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#11 Golden Skull Level

Faye

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A cause du crash serveur du 10/11, je ne suis plus division 4, plus de score de guerre, et je recommence en entrée division. Certes on est tous au début... mais avoir autant tapé et farmé pour etre reset...
Thank you for your report.

We are currently investigating what exactly might have happened.
We will inform you as soon as we know more.

Greetings Faye
 

Steel_Blue

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On solaria right now, there's 2 people who have generated warscore this week, but the ladder seems to say that they will be pushed from division 3 to division 4. If my calculations are correct, if the ladder would finish this very minute, this week's 21 player strong division 3 will become a 7 player division 3, comprised of 2 players from last week's div 3 and 5 players risen from div 4. I hope that the dropping divisions is not so harsh such that you can be active and forced out of a division when that division is shrinking. Or is there a greater than 0 threshold now?
 

dr.claw

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View attachment 54852

Basically you will have multiple channels where you can gather warscore. We try to balance it that not a single channel dominates the others and instead its best to try to play things where you can combine them. For example play missons where you can rank up pve as well as warscore for the quest completion itself. Same for Reactor challenge where you can also play safer without the risk of getting into PVP. You will get points here for PVE kills as well for the final ranking position. But here is more skill required to be at a top position with your squad. And thats only for the Player Ladder. You can also play conquest each day ~1h to get many skulls through you clan if you like the PVP competition. Hopefully that gives everyone a good way to earn skulls.



Yes it is planned that all items installed in slot 9 have a general weakness that will affect all the item in the same way. There will be a info in the game about that for sure.



As Sirius quests give good cryonite they also should give nice warscore based on it. You need to try out to find the best actions to do to maximize Warscore.



Jup they follow the same structure like the Ancient variants. You get them from differnt type of Skull Item Carriers you need to search for on all the story planets. There is not a fixed farm spot for them and you can find the same skull item in vega and the next time it is in tau ceti.




The old golden skulls where converted into "leagacy skulls" in the time the ladder was still beta and buggy. Players got them added into their player profile so we could reset the ladder with the fixed ladder system. This time though there will be no reset and the golden skulls are kept for all players. We only might every player back to the entry division though as the warscore values will change.



With the planned changes we hope there will be alot more movement towards enabling the pirate mode and also by this get a few pvp battles going on. Risk reward mechanic that hopefully works and is fun for most people. :)



Players that are able to unlock the 9th slot items will have a lower warscore boost as they already have a high skill level. That mechanic should help players to catch up easier. Sure on direct PVP competition for CQ it can make a difference. Still the 9th skill use will also come with downsides that should help to balance it out a bit.



Not directly but as you need to search these carrier ships first and they are spread around all story planets on all systems it will be difficult for clans to claim them all for their own. We surly will look on how things evolve once it goes live for sure.


1. See answers above or initial post closely
2. & 3. & 5.Who said that the variants are ancient items? ;)
4. Nahh no need to have such thing. Indirectly the current boosters already help to get WS quicker.



Yes most likely all go back to entry division as we change the structe of divisions and also the warscore values. Golden skulls are kept though.


For what ive seen Only ppl in the server time zone Benefits of otb ppl outside the servertime otb can not keep up with the warscore made from otb.So i suggest this:

2 otb a day . 1 in the server time zone ( example solaria) as is it now and add a 2nd for ppl outside the US timezone with a cooldown of 24 hrs from moment your selected for the otb. So everyone gets a fair oppertunity to do a otb.
 

Highway

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On solaria right now, there's 2 people who have generated warscore this week, but the ladder seems to say that they will be pushed from division 3 to division 4. If my calculations are correct, if the ladder would finish this very minute, this week's 21 player strong division 3 will become a 7 player division 3, comprised of 2 players from last week's div 3 and 5 players risen from div 4. I hope that the dropping divisions is not so harsh such that you can be active and forced out of a division when that division is shrinking. Or is there a greater than 0 threshold now?
Every division has a desired size it tries to fill and will add dynamic promition positions (green arror icon) to move more users up the division to keep its size. The promotion positions are currrently higher as there are divisions that are yet empty above.
Each division also has a fixed amount of relegation positions ( red arrow icon) in addition to dynamic ones for players that did not make any warscore.

On the case you looked into on Solaria you can see that division 3 has 4 fixed relegaion positions and the two players did not manage to raise their WS yet to get out of these relegation positions. They need to fight their way back up.

1762935869310.png

And in Div4 usually would be more players promoted but as they have 0 warscore they are not. This can lead that the Div3 will be smaller that it should be. This will open more promotion positions from the the entry division and so on.

1762935836121.png

Still we will look into readjusting the ladder based the user participation on the ladder per server.
 

Dresnov

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- T I T A N E S -
Esto es lo que te encuentras en Colossus todos los sábados, así que la puntuación de batalla solo es para quienes forman escuadrones allí. ¿Esa es la intención? Deberían permitir escuadrones desde la órbita, porque ¿qué sentido tiene bajar a un planeta para que un grupito de siete personas venga y te mate gratis? De los que conozco, ninguno va ya a ese evento; lo echaron precisamente por eso. La crionita y la puntuación semanal solo son para los mismos que siempre están en escuadrones. ¿Cómo piensan controlarlo? ¿O van a dejar que los jugadores sigan perdiendo la fe en Colossus? Las conquistas gratuitas suelen tener más de 50 jugadores, pero Colossus no llega ni a 25. Deberían replantearse la dinámica de lo que se hace en ese planeta.
1763245352298.png
 

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NGSpeed

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Question related to the upcoming "9th-Slot":
Will it be in every star system ?
Or only Mizar and above?
Will there be a Vega 7th slot?
Antares 8th slot?
 

leo

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Esto es lo que te encuentras en Colossus todos los sábados, así que la puntuación de batalla solo es para quienes forman escuadrones allí. ¿Esa es la intención? Deberían permitir escuadrones desde la órbita, porque ¿qué sentido tiene bajar a un planeta para que un grupito de siete personas venga y te mate gratis? De los que conozco, ninguno va ya a ese evento; lo echaron precisamente por eso. La crionita y la puntuación semanal solo son para los mismos que siempre están en escuadrones. ¿Cómo piensan controlarlo? ¿O van a dejar que los jugadores sigan perdiendo la fe en Colossus? Las conquistas gratuitas suelen tener más de 50 jugadores, pero Colossus no llega ni a 25. Deberían replantearse la dinámica de lo que se hace en ese planeta.
View attachment 54992
i feel u brother dont worry we'll get through this together
 

dr.claw

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Hello Highway,

I made last week 430+ k ws and was on spot 1 in div 4 on solaria.
Today after reset ladder i checked and was left behind in Div 4, So i lost 1 weeks work in ws work for being left behind in Div 4. While the only Div what did change was Div 2 and 1.
Whats then the point of making ws if your simply be left behind while you had to being moved up.
 

Steel_Blue

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I can't help myself, I'm going to ask for The Moon, Saturn, and a fresh pair of socks.

What if the tech variants rewarded in part 2 provided significant alternatives to ship gameplay? Ancient tech variants are fairly simple, providing what seems to be a pve or pvp experience in long v strong. I don't think I've ever seen anyone on my server equip and use rapid rockets, for instance, because the opportunity of having a rocket crit someone for half their health is too good to pass up. This is the same for all damaging techs, strong is king. Instead of re-introducing the strong tech to TC combat, what if techs provide alternative functions instead?

Imagine a chromium not having a placeable magnet trap, but instead has a ra-styled trap around it's self, allowing the chromium to catch people repeatedly in chase, by offering themself as super front line?

What about a variable-strength blaster, a 3-hit combo blaster? This upgraded blaster is the same as a regular blaster for the first 2 shots, but on the third consecutive shot in combat mode it shoots a strong variant damaging blaster with the strong variant cooldown? Players get less effectiveness out of the blaster than the strong, but still get the ability every 3 shots to add another tech in the extended cooldown time, giving players a stricter time table to weave their tech between blasters while keeping optimal dps.

Charge-based repairdroid. Activate to use repair, re-activate to put it on early cooldown based on the active repair time. Players now get the choice to do a partial repair cycle, but have the opportunity cost of wasting a blaster shot if they are in the middle of combat.

Attack droid applies a 2.5 second 50% strength stuncharge once every 10 seconds instead of dealing damage. You get this on your ship to tilt enemy players.

Sacraficial materialiser: When you successfully cast this, you pod and what you resurrected comes back at 100% health and a random bonus (4 second invulnerability? free Iodine Graviton effect? 50% speed boost for 10 seconds?).

Aggrobeacon -> Mindflayer. Instead of a 2.5 minute cooldown aggrobeacon, apply a standard mindflayer to players in a stundome range of target for 12 seconds on a 30 second cd.

Scope shifter -> Scope maxer. Apply the positive scope shifter buff to target ally.

Speed actuator -> Fleet of engines. Apply 15% movespeed buff instead of ability haste.
 
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