A7.0 Experimental - FAQ & Feedback: New Game Start & Rebalancing

Discussion in 'Experimental Features Discussion' started by Hummel-o-War, Sep 25, 2017.

  1. Hummel-o-War

    Hummel-o-War Administrator
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    I. Terminology Updates
    We reviewed the names of some of the components and found that they do not sound appropriate to a sci-fi game - thus we added new names. This might change or get expanded in future patches, but we think you get the idea behind this new approach ;-)

    - Pipes are now “Nanotubes”
    - Cables are now “Optical Fiber”
    - Control Panel is now “Energy Matrix”
    - Metal Components are now “Mechanical Components”
    - Rock Dust is now “Rocks”
    - Advanced CPU is now “Oscillator”
    - Reactor Core is now “Cobalt Alloy”
    - Steel Plate Armored is now “Sathium Alloy”
    - New: “Zascosium Alloy”
    - New: “Erestrum Gel”

    II. Updates to Crafting
    We felt that the game is currently very front loaded with things you can build right from the start, giving you little motivation to explore the galaxy and visit other planets. In the past, once you build your CV on your starter planet you have very little game mechanic motivation to explore the rest of your star system.
    Our main focus is to make the existing gameplay content for new players more interesting for a longer time. In the same time we now prepare the stage for more future content aimed at our loyal longterm fans.

    This is the preparation for the things to come in future patches which allow you to see what’s beyond your starter star system.

    We thus revamped most of our crafting templates to move a lot of our current content to mid and late game content. Bear in mind this is the first time we are doing a major change to the whole template and resource system. But it won’t be the last.

    A. Our Goals:
    1. All basic things you need to survive should be available to you on your first planet. Building your first HV should be very easy and cheap so you can get around quickly. Or simply rely on your trusty bike.
    2. Once you build your first SV you can explore the orbit, asteroids around the starter planet and the moon. The additional resources you find there will give you your first upgrades as well as some convenience items which should make adventuring a bit easier after you brought them back and upgraded your ship and base.
    3. Once you build your first short distance warp drive for your SV (yes, you read this correctly) you will be able to explore nearby planets within 15 AU distance to see what you can find there giving you the ability to build more items and upgrades with the Constructor T2 being among them.
    4. Meanwhile you could have been either lucky with some special ore drops in POIs or have mined them yourself to build yourself a CV.
    5. Getting a barebones CV is easy at this point - putting more interesting gadgets on it will demand more effort. And of course you want a real Warp Drive with unlimited range at some point.
    6. With your new Warp Drive ready to go it is time to explore the rest of the star system. Find the rarest ore and material to build the best of the best equipment or gadgets which should make your life easier to be ready for the future adventures.

    Taking down a POI and finding and replacing the alien core can be fun. But previously most object blocks had a better use in the Blue Print Factory instead of taking them with you as rewards to enhance your base. We thus moved a couple of objects, you were used to access earlier, to late game content crafting. This way finding these objects in POIs is more rewarding since you will not be able to build them yourself soon. Also handy things like the repair station are usually available in public trade stations before you can build them yourself.

    This work in progress PDF will give you an overview where each item is currently placed in the game progression (food and turrets are still on the to do list for balancing).

    https://drive.google.com/file/d/0B5FEgGLqOgf8c3NtMjJ0M0hxcDQ/view?usp=sharing

    We would like to hear from you which CURRENT items and objects you think would be better placed at a LATER spot (more on the right hand side of this chart) of the game progression.

    B. Crafting Changes

    1. Ingredients limit:

    - All crafting recipes have a maximum of 5 ingredients now

    2. Biofuel change:
    - There is no need anymore to dive for seaweed to create Biofuel. You can now create Biofuel from Rotten Food.
    - You can also now use Biofuel as an energy source for your base or ship. And as always you can power your drill and chainsaw with it.
    - Biofuel doesn’t replace Promethium as an energy source though.

    3. Survival Constructor
    - You can only smelt basic ore in the Survival Constructor now. For everything else you need a better constructor in a base or CV.
    - You can build a HV right away in your Survival Constructor (as long as you have the resources of course). You still need to be at least level 3 though to unlock all necessary parts.
    - You can also build an Oxygen Generator and work light in the SC now. The armor locker is also available with the SC so you can get rid of broken armor in the early game.
    - The shotgun is available to craft in your Survival Constructor to offer more survival options in your early game.

    4. Magnesium is a late game ore now:
    - To reduce the amount of different ores a new player has to take care of at the start of the game we removed Magnesium deposits.
    - This should also ease up restocking your ammunition as we removed for the requirement for Magnesium Ingots in all early and midgame templates.
    - Energy Pills, Antidote Pills, Stomach Pills, Radiation Pills and Antidote Injection also no longer require Magnesium Powder
    - Magnesium can show up as loot though and is required for some late game ammo.

    5. Silicon:
    Please keep in mind that Silicon is now used for Optical fibers (formerly “Cables” made out of copper). Don’t wonder of your blueprints demand a lot more silicon now even though you have hardly any windows: optical fibres are required for a lot of objects.

    6. Metal plates can be used for a lot more things now:
    - Have you ever wondered why you had to mine for iron ore while your inventory was full with metal plates you could have also used? We also wondered about it and changed it. Now metal plates are the basic material for everything metal related.
    - Metal Pieces are no longer part of the game. You are able to simply use Metal Plates for all your ammunition needs now.

    7. Tiered items now require the lower tier item as an ingredient
    To make lower tier objects and items more useful as loot they will be required as an ingredient for the next higher tiered version

    8. Small Constructor:
    Since the SV Warp Drive will allow you to travel around a bit more, we made sure you can replace most SV parts with the onboard small constructor.

    9. Crystal Warp:
    To ease up Pentaxid collecting, each crystal now yields 2 refined Pentaxid

    C. Device Updates

    1.Warpdrive for SV (new):

    - We added a new warp drive engine for SVs. However you will only be able to make Warp jumps up to 15 AU distance. If a planet is more than 15 AU away from your position, you cannot use a SV to travel there. For total freedom you still need to build a CV with a regular Warp Drive.
    - Admins who run their own servers will be able to easily change the maximum distance a SV warpdrive can jump to (soon)
    - The warpdrive has a new 3D model (the “donut” will be used for an upcoming ship object)

    2. Warpdrive Tank for SV (new):
    It goes without saying that you also need a tank for your refined Pentaxid to operate your Warpdrive for SVs.

    3. Growing Pots:
    Growing Pots must be built in a Constructor now. But feel free to snatch the ones you find in POIs you raid or buy from vendors.

    4. Furnace:
    We moved the furnace to level 15 on the tech tree so it becomes a worthwhile option to use earlier
    You can now refine your Pentaxid in a Furnace, too.

    5. New armored concrete block (new):
    We are introducing a new armored concrete block. These are a bit tougher than combat steel and much cheaper to build to better protect your bases.

    D. Weapon Updates

    - We increased the damage of the chainsaw a bit to make it a real option to defend yourself on planet for your first steps to survive in harsh environments.
    - Introducing the new enhanced “Binford 9000 Drill”! The Drill T2 finally harvests more ore than the regular drill in the same time. For your best harvesting results we still recommend to build a HV with drill attachments.
    - We reduced the crafting time for all ammunition by 50%
    - Don’t be surprised: We have not balanced the turrets templates yet, but it’s on the list. Balancing PvP and PvE at the same time is always difficult. A lot has been talked about this topic before but usually the feedback was based on either a PvP or the PvE perspective. We’d like to keep the discussion going and love to hear more how you feel about it. But please keep in mind that we want to avoid introducing different weapons for PvE and PvP at this point. A good solution should work for both environments.
    - We increased the stack size of most ammunition by about 100% to reduce the time you have to move icons around a bit and to create more space in the inventory.

    E. Item/Tools Updates

    1. Small O2 Bottles

    - Now stack up to 20
    - If you have found too many you can now refill your base or ship o2 tanks again with them (with a small loss compared to using it for your own suit tanks). Be aware that the control panel function to fill up your base/ship tanks will now also pick up the small bottles you may have saved for your adventures if they are in your inventory.

    2. Multitool:
    As an experienced Survivalist you may know that you can take down a base block by block using a Multitool. To prevent the resource flood Multitools only give back a certain percentage when deconstructing Objects and Blocks now. The Multitool T2 yields more resources than the T1 of course.

    3. ELEON Anniversary Cake (new):
    Everybody loves cake! To celebrate the 2nd anniversary of Empyrion Galactic Survival we added an anniversary cake recipe to your food processors. Eating it heals as much as a large medkit but heals the full amount instantly. This recipe is only available as long as we celebrate Alpha 7 and will be removed from the game again soon (most likely when we update the food and buff system). This cake is no lie! Enjoy!

    4. Ore scanner (new):
    - Carrying an ore scanner allows you to see ore boulders through the dirt when standing inside or on top of a ore deposit. This way you know where to drill.
    - Pure convenience item; you can still dig up and find the ore without this scanner, too

    III. Updates to “Default” Scenario

    - You will start with more biofuel on every playfield and on every difficulty setting (5,10 or 15)
    - Magnesium can be found on “Late game” planets now only
    - The ore amounts have been altered on all planets: You will find significant less ore in all nodes than before. Finding ore is supposed to be a positive experience. Before this change you could ignore all additional ore deposits beyond your first finding. Now exploring more of the planet to find every single bit of ore might become a necessity depending on your difficulty settings. The total ore amount in each deposit is been adjusted with these “Amount of Ore per Deposit” settings in mind:
    a) Poor: A lot of things can be scarce; you should consider what you build first before setting up a long building chain
    b) Normal: Everything you need is there. If you are unlucky some playfields have less than you need in your game; you might be required to take down and loot POIs
    c) Rich: On Akua you should not have a problem at running out of ore with a normal progression through the game even though you never de-core a POI

    - If you start on Omicron everything is even more scarce and you a basically required to take down POIs to get smoothly through the game. If you are unlucky you will have a harder time and you might need to track down and mine every deposit you find.
    - Additionally you can set your “Number of Deposits” to “Poor” thus halving or to “plenty” thus doubling your ore deposits for an even greater challenge or to ease up the game.
    - Meteorites can be encountered on a lot more planets. Each planet has one to three major ores; once the total of this planet for this specific ore supply drops below a certain threshold a meteoroid falls from the sky restocking around 10% to 20% of the original total. For now (and mainly for testing purposes) this basically gives you unlimited supplies. Let us know where and when you are required to rely on meteorites.

    Default scenario - known issues

    1. For now we only use Akua and Omicron as starter planets. Masperon will come back as our toughest challenge once we are done with testing the new system. We are currently discussing if Ningues or a new planet will make a comeback as a starter planet and how.

    2. Outdated default prefab Blueprints:
    - Some Tier1 blueprints still require Cobalt since they contain blocks which can only be built once you explored the orbit and moon of your starter planet - such as O2 station, HangarDoors, ArmoredAutomaticDoorBlocks, GrowingPot (Steel)
    - Some default blueprint use Hardened Steel Plate Blocks which require Sathium Alloy may not available without at least jumping with your SV to a nearby planet first or by deconstructing a POI.

    IV. Changes to the Difficulty Setting
    - Setting the ore amount to “hard” now yields 50% (previously 6%) of ore in every deposit compared to the normal setting
    - Setting the ore amount to “easy” now yields 200% (previously 800%) of ore in every deposit compared to the normal setting
    - Setting the ore deposit numbers to “hard” now spawns 50% (previously 40%) of ore deposits compared to the normal setting
    - Setting the ore deposit numbers to “easy” now spawns 150% (previously 200%) of ore deposits compared to the normal setting
     
    #1
    Last edited: Sep 26, 2017
  2. SilvRav

    SilvRav Moderator
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    first :p I think this is a good start!

    Magnesium - good call i would say. I do still see this in the YAML file but also spotted a terrain folder? we moving to xml?
     
    #2
    Last edited: Sep 26, 2017
  3. Krenios

    Krenios Commander

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    First think to see, the anniversary cake ! ^^
     
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  4. Kogami

    Kogami Lieutenant

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    Very nice change's :D always love to see a good play progression, especially love the idea of items that can only be acquired through POI's my only question would be would you be required to throw those items as a whole into the F2 Factory in order to produce those blue prints that have those rare modules?
     
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  5. OutlawCecil

    OutlawCecil Ensign

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    Did I read this correctly? Armored concrete is tougher and cheaper than Combat Steel? o_O
     
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  6. Sylvado

    Sylvado Ensign

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    Some of my SV blueprints have odd requirements, very high Zascosium and Erestrum requirements. Are these ore available on the starter planet now?
     
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  7. rainyday

    rainyday Rear Admiral

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    Most likely due to their weapon choices. Zascosium and Erestrum are late game materials as before, so not found on starter planets.
     
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  8. AndyH

    AndyH Commander

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    Hummel, will there be a specified thread for tossing this back and forth specifically for this request under 7.0 discussions? If so, where will it be located? It's a fairly hot topic and has been going on since forever under numerous threads.
     
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  9. Izzin

    Izzin Ensign

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    Hummel,
    What about giving admins more options to adjust the settings in the zone files, that way instead of setting in stone what the values are, they can adjust them and then you can get feedback what feels right to the players.

    Another option to give more of a tiered approach, what about either doing a tiered turret t1, t2, or giving us base combat computers that we can upgrade for better base/turret responses. The combat computer could be linked with the turret via the switch logic. The combat computer could also then be used to grow capabilities and open up new play options.

    --Izz
     
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  10. Sylvado

    Sylvado Ensign

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    Yeah, have to play through and see. It is the Avenger and some of the prefab tier 3s. The Avenger has 2 rail guns, I doubt that accounts for the 260 for those ores.
     
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  11. GoldDragon

    GoldDragon Commander

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    The limited warp distance for SVs id making me a bit worried. One can easily get trapped in a place that has NO pentaxid. I haven't checked yet, but from Alpha 6, the Trade station that is 14/15 AU from Akua didn't have Pentaxid. Someone very new to this game wouldn't know to bring more than 1 tankfull....
     
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    Last edited: Sep 26, 2017
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  12. ldog

    ldog Commander

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    Ok, are growing pots a new thing or are you misspelling plots?
    Otherwise it all sounds good and looking forward to testing.

    Damn your failure to spellcheck Hummel, I was all excited I thought we were gonna get to grow pot!
     
    #12
    Last edited: Sep 27, 2017
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  13. dQgnflua

    dQgnflua Lieutenant

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    <3 <3 <3 <3

    Thx =D =D
     
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  14. Kronoss

    Kronoss Captain

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    Armored concrete blocks are a little over powered for the amount of resources. I suggest requiring more resources to make them better balanced. I also suggest an intermediate version"Reinforced concrete" to fill the gap on resource requirements.

    Concrete block: 600 du, 1 cement
    Reinforced Concrete block(new): 1100 du, 2 cement, 2 steel plate.
    Armored Concrete block: 2200 du. 3 cement, 4 steel plate, 5 sathium alloy.
     
    #14
    Last edited: Sep 26, 2017
  15. Kronoss

    Kronoss Captain

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    The new Zascosium and Erestrum requirements are a bit steep (although needed). I would suggest a 20% reduction in their requirements for making items. Also with this if you added them to repair personal gear to 100% like making "armor plates" and repairing weapons, the attrition would be more then enough to increase their value significantly.

    This along with the auto miners depletion rate, will now screw over MP very badly. I suggest having a menu item where you can select low, medium, or high ore depletion. Or you could even set it to be off if you wish.
     
    #15
  16. Kahrek

    Kahrek Commander

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    Yes! And for the record studies have been made to determine if concrete could be used in space (all signs point to yes!) so you could actually use it in a space base without breaking immersion.

    Cheers,
     
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  17. Kronoss

    Kronoss Captain

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    In my opinion making the SV/HV constructor only be able to make 3 types of basic bars was to excessive of a Nerf. My constructor factory is about useless now. I really think it is too much to ask to piss away resources for advance constructor farms. The mini constructors may take longer but it protects your base from running out of power. Bring the ability to make bars back at least.
     
    #17
  18. Hector G

    Hector G Lieutenant

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    Interesting changes can't wait to see how it plays out! TBH not a fan of the terminology changes. Nanotubes? Energy Matrixes? Oscillators? How about an Illidium Q-36 Space Modulator?
     
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  19. Kronoss

    Kronoss Captain

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    Actually I think it is bloody retarded not to have magnesium to make ammunition.... Do you even reality bro...... Actuality you managed to bugger up the entire tech tree...... Good job...! I thought you guys made mistakes before but you always manage to surprise me still. Guess if I want to play this game I will be in creative mode. Right now I play with durability off and environment at low. This is not because I don't like the Ideas, but you didn't even listen to people and make them right. Are you trying to collect insurance or something?
     
    #19
    Last edited: Sep 27, 2017
  20. Kahrek

    Kahrek Commander

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    But earth is not blocking the view.
     
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