Mercurysteam's Hangout

BARRACKS => Suggestions => Topic started by: Tekato on September 08, 2018, 01:53:15 PM

Title: Antagonist system
Post by: Tekato on September 08, 2018, 01:53:15 PM
Please remove it I believe it is killing what's left of the player base and the fact that new players have to deal with this can be frustrating. This is not a fun mechanic I suggest adding a seperate pvp mode for those that really want it.
Title: Re: Antagonist system
Post by: Onionsunleashes on September 08, 2018, 02:22:40 PM
I disagree a good team can absolutely shut down a antagonist  there are only a few missions I'd say lean towards the antagonist favor
Title: Re: Antagonist system
Post by: Tekato on September 08, 2018, 06:56:02 PM
I disagree a good team can absolutely shut down a antagonist  there are only a few missions I'd say lean towards the antagonist favor
Sure with a good team it's no problem dealing with one. But that doesn't change the fact that it's a pointless annoying mechanic which doesn't even reward either side with anything other than the basic mission rewards. Also finding a good team with the already small player base is not that easy, especially with all the new players coming in because of the change to free to play. Think about all the new people starting this game that get completely destroyed by high lv antagonist, those players will most likely leave the game without looking back.
Title: Re: Antagonist system
Post by: Hiero_Glyph on September 08, 2018, 07:41:24 PM
To be fair, most new player will leave the game and never look back for a myriad of reasons. The antagonist is just one of many problems Spacelords has with player retention.
Title: Re: Antagonist system
Post by: OldToothless on September 08, 2018, 08:07:23 PM
I've not posted before but i have to agree with you Tekato(and the other posts here and on reddit about this matter).The approach taken here to force the pvp no matter what just seems punitive.Options and rewarding people for taking part in them is a far better approach in my opinion.
I post because yes i have seen alot of people quit but now i'm about to lose from the game my two friends and teamates as well.
I really do love the game but it just seems the dev team are sat on decisions that are stopping people enjoying it at their own pace.
Good luck all.
Title: Re: Antagonist system
Post by: Hiero_Glyph on September 09, 2018, 12:09:58 AM
I've not posted before but i have to agree with you Tekato(and the other posts here and on reddit about this matter).The approach taken here to force the pvp no matter what just seems punitive.Options and rewarding people for taking part in them is a far better approach in my opinion.
I post because yes i have seen alot of people quit but now i'm about to lose from the game my two friends and teamates as well.
I really do love the game but it just seems the dev team are sat on decisions that are stopping people enjoying it at their own pace.
Good luck all.

I think that is fair. I would like to see more numerous but easier to achieve goals. That way players feel like they can accomplish something every time they play even if it is just for a few hours. Right now the gold grind is pretty intense, then you have the 24/12/8 hour blueprint rotations, and then you have the faction point grind for card rerolls, and lastly the forge/account level system. Overall it feels like everything is a long grind, which is good but hurts new players who don't feel like they are making any real progress.
Title: Re: Antagonist system
Post by: Criselith on September 09, 2018, 02:56:44 PM
I agree! why so difficult to add a simple checkbox in Setting to block antagonists for your game?
Title: Re: Antagonist system
Post by: Tekato on September 09, 2018, 03:36:01 PM
This game is too unbalanced for pvp anyway most  characters can 1-2 shot you with the right build or just stunlock you with stagger shots. They should just focus on pve content and make playing missions worth it.
Title: Re: Antagonist system
Post by: Agent-Z46 on September 09, 2018, 05:51:23 PM
I strongly disagree with this. To me the Antagonist system is a core part of the game and is what makes it really fun. It shakes things up and makes the missions more interesting rather than doing the exact same thing over and over. I also love there being a lore reason for it. Even as a Raider I get excited when an Antagonist joins as it just makes it more fun. It's not just me that feels this way. Loads of players love the Antagonist system and honestly I'd be devastated if they removed it. It's also worth noting that the Raiders have the advantage over the Antagonist, not the other way around. I find myself getting more frustrated playing an Antagonist rather than a Raider. But that's how it should be. It's hard! You have to think and play a different way as you just can't take on four players at once. You have to be clever.
Title: Re: Antagonist system
Post by: Hiero_Glyph on September 09, 2018, 06:15:22 PM
I strongly disagree with this. To me the Antagonist system is a core part of the game and is what makes it really fun. It shakes things up and makes the missions more interesting rather than doing the exact same thing over and over. I also love there being a lore reason for it. Even as a Raider I get excited when an Antagonist joins as it just makes it more fun. It's not just me that feels this way. Loads of players love the Antagonist system and honestly I'd be devastated if they removed it. It's also worth noting that the Raiders have the advantage over the Antagonist, not the other way around. I find myself getting more frustrated playing an Antagonist rather than a Raider. But that's how it should be. It's hard! You have to think and play a different way as you just can't take on four players at once. You have to be clever.

Except I played in 5 or so Mentor matches last night and all but 1 of them had an antagonist. The problem is that in only 1 mentor match with an antagonist did the new player actually stay until the end of the match. That's not a good ratio for new player retention (nor is it worth +20% exp and a 300 gold bonus to play with only 3 players).
Title: Re: Antagonist system
Post by: Tekato on September 09, 2018, 06:17:11 PM
I strongly disagree with this. To me the Antagonist system is a core part of the game and is what makes it really fun. It shakes things up and makes the missions more interesting rather than doing the exact same thing over and over. I also love there being a lore reason for it. Even as a Raider I get excited when an Antagonist joins as it just makes it more fun. It's not just me that feels this way. Loads of players love the Antagonist system and honestly I'd be devastated if they removed it. It's also worth noting that the Raiders have the advantage over the Antagonist, not the other way around. I find myself getting more frustrated playing an Antagonist rather than a Raider. But that's how it should be. It's hard! You have to think and play a different way as you just can't take on four players at once. You have to be clever.
Hmm i can accept that some players might like it but I feel like you're overestimating the amount. Almost all if not all T1/2 players ignore the whole antagonist system, since the equilibrium is always at 0% for the most part.
Title: Re: Antagonist system
Post by: Level9Drow on September 09, 2018, 06:24:00 PM
It doesn't matter if you disagree with this, it's causing players to leave and is unhealthy for the game's longevity. if YOU like PvP then you would choose the antagonists option "on" in their hypothetical scenario. But the option to turn it OFF wouldn't hurt anyone who wants to PvP and keep it on. I don't understand people like you who want to decide for OTHERS just because they themselves like something. More options are ONLY a god thing.

People have been telling MSE for a long LOOOONG time now that they don't want PvP and that many people leave because of PvP. MSE, in my opinion, is being forced by higher ups who don't understand the situation or are being blindly stubborn and believe we like something we don't. This WILL hurt their game, it already is. And even more no than ever since it's so hard to get BP and rewards. The antagonists is even LESS liked than before since he can fuck your progress in a very bad way. Having an antagonist, as I've said before, doesn't rewards ANYTHING more than what you would already gain verses AI. In fact, it gives you LESS then what you would normally get. So there isn't any incentive to WANT an antagonists in your game.

I see newer players all the time, level 1 to 10 range, just disconnect when they see an antagonists, or just stand there and go AFK. I don't blame them, antagonists are nothing but making a player be a gate for progression, it's a dishonest divisive tactic. And it's no fun. I don't find it fun when I win against an antag either, because I didn't get anything special for winning that I couldn't get normally if not more, and the antag player lost and got shit rewards, and it didn't add ANYTHING beneficial to the match. So I just shake my head when we beat him because he reduced my rewards more than what we could normally get and he certainly didn't get the rewards he would normally get so we both lost. NO ONE gained above what they could get scoring a 9 point or higher score in PvE. And when he wins, I am tilted beyond believe and am likely to throw the game in resentment if I ever see him on my team so we are ven again and so it breeds toxicity between PvEers and PvPers, and I don't feel guilty. Why? It's easy, it's forced so I don't care.

they could fix all this and more, all they have to do is make it optional. Options are never wrong. I don't care about your "philosophy" and what you believe PvP should be seen as. I don't care if you enjoy it and youo think I should be forced to enjoy it. I just don't. But making it optional would mean both PvEers and PvPers can coexist, they could CHOOSE how they want to play the game (GASP BLASPHEMY, I know). And they could leave each other the fuck alone and players wouldn't leave when they are level 3 and have to fight a level 180, well carded, max forged Alicia going 100 mph through the air one shotting them. I mean how shit of an experience that is. They have EVERY RIGHT to leave, EVERY RIGHT to find it unpleasant and EVERY RIGHT to tell their friend NOT to play this game and to give it a terrible review on Steam or any other forum.

Wake up MSE.
Title: Re: Antagonist system
Post by: L E T H A L ☆ C E N T A U R I on September 09, 2018, 06:25:48 PM
Please remove it I believe it is killing what's left of the player base and the fact that new players have to deal with this can be frustrating. This is not a fun mechanic I suggest adding a seperate pvp mode for those that really want it.

I wouldn't say kill it. I would just make it an optional setting.

If you want to deal with the challenge of having an antag then play it that way. If not, then choose not to. I kinda don't care that much but it is pretty annoying sometimes (which is the entire point of antag LOL)
Title: Re: Antagonist system
Post by: Agent-Z46 on September 09, 2018, 06:47:16 PM
It doesn't matter if you disagree with this, it's causing players to leave and is unhealthy for the game's longevity. if YOU like PvP then you would choose the antagonists option "on" in their hypothetical scenario. But the option to turn it OFF wouldn't hurt anyone who wants to PvP and keep it on. I don't understand people like you who want to decide for OTHERS just because they themselves like something. More options are ONLY a god thing.

People have been telling MSE for a long LOOOONG time now that they don't want PvP and that many people leave because of PvP. MSE, in my opinion, is being forced by higher ups who don't understand the situation or are being blindly stubborn and believe we like something we don't. This WILL hurt their game, it already is. And even more no than ever since it's so hard to get BP and rewards. The antagonists is even LESS liked than before since he can fuck your progress in a very bad way. Having an antagonist, as I've said before, doesn't rewards ANYTHING more than what you would already gain verses AI. In fact, it gives you LESS then what you would normally get. So there isn't any incentive to WANT an antagonists in your game.

I see newer players all the time, level 1 to 10 range, just disconnect when they see an antagonists, or just stand there and go AFK. I don't blame them, antagonists are nothing but making a player be a gate for progression, it's a dishonest divisive tactic. And it's no fun. I don't find it fun when I win against an antag either, because I didn't get anything special for winning that I couldn't get normally if not more, and the antag player lost and got shit rewards, and it didn't add ANYTHING beneficial to the match. So I just shake my head when we beat him because he reduced my rewards more than what we could normally get and he certainly didn't get the rewards he would normally get so we both lost. NO ONE gained above what they could get scoring a 9 point or higher score in PvE. And when he wins, I am tilted beyond believe and am likely to throw the game in resentment if I ever see him on my team so we are ven again and so it breeds toxicity between PvEers and PvPers, and I don't feel guilty. Why? It's easy, it's forced so I don't care.

they could fix all this and more, all they have to do is make it optional. Options are never wrong. I don't care about your "philosophy" and what you believe PvP should be seen as. I don't care if you enjoy it and youo think I should be forced to enjoy it. I just don't. But making it optional would mean both PvEers and PvPers can coexist, they could CHOOSE how they want to play the game (GASP BLASPHEMY, I know). And they could leave each other the fuck alone and players wouldn't leave when they are level 3 and have to fight a level 180, well carded, max forged Alicia going 100 mph through the air one shotting them. I mean how shit of an experience that is. They have EVERY RIGHT to leave, EVERY RIGHT to find it unpleasant and EVERY RIGHT to tell their friend NOT to play this game and to give it a terrible review on Steam or any other forum.

Wake up MSE.

There's no need to be so aggressive. I meant no harm. Just trying to convey that there are fans who really enjoy the system. The problem with making it optional is that it'd take just 1 player for a whole team to miss out on it. Plus it'd make it harder than it already is for an Antagonist to find a game. I know I already said I believe it to be a core part of the game but I really can't stress that enough. It's part of what really separates this game from others imo. Plus your supposed to react with dread when you get an Antagonist. Considering the way they do it, with Uras-Beherit taunting you. Doesn't make a lot of sense to have that and have a Raider be able to choose whether it happens or not. Again it's just my opinion.
Title: Re: Antagonist system
Post by: L E T H A L ☆ C E N T A U R I on September 09, 2018, 07:15:56 PM
There's no need to be so aggressive. I meant no harm. Just trying to convey that there are fans who really enjoy the system. The problem with making it optional is that it'd take just 1 player for a whole team to miss out on it. Plus it'd make it harder than it already is for an Antagonist to find a game. I know I already said I believe it to be a core part of the game but I really can't stress that enough. It's part of what really separates this game from others imo. Plus your supposed to react with dread when you get an Antagonist. Considering the way they do it, with Uras-Beherit taunting you. Doesn't make a lot of sense to have that and have a Raider be able to choose whether it happens or not. Again it's just my opinion.

Quote
The problem with making it optional is that it'd take just 1 player for a whole team to miss out on it.

 ummm So what that's literally the point????

But Yeah Drow kinda takes shit mega-personally for some reason lol I think he's gonna get ips and someone's home address and kill them one day tbh even though I agree with him.



Title: Re: Antagonist system
Post by: Agent-Z46 on September 09, 2018, 07:30:41 PM
There's no need to be so aggressive. I meant no harm. Just trying to convey that there are fans who really enjoy the system. The problem with making it optional is that it'd take just 1 player for a whole team to miss out on it. Plus it'd make it harder than it already is for an Antagonist to find a game. I know I already said I believe it to be a core part of the game but I really can't stress that enough. It's part of what really separates this game from others imo. Plus your supposed to react with dread when you get an Antagonist. Considering the way they do it, with Uras-Beherit taunting you. Doesn't make a lot of sense to have that and have a Raider be able to choose whether it happens or not. Again it's just my opinion.

Quote
The problem with making it optional is that it'd take just 1 player for a whole team to miss out on it.

 ummm So what that's literally the point????

But Yeah Drow kinda takes shit mega-personally for some reason lol I think he's gonna get ips and someone's home address and kill them one day tbh even though I agree with him.

I meant that in the context in a team of four players, if three voted yes for an Antagonist but just one voted no than the whole team plus the Antagonist misses out. I might be exaggerating but the option of removing an Antagonist just sounds to me like it'll be so much more rare to find a game with/as an Antagonist. And I already find so little games with an Antagonist.
Title: Re: Antagonist system
Post by: Tekato on September 09, 2018, 08:12:31 PM

I meant that in the context in a team of four players, if three voted yes for an Antagonist but just one voted no than the whole team plus the Antagonist misses out. I might be exaggerating but the option of removing an Antagonist just sounds to me like it'll be so much more rare to find a game with/as an Antagonist. And I already find so little games with an Antagonist.
The fact that its hard to find matches with antagonists suggests that not many want to play it in the first place. Like I've said before the rewards are terrible and it honestly feels bad annoying other players or causing them to fail the mission for seemingly no real reason other than just to troll. This not only causes new players in lower tiers to give up on the game which is where most of the antagonist like to hang out, but it also promotes negative/toxic behavior in the community. The only solution is to make it optional or maybe give better rewards  for being/encountering an antagonist.
Title: Re: Antagonist system
Post by: Agent-Z46 on September 09, 2018, 08:21:29 PM

I meant that in the context in a team of four players, if three voted yes for an Antagonist but just one voted no than the whole team plus the Antagonist misses out. I might be exaggerating but the option of removing an Antagonist just sounds to me like it'll be so much more rare to find a game with/as an Antagonist. And I already find so little games with an Antagonist.
The fact that its hard to find matches with antagonists suggests that not many want to play it in the first place. Like I've said before the rewards are terrible and it honestly feels bad annoying other players or causing them to fail the mission for seemingly no real reason other than just to troll. This not only causes new players in lower tiers to give up on the game which is where most of the antagonist like to hang out, but it also promotes negative/toxic behavior in the community. The only solution is to make it optional or maybe give better rewards  for being/encountering an antagonist.

I feel it's more because the community is a bit smaller than I'd like it to be. Plus being from Australia it seems to try and match me with Australians before giving up and pairing me with Americans. Even when searching as a Raider I seem to have to wait over 10 minutes before finding a game. I don't really understand how it promotes toxicity though.
Title: Re: Antagonist system
Post by: Hiero_Glyph on September 09, 2018, 08:32:57 PM
1) New player should never encounter an antagonist until level 8. It just ruins the learning curve of the game.

2) Rewards for fighting against an antagonist need to be greatly increased. At least make it a rewarding experience for the Raiders.

3) MMR is not an accurate way to match Raiders vs Antagonists. Players can easily tank their MMR and then you get (the appearance of) very imbalanced matches where a level 100+ is against level 20s, or vice versa.
__________

So what if there were special bounties/assignments added that challenge raiders to take out Antagonists. These rewards would be separate from the normal timed adventures rewards, and could even have their own match-making. Think of these like daily/weekly challenges with substantial rewards for any progress made.

1) This would give players something extra to grind for when waiting on the next timer reset.

2) As this would be a separate MM, Raiders would queue up into a general pool to speed up the matching process.

3) Rewards would be based on the number of wins per day/week. So players would get increased bonuses the more wins they accumulate. This would encourage an active queue but would also make it entirely optional.

4) I'm still unsure about the reward structure but I think this would be a viable solution for blueprint grinding. So basically you let players grind blueprints here but it requires multiple wins as/against an antagonist to acquire them.
Title: Re: Antagonist system
Post by: L E T H A L ☆ C E N T A U R I on September 09, 2018, 08:42:46 PM
I agree. There should be an antagonist bonus of some sort. Like extra gold/XP...etc. (but only if you WIN against them...Maybe.).

Weekly or daily quests would be an excellent idea. There isn't much to do in this game besides grind the same shit over and over. I'm kinda getting a bit bored with it tbh even though I like it.
Title: Re: Antagonist system
Post by: Jaguar0185 on September 09, 2018, 09:58:39 PM
I disagree a good team can absolutely shut down a antagonist  there are only a few missions I'd say lean towards the antagonist favor


With a good team. yes, but when playing with biginners is too hard specially if the antagonist is in a higher level than the other players
Title: Re: Antagonist system
Post by: pululon on September 11, 2018, 02:39:53 AM
There's no need to be so aggressive. I meant no harm. Just trying to convey that there are fans who really enjoy the system. The problem with making it optional is that it'd take just 1 player for a whole team to miss out on it. Plus it'd make it harder than it already is for an Antagonist to find a game. I know I already said I believe it to be a core part of the game but I really can't stress that enough. It's part of what really separates this game from others imo. Plus your supposed to react with dread when you get an Antagonist. Considering the way they do it, with Uras-Beherit taunting you. Doesn't make a lot of sense to have that and have a Raider be able to choose whether it happens or not. Again it's just my opinion.
If is hard to find a match its proof that the antag mode isn't so loved.
If you ask me, I would make it optional, you chose before go to matchmaking if you want or not an antag. Then give more rewards (a lot more) in antag mode so people have some kind of incentive to play it.
You can even make an antag ranking, and put special rewards if you beat the best antags of the game, like a bounty.
But make it optional, the idea is to keep the players playing the game, not leaving because the antag
Title: Re: Antagonist system
Post by: LordDraco3 on September 12, 2018, 12:10:50 AM
Please remove it
 This is not a fun mechanic

(https://cdn.discordapp.com/attachments/401234699269177344/489195581722329088/Luke.jpg)

Also not sure why i'm replying to like the 5th currently active topic on this same subject that's in 4 different sub-forums with the same 5 people replying with the same thoughts every time.

Antag is pretty much all I play anymore. Raider is not as fun, it's DEFINITELY not as fun without friends, and neither mode is particularly rewarding anymore.
Title: Re: Antagonist system
Post by: Hiero_Glyph on September 12, 2018, 04:38:52 AM
Please remove it
 This is not a fun mechanic

(https://cdn.discordapp.com/attachments/401234699269177344/489195581722329088/Luke.jpg)

Also not sure why i'm replying to like the 5th currently active topic on this same subject that's in 4 different sub-forums with the same 5 people replying with the same thoughts every time.

Antag is pretty much all I play anymore. Raider is not as fun, it's DEFINITELY not as fun without friends, and neither mode is particularly rewarding anymore.

I agree that playing as/against an antagonist can be extremely fun, except when it directly hurts player progression. As a result the current implementation is only causing problems for the game. As noted, most mentor matches with an antagonist end with the new player quitting. Most blueprint matches which now require a win to even roll end with frustrated players when a antagonist joins.

Again, there is a lot of fun to be had when facing an antagonist, but it should not hurt player progression. And yes, I also agree that the rewards need to be increased so that players want to play as/against an antagonist. There are several ways that this could be improved but the current system is not helping player retention so until it is improved maybe Mecurysteam should restrict it until they build a proper community.
Title: Re: Antagonist system
Post by: LordDraco3 on September 14, 2018, 08:50:22 AM
I do feel bad now if I win an antag game where someone was going for a BP. I agree that the fact that players fighting players is literally fighting against each other's progression like some sort of gladiator tournament is bad. I have not done a friendly antag until after this update.

I've been playing a lot more Dead by Daylight now where everyone gets more points the more you play and interact with each other, not LESS. Killers that tunnel and camp survivors too fast get less points than ones that draw the match out.
Title: Re: Antagonist system
Post by: pululon on September 14, 2018, 11:17:49 AM
The problem is the rewards, you earn less in an antag match than in a common match, even winning... since your performance usually is worst, more time, more casualties, ending with a bad score... then fewer rewards... The rewards need to be better in an antag match than in a common, even losing.
Title: Re: Antagonist system
Post by: B30 on September 14, 2018, 12:10:43 PM
The problem is the rewards, you earn less in an antag match  …

Exactly, it's just dragging things out and it does not bring the slightest benefit to the end result.
And that raises the question, why should somebody play against an antag? Unfortunately somebody have to, because it's not optional. Make it optional or change something in the reward system.
Title: Re: Antagonist system
Post by: Tekato on September 14, 2018, 03:23:41 PM
The problem is the rewards, you earn less in an antag match  …

Exactly, it's just dragging things out and it does not bring the slightest benefit to the end result.
And that raises the question, why should somebody play against an antag? Unfortunately somebody have to, because it's not optional. Make it optional or change something in the reward system.
The only issue with just adding better rewards is that it will cause a lot of players to become antagonists, which will only increase the forced pvp on more people that don't really enjoy it. This also doesn't fix one of the biggest problems with the whole antagonist system matchmaking. With the way it currently is you could end up with extremely high lv gaps in the team. Like a lv 12 antagonist could end up againts a team of lv 100s or a team of lv 30s against a lv 200 antag. It's completely broken and unbalanced so imo the best thing they could do is make it optional and focus on increasing the player base by fixing/adding better pve content.
Title: Re: Antagonist system
Post by: LoganMaze on September 14, 2018, 05:26:01 PM
The problem is the rewards, you earn less in an antag match  …

Exactly, it's just dragging things out and it does not bring the slightest benefit to the end result.
And that raises the question, why should somebody play against an antag? Unfortunately somebody have to, because it's not optional. Make it optional or change something in the reward system.
The only issue with just adding better rewards is that it will cause a lot of players to become antagonists, which will only increase the forced pvp on more people that don't really enjoy it. This also doesn't fix one of the biggest problems with the whole antagonist system matchmaking. With the way it currently is you could end up with extremely high lv gaps in the team. Like a lv 12 antagonist could end up againts a team of lv 100s or a team of lv 30s against a lv 200 antag. It's completely broken and unbalanced so imo the best thing they could do is make it optional and focus on increasing the player base by fixing/adding better pve content.
yeah, that is why they need to give you more rewards when loosing against an ant.
Title: Re: Antagonist system
Post by: Onionsunleashes on September 14, 2018, 05:28:03 PM
If they give solid rewards even if you lose to the antagonist that would be great and I think that would help people be less Salty
Title: Re: Antagonist system
Post by: Level9Drow on September 14, 2018, 05:34:34 PM
I do feel bad now if I win an antag game where someone was going for a BP. I agree that the fact that players fighting players is literally fighting against each other's progression like some sort of gladiator tournament is bad. I have not done a friendly antag until after this update.

I've been playing a lot more Dead by Daylight now where everyone gets more points the more you play and interact with each other, not LESS. Killers that tunnel and camp survivors too fast get less points than ones that draw the match out.

Agreed completely. Despite getting less rewards friendly antaging now than before I couldn't shit on someones BP chance. With the ability to choose where you can antag I can choose missions that are of no consequence to lose for me.

Before the patch I would just watch and observe the raiders when I freindly antag. Now, since the new BP system, I feed them aleph for their goal objectives, this will give them a better score as they will get it done quicker and with less deaths, thus improving their BP % chance.

If I had any inkling of doubt before about peaceful antaging it's gone now, I ALWAYS peaceful antag. If you guys see the antagonists is Level9Drow you are going to win the mission and will not have your BP or rewards compromised.

But here's the weird thing though, which brings it back inline with this topic, they will STILL get a lower score than if they fought the AI. An antag doing absolutely nothing and fighting against a lower level of enemies and getting the objective done SOONER will still give you a lower score than if you completed the mission against AI. And there's nothing I can do about that. I can only feed them Aleph, carry objectives for them or break barriers, but I can't change the fact that me just being there lowers their score.
Title: Re: Antagonist system
Post by: Level9Drow on September 14, 2018, 05:51:27 PM
If they give solid rewards even if you lose to the antagonist that would be great and I think that would help people be less Salty

If they made the antagonists not ruin your BP chance either. They should make losing gold and faction higher, right now it really hits hard to lose at all, against antagonists, against AI or against raiders. Losing rewards suck and used to be better (Also the faction is abysmally low even when you win). Then Level9Drow would be like, "Antag, eh, I'll get slightly less if I lose and it doesn't hurt my BP change, so heck bring it on, let's see what we can do against this guy." instead of, "THIS IS MY ONLY COMMON BP CHANCE OMFGMGGHMMMPHHSSSS!!! I CURSE THIS ANTAG WITH BY MY BLOOD AND PACT WITH SATAN!!! I WILL TRAIN FOR THE NEXT 12 YEARS TO HAVE MY REVENGE UPON HIS ANCESTORS!!"   So, yea I think it MSE doesn't want to remove it they could make it so it doesn't fuck you so bad or ruin BP chance.

If I lost against an antag and got 1k gold and 800 faction and my BP chances were the same, as apposed to 2k gold 1.5k faction for winning, I wouldn't care so much anymore. They would have to make it so the rewards for surrendering would be terrible though, since they wouldn't want to have people abusing this generous system. So only legitimate losses would have good consolation rewards, but surrendering would give poor rewards.
Title: Re: Antagonist system
Post by: Ken Marinaris on October 17, 2018, 11:14:36 PM
Hi, I am a quite new player (level 9 so far) but I think I am done with this game.
1 Why do I have to fight against players lev 154 when I am only lvl 9. Even if I do not want to fight them, they keep killing me as I am weaker.
2 I want to play some characters but I need to unlock them first. Well. I am not going to play character I do not like to be able to unlock my characted when I am, let's say, lvl 50 or something. I do not have 30 hrs to do it.
3 Remove that talking guy after every finished match. He is funny few times only and really irritating later.
4 I need to finish certain mission 5 times online to play it solo? Really:)
Title: Re: Antagonist system
Post by: Ac3_f4ce on October 18, 2018, 04:34:53 PM
I strongly disagree with this. To me the Antagonist system is a core part of the game and is what makes it really fun. It shakes things up and makes the missions more interesting rather than doing the exact same thing over and over. I also love there being a lore reason for it. Even as a Raider I get excited when an Antagonist joins as it just makes it more fun. It's not just me that feels this way. Loads of players love the Antagonist system and honestly I'd be devastated if they removed it. It's also worth noting that the Raiders have the advantage over the Antagonist, not the other way around. I find myself getting more frustrated playing an Antagonist rather than a Raider. But that's how it should be. It's hard! You have to think and play a different way as you just can't take on four players at once. You have to be clever.

I'm on the same page as you are. I like the Antogomist system and I can live with the Mentor matches. If you give the people the option to toggle mentor and the Antagonist system 85% of the time they will not participate in it.

This is MS's vision. They wanted to create a game that was in my opinion is spontaneous. Going into a match you don't know if it will be a mentor match or if you will  fight an antagonist. You might get both. Who knows. That's what makes it exciting. This is what makes it stand apart from other games. The Antogonist system adds a little something to the daily grind for gold and blueprints. It changes the flavor. I don't like the grind. Playing the same mission over and over and over with nothing different becomes boring. Antagonist adds a little fun to it. Not to toot my own horn but I body antags.

The Antags aren't the problem in my opinion it's the rookie players, the baby Harecs, and the mentor system.  The biggest problem being we can't communicate with other players properly. All we have is that prompt wheel. The 2 prompts on that  wheel most used are "ok" and "come with me". We need one to be able to let them know when they need to do something and if they're doing something wrong. Like killing elites when we need the aleph. Or dropping off their Aleph.

Antags on mentor matches maybe shouldn't be a thing. I've actually seen more high level players quit Antag matches becasue they got matched up with low levels. With that being said I think a good solution would be if you aren't a high enough level to be an antag you shouldn't meet one.