#Half Combat Speed Experimental Preview

3700 messages · Page 4 of 4 (latest)

pastel moon
vocal portal
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As of yet, no one has successfully explained to me why this preview makes the speed meta worse. About 20% of players playing Career are playing it co-op at any given point in time. The performance improvements definitely help for late-game non-combat. Having multiplayer on 1x is good not just for the SFX/VFX, but also because I think it's best for multiplayer to be played at the "default" speed, which is 1x.

hollow breach
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Yeah, the jitter gets more severe as the ratio of frames to updates increases.
Beam interpolation is something that I will be looking into soon anyway. In fact I was going to do it yesterday, but I didn't have the time

pastel moon
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Random Feedback barrage i was writing for a while

(praise)
I like how impactful bullet hits are now since its no longer a constant barrage and they come in fast
also everything else that was said here honestly

(Change Suggestions i tested with a mod, you can try these in here) https://steamcommunity.com/sharedfiles/filedetails/?id=3325309146
To: Reduced railgun bullet, HE missile, and nuke speeds by 10%
nuke speed is almost perfect, i tried lowering it by an additional 5% (haven't seen anything significant and feels better but it may be bias)
To: Doubled thruster ramp-up times
I've heard people saying to use 1.5 or logarythm scaling
i used 1.5 instead of 2x ramp up from original
i really like it. ships feel responsive again. a 1.75x might also work
To: Crew And Salvaging
Air spoke all of that about increasing crew speed and i like it
Mod fixes the half crew acceleration thing that i think it may be a mistake (reverts it to original) and multiplies it by 1.5x ontop for faster crew speed
basically increased mining speed by 1.5x including mining lasers as well (exept when attacking live ships)
This is one of the areas where i almost always turn up 8x speed to skin through an asteroid very fast, or when transferring any amount of resources across the ship

(nitpick suggestions i added to pad out and talk something)
I think with increased laser and other projectile speed i think a little directional trail for such fast projectiles might go very well to make them readable since they fly much faster

Reduced tick speed makes turret rotation and beam rotation jarring and this sounds like a harder problem to solve... ||i'm scared if turrets will become turret1 and turret2 with only one of them being interpolated for graphics only||

hollow breach
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Interpolation shouldn't affect gameplay, if that's what you mean. It's purely a smoothing effect applied to position/rotation changes

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I like the suggestions, though reducing projectile speeds and thruster ramp sound like they might be overlapping somewhat

pastel moon
pastel moon
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(more sophisticated solutions can be done but i just dont know them)

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also, yeah (on the nuke speed)

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not sure on that myself

glacial jetty
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Like :
- It may achieve the goal of making the game more understandable for newbies, as a lower dps means it doesn't punish as much mistakes.
- It may achieve the goal of making pvp more interesting and faster paced, while not being as stressful as current x1.

Don't like :
- Preview Career combat feels boring and slow for players who have learned the game enough to play at current x1. Preview x2 is too fast and feels absolutely "slippery", I refuse to play like that.
- Industry becomes even more crew intensive as crew is twice as slow.
- Missiles are an issue but I'm not going to talk about it.
- One goal of the preview is to make people stop using 1/2x as animation and sfx isn't made for it. I'd argue that x2 sfx and animation is way worse than 1/2x. 1/2x is actually really nice for slow-mo cinematic like-effects.
- It doesn't fix the speed meta. It actually makes it way worse.
- Higher speed and lower acceleration is frustrating to play with. It works when it's a choice (MRT) but when it's enforced it can become very frustrating to rts move ships with bad pathfinding. In asteroid fields, when hitting an asteroid could cost a small maneuver to get out and back to moving, now it's going to take twice as long.

What I suggest :
- Others ways to have newbies not lost, like intuitive controls, and an actual tutorial. While text boxes are useful, they feel like "oh extra info for players who want it" more than "hey that's critical you should learn that", and people don't really want to read boring text boxes when there's more fun things to do. Highlighting the speed changer, having an introduction briefing that also tells a bit about the lore and is cool to watch (reasons to watch it other than it's a tutorial).
- For pvp, let people choose if they want to correct the animation and sfx. I didn't find preview pvp more or less enjoyable than current pvp, though slightly slippery, and sometimes hard to target modules.```
pastel moon
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- Missiles are an issue but I'm not going to talk about it.
cuh???

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dang

glacial jetty
pastel moon
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i've changed my mind a lot on the preview ever since it dropped

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feels strange

granite bay
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Are the 0.27.2 ships on the preview

pastel moon
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i think so

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wdym .2

glacial jetty
glacial jetty
glacial jetty
granite bay
# pastel moon wdym .2

0.27.1/0.27.2, walt did a few fixes pointed out in announcements but it’s basically the same update, the new ships like zweihander

pastel moon
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i mean updating from preview to unstable has 10mb diff

granite bay
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If anyone has game open lmk

polar halo
# vocal portal As of yet, no one has successfully explained to me why this preview makes the sp...

what speed meta is: faster ships are substantially more effective, due to being more agile (the rampdown 'grace period' means ships with monodirectional thrust can turn while maintaining rampup. ships with more thrust can use this more effectively, as they have more thrust on each side resulting in a larger thrust differential resulting in much more turning for the same amount of lost time), higher speed (allowing them to dodge projectiles, outrun opponents for hit&run attacks, even potentially orbit around enemies fast enough that the enemies either physically can't turn to keep facing them or to do so have to turn to one side long enough to lose thrust rampup on that side, which means the orbiting fast ship can simply invert direction and easily get around to the sides and rear of enemies). being this fast and agile also allows the behaviour of 'nuke flinging', where a ship using nukes turns rapidly and flings nukes out of its launchers with its angular momentum, making them move very quickly towards an enemy, or aroudn to the sides or rear, in ways that are very difficult to dodge if flung well. the most prevalent of archetypes to use this behaviour, and the archetype generally considered to be one of the most problematic, is the ultralight nuke orbiter or UL nuke

pastel moon
polar halo
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what this preview does in pvp: functionally, all craft top speeds and most projectile speeds have been doubled, with a few projectiles instead having a functional 80% speed increase (nukes, HE, and rails, if my math is correct). the increased arming time for nukes brings them closer to their original functionality, but the increase to speed still makes them vastly harder to dodge. the functional doubling of ship top speeds means the gap between ship speeds is also functionally doubled. a ship that goes 100m/s and a ship that goes 200m/s have a speed gap of 100m/s. however, in the preview, since ship speeds have been functionally doubled, this is now a speed gap equivalent to 200m/s. these speeds are for demonstration purposes, but to be honest they're actually not too far off from my usual ships fighting the current fastest (and also hardest to deal with) archetypes (~110m/s vs ~220m/s).

the functionally increased speed means that ships that already have a difficult time dealing with the faster ships (like my favoured archetype, ion rammers (which do also need some extra help because ions are Not Great™️ rn but that's a different topic)) have an even more difficult time dealing with them, due to the functionally increased speed gap and the fact that speed has been functionally doubled but turn rate hasn't both meaning it's vastly harder to stay on target against a ship moving at extremely high speeds, while the fast ships have an easier time hitting with their newly-faster nukes and even higher top speeds allowing for faster hit&run

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even an archetype typically considered very good against ultralight superspeed ships (tractor beam railfans) has been struggling lately (both in and out of preview), with the speed of ultralight ships meaning they can overpower and get out of range of the tractor beams, their insane agility allowing them to even dodge railgun shots, and the low engine count of TB rails meaning they can't turn fast enough to reliably keep the UL (ultralight) ship targeted. the preview may help to make the railguns harder to dodge, but the increased engagement distances that i've seen happen in battles on preview mostly counteract this, and the functional speed doubling while rotation remains unchanged is still a huge issue

another problem with the functional doubling of top speed is how much more twitchy the controls are, especially for the archetypes that require rapid and precise movements, like the aforementioned UL nukers, or Avoiders. this means that it does take more skill to pilot these well. that might sound like a good thing (rewarding skill more), but it's immensely hard to deal with for anyone of lesser skill and/or using a different archetype. something that's been said a few times in the pvp community lately is that UL nukes don't have matchups, they have skillchecks, which i wholeheartedly agree with. there is no archetype that has a favourable matchup against a UL nuke, so it comes entirely down to the skill of the players, and the players fighting a UL nuke simply cannot do as much with their skill if they're not also using a UL nuke, meaning UL nukes have a massive advantage in the hands of a player who knows how to use them. this has only become more prevalent with the preview, as it increases the skill ceiling and floor of these ships even more

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the twitchier controls also brings another level of unfairness in: ping dependence. the reaction speeds required by the fastest and lightest of ships means that they are far more affected by ping than other archetypes, which means that their effectiveness is altered purely based on who's in the lobby, and means that people with bad ping physically cannot use these ships to their full potential. as a new zealander, it's probably easy to see why i'm a bit miffed at this in particular.

hopefully this does a decent job of explaining the problem

granite bay
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Sword shaped ship

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All of saris new cabal stations

pastel moon
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granite bay
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le epic

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now that ions are fixed i can test the preview lol

glacial jetty
pastel moon
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we should make a mini tournament /hj

glacial jetty
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I merely did a list of subjective stuff

glacial jetty
uneven citrus
remote wind
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What I personally don't understand is complaints of speed meta being worse, because this suggests that being fast won't always be the optimal strategy

No matter what speed is considered the minimum competitive requirement, it will always be the case that speed is a minimum competitive requirement. Speed is simply too powerful, it lets you;

  • Determine engagements, when and how they begin
  • Evade attacks and negative positions
  • Take advantageous positions
  • Chase down fleeing opponents, or fleeing chasing opponents more effectively
  • Utilize a wider array of weapons and strategies
  • Win ramming contests through better ability to apply torque and force
  • Dodge nukes and mines

Now with all that being said, it should be clear why 'speed meta' is always going to be something that's prevalent, and thusly stating that a change is bad because it makes speed meta worse is nonsense.

"But it makes higher speed ships more common!" That's irrelevant; the winner will always be fast ships. It wasn't as though there were some <60 m/s ships that were viable suddenly all become invalidated, they've been invalidated for a very long time now.

remote wind
# pastel moon we should make a mini tournament /hj

Please, by all means, host tournaments all the time. People trying their absolute best, no holds barred to win a tournament is one of the few ways to get pure testing data to prove a point. A lot of the discussion here has seemed mostly like lipservice because there's not regularly been much to back up the claims

winter tree
remote wind
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"HOPEFULLY"

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IE not a mainline intention

winter tree
polar halo
granite bay
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It’s a difference between a goal that needs to be fulfilled otherwise the update is a failure or something that would be nice but not required for walt to push it through

remote wind
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Why do you keep posting that gif

polar halo
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your point about utilizing a wider array of weapons and strategies is also true, but only up to a point. when you get fast enough, chucking nukes at your enemies becomes the only useful strategy, and it's a goddamn pain to deal with

polar halo
gusty eagle
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@winter tree Please chill with the gifs. It's both spammy and irrelevant to the conversation.

pastel moon
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due to personal reasons i am no longer part of team seas for no reason whatsoever

polar halo
# polar halo your point about utilizing a wider array of weapons and strategies is also true,...

the speed range from ~80 to ~150 is where i think PVP should be at, as this is fast enough for interesting and dynamic gameplay, allows for the greatest variety of weapons to be useful, and doesn't pigeonhole ships into being either blocks of thrusters with nukes and shields (optional) strapped to the sides or something purpose-built to counter the former (which is what's currently happening)

gusty eagle
polar halo
glacial jetty
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" always be fast ships "

railspinners and rail tbs
The faster ship or the longer range one

pastel moon
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i have my own inconphrehensible ways of balancing thrusters (mostly by changing the price of the thrusters themselves) and its out of the scope of this

glacial jetty
polar halo
# polar halo UL nukes can dodge rails

or failing that, tank them enough on the shields (for ones that have them, the shieldless ones can definitely dodge) to get enough nuke volleys off to be able to reliably tank

polar halo
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they're also quite square and compact and overall not a good shape to get torque on with TBs

glacial jetty
granite bay
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testing this and dang missiles are stronk deadman

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all my orbiters get erased by anything equipped with HE

grand granite
glacial jetty
median burrow
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can the preview still use mods

glacial jetty
winter tree
# remote wind IE not a mainline intention

Anyways.

It completely fails at its other intentions as well and creates a host of other problems- when it could really easily be solved without this. With projectile speed unchanged it will be significantly harder to dodge projectiles, (especially nukes), and it makes the game significantly less inviting given that the player has less control over their spacecraft.

Animations are one thing, but from what people have said they look worse in 2x then in 1/2x, and part of the pvp populace does play on 1x (dom iirc), and it would just as easily be solved by adding a toggle for linking animation speed to actual speed. It is also not a more intuitive default speed- crew feels abysmally slow and ships have less control.

Co-op is again, an entirely different issue, and can only be solved by optimising everything (Including travel times, industry, mining, logistics, EVERYTHING for 1x, and removing the ability to change speed.

glacial jetty
median burrow
hollow breach
winter tree
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god I feel like im saying this to a brick wall

glacial jetty
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So it actually runs

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Or I'm not thinking about the right game

median burrow
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I’m pretty sure that just gives you a small warning that can be completely ignored

pastel moon
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i love the X button when doing RTS commands and it ignores collision only for that command

polar halo
glacial jetty
grand granite
winter tree
granite bay
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I dont think having a tutorial would really help tbh, most people skip them or complain if they’re forced

glacial jetty
winter tree
granite bay
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gonna bump this so devs can see and say whether this is goated or impossible

glacial jetty
hollow breach
winter tree
# granite bay I dont think having a tutorial would really help tbh, most people skip them or c...

Just like
have it there, rather similar to how ksp does it
If people need it they will consult it, but otherwise its fine. Its not text walls like the current and will allow people to actually ease-in and learn the mechanics, or just go into the deep end if they want to

It gives them the choice, and provides an accesible resource for new players that dont know wtf to do and find the text walls imposing

hollow breach
glacial jetty
# winter tree Also this if its more feasible

It's definitely feasible. You could simply have multiple single player games, and do a resync when someone jumps into your system. For save management you would need to be a bit creative but It's definitely feasable

hollow breach
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It's the equivalent of designing a road like a highway and then sticking a 40km/h speed limit sign on it - people will behave according to the design, not the instruction

glacial jetty
pastel moon
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"hey did you know you can dodge nukes? you should try, here, i'm already loading a save 5 seconds ago before your ship exploded and already told your ship to move diagonally"

glacial jetty
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I also like audio for tutorial. Having a character that audibly tells you an information helped me a lot and is way less disruptive than a visual tutorial

polar halo
glacial jetty
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I think of Fractal Space wich told me what was the purpose of an item by a dialogue between my character and an AI

granite bay
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I personally ignore any tutorial past the controls

glacial jetty
winter tree
polar halo
glacial jetty
winter tree
glacial jetty
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My father really struggled with making a ship that could simply strafe enough to do basic maneuvers

polar halo
glacial jetty
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An intro cutscene is a very good way of subtly giving player info before they enter the actual game.

winter tree
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isnt

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lol

polar halo
granite bay
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what exactly are you trying to make tutorials for anyways? I feel like most things beyond the basic controls like ship building techniques and combat tactics should be left up to players to figure out since that’s the whole challenge of the game

polar halo
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like, your chosen starter being caught in the crossfire of a battle between factions would be a great way to introduce players to both the factions (and their respective gimmicks) and how combat works in the game

glacial jetty
polar halo
glacial jetty
winter tree
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And basic ship design principles and how the mechanics work

stoic mauve
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@polar halo have you played the most recent patch of the preview, and did it have the same issues

polar halo
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i just had a couple games against yuuki, and while we didn't test all archetypes (just had mirrors with CG and then ion rammers), yeah the speed issues get annoying

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there is also the fact that combat feels a lot more fast-paced in preview 1x compared to current halfspeed, which is not necessarily a good thing

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with how fast elim tends to be, it's already plenty fast-paced enough

stoic mauve
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Yea so it still feels like 1x with random changes alr

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I don’t rlly get why you could just call 1/2 x 1x and change the animations ngl but I have no dev experience

glacial jetty
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I think in human DC vs DC, it's very good to have a slower game from the rest, just because humans like to throw the other humans off, make them do mistakes and all. You always react, rarely anticipate. AI are very easy to anticipate on the other hands, like RTS on dom.

stoic mauve
unreal mesa
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even with all the stat changes it just felt like we were fighting at 1x speed

stoic mauve
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Gif police gonna get you

unreal mesa
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fwiw i personally dont hate the changes in movement but theta is correct in how lag will make the game even more unplayable even in career

polar halo
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the one thing that i do like about how combat feels in the preview is that things are more drifty, it feels more like newtonian movement than the current way, which feels a bit more similar to driving a boat

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but the things that cause that are also big problems imo so eh

winter tree
unreal mesa
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yep, that too

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1x speed is objectively more fast paced than 1/2x speed used to be so this update really just makes the perceived issue it tries to solve worse

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not to mention now 1/2 speed is agonizingly slow and makes fights drag on

unreal mesa
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preview obviously

stoic mauve
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Kk

near herald
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it's hard to keep up with these threads but is there a stated reason why the "new" 1x speed is not literally 1:1 the same as the current 1/2 speed? A lot of the criticism seems to be arising from the fact that some things are slower or faster than before but not the same.

granite bay
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thats what i been saying

polar halo
unreal mesa
polar halo
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and projectile speed changes are imo a good thing with the exception of nukes and HE

granite bay
polar halo
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a lot of projectiles were dodged too easily

unreal mesa
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i think both of those are not really good reasons but it is what it is

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agreed

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he and nukes need full revert

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just to how they used to be

near herald
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I mean nukes have needed better balancing for a while but I imagine this change would not help that

glacial jetty
granite bay
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for pvpers sure maybe but now nuke and HE ships are insanely more powerful and pd is nearly useless

glacial jetty
stoic mauve
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As it’s design taken to the extreme

granite bay
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but most players play career

unreal mesa
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if its balanced in pvp its balanced in career

pulsar skiff
winter tree
unreal mesa
near herald
stoic mauve
polar halo
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#ask-walt message

doot

granite bay
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on preview a new player is gonna go insane trying to figure out how to beat nuke ships since they’re twice as hard to dodge now

unreal mesa
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and anyways this change absolutely obliterates pvp balance and is also bad for the games combat in general go figure

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who woulda thunk

pastel moon
stoic mauve
polar halo
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i probably worded that terribly but oh well

unreal mesa
granite bay
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and I haven’t tested it but I can’t even imagine how much more of a pain augustus is gonna be fuck

stoic mauve
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Bc you can’t dodge them bc it’s half the reaction time while being slower

unreal mesa
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cant dodge it unless ur an ul thruster brick more like

granite bay
hollow breach
granite bay
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and balancing for the latter is kinda weird considering it’s the much smaller group

unreal mesa
stoic mauve
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Previous nukes are fine imo

winter tree
gusty eagle
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?warn @winter tree Spamming gifs after being directly told not to, and that continuing would cause a warn.

light lodgeBOT
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dynoSuccess zendikarofthewest has been warned.

stoic mauve
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Gif police got em

unreal mesa
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jor jorwlel 1984

gusty eagle
pastel moon
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i agree that this warn is unwarranted

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atleast at this specific moment

polar halo
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yeah imma agree, that wasn't an unnecessary gif

unreal mesa
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this is just like in that book guys

gusty eagle
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To be clear this is for all of the gifs posted since that message; I'm just now catching back up on chat history

winter tree
pastel moon
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i see only 4...

unreal mesa
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this exp branch should be emblematic of why its NOT bad to balance around pvp because this change is a clear example of balance around career gone wrong in a way

winter tree
gusty eagle
granite bay
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yes

unreal mesa
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this was through and through a career change as devs almost explicitly stated

stoic mauve
winter tree
unreal mesa
glacial jetty
stoic mauve
winter tree
unreal mesa
granite bay
glacial jetty
unreal mesa
gusty eagle
unreal mesa
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pvp is the secondary consideration

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pretty clearly stated

winter tree
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:moment:

glacial jetty
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Well it's visibly failing at both

polar halo
stoic mauve
granite bay
glacial jetty
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I don't have hope it can be viable

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There are probably some lessons we cant take out of it

unreal mesa
stoic mauve
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I do since it’s rlly early

glacial jetty
remote wind
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Watching four people mutually all resay and agree on the same things is really amusing

stoic mauve
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Real or false?

pastel moon
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captain and the echo chambers

polar halo
winter tree
remote wind
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#discord-meta

polar halo
glacial jetty
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I think maybe cannons should get projectile speed increase too, just like blasters

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and disruptors but it's not as important as they are very close range anyways

gusty eagle
polar halo
winter tree
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At least once you get a bit further in

glacial jetty
winter tree
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at the beginning they suck because well

glacial jetty
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AI don't dodge

granite bay
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with redstone in chat i will again offer up my idea of halving every speed so as to effectively make new 1x the same as current 1/2x, but make systems half the size to solve the travel time issue

winter tree
gusty eagle
stoic mauve
glacial jetty
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non DC cannons scale really poorly though

winter tree
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they have punch

granite bay
winter tree
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if they had more punch it would be nice tho

gusty eagle
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Afaik combat is the main focus, not like ship travel times.

winter tree
granite bay
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i agree but it would be a free boost to performance and the animations would it not?

stoic mauve
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L micro

glacial jetty
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Yeah they (lcs) are amazing on squibs. I have some fighters concepts. But I also have DC fighters they perform the same and are sturdier.

gusty eagle
granite bay
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the other things could be adjusted from there

gusty eagle
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If new players properly utilised speed control, this entire concept would be void.

glacial jetty
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And you didn't consider it it seems

winter tree
glacial jetty
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At least 3 different solutions

granite bay
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I also thought the general consensus is that 1/2x speed is fine for players

stoic mauve
granite bay
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which is what the new ‘1x’ would be

glacial jetty
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Simply highlighting the speed changer on top

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or automatically changing the speed for the first few fights

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(while notifying the player it happened)

winter tree
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having a proper tutorial

glacial jetty
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too

winter tree
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Me after I have said this like 30 times

glacial jetty
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calm down with the gifs you're going to get warned again LUL

gusty eagle
winter tree
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and made shields tankier

polar halo
gusty eagle
polar halo
gusty eagle
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Sitting down and trying to respond to every single bit of feedback would never end.

stoic mauve
stoic mauve
unreal mesa
stoic mauve
gusty eagle
glacial jetty
granite bay
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I will continue to champion my idea unless it is too hard to do on a technical standpoint. The reason I came up with it in the first place is that I felt like there was too much empty space in a system not on preview

unreal mesa
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:/

gusty eagle
polar halo
glacial jetty
# unreal mesa this is a massive change

Yep. It's like trying to change a sock by cutting the feet and getting a new one with another sock. It gets the job done, but at what cost, and with how much pain ?

stoic mauve
unreal mesa
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this should be framed as a fundamental change to combat like it is

gusty eagle
winter tree
stoic mauve
winter tree
glacial jetty
gusty eagle
winter tree
median burrow
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I can’t wait for more ways to travel in career that won’t effect pvp negatively

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because it seems like changing ship speeds at all is a terrible balance nightmare

granite bay
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exactly

pastel moon
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ftl drives

alpine jasper
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this is why we let PvP be a secondary thing

pastel moon
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"but your're wasting hyperium" YOUR'RE WASTING YOUR LIFE'S SECONDS!!!

unreal mesa
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this change is almost as bad for career combat as it is for elim

pastel moon
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this change is almost as good for career combat as it is for elim

median burrow
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mining hyperium or buying it feels like a bigger waste of time to me

pastel moon
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i get sufficient hyperium from the ships i explode

median burrow
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what

unreal mesa
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kinda gotta efficiencymaxx for that

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annoying

median burrow
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you mean stations or trade ships? because combat ships last I checked never have blue fuel

alpine jasper
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i really should try to find to play in this update as skimming through all the agruments desscutions, i still have no clue on what exactly the issues/benefets are

granite bay
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if everything speed related is halved and system sized is also halved it solves the majority of walts goals

  1. The ‘default’ 1x speed would be effectively the same as current 1/2x speed which should make combat as easy for new players as expected
  2. See above
  3. Never played co-op so idk
  4. Unaffected
  5. Should work exactly as walt is hoping

There would be absolutely no pvp balance changes, and the only change balance-wise in career would be that players have half as much space to maneuver around in, but frankly as it currently is, there is so much empty space in a system that I can’t see it being an issue except for kite players, which walt has also expressed interest in trying to nerf, so i see this as an additional benefit

winter tree
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and factories

median burrow
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I wouldn’t go so far as to half the size but maybe somewhere in between considering the size of nebulas

polar halo
#

nebula could also be shrunk, bring them a bit closer to in line with PVP

glacial jetty
polar halo
granite bay
winter tree
polar halo
winter tree
#

bc crew speed

#

:moment:

median burrow
winter tree
#

gotta love organisation being even worse...

granite bay
#

logistics isn’t affected when you switch the game to 1/2x speed currently

median burrow
#

I think they mean for career factories

winter tree
median burrow
#

like steel/diamonds etc

glacial jetty
#

If anything higher level systems could be bigger because I feel like It's sometimes very cramped by the sheer amount of large npcs/km2

#

and speed isn't as much of a problem since you can have your own beacons

granite bay
#

well walt seems to think it is a problem

winter tree
granite bay
#

as for career factories i think dissuading players from sitting there doing nothing while factories work at 8x speed is also good? idk i never did that personally

glacial jetty
grand granite
granite bay
#

everyone here knows how to make fast ships but having talked to noobs i am confident most players havent built a ship that goes >50 m/s

median burrow
granite bay
#

I already stated

glacial jetty
granite bay
#

If factories take twice as long in realtime then players would do it less

alpine jasper
#

probably closer to 70m/s but that might be generous

median burrow
#

then they just sit there longer?

granite bay
#

some might

#

some would naturally figure out ways to procure resources faster

#

which is the point

glacial jetty
#

maybe 90

median burrow
#

if they aren’t doing so well and need more resources to stand a chance against the enemies closest to them then they wouldn’t want to be waiting 12 hours to rebuild

glacial jetty
#

but under 90 you get some issue like npcs successfully kiting you

alpine jasper
#

hell most of my career ships probably barly reach 70m/s lol

granite bay
#

Since I joined the server I’ve seen a lot of new players show their ships and more often than not their ships go <50

glacial jetty
median burrow
#

as someone who does modded career I only make ships with one of two speeds, really really fast and stationary

winter tree
#

thats not good

glacial jetty
#

using ions or a rail for mono I guess.

median burrow
#

do rammers work under 100k

granite bay
#

Uhhh

#

autoram doesnt really

glacial jetty
#

like the biggest megaroid ever

grand granite
#

And every other one is an armor brick

granite bay
#

i have never seen a career noob make a UL

glacial jetty
granite bay
#

Yeah pretty much

#

most players are probably inspired by star wars or other sci fi with irl navy-esque designs

unreal mesa
#

long battleship with 3 dcs that cant fire at the same time

glacial jetty
deep sorrel
#

tbh, i will prob play at 2x speed now :L

polar halo
rough flint
#

simple solution to this whole problem is wait for air to have more free time and fix everything with a mod

#

simple as

rough flint
deep sorrel
#

especially career

rough flint
rough flint
unreal mesa
#

if anyone is interested in testing how exactly the new changes feel in pvp i am hosting on preview

unreal mesa
#

yep me no like

rough flint
#

why uou no like

#

more words and reasoning pls

glacial jetty
#

We don't enjoy the game when we play the preview

#

what reasoning do you want

#

Especially when it doesn't achieve all goals that it tries to achieve.

It makes players play in a uneasy middle between old x1/2 and x1

#

Elim players seem to not enjoy it

#

Career players like me certainly don't enjoy it

#

and we have little inputs from newbies

#

Some isolated people do like it

#

like you

#

and the devs

#

maybe

#

And it might make co-op better though trying this with a friend we still preferred the old system

#

Again because combats were too long and ships too sluggish

#

We proposed ideas to help newbies

#

And now you're asking for a reasoning ?

#

If you like that feature so much mod it into the game

#

That's what people told me on multiple of my suggestions

pastel moon
#

@tidal gazelle

#

drags you

tidal gazelle
#

ty

#

i couldnt find it

rough flint
uneven citrus
#

Maybe if it in the end doesn't get implemented, we can ask the devs to post exact settings to make it possible.

unreal mesa
tidal gazelle
glacial jetty
rough flint
#

"my terrible dataset is better than your terrible dataset"

rough flint
unreal mesa
cloud plume
#

What if instead of slowing the game down by 50% you slow it down to 75%? Still makes it slower but nowhere near as slow.

tired minnow
#

They probably meant making the speed 0.75x speed not 75% slower

cloud plume
#

Yeah, to, sorry

tidal rapids
#

I have yet to try the preview, but to comment before trying it I'm satisfied with the 1/2 speed standard for Elimination, and really don't think it needs to be changed

vocal portal
vocal portal
vocal portal
# granite bay The reason is that walt wants travel time to be the same but that’s why i have b...

Making star systems smaller would have other repercussions though. Assuming weapon and sight ranges stayed the same, it'd feel a lot more crowded with overlapping battles and such. (Back before the Steam release when we were doing beta tests for it, we tested smaller star systems and the general sentiment was they were too crowded.) It would also be much much worse for performance (assuming total quantity of ships/objects is the same) because the game would have to load and simulate roughly 4x as many things at once.

rough flint
rough flint
# vocal portal > when it could really easily be solved without this Please explain to me how my...

imo:

Reducing the speed of combat should make combat easier to follow for new players.
this is true, and i think the easiest way would just to be to make 1x speed 1/2 speed by halving *every* speed

Many players (including most PvP players) prefer to play at 1/2 speed, which is fine, but all of the animations and VFX are designed to be viewed at 1x speed. We're hoping that with this change, most players (including PvP players) will default to playing at 1x speed instead of 1/2 speed, which should make the game feel better and is a more naturally intuitive default speed.
see above

In our testing, this greatly reduces the amount of speed-changing in co-op.
i think there are better ways to fix this - increase the speed of passive, boring activities that are typically done at 8x speed, up to the point where it becomes a combat balance concern
as for travel time, which is harder to fix, a mini ftl jump that can go anywhere in the map, that first knocks out all systems for ~5 sec and stuns all crew for a further ~7 sec would be a way that i would fix it - jump is after 5 sec

Hopefully high ship speed will less "meta", especially in PvP.
i think pvp balance is a completely different issue for another rework

Halving combat speed also allows us to halve the physics and simulation tick rate, which in theory should be a big boost to performance.
see above

#

if there is no combat balance concern for a non-combat activity that is always done at 8x, then it is just wasting player time usually, and is not very interesting to do either

vocal portal
#

this is true, and i think the easiest way would just to be to make 1x speed 1/2 speed by halving every speed
Yeah, and that's what we'd do if it didn't have the negative effect of slowing down travel time and other non-combat activities.

rough flint
#

why does non-combat time cost matter? it's done at 8x always anyways, except for maybe delivery missions

vocal portal
#

because back when the max speed was 4x people constantly complained about travel times, which is why i added 8x

rough flint
#

i think there is no way to fix travel time concerns to make it feasible at 1x in coop without adding some form of teleportation

gusty eagle
#

(I mean ftl beacons do exist)

granite bay
#

from my perspective, it would be much easier to halve everything speedwise, make systems smaller, and balance the enemy/quest density from there

rough flint
gusty eagle
#

I mean the player part version

rough flint
#

when travelling from mission target to mission target or from station to mission target, it is almost always by flying

gusty eagle
#

It's a problem in singleplayer though

rough flint
#

well you still need to fly there lol

vocal portal
#

as for travel time, which is harder to fix, a mini ftl jump that can go anywhere in the map, that first knocks out all systems for ~5 sec and stuns all crew for a further ~7 sec would be a way that i would fix it - jump is after 5 sec
This sounds like it would have a ton of unintended repercussions. It would be a very major new game mechanic.

rough flint
#

true

#

almost no ship would ever want to power off all systems for 5 sec with no way to recover in combat - that is enough to die, especially once ai becomes smart enough to flank and hit unarmored sides

#

maybe also decrease pen resist of every part of the ship too, if combat jumping is a concern

vocal portal
#

i think pvp balance is a completely different issue for another rework
It's a different issue yeah, but I do see an opportunity to do them together, because one of the things that I like about reducing combat speed is that it provides an opportunity to increase projectile speed relative to ships. I don't want to increase projectile speeds themselves because that would make them harder to see/follow and make battles less visually interesting, but if ship speed gets reduced, then that's effectively the same thing. So that's the opportunity I see here.

vocal portal
#

Let's not let perfection be the enemy of improvement.

vocal portal
balmy schooner
#

its like a set distance but you dont need a beacon

vocal portal
#

I do want to be very clear: WE WILL NOT BE RELEASING THIS EXPERIMENTAL PREVIEW AS-IS!!! Clearly the max speed "increase" is causing more issues than we were hoping. We'll need to figure out some other way of accomplishing the goals without causing those issues.

vocal portal
granite bay
jaunty surge
#

hmmm maybe the travel time reduction could be more career specific? ex: nebulas that generate in sort of lanes which have the effect of half or less drag players can use to get around faster

vocal portal
granite bay
#

it just seems like an easier thing to adjust to me than to separate ship acceleration from top speed

#

just an idear

vocal portal
balmy hatch
#

Perhaps travel time issues could be fixed by giving the player stuff to do while traveling, like reading news

unreal mesa
#

lol

balmy hatch
#

Honestly

#

Broadcast missions

granite bay
#

oh yeah that reminds me of a game i got recently called X4 foundations, where there are basically 3 sizes of space highways, big ones for travel across the star system, then 2 smaller branching ones to get to specific locations faster

balmy hatch
#

New ones that is

unreal mesa
#

gta radio type

balmy schooner
#

that could work for special bountys or random events

unreal mesa
#

i think travel times should be long though

#

if theyre shorter it would make systems feel even more small and local

balmy hatch
#

Like "hey we got a fugitive at station x if you up for the challenge visit us and we'll give you instructions"

unreal mesa
#

maybe if these highways were implemented system size could be increased

balmy schooner
#

like you pick up a signal of some pirates harrassing a civilan and if you go over and make them stop the civilan gives you somethinf,

#

or +reputation

balmy hatch
#

Ehh that would be a mission tied to a location and you'd only increase the density of missions that way

#

Just broadcasting new missions that are available makes you think about your next move while chilling and travelling to a station

balmy schooner
#

emergancy brodcasts or things like a comet or meteorite shower headed some way

balmy hatch
#

Ehh that still makes you take action

#

My intention is to just make you think

jaunty surge
#

or maybe make the core of activity stations themselves

#

hyperspace beacons could be where most pirate activity is

winter tree
# vocal portal > when it could really easily be solved without this Please explain to me how my...

#3 is never going to actually be solved unless we get some sort of local/system-wide only speed changer.
#1 is likely also not going to be solved- projectile speeds stay the same, and now you are stuck between a fine speed for slower people (1/2x), a fine speed for most people currently (1x), and yet get neither of the benefits. Ships also are harder to control which would turn players off more.

Imo this is better solved by tutorials pointing out the mechanic- it is there for a reason, after all.

Animations I have no idea, but from what I have heard they look significantly worse at 2x then 1/2x, and this would be better solved by having a setting to choose whether animations follow the current speed or are just 1x.

As it has been outlined before, this simply makes the speed meta worse, not better- and imma be real idfk how to solve speed meta but it isnt this

balmy hatch
#

The station could offer the faction's beacon if the mission is far away (and near the beacon) and you have a good reputation

#

Ofc you don't need to use it

glacial jetty
#

(to convince the devs)

polar halo
polar halo
#

that makes them less of a free 'this route is faster' due to the particular hazards of the nebula types (possible pirate ambushes in gas, nerfed reactors and no hyperjumping in electrons, ions)

vocal portal
polar halo
near herald
#

Because most ships cannot utilize the top speed increase during battle?

polar halo
#

sorta

#

kiting ships aren't really the problem

#

kites haven't been meta in PVP for ages, if ever

#

it's the more hit&run style of ships (predominantly UL nukes) that are the issue

near herald
#

But regardless the issue is that the proposed changes are not a simple 1:1 change but adversely affect most ships more than others?

#

whether or not anything is meta or not

stoic mauve
jaunty surge
#

it seems like meta ships dont struggle at slowing down when traveling at very high speeds at all, you'd think that would be a drawback with monothrust

polar halo
# polar halo pretty much, yeah

balance in elim pvp is intrinsically tied to speed (hence the speed meta) so anything that affects speed will affect balance

#

and a drastic change to speed, like this update, will have drastic affects on balance

polar halo
#

but then that same feathering allows so many ship types to be useful, so entirely removing it would nuke all except like 2 archetypes

#

not to mention have rather suboptimal affects on AI piloting

jaunty surge
#

i think removal of feathering might allow for room in different applications of speeds for ships (and maybe allow removal of exponential drag) such as building for speed actually having the implication of your ship be based around speed instead of "go faster = better"

polar halo
#

without a substantial change to how controls are done for all forms of movement (ai, RTS orders, and direct control) that'd lead to most ships being borderline uncontrollable

#

i will also say: i believe some degree of speed meta is ultimately good for the competitive side of the game

#

a dynamic, fast-paced combat is a lot more fun than '2 bricks shoot at each other for 10 minutes'

#

but combat is getting a bit too fast-paced with how the speed meta's been developing since the MRT buff, and this preview increases the pace even more

#

it's genuinely hard to keep up with, especially for a new zealander like me (ping):)

#

i'll say it again, i think ~80 to ~150m/s (in non-preview 1/2x speed or equivalent) should be the 'elim speed range', with ships any faster than 160 being more gimmicks than universally useful archetypes

#

i don't know exactly what to change to get to that point, but i do think that getting to that point will make an elim pvp experience that is fun, varied, and fast-paced without being overwhelming

balmy hatch
#

What about decreasing weapon accuracy the faster you are? (With the effect lasting for a little bit even if you suddenly stop moving at all)

#

Sure you can still do hit and run but the hit part of it wouldn't be certain

pastel moon
#

@past field

polar halo
polar halo
#

with nuke flinging, HE homing, and cannons being used at point-blank, accuracy isn't an issue

pulsar skiff
#

my proposal is to remove the ability to feather on all thrusters but mrt, or at least half the rampup for each thruster whenever you try to feather them

#

so instead of being able to permathrust and not care about bleeding speed theres slightly more of a noticeable rampup now

polar halo
pulsar skiff
#

mrt's can be feathered for conveniences sake, but not too much like all the others

#

mrt is also pretty logistics heavy and fragile (one component gone severely impacts the performance of the whole thruster) so the drawbacks balance it in my opinion

#

or, like the secondary proposal, thrusters lose half their ramped up thrust when you try to feather them

polar halo
pulsar skiff
#

so repeatedly turning with a huge thruster would make it lose half rampup with each time it gets shut off

#

100% goes to 50% thrust

#

50% goes to 25% thrust

#

so on so forth

#

kind of demands you to commit to your action if you're playing something like a UL; bleed some speed or just do it

#

for anything else, the outcome is uncertain

polar halo
#

it would certainly hurt ULs, that's for sure

#

i am wondering how playable monothrust in general would be

#

but it's worth trying

#

@pastel moon apologies for the ping, but is something like this possible to mod in?

pulsar skiff
#

if it reduces the presence of UL's slightly, i'd say its a worthy sacrifice to be made

pastel moon
#

in technicality yes
ramp down doesn't exist in vanilla because it messes with RTS controls and ai ships

polar halo
# pastel moon ramp-down?

my interpretation of it is that feathering works the same as current, except restarting the thruster while still in the grace period sets your rampup level to half of the current level, rather than keeping the rampup level the same

pastel moon
#

not sure

pulsar skiff
#

this is just what i explained

pastel moon
#

dont think its that possible

weary wren
#

MRT balance doesn’t really seem related to this half speed preview.

pulsar skiff
rough flint
rough flint
rough flint
# pastel moon dont think its that possible

fake resource through proxy while firing thrust (we will call this antifuel) -> constant production of another fake resource (we will call this antiramp) -> all engines can process antifuel+antiramp together and destroy both -> when antiramp is present, temporarily swap to a different fake thruster that is 1/2 as strong

#

that is my thinking of how to make it now, in a jank way

pastel moon
#

dang

rough flint
#

actually just make thrusters have an antiramp consumer that unpushes

#

it's probably possible already

pastel moon
#

i think the tick rate might be better kept at 30

gloomy granite
#

Wow🫡 I wish it was explained like that from the beginning. Well done 👍

rough flint
#

i don't think this is true btw - even in classic, which is practically 1/4x speed of current (non preview modern), ships went about 70 modern speed and that was the standard speed

remote wind
weary wren
#

Did the RoD speed change for this preview?

pastel moon
#

rod speed is the same i think

#

change your size settings ig

polar halo
uneven citrus
tired minnow
#

What about putting ion storms beyond the edge of the system generation?

#

It wouldn't really fix railkites though for the reason nick mentioned, and even if for some reason it did take that long, a bit of strafe thrust makes it a non-issue

uneven citrus
#

Speaking of which, it would be cool if Ion Storm did indeed have some benefit, maybe one of the ion bolts hitting your ship have a low chance of ionizing and generating a new unique resource (I saw a suggestion similar to this with turning on the boost thruster in a yellow cloud) that could be a cool thing to have an incentive to build storm wanderers and venture within the hostile environment, just like with sundivers.

tired minnow
#

Or simply that rare asteroids would generate more frequently inside them

median burrow
tired minnow
#

it would also make the world border a bit more interesting and if you wanted to, say, make a silly unreachable base you could put it out in the ion storm

#

idk it seems like it'd be more fun than it sounds like

#

also, it would help with counterplay to built-in kites to some degree

pastel moon
#

i dont think it would be a good idea

#

severely

tired minnow
#

why not?

pastel moon
#

i'm not sure

#

apart from something about modding

#

cant really say it within words

uneven citrus
#

Storm wars would be very cool, disruptor and EMP would be the strongest weapon.

#

Maybe ion storm could have a secondary effect where neither sides can do damage to each other, but shields can be damaged with battery removing weapons!

tacit knot
#

I like that idea but how laggy would it be? I know people struggle with nebulae as is

#

-# also this feels very unrelated to the half speed lol

winter canyon
#

like, plague inc style

glacial jetty
pastel moon
#

too out of place tbh

#

unless its just text

pulsar skiff
#

solution : make it only appear at stations

cloud plume
#

But then it’s basically just the station window. Radio is supposed to be broadcast into space, available even far away from stations.

But yeah the text only solution seems like a good idea. Maybe it’s like in the news where text slowly runs along the bottom of the screen.

alpine jasper
#

Could be interesting if there were actual broadcast stations you could find, maybe pirates could be broadcasting on specific channels and of you tune into one you can locate the pirate base, rather then just accepting a mission and knowing basically exactly where it is

rustic sable
#

"18 hours ago, 527 crew of the SS Centurion were confirmed dead due to an accidental explosive charge firing, leading to a chain reaction of multiple ammo storage detonations"

#

"Update: Colonization of newly discovered Ursa Minor system has seen delays due to unforseen volcanic eruptions on planet thought geologically inactive"

#

any flavor is better than no flavor

alpine jasper
#

though im still only in the 2nd system, i do like i can fight at 1x speed

swift venture
#

Tbh the game always, especially when bounty hunter was still around felt way to fast paced, my friend and I would often play with 0,5 or 0,25 x like years ago, not BCS of fps rather BCS of being able to actually overview and control things

balmy hatch
uneven citrus
#

Unfinished but it's funny.

cloud plume
#

If we get radio Stations we also need radio Towers!

pastel moon
#

truly very combat on the speed

#

experimenting on the preview

uneven citrus
uneven citrus
cloud plume
uneven citrus
#

No buckling here...

pulsar skiff
# uneven citrus

rain world rot makes me want to think this is part of the comms array of an ||iterator superstructure||

#

but this is still really cool

balmy hatch
#

it's so cool rain world is also experimenting with half combat speed

pulsar skiff
#

so real

#

literally just eating mushrooms

uneven citrus
pulsar skiff
#

you'll understand when you research about rain world

pastel moon
#

nope

uneven citrus
#

Woopsie off topic

uneven citrus
vocal portal
#

Hey folks, let's try to keep this thread on-topic, thanks.

uneven citrus
#

Got it.

fickle phoenix
#

I have a reasonably off topic question, can you make audio not increase drastically when time speeds up? There are a bunch of ship sounds that are annoying as heck at 8x. Like one is a dripping pipe. Teleporting sounds ridiculous. Maybe speed up sounds by 1.1x, not 8x. No one wants chipmunks in space.

pastel moon
#

i don't think that would make sense

fickle phoenix
#

Obviously, the sound would speed up 8x if time was faster. Speed-up sound is higher pitch and higher pitch sounds are often more annoying. It doesn't impact gameplay at all. It's ok if it's little higher pitch, it just shouldn't be 8x

alpine jasper
#

#1019739575683399840

valid patrol
#

Not reasonable deadman

cloud plume
pastel moon
#

i should try editing stats again on preview

uneven citrus
brittle dew
#

well railgun kiting is harder but not awful

uneven citrus
#

Guys we should make it so that in career backwards thrusters instantly explode on ships that have a railgun.

#

XD

pastel moon
#

i wonder
if half dps would work instead of half firerate... hmm

uneven citrus
#

Half fire rate still means half dps though?
You probably mean raw physically damage being halved.

pastel moon
winter canyon
#

?

#

did you ping me in the wrong thing

tacit knot
rough flint
unreal mesa
#

who up halving they combat speed experimental preview

jolly flare
#

clearly the problem is combat is too slow
double the speed of combat

pastel moon
#

still waiting for substaintial feedback from people here spearoffrown

glacial jetty
unreal mesa
raw locust
#

Is the preview still avaliable? The passwords doesnt seem to work for me

weary wren
raw locust
#

It that the wrong place?

glacial jetty
#

maybe it expired

weary wren
vocal portal
#

I have not taken down the preview build. Not sure why Steam is giving you that error.

#

Any chance you've already unlocked it?

stoic mauve
raw locust
#

Thanks for the replies, and the answer is......

... turn it off and turn it on again! The cure to all IT problems.

balmy schooner
#

sounds about right....

weary wren
#

I played a Domination multiplayer match of the preview with a friend of mine a couple days ago, and I have to say - it just feels right. The combat didn't feel sluggish at all, it felt just right in terms of response time. Non-combat things remaining the same speed also felt right as I could send my ships to far away CPs in a reasonable amount of time. I don't have any major complaints, at least none that I can think of at the moment.

I'm not a competitive meta player, this is coming from a more casual Cosmoteer player. This update seems to work well to me, looking forward to seeing it fully released!

thick anchor
weary wren
tired portal
#

I'm going to have to try this and see if it fixes slow down