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Messages - lightoflife3

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16
Hopperorouk did you get my messages? I sent them to your profile page.

17
Gameplay Feedback / Re: Opinion on the games current state
 on: March 23, 2020, 09:23:16 PM 
The toxicity comes from the fact that this game is so complex it makes it impossible to properly balance.  That being such, it naturally attracts some scoundrels looking to exploit whatever imbalances are in the game's current state.  Obviously the solution is to separate the PvE and PvP modes, and give special exclusive rewards  for PvP.  CoD and Rainbow 6 Siege are both famous for their online PvP, but Zombies and Terrorist Hunt PvE are both very popular as well.

 MSE is stuck on keeping this niche as a 4v1 game like gollum is stuck on the ring.  It's time to swallow one's pride and evolve.  I believe this game is just as good if not better than WarFrame or Paladins, but the player base is obviously waaaaay lower.  Maybe it's time to take drastic action to fix that.
I don't think the toxicity is a symptom of game balancing issues. I think the game's balancing issues allow for people with pre-existing toxic tendencies to exploit the game in a way that they can feed into their own emotional problems.

By the way, I have written on the subject of ways to improve spacelords
https://www.spacelordsthegame.com/community/index.php?topic=31748.msg47972#msg47972
If your looking for ideas to improve PvP, I have made two brief bullepoints on the subject: sections 3a) and 3b)

Look for them in the link ( :

18
Here is the document I'm making for Shanzhai's backstory, this will probably be done in a week give or take

Backstory: https://docs.google.com/document/d/e/2PACX-1vSd8ricwd-3IpsotLk7f9ryJ6Dspw-vaWuxTkAED5ytbCeLoqddO2rTsWZ7ZJfU9j9xf3f-Mge00QYk/pub

Shanzhai's character concept (writing): https://docs.google.com/document/d/e/2PACX-1vQUso-gIltPO_zNQniJFu20oUme6TEXltwXgOBH604ikNXVbG0_vA8iCZAACCPysjGcU2Uj4Veb6_CM/pub

Hopperorouk if you've taken into consideration some artists in mind, I would like to be apart of the process ( :

19
ok perfect, now we need an artist to design him
i don't really care if MSE didn't actually consider add him, or even look at this post at all....but this can be the first community made raider...so i'll take my chances
I know I wasn't done working on the backstory, so I'm going to work on more of it tomorrow and convert the previous information into a document and post it on the forums. You wanna Co-Author it? I sent you a shareable link to the document to your account if your interested.

20
I had this hades division melee focus character idea
His name is Shanzhai (copycat in Chinese) and he looks like this kabuki ninja looking melee fighter

His abilities are his superior procedural and photographic memory that allow him to learn the fighting style of any chatacter just by watching them, he can then detect the opponents next attack

Ability: photographic reflexes : shenzhai can mark an elite or a raider to study them, if the marked target uses melee in line of sight,
shenzhai gains the ability to use their melee style+their movement speed+their finisher animation for 10 seconds

if shanzhai engaged the copied target in CQC within those 10 seconds, he can
 jump out of a grab throw from a copied target once
reduce damage done from copied character strikes by 50%
inflict 50% of the damage from a failed strike to the copied target





Weapons: shanzhai uses a collection of classic flint lock rifles that fire rounds that explode in a small radius and explosion damage falls off over radius distance
headshots won't cause a damage fall off in the explosion radius

What are his downsides? His weapons falls off over distance
And if he copies a council elite or raider he gains reduced movement speed

The target also has to be in line of sight and use his melee once for him to be able to copy the target
I think it's a step in the right direction ( :
Shanzhai's ability's parameters make him more balanced and you've also better described how his gameplay would work too.

The limited duration of the ability and the decreased movement speed pressures the player to engage in combat. Furthermore, trying to use the ability while on low health, can be risky, this can give the Shanzhai a higher skill ceiling.

  • If you need to hold the ability button down in order to start copying and your engaged in combat, then would you still be able to use CQC moves, in order to avoid strikes or counter grapples?
  • Also does the copying only have to work on strikes or can it also work on all CQC moves? I can see how it can create mind games, but that's just how CQC works in general, I don't think this will add mind games to CQC any more than their already are
  • If Shanzhai can only copy one enemy at a time, then would the copying process be like Sooma's ability, in the sense that she has to move her crosshair's over her teammates in order shield them, but instead over enemies; or would it be more like Shae's weapon targeting, in that the enemy closest to her crosshair's is targeted?
  • I had a great idea for mind games! What if Shanzhai's CQC ability was weaker, but in return he had two abilities, like Iune. His second ability would be to create an identical clone of himself that automatically moves in a direction. He could summon this clone forward toward an enemy so they could strike it, giving him an opportunity to use his ability on them. Maybe their could be a character talent that allows the clones to scale low-walls and ledges, follow the nearest enemy or have increased health

[li]What if he had a rifle that fired smoke bombs or one that could be charged up to fire a volley of throwing stars?[/li][/list]

I thought of a character trait and backstory for Shanzhai, I based it on his ability of 'photographic reflexes' and how it wears off after 10 seconds; It was also inspired by elements of the character 'Task Master' from Marvel https://www.marvel.com/characters/taskmaster/in-comics under 'photographic reflexes,' last paragraph, and someone by the name of 'Mad Jack'https://www.youtube.com/watch?v=3ZRVpYPFOl0

Premise: Shanzhai was a war veteran, like Hans and Lycus, except he had experimental neuro-cybernetics implanted in his body that allowed him to precisely mimic other peoples movements down to their smallest gestures--at first.

Part 1: His origin began when he was orphaned by Lycus Dion: One day, when he was 8, he was on a trip with his mother to surprise his father at work on his birthday. Shanzhai was pretending to be asleep to avoid talking to his mother about his father, because whenever she talked about him, she felt frantic, distressed and was keeping her guard up, this reconvinced Shanzhai that his parents were going to get a divorce a little bit more each time.

They were taking an old train from the early 21st century, she told him that she use to ride it with his grandfather when she was a little girl. The train sloped downward, descending into a tunnel, stopping midway through and creating a shearing noise with bright, flying sparks visible from his closed eyes. Suddenly an explosion destroyed half of the road: the lights turned off, even the backup power wasn't working. Shanzhai looked around to see what was happening, he looked out a window on the left side  of the train and suddenly an explosion burst through the tunnel on his right


There was a side-effect soon after the surgery: When he first activated it as a demonstration to his superior officers, the cybernetic enhancements worked as designed, but he soon experienced muscle spasms and retrograde amnesia. The engineers and doctors stabilized his condition, but failed in treating the newly developed symptoms: he could no longer use this ability automatically and had to concentrate in order to activate it. Every time he activated it, he developed tunnel vision while it was active, afterwards it would trigger a form of short-term, procedural memory loss.

He was considered a failure of the project and stationed to a low-level military base at the South-Eastern coast of Japan: an old nearly abandoned military base first founded after new initiatives were took to protect

21
Suggestions / Elemental Abilities
 on: March 23, 2020, 03:29:55 AM 
This is an idea that I thought of in a previous post, it's mostly experimental, but I would like some honest feedback:

All player's can gain access to an active ability that once activated will apply an elemental property to all of their CQC moves and ability and weapon functions, with the property having a different effect on each of them. Each element is a counter or vulnerability to another, and when their elemental ability is active, applied to the character:


  • Elemental interactions: players can debuff or deal more or less damage to enemies based on whether or not their element is a counter to the enemies; players with the same element as the enemy will neutralize their elemental effects on each other;

  • When a player has been attacked by a character with their counter element they receive a temporary debuff: this reduces the potency of all their elemental effects, including applying elemental debuffs to those they counter, and increases the cooldown time on reusing their elemental ability
  • Elemental abilities can stay active for 20 seconds, but the duration is depleted with each use of their CQC moves, weapons or their character ability, however this ability can be deactivated early after a 3 second delay and recharge faster depending on how much time was saved upon deactivation. How much weapons and character abilities deplete the duration varies and depends on their properties: low ammo capacity weapons accelerate depletion faster than high ammo capacity weapons (e.g. firing a single shot from a high ammo capacity weapon would be a fraction of the depletion from a single round weapon); faster recharging abilities accelerate depletion faster than slower recharging abilities; durational abilities accelerate depletion faster than single-action abilities, like Mikah's
  • The duration of this debuff can last a minute, but can instantly end once the player either kills that same enemy in CQC or dies. I don't know if each element should be exclusive to a single faction or mix between characters of different factions, or if elements should be an item that can be equipped by any character as part of their loadout
  • Here is an example of this elemental system: Oil Element: when a player with the oil element does a roll in CQC, they can roll further away and avoid grapples, and create a short temporary trail of oil that when enemies walk across will fall down. Meanwhile, allies can use the oil like the piscasas to run faster; but if their element is a counter (for this idea it will be fire) then the enemy can burn the oil trail and create a damage over time effect. Activating this ability, while rolling and near the edge of an open border map, like 'The Mouse and the Snake,' can get the player killed as they can fall off the edge

22
Suggestions / Re: New character that can mimic any moves
 on: March 22, 2020, 08:46:56 PM 

1. That could be very interesting, and refreshing for the character...especially that it's not actually impossible to have different cultural origins these days

2. Ok let me describe the ability again...what it does is ...you mark one enemy, only one..if they use any melee animation in line of sight, you gain their melee animations+finisher animations+their movement speed, but all these traits are just visual...as CQC rule is basically the same for every character...the animations are just something fancy to look at

The true ability is what you can trick the CQC system with...i told you he gains 50% less damage from the melee strikes he copied...but that's boring and doesn't have any mind games to it...i think the true way to do it is to let Ai play for you if you encouter a strike that you copied...the character(shanzhai) will automatically dodge, if he grabbed, the character will automatically strike

3. His talents will be about different things...mainly focusing on the marked target/copying time/copying speed etc etc

4.what i mean is he managed to get his hands on retro unusable rifles that can still get the job done after he me made some self made modifications to it
  • Response to bullet point #2: I dislike the idea that an AI would be in control when using the copycat ability, it doesn't have any strategic merits. It does create mind games when the enemy doesn't know they've been copied, but that's only assuming this ability isn't perceivable to the enemy, which was one of my previously unanswered questions (Reply #3: second bullet point, lines 7-8)
  • As previously stated in the fourth bullet point of reply #1, how would these weapons be different from each other?

Realistically speaking, I don't think it would be very fun to have an automatic ability that adds no new mechanical uniqueness to the game; most of the characters, beside some like H.I.V.E., have an ability that's distinguishable from basic character functions and weapons: No one else can turn into a hulking monster like Loaht, no one else can create an summon a high powered gate like Valeria; many abilities can overlap, like Alicia's and Han's or Mikahs's, Doldren's and Shae's; and in some cases like Harec's stalking ability and Iune's 'Blink' weapon.

Automatic CQC doesn't add new mechanics to the game; at least with H.I.V.E. she has to build-up her ability in close quarters with infected enemies before she can use it. The copy cat ability requires more functional elements to be a more well rounded, balanced ability, otherwise it's just an instakill button. The ability needs more manual effort.

In conclusion, each character's ability plays a big part in what their general and derived playstyles are and they should make gameplay more engaging, not less.

23
Suggestions / Re: New character that can mimic any moves
 on: March 21, 2020, 11:33:30 PM 

i'm gonna answer each question respectively in the order you've put :

1.that was an inconsistent error on my part, i was too focused on how his ability works, which i'll get to in a second

2.yeah that's the hard way to do it, i managed to save myself and programmers trouble and say he gains 50% damage reduction from melee attacks that he copied.

3.that depends on what his card are like, maybe he gains 50% extra melee damage to the attack that he copied, but that...again...is the boring part, i want to add cqc mind games to the character like mikah or ayana kwena, where it's not a flat bonus damage to melee and you have to use your ability creatively

4.these flint lock rifles are slow in firing rate very precise, the damage fall off is the shot explosion radius not the shot's travel time damage, and i'm pretty sure we can make an interesting lore out of how flint lock rifles are back again in the future...maybe shanzhai's birth place forbid using weapons so went back to the old ways?

5.again...i want to add mind games to the character but it's difficult for how complicated CQC is from normal melee games,
Thank you for answering my questions
  • Just to be clear, I didn't think it was implausible that he looked like a kabuki ninja and had a Chinese name, because 1) Spacelords is set in the future, so new nations and cultures could have formed from previous ones 2) maybe the character was born in China, but at a young age was orphaned and raised in Japan. This can make for an interesting backstory, and be the reason for certain quirks and personality traits, if done right
  • On the subject of his ability details again: Is their a limit to how many melee attacks he can copy at time; can he only copy one at a time or can he scan multiple enemies, like Shae; Is their a maximum limit to how many melee attacks he can copy from different characters; Does the copy effect have a duration and if so how long would it be; If he scans a grunt or an elite, does that copy effect apply to all characters of the same type, E.g. all assault elites, all shotgun grunts, etc.; If both a raider and antagonist pick him, is the ability canceled; Would it work on enemy doppelgangers from 'Enemy Within;' And how would this ability be used strategically: would enemies know when they've been copied, would the player's stress meter go off upon activation or while its active?
  • You haven't stated much information about ideas for his character talents and if you think that his talents would be boring, then think of some that would be interesting, because character talents are the only modifications that can change the mechanics of character abilities
  • Can you please restate the fourth bullet point, how would rifles not be considered weapons?

I think you want CQC to have more mechanics and properties, so your character's ability can be used for mind games, I have thought of a few CQC ideas:
  • Elemental CQC abilities: All player's can gain access to an active ability that when activated would apply an elemental property to their CQC moves with each move having a different effect. This can debuff or deal more or less damage based on whether or not their element is a counter to the enemies; players with the same element neutralize their elemental effects on each other, but not their allies. The duration of elemental abilities last 20 seconds at the most, but decreases with each CQC move used. The abilities recharge fast, however when a player has activated their elemental ability and been attacked in CQC by a character with their counter element, they receive a debuff that reduces the potency of their elemental effect on all characters (including those they counter) and increases the length of the elemental abilities cooldown for the rest of the debuffs duration; the duration of this debuff can last a minute, but can instantly end once the player either kills that same enemy in CQC or dies. I don't know if each element should be exclusive to a single faction or mix between characters of different factions, or if elements should be an item that can be equipped by any character as a part of their loadout. One of the key components to how this mechanic would work is that each elemental ability, including it's activation, can be a disadvantage when not used properly
    • For example, here is an idea for an oil element: when a player with the oil element does a roll in CQC, they can roll further away and avoid grapples, and create a short temporary trail of oil that when enemies walk across will fall down. Meanwhile, allies can use the oil like the piscasas to run faster; but if their element is a counter (for this idea it will be fire) then the enemy can burn the oil trail and create a damage over time effect. Activating this ability, while rolling and near the edge of an open border map, like 'The Mouse and the Snake,' can get the player killed as they can fall off the edge
  • My second idea is exclusively for this character, give him a fourth CQC button: when activating his ability, he can use the jump button as an additional CQC move, like leaping over enemies and attacking them from behind, this animation would change based on the character they copy e.g. if the character is more agile, then it would be a fast somersault. I think the length of each animation should probably be the same for each copy. I am aware that this idea would require major balancing

Hope these ideas helped ( :

24
Suggestions / Re: New character that can mimic any moves
 on: March 21, 2020, 07:52:17 AM 
I had this hades division melee focus character idea
His name is Shanzhai (copycat in Chinese) and he looks like this kabuki ninja looking melee fighter

His abilities are his superior procedural and photographic memory that allow him to learn the fighting style of any chatacter just by watching them, he can then detect the opponents next attack

Ability: photographic memory : shenzhai can mark an elite or a raider to study them, if the marked target uses melee in line of sight, shenzhai gains the ability to use their melee style+their movement speed+their finisher animation he also gains 50% damage reduction from the melee animation that he copied

Weapons: shanzhai(getting really tired saying that name, but the name doesn't matter) uses a collection of classic flint lock rifles that fire rounds that explode in a small radius and damage falls off over distance

What are his downsides? His weapons falls off over distance
And if he copies a council elite or raider he gains reduced movement speed

The target also has to be in line of sight and use his melee once for him to be able to copy the target
I have a few technical criticisms, and some trivial notes

  • First why is his name Chinese instead of Japanese if he looks like a kabuki ninja?
  • Part of his ability is predicting enemy attacks, but how would that work mechanically and in real time, especially in CQC? Would this prediction take the form of a visual simulation, like an animation or an image of the enemies next attack? Furthermore, how would it work on players: its possible for the ability to predict the NPC AI's next actions by feeding it the AI's behavioral programming, but I think predicting player actions would require storing a large amount of data on each player's behavioral patterns and a lot of processing power to convert the information in real time
  • What do you mean by melee style, is there supposed do be an advantage? Do you mean their melee damage, because for playable characters, unless you've equipped the proper talents, melee damage is the same for all of them, meanwhile grunt and elite melee damage varies based on elite type, faction and level scaling (match difficulty)
  • How would the flintlock rifle models be different, and how old would these rifles be? If Spacelords takes place in the future, then what would be considered 'classic,' because both Hans and Lycus have weapons that would probably be considered 'classic' in the present, even though some of them are quite advanced
  • Finally, how would his ability be balanced for antagonist matches? If someone plays him as a raider and they can predict what the grunts next attacks will be, then they could potentially know what the antagonists commands are when it's an attack on a raider

In conclusion, I feel some of these ideas could have potential, but right now I think they require some polishing, there are too many gaps that don't explain how these ideas would work in practice.

25

Like making a Versus matchmaking instead of a "gambling" to see if you're gettin a regular queue or antag queue.
To be honest, many ppl quitted the game because of the antag system.
Mmr is broken and bad antags are rewarded with greater AI dificulty.
Yea, Still unfixed.
Do you have any ideas that can be implemented into the game to fix these issues; perhaps the developers are overwhelmed, maybe a few good detailed suggestions may help with the amount of brainstorming they will have to make fix these issues. They have to consider how different solutions may impact other gameplay features.

26
Gameplay Feedback / Re: HUD REMOVAL/CHANGE
 on: March 19, 2020, 06:06:53 PM 
Can you make an option to remove hud or some elements of the screen?
Is this a question or a suggestion?

27
Suggestions / Re: Economic system /store gestion
 on: March 16, 2020, 03:29:35 AM 
MSE said that the elite skins would never be available again -  at this point it's about them keeping a promise to the people that supported them in the beginning.

Elite skins? I'm sorry I don't understand?

28
Suggestions / Re: Economic system /store gestion
 on: March 15, 2020, 09:36:06 PM 
Hi everyone !
Today , I will share my opinion about the exclusiveness of  in-games cosmetics .
In my opinion the exclusiveness for cosmetics is a bad thing , it's frustrating , and a true pity for the player and the dev team. MercurySteam is doing such an amazing job !  They worked for something that new player can't buy ( and support MercurySteam by the way) and can't use now ,  because , the new player started the game too late. In my opinion its such a pity .  I want to support MercurySteam , I want to buy "the love is in the air" emotes , I want to buy the 4 exclusive skins. And I don't think I'm the only one.

My suggestions are the following : make the event related cosmetics buyable the whole year, but very expensive compared to the others , and far more cheaper during the event (but more expensive than others cosmetics).
And make the exclusive skins buyable in a pack , or individually.
In my opinion its best system , players can support and buy their favourite cosmetics , and MercurySteam is payed for their (amazing ;)job.

Let me know what you (whoever you are ) think about that ,  and have a nice day !:D

Limited time cosmetics and emotes can be frustrating, but I think it's part of a long term financial plan: In some games there are in-game stores that sell event exclusive cosmetics and emotes and offer limited time discounts, these put pressure on the player's fear of missing out. This motivation can come from the player viewing content as either an external reward like having it as a status symbol or an enjoyable accessory.

In conclusion: limited time purchasable content and discounts, like event exclusives are good for the Spacelords economy, because they drive more sales. And more sales means the developers can have a more flexible budget and a better safety cushion, which can come in handy when trying out new and different ideas or changing the direction of the company when it needs to.

29
My point about Doldren and timing is that when an enemy player is preoccupied, like actively shooting or in CQC-- Doldren could position his astral form near the enemy and grapple them from behind.

CQC talents are not exclusively local and I woundn't say their all busted either. I will say that Doldren can equip two talents that increase his strike damage. I think the sum increases his strike damage to 170% or something.

Assault Elites with automatically lethal grapples were OP under the wrong circumstances: when 5 or more Fifth Council (resistant to shot damage), Assault Elites are on a small map with narrow passage ways like on 'White Noise' with invulnerability and surrounding a raider.

Also in order to cancel an assault elites invulnerability charge-up you have to either wound them or push them. If you can't push them then you have to sap their health and wound them, which can be difficult considering how they continuously recover health during this process; it's almost impossible when their fifth council.

I'm not sure you can aleph bomb after you get struck in CQC, or at least I don't think it always happens, it might be a bug, not exactly sure. Also I would argue that the old way of how aleph worked was dysfunctional: whoever held aleph and died would kill any allies in close proximity, unless otherwise specified

 E.g. your in solo queue as a raider and your in a team with a low skilled player, they're next to you carrying a 5 stack of aleph and accidentally get themselves killed, taking you along with them. In situations like that, having the old aleph properties punishes a raider for their teammates and vice vera. Another example would be the final stage of 'The Beast's Lair': if you insert your aleph into the pig, then someone has to guard it from looters, but if everyone held onto their aleph until their sum was enough, then they would put their teammates at risk.

Another point I would like to make is that it gives raider trolls another way to troll their teammates by standing next to them while carrying aleph and killing themselves by using the right weapons. Like any of Loahts weapons. This can't be avoided in certain situations like on some extractions points e.g. extraction points on 'Hanging by a Thread' and 'A Low Blow' are small enclosed spaces where a Loaht could easily kill his teammates with aleph explosions.

30
I Agree with you. But, if the game is suposed to be PvEvP, make it fair for both sides.
Ok, antag plays against 4 raiders
Antag has a entire army of grunts/elites/looters/captains/brawlers/snipers to back them up.
If the match overcompensates a antag just because of his lower mmr, makes it unfair to raiders. Even for a full squad of raiders, that makes the match a whole bullshit.
Grunts will not stop shooting untill they kill you. Their weapon will never jamm. Elites will shoot as soon as they get wounded and will take like 80% of your health (if you are lucky enough). The ammount of aleph requirements skyrockets 50-80% above the normal.
Low Blow for example: 5+ engineers spawning and they can drain the pressure in less than 5 secs even with 5+ alephs on the generator.
Things like that made many of my friends quit. The AI is broken when it's above 60% dificulty, playing as a raider feels like a punishment at that point.
Idk... I just want MSE to listen to us and stop making changes on their own. the best thing for me and I believe lots of players think the same was, the mind game involved on CQC.
That's what hooked me the first time I played. My very first match was against a lvl 300+ alicia on low blow. I had no Idea what to do but when I got my very first kill on cqc against a antag, that felt so good.
When you used to fight elites for aleph to complete objectives was the challenge that made the game so fun.
But now... If you're losing a cqc, roll and drop aleph bombs.
If someone grapple you, you're more likely to survive, even if thrown against a wall.
Idk... The game used to be fun... now is just a: play 5 matches and wait for another day to play again kinda of.

I already told you about some ideas to make match difficulty easier in exchange for giving enemy NPCs semi-random traits

I have never gone passed 50%, but below that, I think grunts usually jam their weapons once out of every three reloads

Are you saying you that 'the game has become less fun, because CQC is less skill-based with the addition of aleph bombs and non-lethal grapples; the task of searching and extracting aleph from elites has become extinguished now that aleph spawns separately from elites; and that the daily rewards system is less enjoyable now?'

I felt like their were positives and negatives to the change to grapples depending on how you look at it: Assault Elites with invulnerability are much more easy to deal with for raiders, which makes it harder for antagonists; Doldren's in general were nerfed significantly, because well-timed grapples after using astral form were a major part of their strategy and this has made them less effective against characters like Mikah, who has extra health and can teleport if she has a chance to react. I would argue that grapples can still instakill if you throw enemies off the map.

I feel aleph bombs can undermine raider builds and characters devoted to crowd suppression and the role in general.

However, even with automatically lethal grapples and the absence of instant aleph bombs, there were already weapons, characters and talents that could give players the upper hand in CQC e.g. H.I.V.E.'s plague, Ayana Kwena's Legacy, both of whom could fire their weapons in just a single move, Loaht's ability. Also, though this is small, on the last stage of 'No Reservations,' snipers are the only source of aleph.

What I can agree with you (to some extent) is that the daily rewards system needs to change. I'm not saying I like the old-old design where you could earn blueprints daily by completing certain missions, which is what I think you were referring to. I feel ambivalent to the five daily rewards per day you can earn from any mission, what really frustrates me is the anticipatory design it lacks from it's previous form: When I started playing Spacelords, it was in solo queue and the learning curve was intimidating, but what the daily rewards could vary from regular blueprints to rare blueprints; what made it anticipatory and what made me login to Spacelords was to see if today's daily rewards offered a rare blueprint, because they were pretty much a random occurrence that would happen every week or so. If they brought that back, a good chunk of Spacelords replayability would come back, I know it.

I also wrote about reward system ideas: sections 4b, 4c and 4d

https://www.spacelordsthegame.com/community/index.php?topic=31748.0

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