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Anyone else think the game could benefit from some big numbers? (semi-rant)

Discussion in 'Starbound Discussion' started by TuxedoBillMask, Dec 7, 2013.

  1. TuxedoBillMask

    TuxedoBillMask Space Hobo

    Even it all boils down to the same kind of system, I think having steadily increasing numbers for damage you do/health of monsters that are harder/etc would make it feel more worthwhile to play through different gear progressions than just seeing the same randomly generated monsters in the next sector that still have 100 hp and all you do is basically a percentage of it...

    I want to see the numbers start low/normal for the first system but have dmg and hp numbers in the billions by the end of the game (and dmg popups would say things like 12.4k, 14.53bil, etc etc).

    Artificial or not, slowly scaling numbers for stats give a much better sense of progression and reason to keep playing to get that "awesome new weapon" or "the best armor"

    just my two cents

    also ranting about the "random stuff"...

    terraria made it feel like there was a reason to upgrade your gear because then you could take a dungeon or the jungle on and have it mean something and get new awesome items that actually did different things.

    In this game if you can't take on your dungeon or castle place yet? Why just hop on down to a lower difficulty area that has the same kind of area and do it there! it doesnt matter if you do it or not though because the only kind of static loot in those areas at the moment is stupid crap to decorate with that doesn't matter mostly because youll be planet hopping too much to want to even stay in one place with a base you can decorate! hurray! blah...

    I think half the problem is that ALL of the planets can have the same kind of stuff on them... there should be certain buildings or areas that are only available at a certain point to ensure you can get unique items from those areas that will be worthwhile in some sense. "Oh you mean to tell me I can find a prison on a level 1 planet or a level 40 planet and the only difference how quickly I get killed and the armor penetration stat of random weapon drops? OH IM SO EXCITED!!! </sarcasm>"

    The random elements of the game lead to it being boring... especially with the monsters. "oh they look different.... but it doesn't really matter because it doesn't tell me anything and the only thing that matters is the level of planet or sector I'm in..." Different areas should have specific enemies so you can see them and just go, "OH ****... its those guys! I'm so dead right now I better run away!"

    oh well
     
  2. TuxedoBillMask

    TuxedoBillMask Space Hobo

    ha, guess no one feels that way...

    I think the problem big numbers solve is the fact that everything now just seems to be percent based with no static damage numbers... my level 43212 sword of killy awesomeness that can do 100 damage to an endgame monster should not only being doing that same 100 to something on the first planet you come to... it should do like 1.4e35.

    I want to see the fruits of my labor and have the fact that I'm wasting my darn time playing this game hidden by the big numbers and craftily led to believe that the progression of the game actually means anything. This game as it is now just basically straight up tells the player "yeah theres no point to any of this and you're wasting your time" without even trying to be sneaky with things like "oh yeah youve gotten the mythical +50 power beam sword of ultimate badassery! now look how big your numbers are against the monsters in the beginning of the game that gave you so much trouble before!"

    It's about presentation, and as it stands now the game does a very bad job of understanding how to trick players into keep on playing their game or even get them to play long enough to get to the end of it.

    I've reached the end of the beta (yes, even the workarounds to add frozium, violium, and impervium stuff), and for now I don't really even care about my character being deleted soon because all it's convincing me to do is not play the game again until it's 100% finished... but even then if the game still uses a simple percent based system to get around having to do actual maths and have weapons be unique in a way besides armor penetration.... then the game is stale and boring fer sure
     
  3. Bertshet

    Bertshet Pangalactic Porcupine

    The game is undergoing some balancing and changes on the stats for weapons and armor. I see your point and do think that both are viable just that there needs more information about it.
     
  4. Dagomani

    Dagomani Space Spelunker

    Now, good sir, you are talking about something that might be right here!

    Me and 2 of my freinds have beaten the Beta. We have full Imperial or" whatever that freaking ore is called"-armor and i agree.
    I have no idea why monsters would onehit me, and i have no idea why i one hit them.

    The system is being worked over, but in general i really do agree with you!
    I might not think it needs to be 14030059 dmg! but i would like some sort of clear idication that tells me alot about the fight.

    Besides that, some of the things that really needs fixing is the progression :)
    (Its way to easy to beat everything, if u just think outside the box)
     
  5. Lornami

    Lornami Scruffy Nerf-Herder

    I don't know if it's a huge of problem as it seems to you , but I agree with that little point. If I got a level 40 legendary axe, when I return to my Alpha home I would like to see it do 4305090 damage to those monsters, hahaa. When my rocket launcher used to one hit things, (and myself and friends), but now does 4 damage with Impervium Armor it gets hard to really understand how much damage I'm actually doing.
     

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