Fri, 31 Oct 2014 11:47:22
Ask: So, how long do you guys think it will be till Overseer 2.0 comes out? Me and my friends are planning on waiting for the update to start our new session, and I have some submissions I've been waiting to get added.
I personally would guess sometime in December, but it’s pretty fluid with a lot of things. I think we’ll try to open up item submissions to 2.0 some time before the whole game releases simply because there’ll be a period of time where we’re just fleshing things out rather than actually building new systems and so no further developments will affect the item creation process.
At which point we can naturally start accepting items as normal without too many worries. Ideally that and the forums and IRC and wiki and etc. will be set up and sitting around and you’ll be able to make an account and interface with all those, then creating a character and plonking them into a session and actually playing will come along a bit later.
Fri, 31 Oct 2014 11:44:50
Ask: im wondering if there are any other ways to boost my pulchritude stat so i can get more party members. i already have level 612. is there anything else i can do? also can ncps help against the denizens?
I’m fairly sure that at this stage pulchritude is more or less just a level measure. The only reason it’s a real stat is so a couple of roletechs can additionally affect it (and of course because of the Problem Sleuth reference). In terms of denizen fighting, iirc they can contribute, but don’t quote me on that.
Wed, 29 Oct 2014 11:37:06
Text Post: Progress update!
It’s been a bit slow due to external commitments, but here’s what we’ve got done since last time:
- Aspect pattern script exists and appears to work okay. It still needs convenience features added and I suspect some rebalancing, but I managed to nuke an imp with it so that’s a good sign
- Dungeon generation algorithms are functional (but still being tweaked, I believe) and a bunch of other cool stuff regarding dungeons is under development. More on that when we’ve made more progress!
- Grist presets are being put in place
- The script to let you go to sleep and wake up, etc. has been kicked off and is progressing steadily
- Atheneum is also under construction. Not 100% on the progress of that but I think it’s a decent way along at this point
I’ve personally been job hunting which has slowed down my contributions, and I think everyone else who’s been developing has had something going on as well? On the plus side, some new people have stepped up to pick up PHP and work on the rebuild which should hopefully speed things up going forward.
Mon, 27 Oct 2014 14:58:41
Ask: on a scale of 1 to very, how impressed would you be if one of the many overseer project players out there went ahead and created a bot that was fully capable of 'winning' a session in tandem with other bots? and also, would this be breaking any rules that i'm unaware of? i really want to try this. like, really really. i love this game and i want to see how much i can push it.
The main issue with such a bot would be the server strain and the general issue of “bots and MMOs don’t mix”. There’s a thread on the forums about an autostrifer that should give you a good idea of the issues surrounding TOP bots.
Mon, 27 Oct 2014 14:56:56
Ask: Hey, player of account of the same name in the SbargV2 Session, I accidently managed to glitch my artifact grist (and have waaaay too many artifact items in storage)... Also, if you could fix up the heavily broken chain, that would be fantastic.
I’m tempted to say that whatever happened to your artifact grist total is fine as is because lol artifact grist. Is it making you unable to dispose of the artifact crap in storage? Is your storage significantly impacted? What I’m asking is, do you need something done to preserve your ability to play the game or is the fact that you accidentally stuffed your house full of glitchy jpg shit and now you can’t get rid of it just a hilarious unintended feature?
Do you guys have an admin? It’s usually their job to fix up server/client chains.
Mon, 27 Oct 2014 14:23:00
Ask: Me again, another question about the new stock exchange and how that will work: If it's session specific, that means that either different sessions will have different values for certain grist types, or that players are unable to change the values in the exchange. In the first situation, players can abuse the price differences between sibling sessions for massive and unbounded gains. What's the solution for that? One I can think of is to disable/add a scalar cost to multi-session transaction.
In yet another case of mechanics from the comic turning out to balance things for us, one option here is to enforce GristTorrent-like trading between sessions (i.e. only a certain amount of grist per second is transferred between sessions, effectively limiting the amount of abuse that can take place).
However, I would like to point out that the gains can’t be unbounded because as soon as you start abusing, say, Mist’s high price to make $$$ of it, the price of Mist in the session buying it will increase and the price of Mist in the session selling it will decrease.
This would make it good policy to seek out other sessions with differing prices and equalize them for boonjamins, and theoretically the total profit available is heavily restricted by the fact that the players probably had to push the values to those extremes in the first place, requiring either buying overpriced or selling underpriced grist and meaning they have grist to sell/buy at good prices already now!
Basically what I’m saying is that while you CAN make money of price disparity, if we set it up right it’ll cost the SAME amount of money to create the price disparity in the first place. If there are random fluctuations it’ll be possible to profit from those, but then the random fluctuations are controlled by us too, so yeah.
Sun, 26 Oct 2014 22:25:28
Main point of progress is the dungeon generator being up and running. There’s a whole slew of minor additions as well (few abilities, login upgrade, stuff like that). I’m planning to knock off aspect patterns within a week, hopefully. This is the short version, I’ll see about one of those big ones once some progress on patterns is made
Fri, 24 Oct 2014 02:58:03
Ask: Hey, the quests that I assume were just added a couple of minutes ago display rather oddly, for example "It\\\'s time to d-d-d-d-d-duel!" instead of "It's time to d-d-d-d-d-duel!"
Working as intended. That goddamn apostrophe is goddamn escaped and no-one is going to tell me goddamn otherwise.
Escapin\' all these goddamn fuckin\' apostrophies. Fuckin\' pain in the ass.
(It’s probably a simple case of shifting a couple of characters around, we’ll see what we can do)
Fri, 24 Oct 2014 02:56:31
Ask: I'm curious to know, is there any chance for a sort of "sandbox mode" for those that aren't really playing seriously and just want to cheat their items/grist in?
Actually yes, along the lines of a “cheat” or “debug” option in less online games, this is definitely something we’re looking into to let people mess around.
Wed, 22 Oct 2014 22:42:20
Ask: I've really gotten irritated with all the repetitive clicking required in the current strife system (Easily solved with my own Autostrife userscript). Is this going to be re-thought in future versions?
The strife system will be getting somewhat of an overhaul. More combat options + more enemy variety + new team-based mechanics should equal less being able to click the same button 20 times to win forever. Ideally, the prototyping options alone should make for a much more strategic experience, as far as your session is willing to go with it. Starting v2 from scratch with all the features that were implemented slowly over time in v1 should make those options more common as well - loads more items will have abilities, for instance. Options. Options options options… options? Options! (my 6 AM mind thinks this is funny. it probably isn’t.)
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