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#10 Dinosaur & Weapon Balance

Mercurio

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Any news about the update?
Do you have an estimated month for release?
Will the implants/techs be included on modifications for rebalancing?
Is there something else being prepared to release at the same time?

Do some type of development diary, I think it's a cool thing to do some contact with the community xD
calm, the update of the dino storm will take a long time, they are so focused on the work on the dear pirate galaxy ...
 

.Onix.

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Yo por mi opinión personal sobre lo que ocurre ahora con el des-balanceo grande que hay entre las armas se nota mucho anterior mente un pvp duraba 2-3min ahora solo duran 20seg con lo mucho por ejemplo la habilidad del (rifle Yager) disparo Sigiloso ya con un jugador le baja la vitalidad a otro mas de un 40% o Arma (frío Ardiende) nada mas en los disparos se nota que tiene mas cadencia que la (Gatlin) cuando las estadísticas dicen que la Gatlin tiene mas Cadencia que todas las armas para mi esta interfiriendo Varias actualizaciones, la Actulizacion de reducir la cadencia de las armas no se tomo en cuenta para el nuevo Daño de estas armas, ademas de los pvp se ah arruinado por este des-balanceo creo que se podría reducir el daño o aumentar la resistencia de los Dino porque ya para cazar un nivel 45 puede ser muy fácil cazando en la zona 53
 

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#10 Dinosaur & Weapon Balance

Hiho dino rangers,

First off we would like to thank every player who shared their feedback & ideas on our last Dev Shack #9, or in the feedback sections of the forum. It helped us identify the core aspects that we should focus on for the next Dino Storm updates. Now there is a long list of issues and ideas that we will go through and prioritize which ones go first.

As many of you noticed during the Easter event, we had performance issues on some servers causing network lag and delays which made the game unplayable at peak times. We have identified several issues that were causing this. Many optimizations were done in the course of several updates during the last few weeks to improve performance without any changes to gameplay.

But one adjustment proved to be a tough one as it changed how the game was played/perceived by you. The very high frequency of shots being fired was causing massive network traffic during battles and had to be adjusted. So the time between individual shots was increased to not go below one second for the fastest attack interval, and the damage output of the weapons and skills was adjusted to make up for this change—the resulting dps (damage per second) is about the same as it was before. We can understand that some are not happy with that adjustment but it was necessary for improving performance and needs to stay this way. But we are sure that there is a way that we can bring the “fun aspect” back to the weapons without sacrificing playability again. ;)

So that brings us to the first thing we want to work on for the next Dino Storm update. We want to balance the dinosaurs & weapons more fairly so that it is more fun to use different kinds of combinations of dinos & weapons without having that one preferred setup which bests all the others. This is a really tricky and complex thing to get right as many factors come into the equation. To achieve this we are currently taking a deep dive into analyzing dinos and weapons with their entirety of skills and effects.

Planned Changes
  • Achieve greater balance among dinosaurs (attributes & skills).
  • Achieve greater balance among weapons (attributes & skills).
  • Introduce that each weapon has their own firing sound & visuals to match the adjusted attack timings.

Let us know what you think. :)

Stay safe

It would be very good if you repair the problem of wear, i leave ds like 20 minutes before the 21:00 (fame bonification) and i come 30 minutes after, and mi point is this doesn't matter, cause mi clothes its destroyed same. Thankss
 

-ScreaM-

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No creo que implemente Armaduras a los Dinos, ya que eso lo hicieron hace algunos años y fue un fracaso daba mucho Lag, y ahora con el problemas de retraso seria peor....
creo que habla del deinonichus que aparece abajo.
 

Funkeria

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It would be very good if you repair the problem of wear, i leave ds like 20 minutes before the 21:00 (fame bonification) and i come 30 minutes after, and mi point is this doesn't matter, cause mi clothes its destroyed same. Thankss
i have same problem :/
 

Reilly

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Esta genial todo eso pero espero también que solucionen el error del aturdimiento en los dinos como Pachy-Centro etc, lo que sucede esque después del efecto del aturdimiento el arma demora como 3 segundos en disparar, te puedes mover pero no dispara el arma ..
 

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Fix the claw,fame and stun errors por favor😩
 

poraksis

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Ankylosaurus Confuse effect was not included as one of those effects that misses if skills are missed, So no, Agility will not be considered an "Anti" for it, it was meant for Gatling Confuse. However, Ankylosaurus Confuse is only 5 seconds long, and it can be only activated in close range.

No, Confusion will not last forever. There are two cases:
  • First Case with Gatling Confuse, there will be 2 seconds chance for player to do a counter-attack before the next Gatling Confusion hits, as any Skill take approximately 10 seconds to reload and be used again.
  • Second Case, first Gatling confuse will hit and last 8 seconds, then extend it with Ankylosaurus Confuse for additional 5 seconds, means 13 seconds in total. Then a gap of approximately 3 seconds, because your Extra Power bar will not be refilled in only 5 seconds.
why do you resist on java and server side game operation? You should firstly get rid of lag high ram usage etc... To solve this take the load on server side make some game files locally doesnt matter 500mb or 1gb and let people make their own mod + create a steam acc and reach more people ,do interesting discount not only 30 days vio , Didnt you play Runescape ever ? You dont know to people thing and earning money.If you today says you are looking for game model develepor , texture designer or external function developer you dont need even pay for this.You found a good idea doing this game but it goes worse.I cant see million of players but your website says something like that bcs you holding millions of death account on databases.When 10+ players try to fight game falling down i think you should care it more
 

Highway

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Sorry for the lack of dev updates here.

In the beginning of the last month we had a replacement in the dev team and our new coder @Gruni still needs to get up to speed about the codebase and how the game mechanics work. He is currently finishing work on an automated news system where you get the latest news from the forums directly in the game at the newsstand. This is a good start to get into the code before digging deeper into the game mechanics while our game designer @Alewx is working on the balancing.

We underestimated the effort required to rebalance the core systems of the game that involve the complex combat mechanics with all the dependencies along the way. :sweatgrinning: We figured that this would take a lot of time doing tests after adjusting one parameter at the time to see how a change affects the overall balance. With that many combinations possible it was determined that we would need to be able to simulate the combat system directly inside the game. The data we get out from the simulation greatly helps us identify the balancing issues, and to create a foundation for all further iterations. Currently the simulation tool needs to be finished and then we will make greater progress on the balancing front. :whistle:

When we and the testers are happy with the balancing, there will be a public test where you can try out the new balance and get a chance to give feedback on it, before it gets rolled out on the live servers. But we don't have an ETA for it yet. To be honest with you, it will still take a few weeks until it will be ready for the test server. But we want this update to be good and solid to avoid having to make big changes to the game’s balancing in the future.
 

ScorpioNegro

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Sorry for the lack of dev updates here.

In the beginning of the last month we had a replacement in the dev team and our new coder @Gruni still needs to get up to speed about the codebase and how the game mechanics work. He is currently finishing work on an automated news system where you get the latest news from the forums directly in the game at the newsstand. This is a good start to get into the code before digging deeper into the game mechanics while our game designer @Alewx is working on the balancing.

We underestimated the effort required to rebalance the core systems of the game that involve the complex combat mechanics with all the dependencies along the way. :sweatgrinning: We figured that this would take a lot of time doing tests after adjusting one parameter at the time to see how a change affects the overall balance. With that many combinations possible it was determined that we would need to be able to simulate the combat system directly inside the game. The data we get out from the simulation greatly helps us identify the balancing issues, and to create a foundation for all further iterations. Currently the simulation tool needs to be finished and then we will make greater progress on the balancing front. :whistle:

When we and the testers are happy with the balancing, there will be a public test where you can try out the new balance and get a chance to give feedback on it, before it gets rolled out on the live servers. But we don't have an ETA for it yet. To be honest with you, it will still take a few weeks until it will be ready for the test server. But we want this update to be good and solid to avoid having to make big changes to the game’s balancing in the future.
Traduccion

Lo siento por la falta de actualizaciones de desarrollo aquí.

A principios del mes pasado tuvimos un reemplazo en el equipo de desarrollo y nuestro nuevo codificador @Gruni todavía necesita ponerse al día sobre la base de código y cómo funciona la mecánica del juego. Actualmente está terminando de trabajar en un sistema de noticias automatizado donde se obtienen las últimas noticias de los foros directamente en el juego en el quiosco. Este es un buen comienzo para entrar en el código antes de profundizar en la mecánica del juego mientras nuestro diseñador de juegos @Alewx está trabajando en el equilibrio.

Subestimamos el esfuerzo necesario para reequilibrar los sistemas centrales del juego que implican las complejas mecánicas de combate con todas las dependencias a lo largo del camino. :sudoroso: Supusimos que esto llevaría mucho tiempo hacer pruebas después de ajustar un parámetro a la vez para ver cómo un cambio afecta al equilibrio general. Con tantas combinaciones posibles se determinó que necesitaríamos ser capaces de simular el sistema de combate directamente dentro del juego. Los datos que obtenemos de la simulación nos ayudan enormemente a identificar los problemas de equilibrio, y a crear una base para todas las iteraciones posteriores. Actualmente la herramienta de simulación necesita ser terminada y entonces haremos mayores progresos en el frente del equilibrio. :silbato:

Cuando nosotros y los probadores estemos contentos con el balance, habrá una prueba pública donde se podrá probar el nuevo balance y tener la oportunidad de dar retroalimentación sobre el mismo, antes de que se despliegue en los servidores en vivo. Pero aún no tenemos un tiempo estimado de llegada. Para ser honesto con ustedes, todavía tomará algunas semanas hasta que esté listo para el servidor de prueba. Pero queremos que esta actualización sea buena y sólida para evitar tener que hacer grandes cambios en el equilibrio del juego en el futuro.
 

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Sorry for the lack of dev updates here.

In the beginning of the last month we had a replacement in the dev team and our new coder @Gruni still needs to get up to speed about the codebase and how the game mechanics work. He is currently finishing work on an automated news system where you get the latest news from the forums directly in the game at the newsstand. This is a good start to get into the code before digging deeper into the game mechanics while our game designer @Alewx is working on the balancing.

We underestimated the effort required to rebalance the core systems of the game that involve the complex combat mechanics with all the dependencies along the way. :sweatgrinning: We figured that this would take a lot of time doing tests after adjusting one parameter at the time to see how a change affects the overall balance. With that many combinations possible it was determined that we would need to be able to simulate the combat system directly inside the game. The data we get out from the simulation greatly helps us identify the balancing issues, and to create a foundation for all further iterations. Currently the simulation tool needs to be finished and then we will make greater progress on the balancing front. :whistle:

When we and the testers are happy with the balancing, there will be a public test where you can try out the new balance and get a chance to give feedback on it, before it gets rolled out on the live servers. But we don't have an ETA for it yet. To be honest with you, it will still take a few weeks until it will be ready for the test server. But we want this update to be good and solid to avoid having to make big changes to the game’s balancing in the future.
Yes! ☺
Easy, you are telling us something you already told PG a few months ago, right? 👀
Good night.
 

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Sorry for the lack of dev updates here.

In the beginning of the last month we had a replacement in the dev team and our new coder @Gruni still needs to get up to speed about the codebase and how the game mechanics work. He is currently finishing work on an automated news system where you get the latest news from the forums directly in the game at the newsstand. This is a good start to get into the code before digging deeper into the game mechanics while our game designer @Alewx is working on the balancing.

We underestimated the effort required to rebalance the core systems of the game that involve the complex combat mechanics with all the dependencies along the way. :sweatgrinning: We figured that this would take a lot of time doing tests after adjusting one parameter at the time to see how a change affects the overall balance. With that many combinations possible it was determined that we would need to be able to simulate the combat system directly inside the game. The data we get out from the simulation greatly helps us identify the balancing issues, and to create a foundation for all further iterations. Currently the simulation tool needs to be finished and then we will make greater progress on the balancing front. :whistle:

When we and the testers are happy with the balancing, there will be a public test where you can try out the new balance and get a chance to give feedback on it, before it gets rolled out on the live servers. But we don't have an ETA for it yet. To be honest with you, it will still take a few weeks until it will be ready for the test server. But we want this update to be good and solid to avoid having to make big changes to the game’s balancing in the future.
does this mean that we will have to endure a few more months in PvP, where the lowest level is as strong as the highest level?🤔
 

Highway

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Easy, you are telling us something you already told PG a few months ago, right?
You mean that we our main coder left the team in March? Jup we told that the PG community because the planned updated we have in the works was delayed by that as well. We did not find a good replacement for that position until in May with @Gruni joning in. :celebrate:


does this mean that we will have to endure a few more months in PvP, where the lowest level is as strong as the highest level?
How is that? We did an update to adress this issue with the limiter adjustment.
 
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Mercurio

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You mean that we our main coder left the team in March? Jup we told that the PG community because the planned updated we have in the works was delayed by that as well. We did not find a good replacement for that position until in May with @Gruni joning in. :celebrate:




How is that? We did an update to adress this issue with the limiter adjustment.
the damage limiter has been adjusted, but the damage of the weapons is very high in relation to the vitality of the dinos, did you know that with just one skill Yager reaches 45k damage in just one stroke? that Gatling does 7k bleed damage and another 15k bullet damage (with clothes and a violent booster). it's too much damage for little vitality, not to mention the critical damage that can reach 30k. and the difference in damage from a lvl 50 to a lvl 55 is very little, lvl 55 can be defeated easily in case if the extra fails (and lvl 50 still has the advantage of the damage limiter), for example it is very difficult for a rex lvl 55 to kill a pachy lvl 50 because 4 seconds stunned is fatal, fatal to any dino, especially those that only contain melee skills.
 

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the damage limiter has been adjusted, but the damage of the weapons is very high in relation to the vitality of the dinos, did you know that with just one skill Yager reaches 45k damage in just one stroke? that Gatling does 7k bleed damage and another 15k bullet damage (with clothes and a violent booster). it's too much damage for little vitality, not to mention the critical damage that can reach 30k. and the difference in damage from a lvl 50 to a lvl 55 is very little, lvl 55 can be defeated easily in case if the extra fails (and lvl 50 still has the advantage of the damage limiter), for example it is very difficult for a rex lvl 55 to kill a pachy lvl 50 because 4 seconds stunned is fatal, fatal to any dino, especially those that only contain melee skills.
This is true and if that was not the intention then it must be reviewed again
 

kt.farkas

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@Gruni Glad to hear someone new on Dev Team. I hope you'll bring some revolutionary changes to Dino Storm. I hope you will be working for adding new creative contents. (Same wishes for all devs, we need new contents.)
 

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You mean that we our main coder left the team in March? Jup we told that the PG community because the planned updated we have in the works was delayed by that as well. We did not find a good replacement for that position until in May with @Gruni joning in. :celebrate:
no offense, but you realize this is why people are upset right? you tell pirate galaxy things pertaining to their updates, fair, but its now june and you said that the main coder left in march. 3 months between now and then and dinostorm's playerbase has been left largely in the dark. your team prioritizes communication with pirate galaxy players over dinostorm players even though we haven't gotten any major, game fixing updates in months. and yeah, you say you're working on it, but how did we have any way of knowing without anyone that bothers to tell us? it seems like you're getting annoyed with our constant complaints but honestly this is on you all. dinostorm is in serious need of some serious fixes and we've mentioned this time and time again and even told you what we feel would most benefit the game and the players and we're either brushed off or ignored entirely.


How is that? We did an update to adress this issue with the limiter adjustment.
especially with stuff like this. mercurio went into full detail about why this didn't help so i won't reiterate what he said because he worded it very well, but the main takeaway is that this didn't work and people wanted it to be removed entirely, not adjusted. it didn't even do anything. i die to 50s the same as i did back in march. we've told the devs and gms in no uncertain terms what we need to see and what the game needs. its like you all just go ahead with what you want instead of what the players want, even though i have yet to see a dev even log in to any of the ds servers, let alone be an active player. we're all just fed up because you say you're listening and you say you keep us in the loop but the reality is that you don't and its not fair to the people that support your game by playing it and buying gold.
 

JustaRavenPL

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Hey guys.

I don't know if I should be posting here, but I am the PG Veteran Player, have played and spent quite much on Dino Storm as well on Europe server even before Dev Shacks have appeared, and basically I am the YouTuber for Pirate Galaxy that tries to collect all feedback from Pirate Galaxy players and sending them somehow to devs, by posting videos on my YouTube channel (Pirates' Voice series).

I am reading the Dino Storm forum for long time already and I understand how You feel. I don't really want to defend game I play that much but You have to look at different side of the story.

Basically, when Dino Storm has been released in 2012 (fix it, if I am wrong :angel:), andyears after the release, Pirate Galaxy didn't have much updates. Developers have focused into upgrading Dino Storm and spent a lot of time to make the game amazing. That unfortunately costed Pirate Galaxy game to lose many, many players that wished for real updates to come. Some of the bugs found years, years ago, are being fixed just now, because of that, how the game was left alone in the times, it was really prosperous.

As much as You should know, Developers had their own problems and stuff to solve. Still, Dino Storm Devshacks have started more than an year faster, than Pirate Galaxy Devshacks. You have got few more maps, dinosaur, the weapons, implants etc, when we still don't have one full Starsystem finished, that Developers have introduced firstly in 2013 in form of episodes. We still are waiting for completed Conquest Renewal Update that was said to be way earlier. But Pirate Galaxy community understands that Splitscreen Studios have 2 more games to bring updates to (Dino Storm and Steel Legions).

Now, You would ask me, why do I write all of this? Just to show You, that we are (I may say) worse condition for now, and we still don't cry over Dino Storm being better upgraded or something. Because that's true. One more, fast example. You have Daily Login Rewards. We have been requesting it and I was talking about it in Pirates' Voice series on YouTube, but probably not gonna happen :)

Summaring, let Developers work, and you will be really surprised on the end of the road :)

Greetings, RavenPL.
 

-Frigg-

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Hey guys.

I don't know if I should be posting here, but I am the PG Veteran Player, have played and spent quite much on Dino Storm as well on Europe server even before Dev Shacks have appeared, and basically I am the YouTuber for Pirate Galaxy that tries to collect all feedback from Pirate Galaxy players and sending them somehow to devs, by posting videos on my YouTube channel (Pirates' Voice series).

I am reading the Dino Storm forum for long time already and I understand how You feel. I don't really want to defend game I play that much but You have to look at different side of the story.

Basically, when Dino Storm has been released in 2012 (fix it, if I am wrong :angel:), andyears after the release, Pirate Galaxy didn't have much updates. Developers have focused into upgrading Dino Storm and spent a lot of time to make the game amazing. That unfortunately costed Pirate Galaxy game to lose many, many players that wished for real updates to come. Some of the bugs found years, years ago, are being fixed just now, because of that, how the game was left alone in the times, it was really prosperous.

As much as You should know, Developers had their own problems and stuff to solve. Still, Dino Storm Devshacks have started more than an year faster, than Pirate Galaxy Devshacks. You have got few more maps, dinosaur, the weapons, implants etc, when we still don't have one full Starsystem finished, that Developers have introduced firstly in 2013 in form of episodes. We still are waiting for completed Conquest Renewal Update that was said to be way earlier. But Pirate Galaxy community understands that Splitscreen Studios have 2 more games to bring updates to (Dino Storm and Steel Legions).

Now, You would ask me, why do I write all of this? Just to show You, that we are (I may say) worse condition for now, and we still don't cry over Dino Storm being better upgraded or something. Because that's true. One more, fast example. You have Daily Login Rewards. We have been requesting it and I was talking about it in Pirates' Voice series on YouTube, but probably not gonna happen :)

Summaring, let Developers work, and you will be really surprised on the end of the road :)

Greetings, RavenPL.
you're missing the point entirely. devs shouldn't favor one game over the other. ever. you make it sound like since pirate galaxy was neglected, its ok for the devs to neglect dinostorm. its not. the problems with dinostorm make it nearly unplayable sometimes. horrible lag issues? low level players killing max level players? clothes that degrade when its nowhere close to rollover? ridiculous amounts of dd to teleport? numerous bugs? terrible balancing to the point that the only real viable combo is pachy/gatling, MAYBE yager if you get lucky with crits?

no good game dev acts like this and leaves an entire playerbase out of the loop. look at mmos like world of warcraft, guild wars, final fantasy 14. the devs for those games provide constant community updates, even if there isn't necessarily an update to the game itself. they keep their players in the loop so the players aren't left wondering "gee, have they just forgotten about us or what?" let me reiterate what was said before - the main coder left in MARCH. it is now june, very nearly july, and we are only JUST NOW finding out about this. does this not seem like a problem to you? or does it really not bother you to have one game prioritized over others, even though by your admission it happened to pirate galaxy several years ago? and surely if you're also unhappy with what the devs have done, you would agree that they need to listen to their players more?

edit to add: the devs told us about this balance update in april, if you'll check the first post. the main coder left in march. there is NO MENTION of the main coder leaving in the first post. was the plan really just to leave us in the dark with this bit of bait to make it seem like something was happening soon, when in reality things were delayed? seems very dishonest.
 
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