you want speed make the patch yourself. Of course you got to have the code though, although right now it is pretty much just balancing things out and cleaning up the code. Remember it launches on the 12 of June. So the probably of another patch before then is pretty small.

Reply #12 Top

..  Who's saying that they don't take a while?

Reply #13 Top

Quoting Volt_Cruelerz, reply 12
Alternatively, if the split it up into on military, one civilian at the two levels, that'd work for me as well.
End of Volt_Cruelerz's quote

Once this is upgraded the capital ship speed should at a minimum be reduced 50-25%, and reduced capital damage by 50% as well, after all they shouldn't have all that extra lab capability without an actual tactical price.  Also, that early 3.5 credits/sec per capital ship is rediculously OP in terms of early game balance...the entire strategy should be in place so that its impossible to rush effectively with this...

A solution to the early game rush is that starting this technology tree has a prerequisite at the very start of the game, you must have built a titan to begin research.  That way you ensure that an early vasari player doesn't get insanely OP levels of early game income by building even 2 capital ships(total of 7credits/second, quite an OP economic boost for such a quickly achieved capability, you in essence nearly double your income in one early game research).  This is one major reason vasari loyalists are very strong...now vasari loyalists get all the neutrals AND have no credit earning problems, so the vasari economic "balance" is even more skewed in favor of the loyalists.

The vasari loyalists have a cool endgame strategy that at the same time is being given to the early/mid game... Its just not meant to be there if you want to maintain any semblance of balance in this game, and long term game balance will suffer. 

Reply #14 Top

Quoting ice27828, reply 11
Remember it launches on the 12 of June.
End of ice27828's quote

I for one won't care if they delay it to late August or *whenever it's ready*  if it means they will squash teh stability bugs and improve the game balance.

Better yet, it seems the game is too far away from completion, I even advocate a delay, rather than have the game released in a not-so-good state.

Reply #15 Top

Quoting sareth01, reply 13

Quoting Volt_Cruelerz, reply 12Alternatively, if the split it up into on military, one civilian at the two levels, that'd work for me as well.

Once this is upgraded the capital ship speed should at a minimum be reduced 50-25%, and reduced capital damage by 50% as well, after all they shouldn't have all that extra lab capability without an actual tactical price.  Also, that early 3.5 credits/sec per capital ship is rediculously OP in terms of early game balance...the entire strategy should be in place so that its impossible to rush effectively with this...

A solution to the early game rush is that starting this technology tree has a prerequisite at the very start of the game, you must have built a titan to begin research.  That way you ensure that an early vasari player doesn't get insanely OP levels of early game income by building even 2 capital ships(total of 7credits/second, quite an OP economic boost for such a quickly achieved capability, you in essence nearly double your income in one early game research).  This is one major reason vasari loyalists are very strong...now vasari loyalists get all the neutrals AND have no credit earning problems, so the vasari economic "balance" is even more skewed in favor of the loyalists.

The vasari loyalists have a cool endgame strategy that at the same time is being given to the early/mid game... Its just not meant to be there if you want to maintain any semblance of balance in this game, and long term game balance will suffer.
End of sareth01's quote

 

In regard to that suggestion, to reduce capship damage to 50 percent after the labs and money upgrade, stop being silly please. 

 You still need capships for fighting, even for vasari loyalists,and such thing would make them inferior and borderline worthless. I can live with their titan being least powerful of the lot and basically utility one (i actually like it), but crippling even their capships? Seriously?

Anyway, given the fact, that the researches apply to all capships across the board - i mean, you cant specify, which capship has to be lab/tradeport, nobody in his right mind would ever choose to research those things, therefore the whole mobility them would become useless.

Regarding the second thing, titan being prerequisite to these things, now that is much more reasonable and acceptable solution, because it tries to solve actual problem, not to fuck up whole faction.  

 

 

 

 

 

Reply #16 Top

yeah, no capitalship debuffs needed- just have first rank of the capitalship corne labs tech give 1 cvil lab and the second rank 1 military lab.

 

4 labs per capitalship is ridiculous- 2 would be much more reasonable.

Reply #17 Top

I'm hoping for a patch that fixes these multiplayer desyncs, my friends and i can't play a single MP game

 

Reply #18 Top

Quoting LogicSequence, reply 17
I'm hoping for a patch that fixes these multiplayer desyncs, my friends and i can't play a single MP game

 
End of LogicSequence's quote

 

this

Reply #19 Top

Quoting User45701, reply 4

Quoting Teun-A-Roonius, reply 2I thought the dev's were too busy playing Diablo 3 to have time to make a new patch.

 

Whats diablo ?

- i googled it but over 75 million results - can you just give me the gist of it please ?
End of User45701's quote

 

As with most things you google, click the first one....

Reply #20 Top

@ timmaigh

nothing silly about it.  If they don't reduce capital damage and speed, then increase the costs and/or requirements of these abilities.  The magnitude of how much this imbalances the game is huge, and the research cost is FAR to cheap to allow this sort of fundamental game design to be trounced.  As it stands the vasari loyalists are getting something extremely valuable for little to no cost.  They just have to defend one gravity well, stack up capital ships while they have a colonizer out in the world colonizing a few planets.  Then they break out at their convenience with an unbeatable fleet. Considering they can have a VERY strong economy early on they will be rushing their strong units. get say 20-30 flak, then just spam carriers for bomber spam while they also build the appropriate capital ships.  With feed they will be well nigh unstoppable, and can be a front line economy player as well, eating planets and then feeding their credits to allies while destroying their opponents. They have healing and heavy armor covered, the capital ships they now have every incentive to build are going to be healing/defending the crap out of their fleet.  You won't be able to kill them and they will be able to bomb you out in a short while. 

Hmm, sounds like they have all their weaknesses covered, what a great strategy!  I like not having weaknesses i'll play as vasari loyalists period.  Yay I feel skilled.  Its no small wonder now i'm seeing games where half the players are vasari loyalists.  This means its just a race to eat the most planets and spam the most fleet while all the planet bound idiots just sit there and cry when all their people get recycled into special vasari plastic containers.

 And you thought human consumerism was bad! lol.

 

Reply #21 Top

Quoting sareth01, reply 20
@ timmaigh

nothing silly about it.  If they don't reduce capital damage and speed, then increase the costs and/or requirements of these abilities.  The magnitude of how much this imbalances the game is huge, and the research cost is FAR to cheap to allow this sort of fundamental game design to be trounced.  As it stands the vasari loyalists are getting something extremely valuable for little to no cost.  They just have to defend one gravity well, stack up capital ships while they have a colonizer out in the world colonizing a few planets.  Then they break out at their convenience with an unbeatable fleet. Considering they can have a VERY strong economy early on they will be rushing their strong units. get say 20-30 flak, then just spam carriers for bomber spam while they also build the appropriate capital ships.  With feed they will be well nigh unstoppable, and can be a front line economy player as well, eating planets and then feeding their credits to allies while destroying their opponents. They have healing and heavy armor covered, the capital ships they now have every incentive to build are going to be healing/defending the crap out of their fleet.  You won't be able to kill them and they will be able to bomb you out in a short while. 

Hmm, sounds like they have all their weaknesses covered, what a great strategy!  I like not having weaknesses i'll play as vasari loyalists period.  Yay I feel skilled.  Its no small wonder now i'm seeing games where half the players are vasari loyalists.  This means its just a race to eat the most planets and spam the most fleet while all the planet bound idiots just sit there and cry when all their people get recycled into special vasari plastic containers.

 And you thought human consumerism was bad! lol.

 
End of sareth01's quote

 

Come on, there was a thread, where you suggested some substantial improvements to Advent capships... now with your proposed debuff to Vasari capships, how much would it make them weaker? 75%? 100%? Is that what you consider to be balanced?

Granted, the Vasari now have economic advantage, but they still cant build more capships overall than Advent can. 

 

EDIT> thought, there will be something new today, guess not X(  

Reply #22 Top

@ timmaigh

actually what i consider balanced is immaterial, its what the player base considers is balanced.  Thats why this is a beta, thats why this needs to be tested, if it gets implemented(thats also why I put my ideas out to the public forum).  The players experiencing the game, along with the developers calculating it out, will figure out where the precise balance should lay.  I recommend you take any suggestion on these forums that contain precise numbers to be worth a grain of salt, because I don't put any stock in my numbers because they are untested, so why should I believe another's numbers?  Even if they have been calculated out, if they miss a few variables they will have a skewed balance.

balance is hard! 

Also, vasari not being able to build more capital ships isn't the issue...  Its the fact that in addition to all the fleet support they provide, the vasari capitals also provide an extremely cheap investment for very good empire support as well.

Start adding up the numbers on what it would take for the TEC/Advent to get 3.5 credits/second increase and look at how long it takes them to achieve this and you realize that the vasari loyalists take a lot less time and resources.  You must also realize that the TEC/Advent have to spend a lot of extra credits defending these planets as well, so the extra variable in the cost that is easily overlooked is the price of defense.  As it stands, the vasari loyalists defense is tied directly in with their fleet costs (capitals can be retreated as well, a resource free, great defensive advantage!!!).  They also have the tactical advantage to be able to destroy enemy invested planets utterly (once they reduce them) while they can lose all of theirs and still be viable.  The cost of that is very difficult to calculate, yet there IS some level of addition to the research cost that is required because of this variable.

Considering economy is the backbone of the game, you will always have inherent issues with vasari loyalists being overpowered until this large gap is closed.

Vasari loyalists don't need this kind of early game economic boost to be strong.  That's my point.

 

Reply #24 Top

Quoting sareth01, reply 22
@ timmaigh

actually what i consider balanced is immaterial, its what the player base considers is balanced.  Thats why this is a beta, thats why this needs to be tested, if it gets implemented(thats also why I put my ideas out to the public forum).  The players experiencing the game, along with the developers calculating it out, will figure out where the precise balance should lay.  I recommend you take any suggestion on these forums that contain precise numbers to be worth a grain of salt, because I don't put any stock in my numbers because they are untested, so why should I believe another's numbers?  Even if they have been calculated out, if they miss a few variables they will have a skewed balance.

balance is hard! 

Also, vasari not being able to build more capital ships isn't the issue...  Its the fact that in addition to all the fleet support they provide, the vasari capitals also provide an extremely cheap investment for very good empire support as well.


 
End of sareth01's quote

 

Oh it is, the moment, when they become half as powerful as their Advent counterparts, going by your suggestions...

i dont oppose your opinion, that Loyalists are perhaps overpowered and something needs to be done to balance them out, but because their supposed OPness is an issue predominantly early game, the balancing needs to target this... your solution would affect them across the board, it would make those capships weak even in lategame situation, where economic advantage becomes irrelevant, as both hypothetical Vasari and Advent player reached those levels of income rates, that is indeed pointless, whether you have 200000 on your account and gain 50 credits per second or its 300000 and 70 (just examples)... in such case it is indeed an issue if Advent player can field 2x as powerful capships than Vasari player...

Reply #25 Top

heres to hoping theres a patch today