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Starsector => Suggestions => Topic started by: Golde on April 01, 2021, 01:15:26 PM

Title: pathetic DP balance, is QA and playtest not part of the dev cycle?
Post by: Golde on April 01, 2021, 01:15:26 PM
For how much we all praise the game, how does this kind of * balance even make it into release? edit to comply with forum rules by Thaago

It's a nested problem,

We will take fighting this mid-game remnant ordo for example, with the ridiculous lack of an officer cap this fleet sums up to a total of 487 fleet points if each AI captain counts as 10 - 7 -5 dp respectively.

My player fleet of 3 conquests 2 paragons and 9 cruisers in addition to maxed out officer count, 10 wings and +2 alpha cores is considered inferior in every way and gets the maximum DP penalty in combat.

The player gets *** regardless of fleet and officer composition, and should they dare think about playing at a leveled playing field dp (and only dp-wise), they would have no choice but to field cap ships and NOTHING but cap ships.

And should they do that, half the skill tree becomes more of a waste of time than it already is at a pathetic +2% to cr and +1% to damage and or other buffs that are penalized to the point of non-existent and are tangential to the outcome of any fight.

In addition to being *** DP-wise no matter the composition, the problem compounds with the Radiants; THE MOST dp efficient ship in the entire game piloted by officers whose performance otherwise unobtainable at only 40 rec cost a pop ontop of the existing DP penalty and the lowered overall battle size only adds contrast.

Is it just me or did the game get become more min-maxed than ever before?

edit: 477fp for the ordos*

[attachment deleted by admin]
Title: Re: *** DP balance, is QA and playtest not part of the dev cycle?
Post by: Anvel on April 01, 2021, 01:31:40 PM
Nah it's fine, been farming flits as you posted, even 2 at a time with a fleet like this
Spoiler
(https://i.imgur.com/NUwE4Q1.png)
[close]
, rare casualties yet sometimes get 3 alpha cores at a time, point is, in this patch battles become more tactical, you need fast ships to pick at least half of tactical points at the start of a fight
Title: Re: *** DP balance, is QA and playtest not part of the dev cycle?
Post by: Linnis on April 01, 2021, 01:33:50 PM
Since a long time ago I have always just edited the files so that the max battle-size is like 5000 or something so that everyone gets to deploy everything in one go.

You should do so too.

Anyways deployment should be either just allowed to go bigger into the thousands or redo the way ships are deployed a long time ago. But hey, as long as the option for just opening a txt file and changing a number is there I don't complain too much.
Title: Re: *** DP balance, is QA and playtest not part of the dev cycle?
Post by: Sordid on April 01, 2021, 02:22:07 PM
I really hope someone makes a mod to stop the enemy from cheating like this. I feel that would help alleviate a lot of this game's issues.
Title: Re: DP balance, is QA and playtest not part of the dev cycle?
Post by: Thaago on April 01, 2021, 02:32:12 PM
 @Golde Please watch the language, forum rules are posted here: http://fractalsoftworks.com/forum/index.php?topic=2668.0



In terms of QA/balance:

While there is an asymmetry in terms of DP available, and I have my own complaints about enemy officer count and its effect on the ECM skill from a systems design standpoint:

Playtesting reveals whether things are "fun", a subjective measurement, and whether things are "possible", an object measurement that can give hard answers in terms of what is needed. Remnants are challenging enemies, especially if they are the first fast and shield heavy enemies that the player encounters, but part of the "fun" (for me at least, its subjective) of the game is dealing with challenges and figuring out the right kind fleet to deal with them. This kind of enemy fleet is a mid game challenge, significantly less powerful than endgame bounties or self imposed challenges like fighting 3 or 4 of this kind of fleet at once (which is probably harder this version than last, to be fair). So if the DP imbalance is not fun for you, thats an issue and something to be fixed, because fun is important, but there's no problem with whether this fleet is a reasonable enemy to beat.

I'm not going to claim any mastery over the new skill system with so little playtime on it, but one effect of the leadership tree/scaling skills, change to DP calculations, and even heavier impact of officers, is that spamming more ships doesn't make the player fleet as much better as it did last version. There's a lot more emphasis on making a good fleet with a certain number of ships and DP (and how to make ships without officers still be worth having around!), rather than just a bigger fleet. The endgame difficulty has definitely gone up!

@Linnis
Removing battle size limits lets the player overwhelm the enemy with pure numbers, which is fine if thats what is fun for you, but it is a severe handicap if the player does have an effective, concentrated fleet. In the example here, at max battle size, the AI is limited to 240+up to 80 more from objectives, rather than their whole fleet. A fleet that can handle 320 DP of enemies at a time might not be able to handle all 487 DP. So removing limits would make that player need more ships, rather than less, to take on the same fleet.
Title: Re: * DP balance, is QA and playtest not part of the dev cycle?
Post by: Sordid on April 01, 2021, 02:47:56 PM
Removing battle size limits lets the player overwhelm the enemy with pure numbers, which is fine if thats what is fun for you, but it is a severe handicap if the player does have an effective, concentrated fleet.

[...]

removing limits would make that player need more ships, rather than less, to take on the same fleet.

Surely that's why that battle size slider in the settings exists? So that the player can adjust this aspect of the game to their own preferred playstyle? (There could be more elegant, in-universe ways of doing that, but that's a tangent I don't want to get into here.) I'm sorry to kinda spill over this discussion topic from my own thread into this one, but this is yet another example of the dev putting too strict of a limit on what playstyles are allowed. The reason Linnis has to resort to editing files is that, as designed by the dev, the battle size slider doesn't go high enough to accommodate their preferred playstyle.
Title: Re: *** DP balance, is QA and playtest not part of the dev cycle?
Post by: Golde on April 01, 2021, 03:08:05 PM
I really hope someone makes a mod to stop the enemy from cheating like this. I feel that would help alleviate a lot of this game's issues.

I wouldn't consider this cheating but rather just bad designing in general.

Should you create and implement a well thought out system to leverage different advantages and drawbacks with FP calculations and DP distribution then introduce it to the player, just to turn around and say,

oh by the way you're permanently stuck at 160dp and -20% range and none of these mechanics actually matter... unless you're fighting two pirate mules and a kite, because oh boy you're sure gonna need all the advantages you can get fighting those things..

In addition to that, I went ahead and experimented on just exactly how many ships are needed to match the FP of that exact remnant ordo. 4 additional paragons, 1 astral and a Ziggy later, we are still at max penalty for being the "smaller" fleet.

it's nonsense, even less intuitive than flavor text.

[attachment deleted by admin]
Title: Re: * DP balance, is QA and playtest not part of the dev cycle?
Post by: intrinsic_parity on April 01, 2021, 03:18:01 PM
I believe limiting the number of ships in combat at once means the game can be guaranteed to run on lower end hardware, and the system was implemented for performance reasons, not balance reasons, but I could be wrong.

Also, capturing command points gives you a lot of extra DP, like 60-80 extra DP now. I've been deploying frigates early just to contest command points and it works quite well. You're definitely not stuck at min DP, like in the last release. IMO, that problem has been improved, not worsened with this patch.

The ECM thing is pretty annoying though, and I hope it gets adjusted. Even with the ECM skill, I feel like I have no chance to match enemy ECM. I can't spam officered frigates like the AI can.

I do like that the endgame is a lot harder. It's been much more interesting trying to find things that work, and I've been having a lot of fun.
Title: Re: * DP balance, is QA and playtest not part of the dev cycle?
Post by: Golde on April 01, 2021, 03:31:58 PM
Also, capturing command points gives you a lot of extra DP, like 60-80 extra DP now. I've been deploying frigates early just to contest command points and it works quite well. You're definitely not stuck at min DP, like in the last release. IMO, that problem has been improved, not worsened with this patch.

The ECM thing is pretty annoying though, and I hope it gets adjusted. Even with the ECM skill, I feel like I have no chance to match enemy ECM. I can't spam officered frigates like the AI can.

I do like that the endgame is a lot harder. It's been much more interesting trying to find things that work, and I've been having a lot of fun.

half the times, the objectives are in a line in the dead center of the map. With the officer personality changes, remnants actively suicide to trade damage and will only drive forwards.

Suppose that your frigates are superior in every way, capturing objectives still wouldn't be feasible from dog-piling of superior body count, and should you not get there fast enough the objectives will be permanently overrun.

I guess I'm really better off to go play cointoss.
Title: Re: *** DP balance, is QA and playtest not part of the dev cycle?
Post by: hkmist on April 01, 2021, 03:40:08 PM
It is just odd that when the new skill rework want to favor small balance ship type fleet but the new deploy point system just working again it.

Anyways deployment should be either just allowed to go bigger into the thousands or redo the way ships are deployed a long time ago. But hey, as long as the option for just opening a txt file and changing a number is there I don't complain too much.

It may solve some issue but the problem is not only the max battle size. The balance at a whole is having problem, skill system, late game enemy fleet composition and mission reward of bounty(well, other mission type also not scale right but that is not DP system problem) all have a problem because of how the deploy point system is working now.

The skill system want player have a fleet around 200 point to have the most effective fleet composition, which is ok since it is Alex's vision on the game(although i am a big fleet man so I want there are at least a minimum bonus on those skill so i don't spent 1 skill point for getting 0 bonus)

Than the odd thing come, mid game enemy fleet start growing bigger on both ship size and number, even player with a same fleet size start having DP disadvantage(why do this!?) and player only counter on this is increase fleet size to have a fair fight, at this point player fleet usually start going over the 180pt limit on the skill system. And bounty here is around 150k to 200k, depend on LY this start getting unprofitable for a combat fleet (trade fleet is always broken because of how the system work, how can anyone blame player cheese the trade system when that is the only way player can get profit :P)

Then the balance go haywire, enemy fleet go much bigger (like 8 capital with 10+ support ship AND a lot of officer), even mix size player fleet is having DP disadvantage, a normal size player fleet can't even field a working fleet. The way to counter the DP disadvantage now (not by super player skill or OP ship) is increase fleet size again.  At this point bounty is around 300k(really with that composition?), consider it is a 1 month operation in 15LY with a 4 cap 15 other ship player fleet and end the fight in 1 deploy, what is the cost ?
Around 400DP maintenance (400 supply per month = 40000c) + 2500crew(25000c) + 8 max level officer(20000+c) + 50fuel per LY with return cost(15*2*50*25=37500c) + 1 300DP battle recover cost(30000c) = 152500c not include repair cost , anything not these ideal can lead to a lost
 
And this is the problem, Alex want us play with a small fleet(The new skill system) but the way it increase the difficultly is increase both number of ship and size of ship to a double or triple to ideal size player fleet on the new skill system, and on top of that a DP penalty system when player have a smaller fleet(why?), this is just nonsense when this all sum up. Not to mention Golde's situation when ai also have higher ship quality and DP efficiency than player.

   
Title: Re: pathetic DP balance, is QA and playtest not part of the dev cycle?
Post by: Anvel on April 01, 2021, 03:55:35 PM
The game clearly balanced around 180 dp max for the player, what's the point of builds and tactics if you can just deploy 10 capital ships to faceroll every challenge. Now small ships have their purpose even at late game.
Title: Re: pathetic DP balance, is QA and playtest not part of the dev cycle?
Post by: Golde on April 01, 2021, 04:10:43 PM
The game clearly balanced around 180 dp max for the player, what's the point of builds and tactics if you can just deploy 10 capital ships to faceroll every challenge. Now small ships have their purpose even at late game.

sounds good!

Mind telling us why don't we just cap DP at 180 and call it a day then? I'm sure by that point the game would be a lot smaller and would be much easier running on toasters no?

it's a win win for you, right?
Title: Re: pathetic DP balance, is QA and playtest not part of the dev cycle?
Post by: Thaago on April 01, 2021, 04:33:31 PM
The current non-modded cap is 240 deployment points at max battle slider, if the player gets all objectives. I wouldn't mind the skills being scaled up to meet that instead of being at 180.

Is that the cap you mean, or some other kind?
Title: Re: pathetic DP balance, is QA and playtest not part of the dev cycle?
Post by: Alex on April 01, 2021, 04:38:27 PM
(@Golde: Just on a personal level, I'd really appreciate it if next time, you can try to keep it a bit less heated. That's not to say that the game is perfect or doesn't have issues that should be talked about - but, frankly, I could do without the stuff that borders on personal attacks.)

In addition to that, I went ahead and experimented on just exactly how many ships are needed to match the FP of that exact remnant ordo. 4 additional paragons, 1 astral and a Ziggy later, we are still at max penalty for being the "smaller" fleet.
Than the odd thing come, mid game enemy fleet start growing bigger on both ship size and number, even player with a same fleet size start having DP disadvantage(why do this!?) and player only counter on this is increase fleet size to have a fair fight, at this point player fleet usually start going over the 180pt limit on the skill system. And bounty here is around 150k to 200k, depend on LY this start getting unprofitable for a combat fleet (trade fleet is always broken because of how the system work, how can anyone blame player cheese the trade system when that is the only way player can get profit :P)
...
And this is the problem, Alex want us play with a small fleet(The new skill system) but the way it increase the difficultly is increase both number of ship and size of ship to a double or triple to ideal size player fleet on the new skill system, and on top of that a DP penalty system when player have a smaller fleet(why?), this is just nonsense when this all sum up. Not to mention Golde's situation when ai also have higher ship quality and DP efficiency than player.

The thing you're both missing, I think, is how the deployment point allocation works now. It's explained in the tooltip, but having already played the game, it's kind of natural to assume it works the same way as before, look at things in those terms, and become frustrated.

But - what primarily matters is officers, not the ships they're on. Adding an extra 10 Paragons won't help much. 10 Paragons with officers vs 10 frigates with officers also doesn't make much of a difference. If you *really* need a leg up for a tough fight, you can hire some mercenary officers to go above the limit. You're not encouraged to go with a fleet full of large ships because it doesn't help at all. Neither does trying to "match the dp" of the enemy fleet.


Barring mercenaries (which are a very stop-gap measure), capturing objectives is how you overcome the DP deficit if you really need to get deployment parity to win a fight.



half the times, the objectives are in a line in the dead center of the map. With the officer personality changes, remnants actively suicide to trade damage and will only drive forwards.

Hmm, really? They're not supposed to be; if they are it's an issue. I've done a fair bit of testing vs similar strength Ordos as you're showing and objectives were very much key there - and also quite easy to capture the first couple, at least. If that's not your experience, then that'd be something to look at.


... and I have my own complaints about enemy officer count and its effect on the ECM skill from a systems design standpoint:
The ECM thing is pretty annoying though, and I hope it gets adjusted. Even with the ECM skill, I feel like I have no chance to match enemy ECM. I can't spam officered frigates like the AI can.

Yeah, that's fair. It's quite possible that the number of officers is over-tuned - especially in some cases. And how ECM stacks up could probably use another look. Perhaps the player needs some means to boost it more if they go that route, or perhaps... well, it's a separate topic. Just, needs some thinking about.

Again, just want to be super clear that I'm not saying everything is perfect or anything like that. The 0.X.1 releases tend to be very heavy on balancing and gameplay tweaks, and it doesn't look like 0.95.1a is going to be an exception!


The current non-modded cap is 240 deployment points at max battle slider, if the player gets all objectives. I wouldn't mind the skills being scaled up to meet that instead of being at 180.

(Yep - I've actually got a note to raise the skill cap from 180 to 240 where applicable. I think that'll just make more sense as the number to settle on there.)
Title: Re: pathetic DP balance, is QA and playtest not part of the dev cycle?
Post by: intrinsic_parity on April 01, 2021, 04:49:15 PM
Barring mercenaries (which are a very stop-gap measure)...
Do you mean a stop gap measure for the player within the campaign to overcome a specific fight, or a stop gap in game balance where you intend to implement something else?

half the times, the objectives are in a line in the dead center of the map. With the officer personality changes, remnants actively suicide to trade damage and will only drive forwards.

Hmm, really? They're not supposed to be; if they are it's an issue. I've done a fair bit of testing vs similar strength Ordos as you're showing and objectives were very much key there - and also quite easy to capture the first couple, at least. If that's not your experience, then that'd be something to look at.
I've seen this occasionally as well, sometimes the objectives are in a line or a very flat U across the middle of the battle field. It can be tough to get to them before the AI, although usually you can get at least 1-2 captured in my experience. I haven't tried farming remnants yet though, so I can't speak on that, but in normal fights, I still usually get 1-2 captured early.
Title: Re: pathetic DP balance, is QA and playtest not part of the dev cycle?
Post by: Alex on April 01, 2021, 05:02:19 PM
Do you mean a stop gap measure for the player within the campaign to overcome a specific fight, or a stop gap in game balance where you intend to implement something else?

I mean in terms of a specific fight, though, yeah, hunting up like 4-5 mercenaries at a moment's notice would not be the easiest thing in the world. (I have some other ideas for easier "win a specific fight, if perhaps uneconomically" measures, but... well, not in 0.95.)

Hmm, I wonder if making mercenary officers available in groups of 2-4 - when they *do* spawn - might not be a good idea here. Let me make a note.

I've seen this occasionally as well, sometimes the objectives are in a line or a very flat U across the middle of the battle field. It can be tough to get to them before the AI, although usually you can get at least 1-2 captured in my experience. I haven't tried farming remnants yet though, so I can't speak on that, but in normal fights, I still usually get 1-2 captured early.

Ah - if you're able to grab a screenshot next time you see that, I'd appreciate it. They can be middle-ish but at least one - and usually two - should be closer enough to each side so that each side can claim them assuming their small ships aren't just miles slower than the enemy's.
Title: Re: pathetic DP balance, is QA and playtest not part of the dev cycle?
Post by: Chairman Suryasari on April 01, 2021, 05:03:06 PM
It's feel like JRPG all over again. "I have an entire platoon behind me, there is no way we can be defeated now! Wait, what is that? I can only deploy 3 underling fighting those high level barbarian across the river to die one by one because, reason?" Unlocking the battlesize is the first thing I do after playing around for two hours and hit a brick wall fighting pirate.

And I don't know why, but I have a hard time killing anything equal or slightly bigger, every battle feels like such a slog. And the enemy has ridiculous composition, even with a capital I can get either fighter spam to dead or gang up to dead. Plus some bounty really underpaid the player, unless you have instant teleport to your intended target, good luck making any money.

Selling illegal supplies to pather also feel like mandatory, if you want to survive a little bit longer, at least for me, until I hit the max credits you can get by doing that because of the taxes, if you have a bigger trading ship your supplies will run out before you can sell them back.

So fine, I said, I build 2 colony so I can get a little bit more money on the side, but I need skill to improve my colony or hire admin. If I improve my colony skill by level 8-9 I am barely touching combat skill because I dump those skill points into fleet and the colony.

I have a hard time participate in combat without proper offensive skill. I wish we had "mind control" feature so we can take control officer, benefiting from their skill buff and manually piloting the ship, thus having better experience with the combat.

Some new design choices feel strange and counter intuitive. I get what Alex is trying to do, but I dunno, I don't really enjoy it...? But then again, I cannot give comprehensive solution to the matter so please take it with a grain of salt

Quote
sounds good!

Mind telling us why don't we just cap DP at 180 and call it a day then? I'm sure by that point the game would be a lot smaller and would be much easier running on toasters no?

it's a win win.

I'm kinda agree with this. Maybe having a static DP system is better than what we currently have.
Title: Re: pathetic DP balance, is QA and playtest not part of the dev cycle?
Post by: Hiruma Kai on April 01, 2021, 05:18:01 PM
In regards to capture point distribution, I think the attached png (cropped for size, but you can see the horizontal nature of the capture points) is what people are refering to.  Point Gamma is on the exact midline vertically.  Going two lines to it's left is the exact mid point of the map.  Delta is farther away from the allied side starting point than Gamma is.  (6 lines up and over 2, 6.3 units for gamma, while 6 lines up and 6 lines over for Delta, 8.4 units).

As for opposing fleet compositions, I wonder if it is worth it yet to add more fine tuned difficulty options other than Normal and Easy?  Above and beyond any tuning that these release candidates are finding for Normal difficulty.  On other hand, I realize that implies more effort in balancing/testing/coding.

[attachment deleted by admin]
Title: Re: pathetic DP balance, is QA and playtest not part of the dev cycle?
Post by: Histidine on April 01, 2021, 05:36:02 PM
Hmm, I wonder if making mercenary officers available in groups of 2-4 - when they *do* spawn - might not be a good idea here. Let me make a note.
Spending 1 SP to get a bag of several merc officers at once might be good.

I started playing before the late game XP curve changes; in those versions, late game SP was just so slow to come by that spending 1 SP for one temporary officer seemed like a nonstarter no matter the bonus XP.
Title: Re: pathetic DP balance, is QA and playtest not part of the dev cycle?
Post by: Alex on April 01, 2021, 05:44:11 PM
In regards to capture point distribution, I think the attached png (cropped for size, but you can see the horizontal nature of the capture points) is what people are refering to.  Point Gamma is on the exact midline vertically.  Going two lines to it's left is the exact mid point of the map.  Delta is farther away from the allied side starting point than Gamma is.  (6 lines up and over 2, 6.3 units for gamma, while 6 lines up and 6 lines over for Delta, 8.4 units).

As for opposing fleet compositions, I wonder if it is worth it yet to add more fine tuned difficulty options other than Normal and Easy?  Above and beyond any tuning that these release candidates are finding for Normal difficulty.  On other hand, I realize that implies more effort in balancing/testing/coding.

Thank you for that shot, that's perfect. And also yeah that doesn't look right; I'll have a look.

Re: difficulty - yeah, just one primary difficulty mode is hard enough to balance. I'd rather throw in more options that someone that's having a tougher time can make use of.

Spending 1 SP to get a bag of several merc officers at once might be good.

I started playing before the late game XP curve changes; in those versions, late game SP was just so slow to come by that spending 1 SP for one temporary officer seemed like a nonstarter no matter the bonus XP.

Hmm, yeah, that's an interesting idea! Made a note. (Re: SP cost at max level, very much understood, and it's something I'm still keeping an eye on. I'd love to hear more feedback about how it feels with the new values.)
Title: Re: pathetic DP balance, is QA and playtest not part of the dev cycle?
Post by: Sordid on April 01, 2021, 06:01:14 PM
Re: difficulty - yeah, just one primary difficulty mode is hard enough to balance. I'd rather throw in more options that someone that's having a tougher time can make use of.

Does difficulty affect fleet compositions? The pop-up just mentions damage reduction, sensor range, and extra loot. Personally I'd much prefer a "enemy fleets are smaller" easy mode rather than "you take less damage".
Title: Re: pathetic DP balance, is QA and playtest not part of the dev cycle?
Post by: Hiruma Kai on April 01, 2021, 06:21:33 PM
Re: difficulty - yeah, just one primary difficulty mode is hard enough to balance. I'd rather throw in more options that someone that's having a tougher time can make use of.

Does difficulty affect fleet compositions? The pop-up just mentions damage reduction, sensor range, and extra loot. Personally I'd much prefer a "enemy fleets are smaller" easy mode rather than "you take less damage".

Nope, it does not. 

I was just curious from the "Can't please all people all the time" with a single game point of point of view.  You could at least imagine such a thing.  Probably can be modded.  The contact system has the potential to satisfy people who like current high end fights while allowing for typical intel type bounties and system restricted Redacted fleets to be toned down.  And there's always mods for people who want harder or easier things than baseline.  Of which there will always be people on both ends.

The damage reduction is a rather big effect, equivalent to roughly 2-3 additional skills on all your ships (shield, armor, and hull damage reduction).  Also, 50% extra loot means being able to deploy 50% more fleet while still breaking even on supplies for the fight (plus extra profit from other drops).
Title: Re: pathetic DP balance, is QA and playtest not part of the dev cycle?
Post by: Hiruma Kai on April 01, 2021, 06:22:08 PM
Re: difficulty - yeah, just one primary difficulty mode is hard enough to balance. I'd rather throw in more options that someone that's having a tougher time can make use of.

Does difficulty affect fleet compositions? The pop-up just mentions damage reduction, sensor range, and extra loot. Personally I'd much prefer a "enemy fleets are smaller" easy mode rather than "you take less damage".

Nope, it does not. 

I was just curious from the "Can't please all people all the time" with a single game point of point of view.  You could at least imagine such a difficulty level that does modify fleet generation.  Probably can be modded.  The contact system has the potential to satisfy people who like current high end fights while allowing for typical intel type bounties and system restricted Redacted fleets to be toned down.  And there's always mods for people who want harder or easier things than baseline.  Of which there will always be people on both ends.

The damage reduction is a rather big effect, equivalent to roughly 2-3 additional skills on all your ships (shield, armor, and hull damage reduction).  Also, 50% extra loot means being able to deploy 50% more fleet while still breaking even on supplies for the fight (plus extra profit from other drops).
Title: Re: pathetic DP balance, is QA and playtest not part of the dev cycle?
Post by: Sordid on April 01, 2021, 06:31:08 PM
Nope, it does not. 

I was just curious from the "Can't please all people all the time" with a single game point of point of view.  You could at least imagine such a thing.  Probably can be modded.

Yeah, I did imagine it, and I asked in the miscellaneous modding questions thread if there's an easy way to dial down fleet size scaling. I took the lack of an answer as a "no".
Title: Re: pathetic DP balance, is QA and playtest not part of the dev cycle?
Post by: IonDragonX on April 01, 2021, 07:21:26 PM
I mean in terms of a specific fight, though, yeah, hunting up like 4-5 mercenaries at a moment's notice would not be the easiest thing in the world. (I have some other ideas for easier "win a specific fight, if perhaps uneconomically" measures, but... well, not in 0.95.) Hmm, I wonder if making mercenary officers available in groups of 2-4 - when they *do* spawn - might not be a good idea here. Let me make a note.
Potential extra sources of Mercenary Officers:
* Bars at Independent worlds
* Dialog option with an Underworld Contact
* Dialog option with Mercenary & Smuggler fleets
Title: Re: pathetic DP balance, is QA and playtest not part of the dev cycle?
Post by: TaLaR on April 01, 2021, 10:55:53 PM
Barring mercenaries (which are a very stop-gap measure), capturing objectives is how you overcome the DP deficit if you really need to get deployment parity to win a fight.

But enemy fleet having 2-3 times normal limit of officers is not some exceptional rare situation. It is the norm of high end bounties.
Title: Re: pathetic DP balance, is QA and playtest not part of the dev cycle?
Post by: Golde on April 01, 2021, 11:20:51 PM
Barring mercenaries (which are a very stop-gap measure), capturing objectives is how you overcome the DP deficit if you really need to get deployment parity to win a fight.

But enemy fleet having 2-3 times normal limit of officers is not some exceptional rare situation. It is the norm of high end bounties.

And while also using non-gimped ships at CR levels not exceptionally high.



The thing you're both missing, I think, is how the deployment point allocation works now. It's explained in the tooltip, but having already played the game, it's kind of natural to assume it works the same way as before, look at things in those terms, and become frustrated.

But - what primarily matters is officers, not the ships they're on. Adding an extra 10 Paragons won't help much. 10 Paragons with officers vs 10 frigates with officers also doesn't make much of a difference. If you *really* need a leg up for a tough fight, you can hire some mercenary officers to go above the limit. You're not encouraged to go with a fleet full of large ships because it doesn't help at all. Neither does trying to "match the dp" of the enemy fleet.


Barring mercenaries (which are a very stop-gap measure), capturing objectives is how you overcome the DP deficit if you really need to get deployment parity to win a fight.


Very funny.

1) Please educate us on how many mercenaries are required to really leg up in this fight.

2) Explain cost both in SP, time and capital required to amass said amount of mercenaries. (if that is possible in the first place due to contract expiring)

3) see attached picture.
Spoiler
(https://i.imgur.com/8Nfjn2O.jpg)

with 7 Alpha Core's worth of officers (which wouldn't even be realistic in the first place), we are STILL at 50% DP penalty.

You're gonna need to count both hands and feet for the number of mercenaries to get a leg up in this fight.

[close]

The current non-modded cap is 240 deployment points at max battle slider, if the player gets all objectives. I wouldn't mind the skills being scaled up to meet that instead of being at 180.

(Yep - I've actually got a note to raise the skill cap from 180 to 240 where applicable. I think that'll just make more sense as the number to settle on there.)



Again, why bother implementing a DP calculation system if your *ideal* way of playing the game is to be permanently *** at 160dp?

Also, I remember correctly someone said something about how unintuitive stat-checks are in videogames and that they are definitely not the way to go in starsector?

Care to explain the difference here between a stat check and no frigate w/ officer = game over?

Frigates are useful in their own right, but as of now it's plain and obvious that they're just an excuse to add statchecks in disguise.

I could be mistaken, but your target audience for the game is not all of the 5 people that stuck around since kickstarter and would attend your birthday party when 1.0 launches in 2077.

And to the point where you would go and cap the max battle size in the ingame settings to 400. To an average player such as myself who might not be capable of building a min-maxed fleet to your ideal specifications OR someone who might not even be familiar with the concept of a config file outside the game or someone who might not even care enough because the icon is sitting the recycling and they're already back to playing Fortnite, just go figure right? because you've already got our money.

Singleplayer indie games are often one way streets to the consumer to begin with. We are talking in broad terms of course; of ten random people that purchase your game, should they encounter some kind of non-technical related issue with your game, how likely do you think they are going to take out their time, seek out the forums then make an account, get verified and then spend some more time to describe in great detail what they think went wrong and propose some kind of solution supppose they have one in the first place?

It goes without saying with all the things both mentioned and unmentioned above that QA and playtesting are particularly important if your intent is to make a wonderful game. So why do you forego it?

Alex; undeniably, you have a good following of the most hardcore and talented fanbase.

But stuff like this is just a disservice to everyone else, this release by far has been two steps forwards and one step backwards.
Title: Re: pathetic DP balance, is QA and playtest not part of the dev cycle?
Post by: Midnight Kitsune on April 01, 2021, 11:22:30 PM
How IS the math for AI officer and merc limits supposed to work anyhow?
Title: Re: pathetic DP balance, is QA and playtest not part of the dev cycle?
Post by: hkmist on April 01, 2021, 11:46:57 PM
It is fun to see when people point out a problem about they can't get a fair fight BEFORE enter a battle because enemy fleet can run at 3 time of the fleet size(compare to player ideal fleet size), 2 time officer DP weigh and don't need to worried about supply, the reply are about what you can do AFTER you enter field and follow a set of playstyle(spend some of your lesser than normal starting DP pt to field small ship w/ officer to capture pt, the only way to win DP race)

The solution of buying merc officer to even the field is just another prove that late game balance heavy working again the small fleet idea, not to mention this way make the already low paid bounty much more unprofitable
Title: Re: pathetic DP balance, is QA and playtest not part of the dev cycle?
Post by: Thaago on April 02, 2021, 12:30:27 AM
Its really hard to tell from that map pictures, but are the capture points centered there or are they very close to the enemy edge? Because close to the enemy edge is a bug. Otherwise just... capture some of those points? You have a fully officered core of mobile capital ships and a whole swarm of frigates right? The Paragon is a bit slow, but the Conquests are not. I was just fighting a Remnant fleet with 2 Radiants before typing this out and I captured half the points just fine, and my frigate and destroyers are a heck of a lot slower than yours (1 wolf, 1 lasher (no officer), 3 Hammerheads, Sunder). I didn't do anything fancy, just pressed C on all the points, then removed the orders on the 1 the enemy deathballs was at and the one right next to it while driving my cruisers towards the enemy. I did take some losses in that fight so its not like it went perfectly, but I was able to grab DP for reinforcements.

Mercenaries are handy for my fleet (I only have 1) because it lets me boost my ECM and Nav ratings while having my custom better officers be on cruisers, and it roughly doubles the power of one of the destroyers or frigates in my fleet. Both make a decent difference, especially the ECM (which is a heck of a lot more important than it was last version, really caught me by surprise!). I can't really speak to your fleet because I haven't played with my own automated ships: I don't know how good those AI cores on the remnant frigates are (do they have energy weapon mastery? Benefit from wolfpack? I have no clue). But if you are worried about getting more DP, a mercenary would let you keep the rest of the fleet the same while deploying a high performance high speed frigate (tempest, omen, hyperion, afflictor though thats a bit specialty) to grab points and smash the enemy frigates while your big ships are coming up.

While I haven't played with the new DP system enough to totally understand it so I'm sure I'm missing things, I'll note that the new system has the potential to work on a 'normal' difficulty curve: easier early/mid game, harder later game. Having systems with that curve is a really big improvement for the game, which has suffered foreverfrom having an inverse difficulty curve of brutal early game, trivially easy lategame.

In the early/mid game, when a player might just be getting by with what they can find, haven't played the game much so don't know how to handle the ecm/nav system, don't have much experience piloting, etc etc. In that part of the game, enemy fleets should have fewer officers (hopefully! I think I've encountered some bad ones that break this that I hope get patched out to more reasonable levels) so the player isn't at a DP disadvantage. Then, as the game progresses and the player gets more resources, things get harder. The enemy gets more officers and more DP, forcing the player to improve their tactics and fleet synergy to keep up.

In theory, that kind of 'normal difficulty curve' DP system would be really good to stop the late game from being trivially easy (just spam caps like last version). I agree that it needs careful playtesting - I'm pretty sure I encountered some early/mid game pirate fleets with massive officer spam that breaks my above analysis, and I would like to see those gone! But lategame fleets = harder because of DP limits is a good mechanic for a normal difficulty curve.

It is fun to see when people point out a problem about they can't get a fair fight BEFORE enter a battle because enemy fleet can run at 3 time of the fleet size(compare to player ideal fleet size), 2 time officer DP weigh and don't need to worried about supply, the reply are about what you can do AFTER you enter field and follow a set of playstyle(spend some of your lesser than normal starting DP pt to field small ship w/ officer to capture pt, the only way to win DP race)

The solution of buying merc officer to even the field is just another prove that late game balance heavy working again the small fleet idea, not to mention this way make the already low paid bounty much more unprofitable

I think the reason people are saying things about how to fight is that by fighting better, the fight becomes "fair". Because really, "fair" is subjective based on how good the player fleet is in the fight vs the enemy. As an extreme example: for an endgame player fleet with fully powered player and officers, is equal DP with pirates really a fair fight? Not even close, the player is going to absolutely stomp them. "Fair" might be giving pirates 300 DP to the player's 100 but lets be honest, even thats just going to resort in more pirate pinatas to pop.

Remnants are a lot tougher, but the same principle holds: is the fight be "fair" at 240:160 + reinforcements in battle, and 480 DP to 240 DP outside? The better the player fleet, and the more efficient they can be with DP, the more "fair" it is.
Title: Re: pathetic DP balance, is QA and playtest not part of the dev cycle?
Post by: ANGRYABOUTELVES on April 02, 2021, 12:34:56 AM
The key to having 240 DP all the time is to have 2 officered phase frigates with elite phase mastery. Send them to capture the two objectives horizontally farthest from the center while you take the ones closest to your deployment side, and you'll hit 240 DP before any combat starts. Just deploy your slowest 144-ish (160 minus 2x8 DP phase frigates) DP first and the faster 80-ish DP slightly later. Using this tactic nets me 240 DP against even Remnant officer spam.
Title: Re: pathetic DP balance, is QA and playtest not part of the dev cycle?
Post by: hkmist on April 02, 2021, 01:27:46 AM
The key to having 240 DP all the time is to have 2 officered phase frigates with elite phase mastery. Send them to capture the two objectives horizontally farthest from the center while you take the ones closest to your deployment side, and you'll hit 240 DP before any combat starts. Just deploy your slowest 144-ish (160 minus 2x8 DP phase frigates) DP first and the faster 80-ish DP slightly later. Using this tactic nets me 240 DP against even Remnant officer spam.

Yes you point out what is the problem, you are using the only right(and working) idea to win a DP race, cheese the new rule

The "large enemy fleet get more DP than you" rule is here for a long time, but it make sense and there are different way to work around
In the past, when you are confidence to fight in a small fleet, with high quality ship and player skill you win that fight, same at what working right now(a bit different is in the past you capture point for more ecm/speed, now you have to capture pt for DP)
But if you don't have the player skill or good ship, you can get a larger fleet and get a even DP split(or over do it with extra large fleet), and rotate ship during the fight or use clean disengage for reset a fight, than you get less profit

But in 0.95, under the new rule the choose for the later is greatly limited, not because the skill tree rework make large fleet lost skill advantage(I agree when your fleet is big enough you don't need that much skill advantage).
It is as Alex said in earlier post "Adding an extra 10 Paragons won't help much. 10 Paragons with officers vs 10 frigates with officers also doesn't make much of a difference.",
The RULE itself is changed so player can't use the most easy and make sense way to turn the table for themself, then you get player start finding way to cheese the new rule

And this is my question, WHY cut off one play style completely by making a new rule that only hurt some player which is not in the range of Alex's ideal play style AND this new rule don't do much good on player who are already playing like what Alex want? That is what I call unfair

I like the part of the new rule which when you have a smaller fleet you have way too win back the DP by capture point, but this don't contradict to "if you have a larger fleet you have more DP", why can't they both exist? Someone said earlier that you can't please everyone but on this case you can. Alex have do enough change in 0.95 to favor small fleet gameplay and most of them are reasonable, but this is the change I think is unfair and really not necessarily.
Title: Re: pathetic DP balance, is QA and playtest not part of the dev cycle?
Post by: hkmist on April 02, 2021, 02:37:59 AM

I think the reason people are saying things about how to fight is that by fighting better, the fight becomes "fair". Because really, "fair" is subjective based on how good the player fleet is in the fight vs the enemy. As an extreme example: for an endgame player fleet with fully powered player and officers, is equal DP with pirates really a fair fight? Not even close, the player is going to absolutely stomp them. "Fair" might be giving pirates 300 DP to the player's 100 but lets be honest, even thats just going to resort in more pirate pinatas to pop.

Remnants are a lot tougher, but the same principle holds: is the fight be "fair" at 240:160 + reinforcements in battle, and 480 DP to 240 DP outside? The better the player fleet, and the more efficient they can be with DP, the more "fair" it is.

Yes "fair" is a subjective thing when everyone can have different point of view, and my view is everyone should fight in the same rule

In your example pirate will never get a fair fight on a same DP split battle, it is true. Pirate won't get the blueprint unstill player want them have a good ship for a fair fight(or exploits it to get free ship), on gameplay design they are the weak one for early fight, but when they are given the right thing(a forge and some blue print), they burn the world, everything is on the same rule.  And I suppose no player will think "that is unfair" when they are gang by multi pirate fleet early game, since the rule is the weaker lose. But the new DP rule is not same rule before.

Remnants is tough and tougher than they were before 0.95, with all the op officer they have now, i won't call this unfair, because they are the BOSS of this game and they are mean to be tough. But the new DP rule is not, the rule itself is what unfair.

When you can set the balance by giving better ship better officer better fleet composition, I don't thing a better rule favor the enemy is necessarily

If Alex want the point capturing be a part of the gameplay, why not split the DP to 160:160:80 which the 80 point is who capture the flag on the map, at least this look more fair to me(although there are alreally people show how to cheece the point capture rule, and I think that is more unhealthy than player try to use a bigger fleet)
Title: Re: pathetic DP balance, is QA and playtest not part of the dev cycle?
Post by: Histidine on April 02, 2021, 02:52:35 AM
Well, under the old DP rules you'd still be stuck with a near-permanent 40% share against one of those oversized enemy fleets, with anything resembling a normal fleet.
The big difference is a 30 Paragon blob is in principle more accessible (and more permanent) than finding enough merc officers. (The other difference is that you could eventually gain more DP share after killing enough enemy ships).

TBH I think that basing DP share on both fleet size and officer count makes intuitive sense, but also 30 Paragon blob is such a transparent attempt to cheese the rules that it being gone makes me happy. Better to make enemy fleets not so oversized (old rules)/over-officered (new rules) that people need to cheese it to begin with.
Title: Re: pathetic DP balance, is QA and playtest not part of the dev cycle?
Post by: Chairman Suryasari on April 02, 2021, 03:31:43 AM
Quote
Yes you point out what is the problem, you are using the only right(and working) idea to win a DP race, cheese the new rule

The "large enemy fleet get more DP than you" rule is here for a long time, but it make sense and there are different way to work around
In the past, when you are confidence to fight in a small fleet, with high quality ship and player skill you win that fight, same at what working right now(a bit different is in the past you capture point for more ecm/speed, now you have to capture pt for DP)
But if you don't have the player skill or good ship, you can get a larger fleet and get a even DP split(or over do it with extra large fleet), and rotate ship during the fight or use clean disengage for reset a fight, than you get less profit

But in 0.95, under the new rule the choose for the later is greatly limited, not because the skill tree rework make large fleet lost skill advantage(I agree when your fleet is big enough you don't need that much skill advantage).
It is as Alex said in earlier post "Adding an extra 10 Paragons won't help much. 10 Paragons with officers vs 10 frigates with officers also doesn't make much of a difference.",
The RULE itself is changed so player can't use the most easy and make sense way to turn the table for themself, then you get player start finding way to cheese the new rule

And this is my question, WHY cut off one play style completely by making a new rule that only hurt some player which is not in the range of Alex's ideal play style AND this new rule don't do much good on player who are already playing like what Alex want? That is what I call unfair

I like the part of the new rule which when you have a smaller fleet you have way too win back the DP by capture point, but this don't contradict to "if you have a larger fleet you have more DP", why can't they both exist? Someone said earlier that you can't please everyone but on this case you can. Alex have do enough change in 0.95 to favor small fleet gameplay and most of them are reasonable, but this is the change I think is unfair and really not necessarily.

Agree. The new game design makes the game feel like screaming at me "You play it wrong!" over and over again in a sandbox game.
Title: Re: pathetic DP balance, is QA and playtest not part of the dev cycle?
Post by: hkmist on April 02, 2021, 03:59:29 AM
TBH I think that basing DP share on both fleet size and officer count makes intuitive sense, but also 30 Paragon blob is such a transparent attempt to cheese the rules that it being gone makes me happy. Better to make enemy fleets not so oversized (old rules)/over-officered (new rules) that people need to cheese it to begin with.

Yes it is just odd 0.95 have make a lot of change on making player don't want to use a large fleet but don't fix the reason why people want to use a bigger fleet, late game enemy fleet are just too large.
And the officer weigh on DP is clearly over done, I remember I first note I am getting minimal starting DP is in a fight with a mid-game pirate fleet, both fleet have around 200 fleet point and i have 8 5+lv officer, that was a real WTF moment I never have in Starsector.
Title: Re: pathetic DP balance, is QA and playtest not part of the dev cycle?
Post by: Megas on April 02, 2021, 04:13:01 AM
If AI will spam officers, then the officer limit should be done away with and officers allowed to level up to 7 (or AI in human factions forced to honor the same restrictions as player, either eight level 6s or ten level 5s), and get rid of mercs since they are merely overpriced SP-sucking vampire officers.  (SP should be doing special things, not a tax to constantly feed stuff to.)  The player could achieve this already in theory, but that requires the player to loot level 7 officers and hire as many mercs as possible.

AI abusing (limit break) officers is no different than them flagrantly violating the fleet cap in 0.9a and earlier releases.  It feels bad when they cheat in an unsubtle way.  (Well, player could achieve officer spam, but it is either too hard or impractical.)

And their fleets appear no smaller than before.

P.S.  If bigger fleets are irrelevant for DP ratios, then max battle size needs to be much bigger to accommodate large fleets (because fleets appear to be just as big as the last release).  Otherwise, this is silly tournament dueling.
Title: Re: pathetic DP balance, is QA and playtest not part of the dev cycle?
Post by: ANGRYABOUTELVES on April 02, 2021, 04:20:44 AM
Yes you point out what is the problem, you are using the only right(and working) idea to win a DP race, cheese the new rule

The "large enemy fleet get more DP than you" rule is here for a long time, but it make sense and there are different way to work around
In the past, when you are confidence to fight in a small fleet, with high quality ship and player skill you win that fight, same at what working right now(a bit different is in the past you capture point for more ecm/speed, now you have to capture pt for DP)
But if you don't have the player skill or good ship, you can get a larger fleet and get a even DP split(or over do it with extra large fleet), and rotate ship during the fight or use clean disengage for reset a fight, than you get less profit

But in 0.95, under the new rule the choose for the later is greatly limited, not because the skill tree rework make large fleet lost skill advantage(I agree when your fleet is big enough you don't need that much skill advantage).
It is as Alex said in earlier post "Adding an extra 10 Paragons won't help much. 10 Paragons with officers vs 10 frigates with officers also doesn't make much of a difference.",
The RULE itself is changed so player can't use the most easy and make sense way to turn the table for themself, then you get player start finding way to cheese the new rule

And this is my question, WHY cut off one play style completely by making a new rule that only hurt some player which is not in the range of Alex's ideal play style AND this new rule don't do much good on player who are already playing like what Alex want? That is what I call unfair

I like the part of the new rule which when you have a smaller fleet you have way too win back the DP by capture point, but this don't contradict to "if you have a larger fleet you have more DP", why can't they both exist? Someone said earlier that you can't please everyone but on this case you can. Alex have do enough change in 0.95 to favor small fleet gameplay and most of them are reasonable, but this is the change I think is unfair and really not necessarily.
It is way more accessible to get 2 phase frigates with phase spec officers than it was to get a fleet huge enough to have 60% DP split against Remnant Ordos in the previous version. It's incredibly cheap, actually; 100k for the 2 afflictors/shades, 4 story points to mentor the officers to have perfect skills and make Phase Mastery elite, and maybe 10k in weapons. Why can't you just build your lumbering expensive capital spam fleet but also bring along a couple of really cheap ships?

The amount of officers in lategame enemy fleets should be toned down, but also IMO capital-spam shouldn't be viable for either the player or the AI. It's not fun to fight, and it's not fun to play. If you don't have the player skill to do anything other than capital spam in the lategame, I'd suggest getting good.
Title: Re: pathetic DP balance, is QA and playtest not part of the dev cycle?
Post by: Megas on April 02, 2021, 04:25:11 AM
If player is expected to fight evenly against the AI, then replacing ships (including those with perma-mods) should be cheap.  (Field Repairs can do this in theory, but it takes too long for more than one or two casualties with one d-mod each.)

Currently, I am only fighting fights I know I can win flawlessly at because replacing more than minor losses are too expensive.

AI has unlimited resources, player does not.  Thus, player is encouraged to avoid combat unless it is a one-sided fight in the player's favor.
Title: Re: pathetic DP balance, is QA and playtest not part of the dev cycle?
Post by: hkmist on April 02, 2021, 05:12:33 AM
If you don't have the player skill to do anything other than capital spam in the late game, I'd suggest getting good.

It is really fun when taking about fleet size, people will assume those person are capital spam or 30Paragon(I get this one is a joke)

I don't think get a 300FP fleet(included non-combat ship) to a 300FP enemy fight is capital spam and need to "get good", and we know in 0.95 300FP is already over the limit and can't get both skill advantage and fair DP split at this point.
 
The problem of DP now is AI have a different rule on deploy, and this get haywire at late game

Let look at the setting file, this line is what are there in 0.9:

"maxOfficersInAIFleet":10, # should match what a max-skill player can get

Fair, isn't it?
And these line are add in 0.95

"officerAIMaxMercsMult":2, # maximum "over-the-limit" merc-type officers that can be added to an AI fleet, times doctrine officer setting
"officerAIMercsStartingFP":100, # start adding more "merc" officers at this threshold

I don't have the exact calculation, but in my understanding when AI fleet get bigger and bigger, they have more and more officer, AND these affect how DP is calculate

And because of that if player want a fair split of DP the only way to do is
A : use your lesser than normal DP to sent small ship to capture point(and use phase ship if afraid for losing ship, better with a few elite phase officer, but why should I waste my officer on those role? Because I want to watch those small ship playing somewhere away from the battlefield?)
B : Buy more merc, which is not profit-able and in gameplay wise, they were strong, but you are only needing them because you need those DP, not much different from putting those d-mod cap in the fleet to pump up fleet size for DP

I don't seem these two way are any fun or interesting in gameplay, why don't fix the late game balance rather than adding unfair rule?


Title: Re: pathetic DP balance, is QA and playtest not part of the dev cycle?
Post by: Sordid on April 02, 2021, 05:16:22 AM
Field Repairs can do this in theory, but it takes too long for more than one or two casualties with one d-mod each.

It's mind-boggling to me that that skill is four ranks deep in the industry branch, only procs once every two months, and doesn't even work reliably. A "chance" to remove d-mods? What chance? 90%? 25%? 1%? As far as I'm concerned, it needs to be available at the start of the branch (much like transverse jump, thumbs up for making that easily accessible!) and read "remove a d-mod every week". That in and of itself would go a long way to mitigating the combat balance issues; to solve them completely, remove the word "almost" from skills that boost ship recovery chance. Tough fights where I lose half my fleet would be a lot more palatable if I could bounce back from them without having to run around half the sector visiting every planet to see if they happen to have the ships I need in stock.
Title: Re: pathetic DP balance, is QA and playtest not part of the dev cycle?
Post by: ANGRYABOUTELVES on April 02, 2021, 05:51:45 AM
It is really fun when taking about fleet size, people will assume those person are capital spam or 30Paragon(I get this one is a joke)

I don't think get a 300FP fleet(included non-combat ship) to a 300FP enemy fight is capital spam and need to "get good", and we know in 0.95 300FP is already over the limit and can't get both skill advantage and fair DP split at this point.
 
The problem of DP now is AI have a different rule on deploy, and this get haywire at late game

Let look at the setting file, this line is what are there in 0.9:

"maxOfficersInAIFleet":10, # should match what a max-skill player can get

Fair, isn't it?
And these line are add in 0.95

"officerAIMaxMercsMult":2, # maximum "over-the-limit" merc-type officers that can be added to an AI fleet, times doctrine officer setting
"officerAIMercsStartingFP":100, # start adding more "merc" officers at this threshold

I don't have the exact calculation, but in my understanding when AI fleet get bigger and bigger, they have more and more officer, AND these affect how DP is calculate

And because of that if player want a fair split of DP the only way to do is
A : use your lesser than normal DP to sent small ship to capture point(and use phase ship if afraid for losing ship, better with a few elite phase officer, but why should I waste my officer on those role? Because I want to watch those small ship playing somewhere away from the battlefield?)
B : Buy more merc, which is not profit-able and in gameplay wise, they were strong, but you are only needing them because you need those DP, not much different from putting those d-mod cap in the fleet to pump up fleet size for DP

I don't seem these two way are any fun or interesting in gameplay, why don't fix the late game balance rather than adding unfair rule?

What gets haywire is the number of officers AI fleets get. The rule is fair; it acts the same on the player and the AI, the problem is the inflated number of officers that non-player fleets get. If that gets fixed, the problem goes away. It's actually more fair than before, because it's mostly dependent on officers and captured objectives; if you have a small fleet with officers fighting a fleet with a low number of officers but tons of ships, you can take the objectives and cap the enemy's DP limit at much lower than their total number of ships, and cut them up in small chunks at a time. That's more fair than before, where the larger fleet would always be able to deploy more ships than the smaller fleet and potentially crush you under sheer numbers. The problem is, again, simply that high-level AI fleets get a number of officers that would be insane for a player to collect and pay for.

You should put a couple of officers in phase frigates because they're really crazy strong. Two Afflictors will punch heavily above their weight, have a system that makes all your ships do more damage to the targeted ship, and, yes, are very fast and can cap objectives quickly at the start of the battle.
Title: Re: pathetic DP balance, is QA and playtest not part of the dev cycle?
Post by: Mordodrukow on April 02, 2021, 06:21:25 AM
Quote
If AI will spam officers, then the officer limit should be done away with and officers allowed to level up to 7 (or AI in human factions forced to honor the same restrictions as player, either eight level 6s or ten level 5s), and get rid of mercs since they are merely overpriced SP-sucking vampire officers.  (SP should be doing special things, not a tax to constantly feed stuff to.)  The player could achieve this already in theory, but that requires the player to loot level 7 officers and hire as many mercs as possible.

Agree with that. Enemy officer and ECM spam is complete nonesense. New system itself is OK as an idea, but numbers should be toned down. Every dog in the sector has ECM better, than mine, and i cant put ECM module on my ships, because there is no OP for that unless i make some mods build-in, which, again, requires SP, which means, i will must use upgraded ship to the rest of my days or the SPs will be wasted. I cant spend them for the story-oriented stuff, i cant experiment with ships... And then they sayin: "Hey, you just need to hire some officers!" What a joke...
Title: Re: pathetic DP balance, is QA and playtest not part of the dev cycle?
Post by: hkmist on April 02, 2021, 07:15:28 AM
I suppose you know we are taking about the same exact thing ANGRYABOUTELVES, late game enemy fleet have balance issue and as you have state inflated number of officer is the problem and i have point out what is causing the inflated number of officer is the growing enemy fleet size

You think the rule is ok because the calculation on both size is the same, but don't forget how player and AI get the officer is different
The rule is unfair, AI get extra officer when they grow to a bigger fleet size, and they grow to a fleet size double or triple to what player's ideal fleet size, with much more officer than player can normally have. Player normally have a 10 officer limit, more than that player need to spend Magic pt, which should be unnecessary since even you need to field 10+ ship you don't need every ship have officer, gameplay-wise. SO AI have a unfair advantage on all fleet size, officer number and DP calculation(yet our discussion haven't include how these will affect combat, but that is the "get good" thing so i wouldn't include it).

Half of the thread have change to discuss how to counteract this by making map effect more powerful(more powerful ecm effect and "you need to cap point" thing)
Or "we need more merc" so there are suggestion like "Why don't we buy a bunch of merc at the same time?"

And god damn it the problem is not how to live with the unnatural amount of officer but to deal with the problem causing it in the first place, and as you say problem will gone if the inflated number of officer, it is true,
but think about it, if both player and AI fleet get same number of officer(10+1~2 extra), both size have similar fleet point, what is the different of DP calculation between the 0.9 and 0.95?

Why in the Hell Alex add these two line

"officerAIMaxMercsMult":2, # maximum "over-the-limit" merc-type officers that can be added to an AI fleet, times doctrine officer setting
"officerAIMercsStartingFP":100, # start adding more "merc" officers at this threshold

when we know one of the problem is late game enemy fleet can grow too big than why tie the number of officer directly to the fleet size? why add officer number into DP calculation?
And Alex's 0.95 is about going small!

Maybe not a native english speaker and not good in writing is causing problem here but as my first post in the thread what I want to say is the whole DP problem and bounty low pay and late game balance issue are all in the same root. Don't know why I get in to this "fair" mess

And of course i know phase ship is op and that is why i say use phase ship to cap point is cheesing the rule, and using a op thing to solve a balance problem is never the right thing to do in the first place...
Title: Re: pathetic DP balance, is QA and playtest not part of the dev cycle?
Post by: Chairman Suryasari on April 02, 2021, 07:16:17 AM
I understand that we sometimes love a game so much but come on, we need to acknowledge the problem with the game we love not only Starsector but also other game you play. By giving constructive criticism we will help the game improved, far more than having "Nothing is wrong with the game, the game is good, you're bad at playing it." attitude.

ps : I don' know why I so antagonistic today :(
Title: Re: pathetic DP balance, is QA and playtest not part of the dev cycle?
Post by: ANGRYABOUTELVES on April 02, 2021, 07:51:12 AM
I suppose you know we are taking about the same exact thing ANGRYABOUTELVES, late game enemy fleet have balance issue and as you have state inflated number of officer is the problem and i have point out what is causing the inflated number of officer is the growing enemy fleet size

You think the rule is ok because the calculation on both size is the same, but don't forget how player and AI get the officer is different
The rule is unfair, AI get extra officer when they grow to a bigger fleet size, and they grow to a fleet size double or triple to what player's ideal fleet size, with much more officer than player can normally have. Player normally have a 10 officer limit, more than that player need to spend Magic pt, which should be unnecessary since even you need to field 10+ ship you don't need every ship have officer, gameplay-wise. SO AI have a unfair advantage on all fleet size, officer number and DP calculation(yet our discussion haven't include how these will affect combat, but that is the "get good" thing so i wouldn't include it).

Half of the thread have change to discuss how to counteract this by making map effect more powerful(more powerful ecm effect and "you need to cap point" thing)
Or "we need more merc" so there are suggestion like "Why don't we buy a bunch of merc at the same time?"

And god damn it the problem is not how to live with the unnatural amount of officer but to deal with the problem causing it in the first place, and as you say problem will gone if the inflated number of officer, it is true,
but think about it, if both player and AI fleet get same number of officer(10+1~2 extra), both size have similar fleet point, what is the different of DP calculation between the 0.9 and 0.95?

Why in the Hell Alex add these two line

"officerAIMaxMercsMult":2, # maximum "over-the-limit" merc-type officers that can be added to an AI fleet, times doctrine officer setting
"officerAIMercsStartingFP":100, # start adding more "merc" officers at this threshold

when we know one of the problem is late game enemy fleet can grow too big than why tie the number of officer directly to the fleet size?
And Alex's 0.95 is about going small!

Maybe not a native english speaker and not good in writing is causing problem here but as my first post in the thread what I want to say is the whole DP problem and bounty low pay and late game balance issue are all in the same root. Don't know why I get in to this "fair" mess

And of course i know phase ship is op and that is why i say use phase ship to cap point is cheesing the rule, and using a op thing to solve a balance problem is never the right thing to do in the first place...
How the player and the AI get ships is also different. The AI just magics ships and fleets out of thin air, just like how they magic officers out of thin air. The main thing that has changed is that you can now get DP by capping points, and capping points is easy. It's a massive improvement over the previous version.

Dealing with the problem of too many AI officers is now very easy; those numbers just have to change. Setting officerAIMercsStartingFP to 200 or 300 and officerAIMaxMercsMult to 1 or maybe even 0.5 would massively reduce the amount of over-cap officers AI fleets get, simple as that. That's why those lines exist.

Title: Re: pathetic DP balance, is QA and playtest not part of the dev cycle?
Post by: Chairman Suryasari on April 02, 2021, 08:20:09 AM
The problem with that is that players have to go out of their way to fix the said problem. If we take it to the extreme It's like saying "Project Buggy" is good and playable but first you need install Unofficial Patch plus Rebalance Overhaul and oh, don't forget lock your fps with your GPU driver so it doesn't break down over 60fps (Looking at you Bethesda).

I know it's easy to do but it's probably better if Alex deal with the problem so average Layman can enjoy the game out of the box. In my opinion, player shouldn't go out of their way like this to fix something fundamental that dev can and should fix, for the same reason I don't want to make my own drink in a food court.

I don't want in the future Starsector will have Bethesda "Let's the player fix it." mentality .
Title: Re: pathetic DP balance, is QA and playtest not part of the dev cycle?
Post by: hkmist on April 02, 2021, 08:21:25 AM
Yes we get the capture point feature now and we lost the choose of getting more ship or killing ship in battle for more DP, why can't we have all? And if what the officerAIMercsStartingFP state is right than that is what it can do.

I think what starsector beautiful is many thing can be change easily by player
But I don't think fixing the problem on player side is why we are on the suggestion broad, only Alex have the final say on what should be in the final version of the game and how the balance should be. I am just suggesting not everything we get in 0.95 add up correctly with the small fleet idea and some unsolved old issue bring more issue now. But Alex seem more likely in getting new idea than balancing issue now, or maybe he think the only one answer situation in late game is want he want, I don't know
Title: Re: pathetic DP balance, is QA and playtest not part of the dev cycle?
Post by: ANGRYABOUTELVES on April 02, 2021, 08:47:42 AM
My point is that it's now really easy for Alex to change and test as well. Sorry if that wasn't clear.
Title: Re: pathetic DP balance, is QA and playtest not part of the dev cycle?
Post by: Golde on April 02, 2021, 09:45:19 AM
All very well said. It's not the player's job to be making these kind of balancing changes in the first place.

The key to having 240 DP all the time is to have 2 officered phase frigates with elite phase mastery.

Ontop of the infinite officer, and permanent ECCM penalty, this is a very important point.

If shafting players with 160 DP is mere encouragement for contest objectives to reach DP parity or to force their hands to use frigates in the first place; then having two phase frigates to completely sidestep the mechanic shouldn't even be allowed.

The way I see it, it's a basic stat check mechanic shoehorned into otherwise good gameplay that's been implemented with very little foresight as to balance and whatnot.
Title: Re: pathetic DP balance, is QA and playtest not part of the dev cycle?
Post by: Alex on April 02, 2021, 10:18:43 AM
And this is my question, WHY cut off one play style completely by making a new rule that only hurt some player which is not in the range of Alex's ideal play style AND this new rule don't do much good on player who are already playing like what Alex want? That is what I call unfair

I like the part of the new rule which when you have a smaller fleet you have way too win back the DP by capture point, but this don't contradict to "if you have a larger fleet you have more DP", why can't they both exist? Someone said earlier that you can't please everyone but on this case you can. Alex have do enough change in 0.95 to favor small fleet gameplay and most of them are reasonable, but this is the change I think is unfair and really not necessarily.

I think that's a fair question. Basically... it's really, really easy - once you have money rolling in - to just stack a bunch of Paragons (or whatever the highest-DP battleship happens to be) and to basically just roll everything with them, outnumbering the enemy on the battlefield. It's a way to win, for sure. Is it a playstyle that's interesting? I don't think so. It makes combat a trivial stomp. I'm not sure you can even really call it a "playstyle", it's just sort of an optimal thing you can do that beats everything with a minimum of interaction on the part of the player. It's expensive, sure, but past a certain point you have credits aplenty, so that's not a great balancing factor. The game shouldn't get less interesting as you get more stuff, right?

There's value in letting a player just throw credits (or some other kind of resource) at the problem to win, though. Players that aren't "the best" or w/e (nothing negative meant here) should have some way to win, ultimately. One idea I've had for a while is letting a player call in a support fleet, which'd cost a lot of credits, and would... essentially have the same temporary effect as lugging around 10 Paragons, but without that. And the nice thing here is its cost can be fine-tuned as necessary without tying it directly to the cost of ships in your fleet.

Another thought is adding a new story point use - something about pre-combat maneuvering, perhaps - that lets you start the fight with equal deployment points. I think that might feel pretty good, though I also think there'd be some thoughts that it's basically "required" or a SP-tax for having even-DP battles. But it'd be an option for someone having a hard time, is the important thing.

Yet another thought is perhaps fine-tuning things so that it's easier to win while at a 180-240 disadvantage - I think that gets more to the heart of the playstyle you're talking about, actually! Not so much stacking Paragons, but just not feeling forced to go for frigates/captures. I'm not actually sure this is *impossible* now - it could very well be doable with the right mix of ships, built-in mods, and skills - but it's certainly more challenging now than capturing points. Perhaps this could be as simple as changing the "worst possible" distribution from 60% to 40% to something smaller. Or having a Leadership skill provide a deployment bonus, like an objective you always have. It's something to think about, for sure; I've made a note. I'm actually kind of liking the idea of having a leadership skill give you say a 10% of max DP bonus, so if you had it, you'd be at 50-to-60 when outnumbered.

Agree with that. Enemy officer and ECM spam is complete nonesense. New system itself is OK as an idea, but numbers should be toned down. Every dog in the sector has ECM better, than mine, and i cant put ECM module on my ships, because there is no OP for that unless i make some mods build-in, which, again, requires SP, which means, i will must use upgraded ship to the rest of my days or the SPs will be wasted. I cant spend them for the story-oriented stuff, i cant experiment with ships...

Well... on the one hand, I think the numbers of officers should probably be toned down a bit, which'd also take enemy ECM down some. On the other hand, you absolutely could put ECM on your ships. Stuff like Omens with officers with Gunnery Implants is particularly impactful. And for smaller ships especially, you get a ton of those SP back due to bonus XP, so you really don't need keep using them forever. And ECCM is an option, too. That said, enemy ECM does seem like it's "too much" right now, you probably shouldn't be forced to hard-spec into your own ECM to counter it, and I've got an item to have a look here.

Overall, I want to say that I do appreciate all the feedback! As always, a major release is a bit of a turbulent time as far as balance. As much playtesting as I (and others on the dev team) might do, it's a small amount compared to what happens when the release is out; some things work out and some things need a bit of help. So: thank you, everyone!
Title: Re: ECM Examples and Discussion
Post by: ANGRYABOUTELVES on April 02, 2021, 11:41:52 AM
If shafting players with 160 DP is mere encouragement for contest objectives to reach DP parity or to force their hands to use frigates in the first place; then having two phase frigates to completely sidestep the mechanic shouldn't even be allowed.
I'm not sure what you mean. Having 2 officered phase frigates for capping points isn't sidestepping the mechanic that encourages the use of fast frigates, it's leaning into it and doing it as efficiently as possible. That's like saying having 3 Drovers with the carrier group skill just for interceptor coverage is sidestepping the fighter game.
Title: Re: pathetic DP balance, is QA and playtest not part of the dev cycle?
Post by: Sordid on April 02, 2021, 12:08:54 PM
I think that's a fair question. Basically... it's really, really easy - once you have money rolling in - to just stack a bunch of Paragons (or whatever the highest-DP battleship happens to be) and to basically just roll everything with them, outnumbering the enemy on the battlefield. It's a way to win, for sure. Is it a playstyle that's interesting? I don't think so.

Okay, you don't think that's fun. Fair enough, but you're not designing the game just for yourself. Some people do find fun and satisfaction in working hard to assemble a kick-ass fleet and then using it to kick ass. The issue is that you allow the former part of that but not the latter, and it's not clear that step 2 is not possible until step 1 has already been completed, so the player ends up feeling shafted and their work wasted. If you insist on enforcing your own preferred fleet composition on everyone, it would be a lot more palatable if it was made clear ahead of time what that composition is supposed to be. You could for instance cap not only the total number of ships in the fleet but also individual types, so a fleet could be limited to 2 capitals, 4 cruisers, 8 destroyers, and 16 frigates (or something, exact numbers TBD). And importantly, enemy fleets need to be limited in the same way.
Title: Re: pathetic DP balance, is QA and playtest not part of the dev cycle?
Post by: Thaago on April 02, 2021, 12:39:31 PM
I think that's a fair question. Basically... it's really, really easy - once you have money rolling in - to just stack a bunch of Paragons (or whatever the highest-DP battleship happens to be) and to basically just roll everything with them, outnumbering the enemy on the battlefield. It's a way to win, for sure. Is it a playstyle that's interesting? I don't think so.

Okay, you don't think that's fun. Fair enough, but you're not designing the game just for yourself. Some people do find fun and satisfaction in working hard to assemble a kick-ass fleet and then using it to kick ass. The issue is that you allow the former part of that but not the latter, and it's not clear that step 2 is not possible until step 1 has already been completed, so the player ends up feeling shafted and their work wasted. If you insist on enforcing your own preferred fleet composition on everyone, it would be a lot more palatable if it was made clear ahead of time what that composition is supposed to be. You could for instance cap not only the total number of ships in the fleet but also individual types, so a fleet could be limited to 2 capitals, 4 cruisers, 8 destroyers, and 16 frigates (or something, exact numbers TBD). And importantly, enemy fleets need to be limited in the same way.

... thats like all wrong. If a fleet doesn't kick ass, then its not a kick ass fleet. By definition. If the game is changed so that all cap fleets aren't as good, then they aren't as good.
Title: Re: pathetic DP balance, is QA and playtest not part of the dev cycle?
Post by: Sordid on April 02, 2021, 12:50:53 PM
... thats like all wrong. If a fleet doesn't kick ass, then its not a kick ass fleet. By definition. If the game is changed so that all cap fleets aren't as good, then they aren't as good.

If a fleet doesn't kick ass, then it shouldn't seem like it would.
Title: Re: pathetic DP balance, is QA and playtest not part of the dev cycle?
Post by: hkmist on April 02, 2021, 12:57:51 PM
I think that's a fair question. Basically... it's really, really easy - once you have money rolling in - to just stack a bunch of Paragons (or whatever the highest-DP battleship happens to be) and to basically just roll everything with them, outnumbering the enemy on the battlefield. It's a way to win, for sure. Is it a playstyle that's interesting? I don't think so. It makes combat a trivial stomp. I'm not sure you can even really call it a "playstyle", it's just sort of an optimal thing you can do that beats everything with a minimum of interaction on the part of the player. It's expensive, sure, but past a certain point you have credits aplenty, so that's not a great balancing factor. The game shouldn't get less interesting as you get more stuff, right?

Good to see you reply with the worst answer i suppose can get XD

Why every one hear more FP then the next word is "NOOOOOO they will field X paregons and "I" AM NOT FUN!!!", yes I think that is not fun too, and yes you can balance it as you like
But think about it, I never say I feel unfair because I can't field 1500FP ship again AI 300 FP fleet, I am saying on the new rule , a 300FP player fleet(which is include all non combat ship as a whole) again a 300FP late game AI battle fleet, you usually get the minimal Starting DP, I don't think it is too much too ask at least we have a even split? I don't have the exact calculation, how many officer do that AI officer that fleet will have and how can they affect the battle? Hiruma Kai have already show some math, even with a fair DP split AI still have advantage on many field, is this itself not enough? It must put all player not play like you want can't have fun? 
180-240 don't change much since the heart in this number is still "player should play like this, go get the flag, player can never get a fair duel", And one thing I don't know how to say exactly in english, something like "Our producer feel bad when player find the game too easy" style balance

Second of all, more on the DP system, ALL assumption on player can get a alot of credit and will slowball the system is base on a player taking advantage on the broken economic, yes many player like to take the easy way, but no one other than themself can blame them when they find the game not fun.
But i see in 0.95 you have put a lot of work on fixing the economic, well it is still not fixed, but why don't continue on these way and get most player live in a balance system rather than choosing a easy way as "I can't fix that but I don't like that too so i block it", why don't just let those people like to ruin their gameplay ruin their game and don't shot those near the line too?

In some other thread already have player suggesting we need better scaling on quest reward or bountry reward, what many of us thinking is we don't want to fuel our fleet on exploits credit. Flying a fleet for 25LY doing a 300k bountry fighting a 300+FP enemy fleet may seem ok on it own, but this don't include those time between finding a ok bounty and those time waste on god dame almost no pay defence of player colony. Income from legal way are just not enough.
I think player want to play the game in a way balance by fighting and doing quest is much more than those want to exploit the system, why don't help them first? I think thread like complain of can't do a smuggler mission prove these, why on hell do a 41k mission on some heavy patrol system when you can exploit 400k at the nearby star in half the time?

The DP system problem is not fixable if other part of the game don't get fix too, since it solve nothing on why some player need a larger fleet(player skill, play style, just like it be big, want to have some spare) and you fully understand why you think it have to look like this is partly because game economic is broken. I think this is time to do some clean up

P.S. Can we get back the kill ship to free up DP thing, it is honestly much more fun than that capture flag thing
Title: Re: pathetic DP balance, is QA and playtest not part of the dev cycle?
Post by: Mordodrukow on April 02, 2021, 01:07:41 PM
Quote
Well... on the one hand, I think the numbers of officers should probably be toned down a bit, which'd also take enemy ECM down some. On the other hand, you absolutely could put ECM on your ships. Stuff like Omens with officers with Gunnery Implants is particularly impactful. And for smaller ships especially, you get a ton of those SP back due to bonus XP, so you really don't need keep using them forever. And ECCM is an option, too. That said, enemy ECM does seem like it's "too much" right now, you probably shouldn't be forced to hard-spec into your own ECM to counter it, and I've got an item to have a look here.
I know how it works, but right now i am starving of OP. Again: i can start to use Build-in option, but i dont want to do that, because i dont know how much SP i will have at the end, and i dont know if i need them for some different things. And i dont know what ships i will want to use in future.

This build-in option looked like a cool thing in theory, but right now it is "use it, or die horribly", as well as many other new features. I dunno why are you saying that ECM numbers look fine, because i have negative numbers in almost every fight. And in some fights those numbers tell me: "Dont even bother trying to compete here, just put more armor and ram them to the death". In 9.1 there were a number of bad balanced mods with two major problems: 1) fighter spam; 2) ECM spam. Now you bring the second thing to vanilla. Thanks a lot...

And again: in 9.1 people complained about capital spam. They did that because capital spam was the way to play this game. Now you telling us: "Play this game in different way. It is mandatory". Whats the difference? And why there are so many options for skills and hull mods, if 90% of them are not viable, because you 100% need ECM mods, range mods, shield and flux mods, some weapons, a lot of vents...? Really, i even cant max vents right now (in 9.1 i always was able to). And you telling me: "Hey, put ECM there!"

What i suggest:
- tone down the number of enemy officers
- tone down ECM numbers a little bit (if it will not help, then we can try more, i agree that we can make it carefully)
- remove SP cost of build-in option, and make it cost money instead, just like the restoration. Something like the half of ships cost for the 1st upgrade, full price for the second, double price for the third. Maybe add increased supply usage per month also (but keep deployment cost the same)
- maybe remove SP cost of mercenaries, but make em cost more. Idk really, maybe it will nor be nessessary after first 3 changes
Title: Re: pathetic DP balance, is QA and playtest not part of the dev cycle?
Post by: Chairman Suryasari on April 02, 2021, 01:16:21 PM
Quote
so a fleet could be limited to 2 capitals, 4 cruisers, 8 destroyers, and 16 frigates (or something, exact numbers TBD). And importantly, enemy fleets need to be limited in the same way.
Oh no, please don't turn Starsector into Overwatch with limited class system.

Quote
.
Quote
Some people do find fun and satisfaction in working hard to assemble a kick-ass fleet and then using it to kick ass.

Quote
.. thats like all wrong. If a fleet doesn't kick ass, then its not a kick ass fleet. By definition. If the game is changed so that all cap fleets aren't as good, then they aren't as good.

I kinda get what he trying to say i mean as Alex said in earlier post
Quote
Adding an extra 10 Paragons won't help much. 10 Paragons with officers vs 10 frigates with officers also doesn't make much of a difference.

It's made being a bigger predator feel useless and unrewarding, why Domain bother making capital if they're this useless and unpractical? It's just happening few hours ago, I get a bounty with 10+ officer it's just pure suffering. Maybe because I don't play the game as intended, it is my fault I guess.

It's feel like playing TES IV: Oblivion all over again, if you play vanilla without efficient leveling method, you will hate yourself by several levels later unless you use insane exploit or tone down the difficulty slider which Starsector doesn't have.

Quote
I think that's a fair question. Basically... it's really, really easy - once you have money rolling in - to just stack a bunch of Paragons (or whatever the highest-DP battleship happens to be) and to basically just roll everything with them, outnumbering the enemy on the battlefield. It's a way to win, for sure. Is it a playstyle that's interesting? I don't think so. It makes combat a trivial stomp. I'm not sure you can even really call it a "playstyle", it's just sort of an optimal thing you can do that beats everything with a minimum of interaction on the part of the player. It's expensive, sure, but past a certain point you have credits aplenty, so that's not a great balancing factor. The game shouldn't get less interesting as you get more stuff, right?

Alex, with the last version of Starsector the moment I get Paragon or any capital for that matter I feel like I accomplish something, I grind to this point, and now I feel overpower through my vein. Yes, maybe it's not an interesting "playstyle" to you, but for me, after grinding for the last 10 hours and finally able to eat pirate for days give a huge dopamine release to me. With this version, I feel more frustrated than I want to be, it feels stagnant and unrewarding the more I play it. I feel like I am missing an entire excel guide to play the game side by side.

And don't forget, it's a sandbox game, if player want 10 Paragon, player will get 10 Paragon and will having fun with that, even if you, me, and others don't like it.

The most fun I have for this release literally installing Vayra Ship Pack and using a cruiser coated with gun and finally able to vent the frustation i have after 40-50 hour of playing and steamrolling the content.

Don't get me wrong, the improvement and content that I see in this release is great and interesting. Effort without a doubt is poured into it, but the combat and it's encounter feel like a dam blocking it all.

It's picture perfectly what I'm feeling with this release.
Spoiler
(https://i.pinimg.com/originals/7f/1c/6c/7f1c6c75ce4f2953c01b4321acc37e05.jpg)
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Title: Re: pathetic DP balance, is QA and playtest not part of the dev cycle?
Post by: Megas on April 02, 2021, 01:23:05 PM
What i suggest:
- tone down the number of enemy officers
- tone down ECM numbers a little bit (if it will not help, then we can try more, i agree that we can make it carefully)
- remove SP cost of build-in option, and make it cost money instead, just like the restoration. Something like the half of ships cost for the 1st upgrade, full price for the second, double price for the third. Maybe add increased supply usage per month also (but keep deployment cost the same)
- maybe remove SP cost of mercenaries, but make em cost more. Idk really, maybe it will nor be nessessary after first 3 changes
I just want to be able to recover from losses cheaply like late-game of the previous release (building ships yourself).  Right now, once s-mod ships enter play, they stay in your fleet forever, but restoring them costs too much, building new ones eat too many story points, and Field Repairs take too long to remove more than a few d-mods.

And endgame fleets of human factions should honor the same restrictions as a reasonable player (i.e., not one who can grind the game for months to get perfect stats.)  The officer spam (both quantity and level 7s) smacks of exceeding the fleet cap, but with officers instead of ships.
Title: Re: pathetic DP balance, is QA and playtest not part of the dev cycle?
Post by: Alex on April 02, 2021, 01:41:33 PM
I dunno why are you saying that ECM numbers look fine

I'm ... not?

- tone down the number of enemy officers
- tone down ECM numbers a little bit (if it will not help, then we can try more, i agree that we can make it carefully)

That's literally what I said in the part of my post that you quoted, so, yes!

- remove SP cost of build-in option, and make it cost money instead, just like the restoration. Something like the half of ships cost for the 1st upgrade, full price for the second, double price for the third. Maybe add increased supply usage per month also (but keep deployment cost the same)
- maybe remove SP cost of mercenaries, but make em cost more. Idk really, maybe it will nor be nessessary after first 3 changes

That on the other hand seems unnecessary. The reason you're not spending SP on hullmods I don't think is actually borne out by the game mechanics. They're one of the primary uses for story points, and you get tons of bonus XP (and thus some of those points back) if you use them on smaller ships/cheaper hullmods, too.



Alex, with the last version of Starsector the moment I get Paragon or any capital for that matter I feel like I accomplish something, I grind to this point, and now I feel overpower through my vein. Yes, maybe it's not an interesting "playstyle" to you, but for me, after grinding for the last 10 hours and finally able to eat pirate for days give a huge dopamine release to me. With this version, I feel more frustrated than I want to be, it feels stagnant and unrewarding the more I play it. I feel like I am missing an entire excel guide to play the game side by side.

Well - I can't tell you you're wrong, since how you feel is subjective, and I respect that! I don't understand, though - getting a capital ship is still hugely impactful as far as your fleet's power. ... ah, re-reading what you said, I guess it's not about that specifically, but rather about being able to just maul things easily after a certain point. So, it's powerful, but it's not enough to roll everything over. Ok, that's fair.

But, say, "eating pirate fleets for days" - you should still be able to do that, no? They're still, well, pirates; their stuff isn't very good. Remnant fleets, sure, they're very tough. Again, though, as I keep saying (and it feels like people keep not hearing, sigh), officers and ECM probably do need to be toned down a bit. That alone might take things to where there's a bit more play regarding deployment point ratios. Anyway, like I said, keeping an eye on all this and have some things on my todo list.
Title: Re: pathetic DP balance, is QA and playtest not part of the dev cycle?
Post by: Thaago on April 02, 2021, 02:19:58 PM
It seems to me that there are three different discussions going on: one with criticisms of the new systems, how they interact, and how they effect balance. There's a lot of meat to dig into with the new version and not everything is well balanced at the moment. In discussion threads where people aren't being quite so loud there's been good breakdowns of skill builds that work and skill builds that that are unsatisfying, hard numbers on overpowered mechanics, etc. And Alex is listening - as has been stated, there are a bunch of skill changes and numerical tweaks in the todo pipeline.

Theres another discussion which is that people don't want to change how they have to play, because the way they used to isn't as good as it was. I have a lot of sympathy for this because I've been bitten by it a few times... but its kind of unavoidable whenever there's a new version because there's always winners and losers with balance changes. A MAJOR part of community feedback from the last version was that small ships weren't useful in late game battles, and that people wanted them to be. Now, small ships are more useful in late game battles. Capital ships... are also still useful in late game battles. Having a capital or two or three even is a MAJOR boost to fleet power compared to all cruisers. But now its also a good idea to have smaller ships, just like the community loudly and repeatedly asked for. There's this idea that 'sandbox = play any way at all' but thats never been true in any version of the game. There have always been some ways stronger than others. But is a particular way strong enough? That brings us to...

The third discussion is game difficulty and "fairness". People feel its important for the endgame enemies to have equal DP as the player because... well there's not many reasons actually given other than "fairness" and a lot of anger/frustration and 'how could this possibly be beatable?!'. This version has a significant increase in endgame difficulty and also removed one of the primary ways that endgame became trivially easy. This was, again, a MAJOR point of community feedback, that Starsector had an inverted difficulty curve with a hard early game and very easy late game. The update is a step to address that. It means that, yes, beating endgame fleets requires playing better and pure capital ship spam is no longer the best option. This apparently is cause for screaming swearing rage.

The question I pose to people who hate this: should starsector have any endgame challenges that require mastery of the game? Where mastery is learning the game systems and how to maximize their benefit, learning how to outfit ships well, using combinations of ships that work well together, getting officers with good skils etc etc. Or should the endgame be very easy, where all that is required is spamming lots of ships and turning on autopilot?

If the answer is "there should be challenges" then removing trivial ways of beating the game is a good thing and adds a huge amount of gameplay time to each run. The challenges don't stop when they get their first capital ship.

If the answer is "no, there should not be challenges, I like a relaxed game where my fleet blows things up", then there is an easy mode that makes that true. (Side note: It might be a good idea for people to be able to toggle on easy mode during the game if they get in over their heads but don't want to abandon the progress so far.) Perhaps it would be better if instead of being called "easy mode" it were called "relaxed mode"?
Title: Re: pathetic DP balance, is QA and playtest not part of the dev cycle?
Post by: Alex on April 02, 2021, 02:26:55 PM
(Yeah, I'm down with "relaxed" mode, and, yeah, it should be toggleable in settings. Made a note about this. A way to just get through if one is stuck seems like a good idea.)
Title: Re: pathetic DP balance, is QA and playtest not part of the dev cycle?
Post by: Mordodrukow on April 02, 2021, 02:41:45 PM
I dunno why are you saying that ECM numbers look fine

I'm ... not?

- tone down the number of enemy officers
- tone down ECM numbers a little bit (if it will not help, then we can try more, i agree that we can make it carefully)

That's literally what I said in the part of my post that you quoted, so, yes!

- remove SP cost of build-in option, and make it cost money instead, just like the restoration. Something like the half of ships cost for the 1st upgrade, full price for the second, double price for the third. Maybe add increased supply usage per month also (but keep deployment cost the same)
- maybe remove SP cost of mercenaries, but make em cost more. Idk really, maybe it will nor be nessessary after first 3 changes

That on the other hand seems unnecessary. The reason you're not spending SP on hullmods I don't think is actually borne out by the game mechanics. They're one of the primary uses for story points, and you get tons of bonus XP (and thus some of those points back) if you use them on smaller ships/cheaper hullmods, too.

Ok, i see. I guess, i get you wrong. Sorry for that. My english is too bad.

About the last one. I m playing D&D a lot. And there are such thing as consumables (potions, scrolls, etc.). Literally: you pay money to get an advantage for few fights. In 5th edition they tell us that one potion of, for example, uncommon rarity cost as a half of permanent magic item of the same rarity (sword, boots, hat...). And it is complete nonesense. In previous editions cost ratio was much better, and even there i never spent money for consumables (well, maybe few healing wands). Starsector's SP are pretty much the same: i dont want to spent em on things which are not permanent. And thanks god, build-in mods are. But i want to spent em on Paragon or at least Odyssey, not on Auroras or something. And i want also to save a lot, because i dont know if i will need em in future for some important things.

Also, if i forced to spent consumables to win a fight, i feel like something is wrong. In Resident evil 4, for example, you can buy pretty expensive rocket launcher (it has only 1 shot), which kills every enemy in one shot (even bosses). You spend money to buy a victory. What a hero! But in RE you can beat every boss without this feature. And i want to see the same in Starsector. If i need to buy mercs to win a fight, because otherwise i ll be overwhelmed by numbers... well, it is just bad design. Today i can pay and win. Tomorrow i will have 0 SP, and what shoud i do?

Quote
The question I pose to people who hate this: should starsector have any endgame challenges that require mastery of the game? Where mastery is learning the game systems and how to maximize their benefit, learning how to outfit ships well, using combinations of ships that work well together, getting officers with good skils etc etc. Or should the endgame be very easy, where all that is required is spamming lots of ships and turning on autopilot?
Yes, there must be challenges. But it must be a challenge of skill, not an exam of how much you can stack.

I still remember one Dassault-Mikoyan fight i had. There was like 12 enemy capitals (vs 4 or 5 mine, no Paragons btw), ton of cruisers and destroyers. Total fighter spam and owerwhelming ECM. I killed em in 3 stages. The third one took me 6 hours of attempts. I lost no ships. I am still satisfied by this challenge. But i also still hate it because:
- i got around 300k for that, which is not even close to money i spend on travel and supplies
- the enemy was not smart, it just overwhelmed me with numbers
- more than 6 hours of save/load and harsh words
Title: Re: pathetic DP balance, is QA and playtest not part of the dev cycle?
Post by: Sutopia on April 02, 2021, 02:56:04 PM
I dunno why are you saying that ECM numbers look fine

I'm ... not?

- tone down the number of enemy officers
- tone down ECM numbers a little bit (if it will not help, then we can try more, i agree that we can make it carefully)

That's literally what I said in the part of my post that you quoted, so, yes!

- remove SP cost of build-in option, and make it cost money instead, just like the restoration. Something like the half of ships cost for the 1st upgrade, full price for the second, double price for the third. Maybe add increased supply usage per month also (but keep deployment cost the same)
- maybe remove SP cost of mercenaries, but make em cost more. Idk really, maybe it will nor be nessessary after first 3 changes

That on the other hand seems unnecessary. The reason you're not spending SP on hullmods I don't think is actually borne out by the game mechanics. They're one of the primary uses for story points, and you get tons of bonus XP (and thus some of those points back) if you use them on smaller ships/cheaper hullmods, too.

Ok, i see. I guess, i get you wrong. Sorry for that. My english is too bad.

About the last one. I m playing D&D a lot. And there are such thing as consumables (potions, scrolls, etc.). Literally: you pay money to get an advantage for few fights. In 5th edition they tell us that one potion of, for example, uncommon rarity cost as a half of permanent magic item of the same rarity (sword, boots, hat...). And it is complete nonesense. In previous editions cost ratio was much better, and even there i never spent money for consumables (well, maybe few healing wands). Starsector's SP are pretty much the same: i dont want to spent em on things which are not permanent. And thanks god, build-in mods are. But i want to spent em on Paragon or at least Odyssey, not on Auroras or something. And i want also to save a lot, because i dont know if i will need em in future for some important things.

Also, if i forced to spent consumables to win a fight, i feel like something is wrong. In Resident evil 4, for example, you can buy pretty expensive rocket launcher (it has only 1 shot), which kills every enemy in one shot (even bosses). You spend money to buy a victory. What a hero! But in RE you can beat every boss without this feature. And i want to see the same in Starsector. If i need to buy mercs to win a fight, because otherwise i ll be overwhelmed by numbers... well, it is just bad design. Today i can pay and win. Tomorrow i will have 0 SP, and what shoud i do?

Quote
The question I pose to people who hate this: should starsector have any endgame challenges that require mastery of the game? Where mastery is learning the game systems and how to maximize their benefit, learning how to outfit ships well, using combinations of ships that work well together, getting officers with good skils etc etc. Or should the endgame be very easy, where all that is required is spamming lots of ships and turning on autopilot?
Yes, there must be challenges. But it must be a challenge of skill, not an exam of how much you can stack.

I still remember one Dassault-Mikoyan fight i had. There was like 12 enemy capitals (vs 4 or 5 mine, no Paragons btw), ton of cruisers and destroyers. Total fighter spam and owerwhelming ECM. I killed em in 3 stages. The third one took me 6 hours of attempts. I lost no ships. I am still satisfied by this challenge. But i also still hate it because:
- i got around 300k for that, which is not even close to money i spend on travel and supplies
- the enemy was not smart, it just overwhelmed me with numbers

I thought starsector is a sandbox game you do whatever you’re pleased?
I’m so far having fun planning colonies that is pirate/ludd/inspection free and still raking in half a mil each month. My next step will be burning cash to farm some redacted, to turn in cores for maxed relation with every major factions.
Isn’t end game redacted an optional challenge as well?
Title: Re: pathetic DP balance, is QA and playtest not part of the dev cycle?
Post by: Alex on April 02, 2021, 03:13:19 PM
Ok, i see. I guess, i get you wrong. Sorry for that. My english is too bad.

Ahh ok, no worries.

About the last one. I m playing D&D a lot. And there are such thing as consumables (potions, scrolls, etc.). Literally: you pay money to get an advantage for few fights. In 5th edition they tell us that one potion of, for example, uncommon rarity cost as a half of permanent magic item of the same rarity (sword, boots, hat...). And it is complete nonesense. In previous editions cost ratio was much better, and even there i never spent money for consumables (well, maybe few healing wands). Starsector's SP are pretty much the same: i dont want to spent em on things which are not permanent. And thanks god, build-in mods are. But i want to spent em on Paragon or at least Odyssey, not on Auroras or something. And i want also to save a lot, because i dont know if i will need em in future for some important things.

Right - I understand what you're saying! But the thing is, story points are *absolutely not like that*. You always get more, and if you spend them, the less "permanent" (or impactful) the thing you spend them on is, the more of bonus XP you get - which means, basically, that you get some or all of that point back.

For example (numbers kind of made up, but vaguely in the right range) if you spend 1 SP to build Hardened Subsystems into a frigate, that's 5 OP, and you'll get something like 80% bonus XP. Which means that you'll gain extra XP whenever you gain XP - enough to get most of a point back! If you build a 40-OP hullmod into a capital ship, that might give you no bonus XP. Even then, the next story points are never too far away.

Non-permanent uses - such as getting away from a fight, for example - give you 100% bonus XP, meaning you get that whole point back in a little bit. And you gain experience and levels faster, too, so you're encouraged to spend points on things like that if you need to. The system is designed with exactly what you're talking about in mind - the story point uses are either permanent, or they grant you bonus experience, meaning that they're either entirely or (in the case of hullmods, depending on OP cost, so you don't feel bad about installing them in smaller ships) partially "free".

To explain it a bit more: let's say it takes you 1000 XP to get one more story point. Let's also say you've spent a story point just now, and got 100% bonus XP for it - you now have 1000 bonus XP. For simplicity, let's say you just got into a battle and gained 1000 "regular" XP from it. Bonus XP doubles up your regular XP gains until it's used up, so you will get 2000XP - and 2 story points - where you normally would have gotten 1000XP and 1 story point. Thus, as soon as you gain this 1000XP and use up the 1000 bonus XP, the point you've spent to get the bonus XP comes back to you. This is all explained in detail in the various tooltips. I hope this helps clear up how it works!
Title: Re: pathetic DP balance, is QA and playtest not part of the dev cycle?
Post by: Golde on April 02, 2021, 03:31:53 PM
If shafting players with 160 DP is mere encouragement for contest objectives to reach DP parity or to force their hands to use frigates in the first place; then having two phase frigates to completely sidestep the mechanic shouldn't even be allowed.
I'm not sure what you mean. Having 2 officered phase frigates for capping points isn't sidestepping the mechanic that encourages the use of fast frigates, it's leaning into it and doing it as efficiently as possible. That's like saying having 3 Drovers with the carrier group skill just for interceptor coverage is sidestepping the fighter game.

Because the new DP system is nothing but a nuisance that hinders gameplay. AI piloting has never been good to begin with. Fighting remnants now just devolves into fighting outnumbered zombie pilots with stacked debuffs lest you have some sort of min maxed burst damage build that passes the frigate stat check.

5 cruisers and some frigates gets the upper hand in every possible way against an endgame fleet because of what? Say it louder because I can't hear you.

@Alex, nobody asked you to go make a pity mode.

The previous release had its own fair share of problems; spending 20 minutes spawnkilling 50 odd atlases at top map was too easy and too long,

So now somehow being forced to trickle in your endgame fleet one ship at a time into a massive remnant armada that consists all of one cap and 5 zombie cruisers due to some conveniently placed artificial limitation is supposed to be less ad tedium??

You still haven't told us how many mercenary officers we're gonna need to hire to get a leg up in this fight (http://i.imgur.com/8Nfjn2O.jpg), because if 7 alpha cores ontop of officer cap can't do it, then I'm out of story points for the next 10 cycles.

Care to explain your deep wisdom and chain of logic involved in this new system, so that even the mentally challenged me can understand?
Title: Re: pathetic DP balance, is QA and playtest not part of the dev cycle?
Post by: Mordodrukow on April 02, 2021, 03:32:28 PM
Yes, you told that in blog post. And after you get 15 level, you will keep getting storry points just like you could if there be more levels past 15 (if i get it correctly). But if the exp-to-next-level progression is the same it was in 9.1, you will get like 18-20... may be 25 "level", if you are very motivated man. And thats it. The story points are limited, you need just too much exp to get more and more. And even extra exp will not save you. While merks need the same amount every time.

Maybe i m getting it wrong. I still cant understand: it gives me, for example, 100% bonus. 100% of what number? It can double exp i m getting, ok, but how long?
Title: Re: pathetic DP balance, is QA and playtest not part of the dev cycle?
Post by: Alex on April 02, 2021, 03:38:25 PM
Yes, you told that in blog post. And after you get 15 level, you will keep getting storry points just like you could if there be more levels past 15 (if i get it correctly). But if the exp-to-next-level progression is the same it was in 9.1, you will get like 18-20... may be 25 "level", if you are very motivated man. And thats it. The story points are limited, you need just too much exp to get more and more. And even extra exp will not save you. While merks need the same amount every time.

The latest hotfix, RC12, has reduced the number of XP required for story points - and to get to level 15 in the first place. Once you get to level 15, the XP required stays the same - it *does not* keep going up as if you kept gaining levels. If the XP required kept going up, then yeah, I'd totally agree with you about them being limited as you say. But it doesn't!

Based on feedback so far from people that have gotten there, the story point gain seems to be in a reasonable place at max level.

Maybe i m getting it wrong. I still cant understand: it gives me, for example, 100% bonus. 100% of what number? It can double exp i m getting, ok, but how long?

Aha - yes, that question makes sense! The answer is "100% of the XP required to gain an additional story point". So it'll last exactly long enough for you to get back an extra point - the point you spent. If the bonus XP is 80%, then it'll last long enough for you to get 80% of an extra point back.
Title: Re: pathetic DP balance, is QA and playtest not part of the dev cycle?
Post by: Mordodrukow on April 02, 2021, 04:11:42 PM
Oh! Thats good! Need to check how much % merc gives then. In fact, it means, that you should assume how much XP you will get in one year (without bonuses), compare it to XP needed to get 1 SP, and then calculate how many mercs you can sustain. Now thats an interesting task, i like it!

So, yeah, it turns out that you r right, and it might be enough to tweak only enemy's numbers.

I also took part in this conversation, because right now i m in mid game (Legion + 3 Champions + Fury + Apogee), and things can work different here. I mean: in endgame everything might be OK (idk yet), but what i see in my position is slightly different.

As i said: too much ECM. Sometimes (like 50% times or so) too much officers. Border camping dont work anymore (idk if it is because of officers or you changed the code).
On the other hand: bounties look much more reasonable. I really like it, despite the fact they actually lower. I mean: a bounty for pirate base for example. It cant harm you, and it is pretty fair, that it costs 30k. 120k in 9.1 was... pretty generous  :D.
Also, after this discussion, i checked comm relay capture mechanics. It actually works, and extra 2 ships on the field actually make a difference.

About Champion: really like this ship. It is my flagship now (because Legion is trash). Turrets have good angles, a lot of guns, big mounts, nice armor. But there are 4 minuses:
- really low flux capacity
- its engines made of paper. Guess, even my cat can break them
- shield arc (it might be less important, but read the previous paragraph)
- system works for, like... 1 second, or so... it is really small time
And while 1 and 3 paragraphs are ok. It is good that ship has upsides and downsides. But 2 and 4 make me sad.

About Fury: maybe, my new favorite cruiser. I gave it to officer with Systems expertise, and he is an absolute beast. Worth every single DP.
Title: Re: pathetic DP balance, is QA and playtest not part of the dev cycle?
Post by: Alex on April 02, 2021, 04:42:34 PM
*thumbs up* - I'm glad stuff makes more sense now!

(Re: ECM, someone in another thread had a suggestion I really like - making the +ECM bonus from Gunnery Implants the Elite effect of the skill. That alone should knock enemy ECM values down a ton, since not very many enemy officers would have the elite version of GI. Remnants still would, but then them being great at electronic warfare is also very thematically appropriate.)

- its engines made of paper. Guess, even my cat can break them

Hmm - they're not any weaker than engines on other ships. I wonder why it feels that way?

- system works for, like... 1 second, or so... it is really small time

It's I think 3 seconds or so? But the system has multiple charges.

About Fury: maybe, my new favorite cruiser. I gave it to officer with Systems expertise, and he is an absolute beast. Worth every single DP.

Nice! Glad you're liking it.
Title: Re: pathetic DP balance, is QA and playtest not part of the dev cycle?
Post by: Mordodrukow on April 02, 2021, 05:19:44 PM
Quote
ECM, someone in another thread had a suggestion I really like - making the +ECM bonus from Gunnery Implants the Elite effect of the skill. That alone should knock enemy ECM values down a ton, since not very many enemy officers would have the elite version of GI. Remnants still would, but then them being great at electronic warfare is also very thematically appropriate.
I ll wait till you make changes before making any conclusions. Maybe you r right and it will help.

Quote
Hmm - they're not any weaker than engines on other ships. I wonder why it feels that way?
Idk really. Sometimes it breaks down from a simple sneeze. But yes, all engines are too squishy imo. I think, you should give em like 50 or may be 100% more HP. Players will still have their advantage if they will want to cripple an enemy, while players engines will break less often. It is important, because right now having shield is way better than having armor (well, it is even better to have both, but anyway...). You added extra armor to Heavy armor module, and yes, there are Insulated engine assembley, but you cant solve every problem by installing hullmod. Because, again: not enough OP.

Quote
It's I think 3 seconds or so? But the system has multiple charges.
Idk really. For me it expires pretty fast. Yes, it has charges, but imo, better to make 2 instead of 3 and increase the duration a bit.
Title: Re: pathetic DP balance, is QA and playtest not part of the dev cycle?
Post by: Dex on April 02, 2021, 05:52:02 PM
For what its worth, Alex. I like that frigates are so much more useful now, every ship class has a niche and consistent use at start to the end game. Weve had frigate spam meta, cruiser spam, AND capital spam in the past. They werent as fun.

TO put simply, in my mind, the DP restriction is simply a translation of 'you cant just throw money at this problem, you need to understand it and solve it'. Brute force being the best option just.... lacks finesse.

Title: Re: pathetic DP balance, is QA and playtest not part of the dev cycle?
Post by: Alex on April 02, 2021, 05:55:25 PM
Thank you for chiming in - I'm glad you're liking it overall! I do think that perhaps it swung a bit too far in the other direction, and there are some other rough edges, but, well - that's what the .1 releases are for :)
Title: Re: pathetic DP balance, is QA and playtest not part of the dev cycle?
Post by: SafariJohn on April 02, 2021, 06:50:50 PM
I lost all my supplies to one of those 30,000 ore bombs in less than a second - didn't even have time to open my inventory to dump it.
Title: Re: pathetic DP balance, is QA and playtest not part of the dev cycle?
Post by: Alex on April 02, 2021, 07:03:58 PM
(Guessing you meant to post this in the release thread?)
Title: Re: pathetic DP balance, is QA and playtest not part of the dev cycle?
Post by: SCC on April 03, 2021, 12:24:41 AM
Hey Alex, since Remnants used to be undercosted DP-wise because they were meant to be a boss faction and be harder to fight, now that officers are more important, they could be more fairly statted. 60 DP Radiant would also help make it more viable to take anything else but Radiant with Automated Ships skill...
Title: Re: pathetic DP balance, is QA and playtest not part of the dev cycle?
Post by: TaLaR on April 03, 2021, 12:53:18 AM
Hey Alex, since Remnants used to be undercosted DP-wise because they were meant to be a boss faction and be harder to fight, now that officers are more important, they could be more fairly statted. 60 DP Radiant would also help make it more viable to take anything else but Radiant with Automated Ships skill...

Yeah, this makes sense. Remnants don't really need reduced DP cost on Radiant in addition to all the other advantages they now have.
Automated Ships skill with higher cap would become more proper choice between Radiant and several smaller ships.
Title: Re: pathetic DP balance, is QA and playtest not part of the dev cycle?
Post by: Golde on April 03, 2021, 01:41:24 AM
Hey Alex, since Remnants used to be undercosted DP-wise because they were meant to be a boss faction and be harder to fight, now that officers are more important, they could be more fairly statted. 60 DP Radiant would also help make it more viable to take anything else but Radiant with Automated Ships skill...

That's also part of the outline in the original post.

@Alex I know you're a one man studio, but can we expect more than 10 minutes of playtest and no QA out of the 2 years it took you to bring this update to the table?

Barring Safety Overrides or some other unbalanced cheese like derelict contingency (that also somehow slips right through QA) a lowtech fleet at your ideal 180 DP is just straight up not playable against endgame remnant ordos sauntering about with 4 radiants and 20+ officers.

Just a quick glance at all these glaring issues that people have brought up over the past week makes it obvious that, no, the game is not just rough around the edges, slightly overtuned or needs a little polish. It's no QA and no playtest.
Title: Re: pathetic DP balance, is QA and playtest not part of the dev cycle?
Post by: Chairman Suryasari on April 03, 2021, 03:53:13 AM
Quote
pity mode
Oh please no, i just want my sense of progression back after hours of grind, i don't want easy, relaxed, or whatever difficulty that make the game walk in the park.
Title: Re: pathetic DP balance, is QA and playtest not part of the dev cycle?
Post by: shoi on April 03, 2021, 04:18:44 AM
You need like 4 frigates to solve this (DP) problem? I don't want to sound dismissive of the whole issue, but I can't see how its that big of a deal.. You guys talk like you will spontaneously combust by adding a few tempests to cap points for extra DP. The remnant fleet is dominating you so badly because they actually have ships that dont move at the pace of a snail and can grab objectives.

If we are going to chime in with our opinions, I think the current system is 100 times better than the previous and drastically makes using smaller ships more enjoyable vs lol capital capital capital steamroll. I do have a gripe with the mass of AI officers that show up in some fleets, but afaik that's already being looked into.
Title: Re: pathetic DP balance, is QA and playtest not part of the dev cycle?
Post by: TaLaR on April 03, 2021, 05:13:09 AM
Problem is, all DP-scaling skill cap out too low.
At 400 battlesize, I have 160 guaranteed DP and up to 80-120 more from capturables. All skills cap out at just 180 at most, and that's total fleet size, not just deployed part.
Title: Re: pathetic DP balance, is QA and playtest not part of the dev cycle?
Post by: Golde on April 03, 2021, 07:46:42 AM
You need like 4 frigates to solve this (DP) problem?.. the current system is 100 times better than the previous and drastically makes using smaller ships more enjoyable vs lol capital capital capital steamroll.

Because this is lazy game design. On one hand, you are gated from competing at all without officered frigates (which is still kind of a waste). And on the other, just bypass the entire mechanic with two gremlins ontop of everything else wrong with it.

I endorse most if not all the buffs to frigates this release brought because it gave them a role in the fleet. Not this kind of arbitrary mechanic to artificially inflate its value as a do-it or die single use appliance to be kept in the back of the trunk at all times.

Title: Re: pathetic DP balance, is QA and playtest not part of the dev cycle?
Post by: Dex on April 03, 2021, 09:28:49 AM
Golde, youre making everyone bite their tongues here dude. Stop with the the stropping. I didnt make it past 'its lazy game design' until i didnt read the rest of your last comment. Youre entitled to your opinion, but seriously, tone it down and people may actually respect your opinion more.
Title: Re: pathetic DP balance, is QA and playtest not part of the dev cycle?
Post by: Golde on April 03, 2021, 10:08:56 AM
Golde, youre making everyone bite their tongues here dude. Stop with the the stropping. I didnt make it past 'its lazy game design' until i didnt read the rest of your last comment. Youre entitled to your opinion, but seriously, tone it down and people may actually respect your opinion more.

The cosmos is a diverse place. I am not some esteemed individual trying to hold some sort of title.

I simply state what I find, they need not to be respected nor am I looking for your approval. They only exist to be read.
Title: Re: pathetic DP balance, is QA and playtest not part of the dev cycle?
Post by: Megas on April 03, 2021, 10:11:43 AM
Hey Alex, since Remnants used to be undercosted DP-wise because they were meant to be a boss faction and be harder to fight, now that officers are more important, they could be more fairly statted. 60 DP Radiant would also help make it more viable to take anything else but Radiant with Automated Ships skill...

Yeah, this makes sense. Remnants don't really need reduced DP cost on Radiant in addition to all the other advantages they now have.
Automated Ships skill with higher cap would become more proper choice between Radiant and several smaller ships.
If Special Modifications exploited at full power is really strong, why does the Radiant need to be weakened for player use?  It is overpowered for its cost, but that would be a good price to pay for not having +1 s-mods and boosted flux stats for the whole fleet.
Title: Re: pathetic DP balance, is QA and playtest not part of the dev cycle?
Post by: Golde on April 03, 2021, 10:22:37 AM
Hey Alex, since Remnants used to be undercosted DP-wise because they were meant to be a boss faction and be harder to fight, now that officers are more important, they could be more fairly statted. 60 DP Radiant would also help make it more viable to take anything else but Radiant with Automated Ships skill...

Yeah, this makes sense. Remnants don't really need reduced DP cost on Radiant in addition to all the other advantages they now have.
Automated Ships skill with higher cap would become more proper choice between Radiant and several smaller ships.
If Special Modifications exploited at full power is really strong, why does the Radiant need to be weakened for player use?  It is overpowered for its cost, but that would be a good price to pay for not having +1 s-mods and boosted flux stats for the whole fleet.

I second this, because it is generally wrong to balance one extreme with another extreme. While this successfully makes the remnants stronger, it will also increase the disparity in snowballing every other faction you fight.
Title: Re: pathetic DP balance, is QA and playtest not part of the dev cycle?
Post by: Dex on April 03, 2021, 10:27:44 AM
Whats the point of the silly grandstanding with sesquipedalian loquaciousness?

You state what you find? Then i must 'state' that i 'find' your opinions are worded to be almost insulting and completely unnecessary. It, at the very least, dilutes ones opinion of your opinion. At worst paints you as an a*****e to be ignored.

Thats all im gonna say
Title: Re: pathetic DP balance, is QA and playtest not part of the dev cycle?
Post by: intrinsic_parity on April 03, 2021, 10:59:18 AM
I feel like the problem with radiant DP is that it is out of line with the other redacted ships. Like the threshold for the skill has to be vey low to accommodate the Radiant meaning the skill is underpowered unless you take a radiant. So just nerf the radiant DP and increase the skill threshold. Then the skill will still be good, and you might actually want to do something else besides take a single radiant with an alpha core.
Title: Re: pathetic DP balance, is QA and playtest not part of the dev cycle?
Post by: Gothars on April 03, 2021, 11:03:20 AM
@ Golde: Tone down your laguage please, you come of as overly agressive and confrontational.

@ Dex: Please do not engage in personal attacks and leave the moderating to the moderators.


I'll be watching this thread.




Title: Re: pathetic DP balance, is QA and playtest not part of the dev cycle?
Post by: Dex on April 03, 2021, 11:16:52 AM
Took one for the team, but yeah, apologies for overstepping.
Title: Re: pathetic DP balance, is QA and playtest not part of the dev cycle?
Post by: theplayerx4734 on April 04, 2021, 12:08:36 AM
The officer thing is fine vs normal fleets but when you start fighting [REDACTED] ships with allready really good flux stats it becomes a bit tedious to fight. A brilliant with a alpha in it and hardened shields requires so much to take down, and will have capital like flux stats on top of ecm spam.

Another side effect of fleets being over officered is that Fighters are not really usefull anymore (they did need a nerf though). Maybe tone down Point Defense skill to 50% damage to fighters?
Title: Re: pathetic DP balance, is QA and playtest not part of the dev cycle?
Post by: TaLaR on April 04, 2021, 12:14:14 AM
Maybe tone down Point Defense skill to 50% damage to fighters?

As I see it, PD skill already struggles to compete vs C2L. Nerfing it any further is mostly equivalent to removing it, at least from player usage.

Plus, it's currently best user is probably a Spark-using Heron. So you'd be mostly nerfing fighter vs fighter performance, making carriers overall less relevant.
Title: Re: pathetic DP balance, is QA and playtest not part of the dev cycle?
Post by: UNOwenWasMe on April 04, 2021, 03:06:01 PM
I have gone through the trouble of making an account to say how I feel because I'm REALLY NOT enjoying the game in its current form anymore. Other than the words I'm gonna say, my frustrations and emotions should also be a good indicator of feedback for what the state of the game currently is for some people.

I feel like you're screaming "PLAY THIS WAY" and I hate that. The fact that people wanted smaller ships to be more useful didn't have to mean that it's now the ONLY viable thing to do, just that it's A viable thing to do. Why even put Paragon in the game if we can't even use it?

Oh and, if I wanted to max out industry skills and some of the others, screw me right? I can get a huge logistical advantage, at the cost of never being able to win any fight ever, even with vastly superior fleets. people talk about how "oh but you should still be able to kill pirates easily", no that's not my experience at all, they have way more DP, more ships, more officers, fighters, missiles, they overwhelm me every single time. "just capture the points" yeah because we have to be forced to do that now just to have a decent shot at getting a fair fight.

Why the *** should a bigger, better fleet not win from a pathetic weaker one? It feels incredibly awful to spend lots of time on a ship, testing out tons of weapons and hullmods, eventually come up with something that can win most 1v1 situations and be good in many tactical situations, just to be faced with a million high level officers that have combat skills that gives them a massive damage boost to me while I can barely defend myself because all the flux I take on my shields. The enemy doesn't do anything smart, it just goes "ohohoh me have more ships on field, me now stomp you" which is exactly the *** you didn't want us to do, and for what? Just reverse it all because of what you personally think is fun.

Had a blast playing this game in the past, hope it gets back on its feet soon because us players probably won't be able to fix *** to our liking forever as you add in more and more hard-coded *** that forces us to play a certain way. Shouldn't be a sandbox game then.

Capital ships... are also still useful in late game battles. Having a capital or two or three even is a MAJOR boost to fleet power compared to all cruisers.

No it's not, if you deploy 3 capitals you're already down 120 of the pathetic 160 points we're forcefully allocated. The way it's working now, it would be NO different from just it being "you get 160, they get 240", that's the rule, enjoy. Compared to the kazillion ships the enemy can deploy regardless of how big their fleet actually is, it's better to have 2 cruisers than a capital.

Then talking about "oh but lol you can capture objectives on the map" is just SHOWING that you need to cheese the new system. You HAVE the play a certain way. "nooo you're doing something I personally don't like so I will force everyone to play like how I want to"

So yes, I'm fairly disgruntled at the state of the game right now, to see something which was fun and relaxing in the past become such a clown circus of frustrating min-maxing
Title: Re: pathetic DP balance, is QA and playtest not part of the dev cycle?
Post by: Megas on April 04, 2021, 03:50:02 PM
I feel like you're screaming "PLAY THIS WAY" and I hate that. The fact that people wanted smaller ships to be more useful didn't have to mean that it's now the ONLY viable thing to do, just that it's A viable thing to do. Why even put Paragon in the game if we can't even use it?
What I do not like about small ships is if they are necessary, then so is Wolfpack Tactics because I have real PPT problems with frigates late in the game without Wolfpack Tactics, and I have no room for Leadership in my current build.  Even Reliability Engineering (on frigates with officers) is not enough, and unless I s-mod my frigates (I am not doing that yet given how expensive replacing losses of s-mod ships are), they do not have enough OP to spare for Hardened Subsystems.

And I am not using Lumens for frigates when Radiant is so overpowered, and Radiant needs to be overpowered (without crippled CR) to compete with the monstrosity called Special Modifications.
Title: Re: pathetic DP balance, is QA and playtest not part of the dev cycle?
Post by: Golde on April 04, 2021, 04:53:18 PM
Keep in mind this patch took 2 years to make. I wouldn't of said as much if it was rushed out within a month. 2 years is plenty of time to properly test balance and go through QA proces if you ask me.

What's going to be the next excuse? Can't get to the office from the upstairs bedroom cause of 'rona quarantine?
Title: Re: pathetic DP balance, is QA and playtest not part of the dev cycle?
Post by: Thaago on April 04, 2021, 05:03:17 PM
 @Golde

While criticisms of the game are welcome, as seen in many threads by many people, toxic vitriol and personal attacks are not. As you have already been warned, and referenced to the forum rules, this has resulted in a temporary ban. [Edit] This has been advanced to a full ban.

This thread seems to be lightning rod for toxicity, so I'm locking it. Feel free to post polite criticisms and gameplay experiences in their own threads.