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Messages - MSE_Amat

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16
Bug report & Technical Support / Re: Matchmaking xbox one
 on: September 23, 2017, 12:30:43 PM 
Where you on a squad when trying to join the game? If so, of how many members?

You can only play the first mission of Alien Myths (In shock) after you beat Hanging by a thread. This can be done either in solo or multiplayer mode.

17
Spacelords Universe / Re: Antagonist waiting times
 on: September 17, 2017, 04:14:36 PM 
Antagonist waiting times are a matter of offer and demand. Because we're in an open beta right now, population is distributing in very excepctional ways. As tribas has pointed out, this was not such a big issue in the closed betas.

When the game comes out, there will be different incentives for playing as a raider and as the antagonist, we'll be watching closely as the actual game population stabilizes.

18
It is an irritating issue indeed. It has been fixed in the code, however, we're not sure whether it will make it on time for launch or if it'll come some time later in a patch.

19
Sorry but not from the closed beta. It's been a period of wild testing for us, the beta is a very different experience from the one you will enjoy when you play the actual game.

20
Gameplay Feedback / Re: Shae Unlock Issue
 on: August 19, 2017, 02:04:47 AM 
Shae can be played but not recruited as a Raider during the beta. That means you can play as Shae with her default loadout but not unlock her cards or build her extra weapons.

She will not be recruitable during the beta. Apologies if previous communications suggested otherwise.

21
Spacelords Universe / Re: Weapon side switch with KB/M
 on: July 15, 2017, 03:53:36 PM 
The default key for switching camera is TAB. It should show up as "Move camera" in the settings menú.

22
Gameplay Feedback / Re: Reward system needs overhaul.
 on: June 19, 2017, 10:56:29 PM 
This is very interesting feedback!

Allow me join you and see if I can add some perspective to the debate by defining the aims and goals of the reward-sharing system:

The driving force behind this system is player choice. Raiders of the Broken Planet has very different rewards that the players may want to unlock. We want the players to be able to focus on their own goals. We also want them to have to take interesting decisions in the process:
- Which mission awards more of the thing I'm interested in?
- Given the choices of the other players, is there a better option left out for me? Is there a big reward that I can snatch?
- Do I have great synergy with these players that are not interested in the same reward as me? Maybe I can invite them to my squad and play a couple more games with them.

The blueprint raffle is a cathartic, memorable moment. It can be as much frustrating to lose as it can be ecstatic to win. Note that the reward system forces no random outcomes on the players. They can choose not to participate in the blueprint raffle. There's 4 rewards for 4 players, so there's at least one guaranteed full reward awaiting the player who chooses not to participate.

Loot sharing is a common game mechanic in dungeon-based cooperative games. It creates dynamics between the players and a soft offer-and-demand system. Note that rewards are given out for losses as well as for victories. The only factor governing the quantity of the rewards is the speed and advance in the mission.

Even if a mission is completely impossible to beat, and Dr. Kuzman has got the Raiders on their knees, it's still worthwhile to fight until the end, because any amount of progress made on the boss' HP bar will reflect on the rewards. This is a very important message that we want to send to each Raider: No matter how impossible it seemed, every little push you made to make it to the finish had it's reward.

23
Gameplay Feedback / Re: Special mouse sensitivity for sniper
 on: June 19, 2017, 10:18:02 PM 
Character-specific sensitivity settings is definitely something we're looking into.

24
Ship's Log / Design Insights: Raiders Game Balance
 on: May 16, 2017, 12:23:54 PM 
Here's a few insights regarding the evolution of Raider's game balance that we want to share with you, but before we address the issue in more detail, there’s a point to make: Extensive play testing of balance issues takes a lot of time and people to fine tune, specially when it comes to low-to-mid skill players that quickly change their game style after a couple of weeks playing.

That's why our approach has to be very open and honest with you: It is an ongoing process. This is not a pre-cooked experience. We want you to come along with us and unlock the strategies of the game together, hence the low-price [TBA] entry point and the campaign-based nature of the game. If you are not happy being a part of an online game that is already ‘solved’, this is the game for you!

In the past, traditional symmetrical PvP games have had little variance in objectives and instead have focused on producing an interesting ecosystem of characters and skills that compete with each other. Hopefully reaching a point where the fluctuations of the balance and the meta are healthy and based on the player's actions, rather than being harsh and based on the developer's changes.

Raiders of the Broken Planet presents you with a different environment for these concepts of ‘balance’ and ‘meta’ because it plays as a cooperative game against the AI with an invasion from players called “Antagonists”, rather than as a symmetrical PvP game.

Our aim is to recreate that special feeling of “finding out what the meta is” again and again. Not by designing around it, but by presenting new and different challenges that up the ante players will face: the missions. Obviously this ties in greatly with the narrative focus of the game, but let’s go back to the gameplay.

We have started by creating a cast of characters that represent different archetypes, or simply put; different methods of dealing with enemies. We will release new characters from time to time. New characters will shake the meta of already-released missions a little bit, but that is not our main focus here.

Our intent is to present players with a set of complex issues: “What is the best/easiest way to beat this mission with an optimal score”, “Who is the optimal antagonist character to use to ruin this particular mission for this particular group of Raiders”. This will not be a simple task then, there’s also different weapons and talent cards that one can customize the character with too, and a team of four raiders to assemble for the different tasks required in any given mission.

New weapons and characters will force the community to rethink this meta, in a different way for each individual mission. If they ever feel ‘solved’ to you, and you liked the experience, you may want to check out a new campaign when they are released.

This is just a little glimpse into the future. The current beta features only a couple of missions for you to try and this high variance in objectives can only be inferred at the moment. That is why our current focus is on player satisfaction when playing each one of the basic characters for now.

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