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Zackman

Lead Developers [LDEV]
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Everything posted by Zackman

  1. PS.: Thread Title "Here is a suggestion" in the board "suggestions" is almost as good as "HEEELPPP !!!111!!!" in help-boards..... May i kindly ask a moderator to change the title to "Weapons delay and damage calculation" ?
  2. Hi, there is a topic coming up all time again - and i think it could be solved server sided: join groups. Technically "joined groups" are. Sharing group buffs, sharing XP, sharing loot rights, sharing group chat. Imagine a command like this: /joinGroup Command is spammed by [b]leader[/b] of group 1 targeting [b]leader[/b] of group2. Technically the server is doing this now:[list] [*]The two group-chats are "mirrored" into the other group (vice versa). [*]The group XP is "mirrored" into the other group (vice versa). [*]The loot right append into the other group (vice versa). [/list] Leader 1 cannot kick members of group 2 (and vice versa). Leader 1 "disconnects" from group 2 by /end joinGroup (and vice versa). Formation: Leader 2 can get into formation of group 1, members of group 1 will follow this formation. Technically it results in both groups formed up but leader 1 being a "slave" of formation group 2. This is not working "vice versa" to avoid "follow/formation feedbacks". Wormholes: Any groupmember of group1 & group2 throwing a wormhole will append the WH to the other group as well. An extra "goodie" to it: /switchGroup The client is now updated with the health/status bars of the other group. This would display the healtsbar of the members of the second group (tho one will be missing (5 slots) - which should be the leader). This would enable healers to keep track of group 2 status bars. Priority: Uber low - beginning with version 2.0 we could think about "bonus additions".
  3. Some will hate me but anyway: I am voting strongly against such line of devices! It is causing a huge imbalance to the game. Already small numbers calculated the right way (see posting in "weapons turbo thread") will cause a markable damage raise. If you have an item decreasing firing delay or decreasing the energy drain from weapons, it will effectivly result in more firepower = more damage. If my reactor is up all time, the "Blood of the dragon" becomes almost useless, i can fire constantly and i do more damage, killiing faster. Adding another weapons delay reduction to all of this makes it even more "uber". Considering all items in the game that were not in live (Flechette & Co), we are already way more "uber". I see people spamming already "Hey, i got 78% turbo, 48% damage raise and 29% reactor cranking".... You know what: Make it easy and enable the /killTarget command for the player already....result is the same. On live, a fish bowle was for at least 2 groups. Now you can do the FB with a medicore group of 5 players even. Adding more "i win"-buttons to the EMU is simply not challenging anymore aka "quickly boring". My 0.02....
  4. QFE. But Shaddex already added factions to the portal and glenn or mordana is still not showing up (hidden)? A slash command resulting in a chat window listing would be a solution: /showFaction or /standings
  5. [color=#ff0000][b]WARNING:[/b][/color] [color=#ff0000][b]Long and mathematical posting ahead![/b][/color] [quote name='will' timestamp='1328151838' post='52888'] That's not how Turbo works, its: Relaod / ( 1 + Turbo) 10s / (1 + 0.6) 10s/1.6 = 6.25s [b]Net DPS increase is equal to the amount of Turbo, in this case +60% DPS.[/b] If it were otherwise, 100% Turbo would reduce the reload to 0 seconds, for an infinite increase. [/quote] [b]>>Net DPS increase is equal to the amount of Turbo, in this case +60% DPS.[/b] [b]This is simply wrong -[color=#ff0000] it's mathematical wrong. [/color][/b] When i reduce something by 60%, i have 40% remaining. [b]It is a huge difference in math if i ADD 60% (mathematical = *1,6 [/b][size=2][i]rounded[/i][/size][b]) or if i substract 60% (mathematical = / 2,5 [/b][size=2][i]rounded[/i][/size][b])[/b]. If i reduce something by 60%, it equals to dividing by 2.5 [size=3][i](because the remaining amount of 40 - which fits 2.5 times in the original amount of 100).[/i][/size] But if i [b]ADD[/b] 60%, it equal to multiplicating the original amount by 1.6 The correct formula to re-calculate a[b] percentage reduction[/b] into a [b]correspondending raise[/b] is a very diff. one from the one above. I am quite a bit shocked to see such basic mathematical mistakes here. Your mistake is the assumption, if you lower delay by (eg.) 50% it would result in a correspondending 50% damage raise. The truth is, if you lower the delay by 50%, you get 100% damage raise (damage is doubled now because you fire-rate is doubled by taking 50% from the delay). The quoted formula would be correct if the item description would read "[b][color=#ff0000]raises[/color] firing rate by 60%[/b]" - but it reads "[b][color=#ff0000]reduces[/color] weapon delay by 60%[/b]" - and thats the huge difference! [b]Ok, numbers:[/b] The item description reads [i][b]"reduces weapon delay by 60%".[/b][/i] If you reduce "something" (weapon delay) by 60%, the mathematical result ends in 40% of the original amount remaining - in other words: you take away 6 parts from ten, 4 remaining. [i][size=2](If you reduce something by 100% means, there is nothing left).[/size][/i] Lets assume we have a weapon doing 1 damage point per shot with a reload of 10s. When we reduce the reload by 60%, we end up shooting all 4s. 10 / 4 = 2,5 We get 2.5 shots off in the same time (10s) now - in other words: The Damage the weapon is doing in 10s is now 2.5 damage points. So finally we raise the amount of damage dealt in 10s by 2.5 and not 1,6 like in the calculation above. This is where the difference in percentage addition and substraction becomes weight. [b]And this brings us to the next "problem":[/b] I suspect the turbo stacking being also calculated wrong, considering from what i read so far. I dont know the source code at this point so maybe Tien can shed light into the formula. Turbo stacking should be [b]sequential[/b], currently i suspect it [b]parallel [/b][size=2](wrong)[/size][b].[/b] Lets say a Weapon with 40% and a PB with 20%. If the EMU is suming it up to 60%, it's wrong. Imagine a setup like this: PJ Flechette L9 = 40% delay reduction (turbo) Plague Bite = 20% delay reduction (turbo) PJ Reaver = Increases Projectile Damage by 30.0% If the [b]turbo-[/b]formula is done like i think, it results in this: Turbo: 40+20 = 60 Assume a Damage of 100 damage points per round in 1s: Damage = Damage * 1,6 = 160 Damagepoints per second If the reaver's damage-raise is done like i think, its like this: 40 + 20 + 30 = 90 Damage = Damage * 1,9 100 Damagepoints * 1,9 = 190 Damagepoints But the correct formula/way to add is [b]sequential[/b] (DP=damagepoints) and [b]always based on the base (non buffed) damage of weapons![/b] Weapons-Turbo (40%): 100 DP * ( (100 / (100-turbo) ) - 1 ) = damageAddition1 This equals to: 100 * 0,666667 = 67 [size=2][i]Break down:[/i][/size] [size=2][i]100-40 = 60[/i][/size] [size=2][i](100 / 60) - 1 = 0,66667[/i][/size] [size=2][i]100 * 0,6667 = 67[/i][/size] 2nd buff (Plague bite) added [b]sequential[/b] (based on [b]BASE [/b]damage): Weapons-Turbo (20%): 100 DP * ( ( 100 / (100-turbo) ) -1 ) = damageAddition2 [size=2][i]Break down:[/i][/size] [size=2][i]100-20 = 80[/i][/size] [size=2][i](100 / 80) - 1 = 0,25[/i][/size] [size=2][i]100 * 0,25 = 25 DP[/i][/size] Addition: damageAddition1 (67) +damageAddition2 (25) = 92 [b]The correct new damage at this point is 192 - and not 160 (40+20) like it "could be" (Tien?) now![/b] This is a diff. of 20% already - which is no "peanuts" considering people hunting for some devices adding 3% more damage.... Or in other word: The "suspected" formula currently used would simply render the PB useless... [b]Now the damage raise (Reaver, 30%):[/b] Damage raise is also calculated on the [b]BASE DAMAGE[/b], the turbo will automatically result in more DPS because the [b]raised[/b] damage is ([i]mathematical[/i]) shooting more often! raiseDamage1 = newDamage * (itemValue / 100) [size=2][i]Break down:[/i][/size] [size=2][i]30/100 = 0,3[/i][/size] [size=2][i]100 * 0,3 = 30 DP[/i][/size] Total: finalDamage = baseDamage + damageAddition1 + damageAddition2 + raiseDamage1 [size=2][i]Break down:[/i][/size] [size=2][i]100 + 67 + 25 + 30 = 222 DP[/i][/size] The correct damage value for a 40% Turbo + 20% Turbo + 30% DamageRaise is [size=4][color=#FF0000][b]222 DP[/b][/color][/size] >>[b]Net DPS increase is equal to the amount of Turbo, in this case +60% DPS.[/b] If you do it like this, you would end up: 40 + 20 + 30 = 90% 100 * 1,9 = 190 DP [b]You end up in a difference of almost 17% !![/b] 17% [b]LESS[/b] damage tho..... And [b]NOW[/b] you know why there were devices like 3% or 12% in the live game - because they become much more effective in a formula chain as some1 would think.... If the current turbo formula and the current stacking-formula is like i think, the turbo calculation and stacking needs to be redone completely. [b]Tienbau, could you be so kind please and look up the current code how turbo and damage raise is calculated and in which order?[/b] Sorry for the long ([size=3][i]and to some maybe "complicated"[/i][/size]) post.
  6. Morning CDel, today is smiley day, dont you think so?....
  7. Wolf, install this and post the report here plz: http://free.antivirus.com/hijackthis/ i find it suspecting, that the working game "suddenly" stops working. There is no "suddenly" in technical terms, there [b]MUST[/b] have something changed on your computer. If it wasnt you, it was...not you Also answer this plz:[list] [*]What firewall are you using [*]How do you connect to the internet ?(detailed - router? Switch? Cable? Modem on server? Modem on computer?) [*]Do you sometimes call websites but you go somewhere completely different? [/list] Your next posting should contain the answers to the questions above and a full report from the HiJack-Tool.
  8. I can confirm at least that a single target spawns in front of you, dont know how it works for "group summon" since my newly created JD is still a greenhorn One thing tho..maybe change the [b]distance(!)[/b] and make it dynamically so the summoned mob spawns in front of you according to the weapons range? It happend to my noob-JD (1 K beam range) that the mob spawned 2K away...which isnt very helpful. It should be capped tho, to avoid a JD with 4K beam range placing the mob 4K away - because then the skill must be renamed to "Fold enemy" I would design the formula that way: Set the distance for the "respawn" fixed to 1500 (1.5 KM) so a low-level Chimeara can still hit. Before executing the summon, check the max weapon range of the summoner [b]after[/b] buff. [b]Only[/b](!) if the mob is outside this range, make mob spawn = player.MaxRange-100 [size=3][i](aka[b] low level cap[/b])[/i][/size] This way a summon target is always 1.5 K and only if the beam/weapon range is less, mob gets placed weaponRange-100 (1000-100 = 0.9K), also avoids mob spawning always at the max.Range point (eg. 4K away). There should be a check for the lowest range of all weapons being equipped, also there should be a (Null) check if the player has NO weapons equipped (=1.5 K default spawn). Tien, is there something like a "perimeter" in the game/server? I am thinking about summoning a mob 3-4 times till i got him at the noob station killing all lowbies while i watch it cloaked (exploiting the partially non working turrets)....
  9. [quote name='Shaddex' timestamp='1328208725' post='52917'] Also found that when you chick on an item from within an item you get (LUnidentified) on the tab [/quote] I know i forgot something...: Right, saw this too.
  10. Found a new problem: Database, Effects, no search string, drop down menue "Boost beam range (Equip)" Hit Search....Bamm - all there. Now do the same but choose (eg.) "3" from the Level-Dropdown...infinity "loading", nothing happens.
  11. Starship & Character Creator Download Link on Net-7 is dead. Leads to http://www.wanderful.nl/enb/CharacterStarshipCreator.exe which throws a 404...
  12. [quote name='Shaddex' timestamp='1328103795' post='52867'] I'll put it on [s]todo[/s] [color=#ff0000]there-i-dont-see-it [/color]list. [/quote] FIXED !
  13. What level is the gene-map and what is it called [b]exactly[/b]? I know that the Manes L4 in the roid fields drop one kind of gene-maps pretty often. Try the Nav point very east (Alien core) in Legarto.
  14. VT Terminal is the one that was affected for me. You said the list is private for 15s ? Then there is def. something wrong cuz within this 15s (more 5s...) i got "Job unavailable" often Maybe the problem is here in this 15s mechanism: What happens, if 2 or more toons are watching at the job screen? I can def. confirm, that me and my multibox char got the same jobs on the screen within the first 15s and my left main toon was "stealing" the jobs for my alt.
  15. Like this. Just a quick example so you get the idea. [attachment=1330:example.jpg] Good thing is, you dont need to calculate, just pull the stats from DB.
  16. [quote name='Shaddex' timestamp='1328094452' post='52858'] Unsure what you mean ? [/quote] This-> [quote] [color=#ff0000][b]IDEA 2:[/b][/color] When you open an item from the "ship view" or inventory view it would be nice to have (additional) values in bracket within the items view, not stating only the 200% stats but also the stats of YOUR item. EG. i have an Ivory ward, i open it and look at it. Normally i see the 100% stats and the 200% stats in brackets. How about the stats like this (based on ownsItem=true): Deflects XXX +30 (+40 at 200%) (yours +37 at 170% ) [/quote] Edit: I photoshop an example...hold on
  17. [quote name='Shaddex' timestamp='1328047030' post='52825'] Cant do the Ingame Browser as yet, it is on the list to look at though. BUT.... Small update for you guys..[list] [*]Factions moved to its own Tab [*]Links to Database from Ship View now work as they should [*]Added "Your Avatars With Recipe:" to database items. [/list] Hope they are to your liking... Enjoy ! [/quote] Your the man, Shaddex - thank you very much! The stats "Your item: (xx %)" not in yet, right?
  18. [quote name='TooTall' timestamp='1328056110' post='52838'] I remember being told a couple of years ago, that it would be a real PITA to do this, but It would really rock, if it were possible. +1 [/quote] I would talk to an GM about this. I [b]COULD[/b] imagine its only one value in the database on the character table (Account_ID)...
  19. [quote name='Ted Thompson' timestamp='1328025747' post='52811'] Is there anywhere to control where that Galatic Net terminal goes? I notice there's a address bar for a split second when it first opens... [/quote] I second this! I was looking for ini files so i can access the NET-7 site from ingame, didn't found the setting/URL tho. Suggestion: <table width=xx%> instead of fixed width, so it fits on the androids and on HD-screens as well. The inner tables should be matched, so the site will still display on a 800 width - currently its 1100px minimum.
  20. Morning Shaddex, 1. If you search for effects in the database, eg. Turbo Projectiles(equipped) - the results are not ordered by item names anymore. This is only for the Effect-Search since there is no "Order by" drop down. 2. You cant open child windows/follow item path if you click/open an item from the "ship-view". (Inventory view allows this tho). [color=#ff0000][b]IDEA 1:[/b][/color] Whenever you open an item from the database, ship view, inventory view etc., it would be nice to have a little flag somewhere in the screen matching your recipe list. The flag could read "You can build this item" or "you cannot build this item". Lately it happend more often to me that i was looking up an item and wanted to know if i got it mapped alredy. [color=#ff0000][b]IDEA 2:[/b][/color] When you open an item from the "ship view" or inventory view it would be nice to have (additional) values in bracket within the items view, not stating only the 200% stats but also the stats of YOUR item. EG. i have an Ivory ward, i open it and look at it. Normally i see the 100% stats and the 200% stats in brackets. How about the stats like this (based on ownsItem=true): Deflects XXX +30 (+40 at 200%) (yours +37 at 170% ) PS.: The website functions are already an indispensable tool and addition to the game - AWESOME!
  21. [quote name='Tienbau' timestamp='1327896052' post='52693'] Anyway, we were talking about XP share distance ... anyone got any thoughts on why we should/shouldn't extend it out a bit? [/quote] You can answer it from a technical side, regarding packets. How many more packets are sent with extended scanning, is it a big diff.? From a players side: I wouldnt expand it cuz its ONLY for powerleveling afk toons at the gate - and this is not the reason for "playing". If the toon needs to be close, you need to watch it, heal sometimes, take care of it and move it with the group - its also not "real playing" but the toon is more "active", more a part of gameplay.
  22. [quote name='karu' timestamp='1327871439' post='52681'] you cant stop spam using ip filter. thats stupid. they almost never use own computer for it. There is stopforumspam.com for that. [/quote] Obviously not, seeing the spam here.
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