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Tier 10 stuff is too easy to get right now.

Discussion in 'Starbound Discussion' started by HI-MAX², Aug 5, 2016.

  1. Yusuke Urameshi

    Yusuke Urameshi Space Kumquat

    @Plex_Director Annddd you're definitely NOT on a barren planet right? They do look similar, I just want to confirm.
     
  2. Plex_Director

    Plex_Director Pangalactic Porcupine

    Absolutely positive on that I'm not on a barren world.
    Trust me when I see that after spending the last year playing this game to obscene amounts, I kind of know my way around the galaxy! ;-)

    edit: excised some words
     
    Last edited: Aug 6, 2016
  3. Yusuke Urameshi

    Yusuke Urameshi Space Kumquat

    OKAY I had to make sure! I could explain the low tier guards being maybe because the game only generates up to Solarium tier and tier 10 is beyond that..but the erchius beast not coming after you despite having fuel? Idk about that one.
     
  4. Yusuke Urameshi

    Yusuke Urameshi Space Kumquat

    Does the erchius beast show up on other moons that don't have tenants on them?
     
  5. Plex_Director

    Plex_Director Pangalactic Porcupine

    I actually never encountered it before and I had long and high yield fuel runs before.
    That's what I was asking whether it was a matter of difficulty settings changing something.

    However, here's something I thought of:
    My save is actually a carry-over of the nightly pre-release, so could it be that?
     
  6. Yusuke Urameshi

    Yusuke Urameshi Space Kumquat

    I haven't played a nightly build of the game before, but maybe. You don't get the notification from S.A.I.L. whenever you pick up fuel on a moon?
     
  7. Plex_Director

    Plex_Director Pangalactic Porcupine

    Um, no... that said, if this was a one time only stuff, like S.A.I.L. does when first picking up ores, I wouldn't remember it.
    But your description sounds as if it always did that.
    Then no. I don't get any notifications while harvesting fuel.
     
  8. Mr.PotatoFudge

    Mr.PotatoFudge Phantasmal Quasar

    so let me get this straight

    the reason tenants drop high tier stuff is because the moons are considered tier 10?

    what planet tier is tier 9 or tier 8 then?


    also is it considered tier 10 because of the ghosts?

    ghosts have insta kill stats

    are planet tiers based off the mobs that spawn
     
  9. Yusuke Urameshi

    Yusuke Urameshi Space Kumquat

    Yea, it's every time. Yea maybe it's the nightly build thing. Weird. Could be worse! :rofl: You can always spawn in the tier 10 weapons.
     
  10. Yusuke Urameshi

    Yusuke Urameshi Space Kumquat

    Hmm...maybe in the future, CF will release tier 10 planets, filled with immortal monsters, who all gradually close in on you!! O.O
    The loot is good though!
     
    evilnancyreagan likes this.
  11. Plex_Director

    Plex_Director Pangalactic Porcupine

    Sooo, it was experimentation time for me and I'd say it was successful.
    I now strongly suspect that some universe settings were altered for the final release version and my nightly save didn't have those.
    In a new universe I just got to pick up some fuel on a random moon and, voilà, S.A.I.L. prompted its warning and a pink ghostly party crasher came along.
    I'd quess that now it shouldn't be a problem to farm some tier 10 items, but I'll need to continue my research first.
    My first erchius ghost.png
     
  12. LilyV3

    LilyV3 Master Astronaut

    I tested stuff yeterday, yes you get higher tier weapons, youc an make laods of emrchants too and they also sell higher tier weapons.

    The truth is, CF has probably a uncomplete model of the features, normally there should eb a chart what the thread affects so when someone decides to adjust a planets therad he should be able to go through that chart or diagramm (UML?) and see what this affects. would such a thing exist he would have see that this affects tenant loot and had to think about it if that should be affected. But such a feature documentary seems not to exist. Well o thet documentary contains the original idea with the housing value affecting loot and someone just never wrote down the current placeholder mechanic.
     
  13. Plex_Director

    Plex_Director Pangalactic Porcupine

    As I found out now, my problem was not caused by mods, as all of them are still active in a new universe where the moons and all tenants on them behave as they ought to in the current version.
     
  14. Dander.1981

    Dander.1981 Subatomic Cosmonaut

    I agree with this. Players who choose by biome/background to build their main mega structures at, will feel penalized because they didn't chose the over-specific planet or rather moon that generates better stuff. (Any fiery planet if they nerf the moon)

    But in order to not penalize those who decide to build a huge simple life style village or such, either. Here is a suggestion:

    Tiered Tenant Deeds Suggestion Draft
    Tier 1: Purchasable and requires 1 light source and a door in a room for placement.
    Tier 2: Craft combine Tier 1 + silver bar. Placement requirements: Those of Tier 1 + at least 1 other furniture/decoration (doors and light sources do not count)
    Tier 3: Craft combine Tier 2 + gold bar. Placement requirements: Those of Tier 1 + at least 2 other furnitures/decorations (doors and light sources do not count)
    Tier 4: Craft combine Tier 3 + platinum bar. Placement requirements: Those of Tier 1 + at least 3 other furnitures/decorations (doors and light sources do not count)
    Tier 5: Craft combine Tier 4 + durasteel bar. Placement requirements: Those of Tier 1 + at least 4 other furnitures/decorations (doors and light sources do not count)
    Tier 6: Craft combine Tier 5 + solarium bar. Placement requirements: Those of Tier 1 + at least 5 other furnitures/decorations (doors and light sources do not count)
    Tier 7: Craft combine Tier 6 + diamond. Placement requirements: Same as Tier 6 but is slightly larger, because now it have an "invest" (upgrade) button.
    Tier 8+: Tier 7 gets an upgrade button there you can invest increasing sums of pixels to upgrade to next tier. Each tier increase here won't guarantee a tenant gift of that tier, but an increasing chance that 8-10 tier gifts being generated. If destroyed an uninvested tier 7 deed is dropped.

    Something like that with some additional polishing.
     
    Last edited: Aug 6, 2016
    evilnancyreagan likes this.
  15. STCW262

    STCW262 Heliosphere

    That sounds awkward and a bit tiring to make in large amounts. It doesn't help that it would be more efficient to spam tier 1 deeds anyways.
     
  16. Dander.1981

    Dander.1981 Subatomic Cosmonaut

    Which part makes it awkward? The crafting iterations? The increasing room content requirements? It is just a draft where part of the idea is to reward the more wholesome settlements and not cheesy closet farms. While also giving the players more freedom to choose their planets and architectural style.
     
    evilnancyreagan likes this.
  17. Garatgh Deloi

    Garatgh Deloi Master Astronaut

    Earlier in development there was one upgrade path and 10 tiers (each armor a straight upgrade). Now they have instead made it 7 tiers with the two last tiers having three different paths (Separator, manipulator, accelerator).

    That the moons are still tier 10 is likely a oversight, or something that was done to scale up the erchius ghost without considering the effect it would have on colony rewards.
     
  18. STCW262

    STCW262 Heliosphere

    The increasing room content requirements AND the crafting iterations. Specially the latter (Nothing else involves using the previous tier of items to make, and those tend to not be used as ingredients themselves).
    Actually, there is already a good reason to make large rooms for tenants: Quite a few of their quests involve adding furniture to their houses, so small rooms mean either having to choose between keeping a tenant or getting a Reward bag.
    An easier way to do so would be to just make them give better "gifts" if their homes are larger and have more furniture involving their theme, with them outright giving some unique items. Right now, the only tenant who gives unique loot is the Fleshy one, who sometimes gives (Or used to. Was the Fleshbringer removed in 1.0?) an unique staff; while merchants would, if possible, spawn with more items in their inventories from the start and also sell rarer items. For example, a cell with the crates would result in merchants with slightly less items than they currently do, more crates and more space would make them sell more items and have a higher chance of selling better items, and large houses with lots of crates (Or other items with the tag that causes merchants to spawn) would have a large selection and would often sell Uncommon or even Rare weapons.
    The tier should still depend on planets, but doing quests for Merchants would cause them to "Update" their items to higher tiers. For example, a merchant that sells a Tier 1 pistol would replace it with a weapon that has the same name and look, but the stats would be increased to tier 2 upon doing enough quests for them. The quests could range from the stuff that is currently around to Mission-like quests involving one-time coordinates (Althrough this part might be too ambitious to be able to be done properly).
     
  19. Dander.1981

    Dander.1981 Subatomic Cosmonaut

    *Looks at the first, then the other. Repeats the process.*

    Don't get me wrong, your suggestion draft is good as any. But a question: How is your suggestion any less "awkward" when making large amounts? If anything it is more "awkward", player creativity restrictive and harder to implement for the devs. Just sayin'
     
  20. STCW262

    STCW262 Heliosphere

    It is more intuitive, and doesn't force players to make large houses for higher-tier tenants while encouraging them to make larger houses.
     

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