Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Deathprize

Pages: 1 2 [3] 4 5 6
31
Suggestions / Re: Make every character be able to hit bosses
 on: September 17, 2018, 06:09:27 PM 
That would definitely help but still doesn't change if you like say Loath or Ayana they are not the best choices on any level where you shoot at stuff in the distance.

32
Suggestions / Re: Add random mission select for the antagonist back in
 on: September 17, 2018, 06:07:40 PM 
Yeah I think it should be separate but have a league table for each side. A bit like the one right at the start.

You get rewards based on your position that would be a lot higher than just playing the missions.

Would free up the standard missions allowing quicker progress. You would then want to play the antagonist or against one for the rewards.

Would make it less frustrating and better for both sides.

33
Bug report & Technical Support / Re: A Breath of Hope Enemy Spawn Bug
 on: September 17, 2018, 04:22:50 PM 
I have had this happen on a really long drawn out match on that level too. Except we run out of bullets but had the aleph. I had a full team of 4 so it's not tied to disconnects.

34
Suggestions / Re: Make every character be able to hit bosses
 on: September 17, 2018, 04:19:45 PM 
Yeah 25 damage per shot for the win. I need to get better!

35
Suggestions / Re: Make every character be able to hit bosses
 on: September 17, 2018, 03:28:51 PM 
Yeah that would be a good idea. May be difficult to implement though.

36
Suggestions / Make every character be able to hit bosses
 on: September 17, 2018, 02:23:53 PM 
Ok another mini rant here.

I feel there are now way to many characters and guns that cannot hit objectives correctly or at all. There is no warning for newer players about this either. It should not be possible to enter a match where barely anyone can hit things, this forcing surrender or a loss.

The single player mode gives these warnings so why not multiplayer? Or at least add an alternative means to cause damage to objectives to even it out a bit. The best option would be for the weapons to actually be able to hit, but I know that may not be the preferred option.

It sucks because it means certain characters barely get chosen as around half the levels now feature distant objectives. It would add more variety of everyone was viable on every level not matter what team composition.

An example would be fighting marmalade with Ayana, Loath, Lucia ( with short range gun) and Alicia (with sort range gun) it would be nearly impossible to do as no one could damage him quick enough or hit the distant faces.

37
Suggestions / Re: Add random mission select for the antagonist back in
 on: September 17, 2018, 02:08:45 PM 
The issue is a majority of people have the mentality that they must win every time no matter what or the game is broken. This time of player will only queue for levels like fistful of sand over and over again and will instantly kill the protector each time.

This is rubbish if you are on the receiving end especially if rewards are in play too. But if you are just starting what option do you have. If you need to finish that level to move onto the next and are unlucky enough to get 8 antagonist matches in a row against the same guy, which can and does happen. What do you do?

The same is true of every Counsil apocalypse level to a lesser degree. But with new players against an antagonist here he stops progress through an already grindy game as it is.

It just isn't fun for the four player team at all. I see way more disconnects on the raiders side at low levels than the antag. An example being I had four mentor matches and the same antagonist playing as Valeria invaded each one. Using the whip gun specifically on levels with choke points. Powered up this gun rinses the entire team before you can get close. If you don't have the right characters it's possible to get spawn locked. On every one of these matches the new players left and switched off the game. How is this good for getting people to stay around?

I understand antagonist can be fun and adds the end game when everything else gets stale. I really believe it should be separate, but bring back the league table they had in at the start but add raiders to it too. The top antagonist and team of the week then get a massive reward. The levels would be chosen an random each match for both sides too.

This would stop the noob stomping and disconnects that happen all the time now and add even more of an end game.

This game is difficult enough to get to grips with as it is without the added frustration of invasions when you first start. More players would be better for everyone.

38
Suggestions / Add random mission select for the antagonist back in
 on: September 15, 2018, 02:24:55 PM 
So I understand you can choose so as to get the blueprints when playing as an antagonist.

However everybody only plays the levels which heavily favour the antagonist such as all the counsil levels and as fistful of sand. This makes it incredibly difficult for newer players to progress.

I haven't seen an antagonist outside of the mentioned levels for a while.

It's especially rubbish with a fistful of sand as the antagonist can just kill the protector about a minute after he spawns. So that definitely needs addressing now.

39
Gameplay Feedback / Re: Still Too Many Antags...
 on: September 11, 2018, 11:57:57 AM 
Yeah that is a better summary than my long post above it.
I have seen it first hand with friends that like the game but instantly get turned away by the forced antagonist system. The games they went to play instead were either full PvE or you had the option to do both PvE and PvP.

I understand the antagonist system is this games unique selling point, but it turns many people away. More players gives a better chance of some of them being paying customers.

40
Gameplay Feedback / Re: New Game Rewards System and Gameplay
 on: September 11, 2018, 11:47:08 AM 
Exactly most people on the 8 eight rotation won't get everything during a day due to work commitments and sleep. If all the higher tier rewards were on the 24 hour timer you would be able to get all of them every day.

The set up now obscures the fact people in lower tiers get more rewards in a given day. Technically they don't as you could play all of the 8 hour rotations it's just really unlikely.

41
Gameplay Feedback / Re: New Game Rewards System and Gameplay
 on: September 11, 2018, 10:08:37 AM 
It's on an 8 hour rotation to purposely slow progress down so that the newer players can catch up I think. The only other reason would be to keep the higher players playing longer as they may stay on for multiple rotations, this seems unlikely though.


It doesn't make any sense any other way it would be easier to keep everyone on a 24 hour rotation otherwise.

42
Gameplay Feedback / Re: Still Too Many Antags...
 on: September 10, 2018, 06:14:02 PM 
I mean as the system stands now it is broken.

You can as a new player start on Counsil apocalypse at level one and be invaded multiple times in a row by people way higher than you with better guns, especially when maxed out. That have higher passives which have been buffed up since Raiders. They only have four characters to choose from two of which struggle to hit the objectives on the mouse and the snake. Most likely they get paired with a higher levelled player in a mentor match which pushes the difficultly up.

This does not a good first impression make. Then when they finally get to play as an antagonist themselves it's really difficult and discouraging.

The antagonist can straight up block new players progress by stopping blueprint and level progression.

Then after that if you stick around you see half the wins and losses are dictated by the MMR system and whichever side is lowest as it's very rare than both sides are even.

Nearly every single one of these problems is removed by making it a separate mode.

As it stands currently the structure is turning away many potential customers. Which is a shame as underneath it all the game is really fun.

43
Bug report & Technical Support / Re: Reward reset drop problems
 on: September 03, 2018, 09:51:17 AM 
Yeah same here since the update haven't seen one single common blueprint show up they are always gold.

Are the drops linked to which tier you are in so people in the high ones can't get commons?

44
Gameplay Feedback / Re: Mmr is this game biggest problem
 on: August 27, 2018, 07:06:42 PM 
I have played with him it didn't seem like he had cheats on as he did die. The guys he plays with can really rinse most of the levels.

45
Gameplay Feedback / Re: Mmr is this game biggest problem
 on: August 27, 2018, 07:04:40 PM 
Yeah if you keep MMR low, it's easier to win, games are found quicker, the rewards are better as you can ace the level without anyone dying. Because all of the weapons are maxed bosses die easier and grunts go down in a few shots.


On top of this a majority of antagonist matches will be in your favour as the team will likely have the same or lower MMR.

Statistically you can get through more matches quicker as a group this way, then just surrender to lower and start again. This would yield more rewards than roughing it out at at higher difficulty.

Pages: 1 2 [3] 4 5 6