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Re: Potential Update Ideas (New Features)

Posted: Fri Jul 07, 2017 6:27 pm
by morphus111
I reallllllly think this game needs a feature that once you build a new network. it will test it for you to see if its strong or weak. kinda like when you make a new password for something. it will tell you if the password is strong or weak. I think this would be a kickass feature to this game

Re: Potential Update Ideas (New Features)

Posted: Sat Jul 08, 2017 11:57 pm
by Luminaar
morphus111 wrote:I reallllllly think this game needs a feature that once you build a new network. it will test it for you to see if its strong or weak. kinda like when you make a new password for something. it will tell you if the password is strong or weak. I think this would be a kickass feature to this game
While this is most likely not going to happen for a variety of reasons, I love this idea :D

Re: Potential Update Ideas (New Features)

Posted: Sun Jul 09, 2017 2:48 pm
by scrougy
I would like a little more "precise" network boulding.... or a turtorial here on the forums about how to make the connections so the nodes arent in one level.... would be memory taking though, i guess.

Also, what about a node that has a LOT of connections, 5 or more, and isnt the guardian, or the core? OH! and relatively low firewall on al level would be a nice bonusif still acceptable.

Re: Potential Update Ideas (New Features)

Posted: Fri Jul 14, 2017 6:10 pm
by m1ke510a
heres the #1 idea -

defense node / program build-time configuration.

this mode provides players with some changable options that they can modify then recompile any program or defensive node to change behavior.

example: add firewall (but decrease strength) sliders for turrets etc

or maybe increase build time to increase strength/speed of programs.

this will make the game fun again and would be consistent with the current gameplay, not to mention would solve all current issues since everyone could customize their nodes and programs.

and it would be easy as all hell to implement - literally could be done with a few sliders and adding a recompile button to the info modal popup

just make the sliders go from 0% to 100%, and each move in one direction moves the others the same amount into the other direction.

also recompile time should be less resources and less time since the code is already mostly compiled.

i expect to see this asap. shouldnt take more than an hour to implement

Re: Potential Update Ideas (New Features)

Posted: Tue Jul 18, 2017 5:25 am
by Cuendilar
1) Specialisations or Perks bound to PlayerLevels. Right now, Levels are more or less annoying. People abandon miners and farms to have ridiculous high defensive nodes for their player levels. If a maxed out player had the chance to drop all his levels, but keep all progress he would accept gladly, at least to a certain extend. You can overcome this strange negativ feeling towards player level progression by adding a related progress mechanik like specialisations or a perk map with unlockable benefits. This way you can also carefully balance aspects of the game. Stealth is too weak? Buff the stealth perk! Players at level 30 and above use only beamcannons? Introduce a "beam cannon resistance" Perk at level 30.

2) I'd scale down endgame progression a bit. It takes ages to reach endgame! What i would introduce instead is replay value like a prestige-level. If you maxout everything, you can reset your progress for a prestige perk and/or levels. This could be for visual only, or somehow ease or speed up your next playthrough. This system was introduced in mainstream games a while ago and was gladly accepted by players.

Those are my 2 Cents.
Regards,
Cuen

Re: Potential Update Ideas (New Features)

Posted: Tue Jul 18, 2017 9:05 am
by happy days
Unfortunately this game needs real work on regarding the negative it generates by it unfair system but it seems that is not that important and another things r, but I won't say what. I'm personally contribution to this game has gone from 100% trying to help out, to 10%.

Your idea is good hope they can really work on some of it

Re: Potential Update Ideas (New Features)

Posted: Sun Jul 23, 2017 1:32 pm
by scrougy
put a limiters on nodes, that is, you cant upgrade something above a certain level, if your farm(s)/mine(s) isnt at a set level, like, half of your highest node? ofc, farm(s)/mine(s) are except. if you put a minimum number for them to have too, that would be a hit for minmaxers.
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DONT THROW THE ROCKS! lol

The Biggest Bug

Posted: Mon Jul 24, 2017 1:16 am
by Froste
I and many others greatly appreciate the effort put into adjusting the search algorithm, amid the scores of other pressing issues, maintenance and requested features. However, there is still 90% of the iceberg hidden and remaining to be fixed.

The top 10% of this "iceberg" is the obvious repeats of the same networks appearing over and over, and networks of ridiculous levels or ranks, which has been mostly addressed. The bottom 90% is min-maxing. This is a hidden issue because experienced players who recognize the problem are able to take advantage of it, while those who are new to the game suffer without knowing the real problem. Most here have learned to navigate the loopholes, but I would never want new players to the game to suffer the consequences of our advantages. The current META of min-maxing is a giant, game-wide megabug that undermines the enjoyability of the game by robbing the rookies to feed the veterans.

I am well aware that this is a well-known issue, and that there are plans to adjust the algorithm further. But I would like to point out that based on the above, this matchmaking issue is the number one solution priority in the game - beyond languages or social features.

Several ideas have been presented on Discord - some good and some terrible. There is one recent suggestion in particular that I believe would work extremely well, from the mind of TheLurkingRage. In essence, the algorithm would also search for networks with a Core level close to the player's Evolver level. This would have to be implemented alongside existing search priorities, but it would add in another layer of balance to provide the maximum benefit with the least amount of programming adjustments (min-maxing!).

However the search function may be improved, I would like to gather some support that this issue be the primary focus for updates in the near future. Reply if you agree!

Re: The Biggest Bug

Posted: Mon Jul 24, 2017 6:57 am
by scrougy
Froste wrote:What Froste said
sounds nice, but that wouldnt solve the starving problem, aka minmaxers have almost nothing worthy to loot compared to the effort it takes with the Sentry lvl21 and all other nodes unimportant to hacking and upgrading sentry (libraries, complier, evolver and core) being lvl1 or close to it.

though, it would definitelly expand the search range on all levels, wich is good.

Re: Potential Update Ideas (New Features)

Posted: Mon Jul 24, 2017 7:54 am
by PerseVerAnce
The real problem is that the design of the game encourages minmaxing over progression.

Someone who upgrades nodes should always be better off than people who do not. Yet, it has been proven by the likes of iblitxkreig that there is a point where it is better to stop upgrading altogether, as upgrading would actually weaken your network as opposed to strengthening it.

This calls for a redesign of how security nodes and programs scale altogether.