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Messages - Hiero_Glyph

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121
Gameplay Feedback / Re: Screw this antagonist bs
 on: September 11, 2018, 03:54:34 AM 
Spacelords is a great game that has some major issues to work out. If you want to take a break until Mecurysteam figures thing out then by all means take all the time you need. Just remember to check in every now and again since this is one of the best 4-player PvE shooters since Mass Effect 3's MP.

122
Gameplay Feedback / Re: New bp system
 on: September 09, 2018, 10:11:58 PM 
Do the developers ever respond or comment on these forum posts? It seems everyone seems to know whats wrong with this game, except the developers. I would really like to hear them comment on the issues plaguing the game and critics reception.

I haven't seen an official reply yet. As for the critics, I doubt they even know this game exists. It's not like Mecurysteam is even advertising it.

123
Suggestions / Re: Card system/mission rewards suggestion.
 on: September 09, 2018, 10:09:41 PM 
The game makes all of it's progress punitive. Any fair minded developer would understand that you shouldn't make doubles able to be rolled. But it's for gating and forcing a grind. The fun isn't the grind, the fun is playing the character you built.

Agreed. The game even knows it's a duplicate so it should compensate you for it somehow. In most MMO's you can sell/trade duplicates or at the very least break them down for useful materials. The entire point of duplicates is to make the grind longer but getting one should still benefit the player in some way. Right now the system just punishes the player for no reason other than making players frustrated.

124
Suggestions / Re: Antagonist system
 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.

125
Suggestions / Re: Antagonist system
 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).

126
Gameplay Feedback / Re: New bp system
 on: September 09, 2018, 03:11:40 AM 
So what if you could farm blueprints but the drop chance was decreased. Failure to get the common blueprint would still give you a +10% chance on the next roll so you would eventually get it. It would still be governed by RNG so you may not even get the correct weapon but you would be able to actively farm it. And then you still need the blueprint every time you want to upgrade the weapon. So it's still a tedious grind except you can actively farm for it instead of playing a few games and logging out until your timer resets.

I can see leaving gold and faction as 1-time rewards since you get a high reward amount from non-reward missions, but blueprints need to be 1 common and 1 rare every rotation. Rare blueprints could even have severely decreased rolls (+5% per failed roll) but at least you could farm for them. And even when you finally get the blueprint you still need the gold to craft it and need to upgrade it once you level up your forge, which requires another blueprint! So really it encourages players not only playing the game more but also spending gold more often.

And lastly, duplicate blueprints need to reward a small amount of gold and/or faction but not enough to make it the preferred gold/faction farming method. Since you can fail a blueprint roll I think giving players 2k/4k per duplicate seems fair (or 1k gold + 1k faction per common, 2k each per rare). This bonus would also be exempt from weapon passives so it would prevent double-dipping.

127
Suggestions / Re: Antagonist system
 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.

128
Suggestions / Re: Antagonist system
 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.

129
Gameplay Feedback / Re: Reward System Disappointment...again
 on: September 08, 2018, 06:41:01 PM 
I'm confused here... we're you grinding for gold for 12 days or you didn't get a single rare blueprint in that time?

I just grind for specific blueprints and only after acquiring them do I worry about gold. Sure, the RNG will troll you but there are several things you can work on while you wait for RNG to go your way. If you only focus on one thing that is governed by RNG you will certainly be dusappointed.

130
Spacelords’ Advice / Re: Character threads?
 on: September 08, 2018, 02:39:05 AM 
Why don't you just start one for the character you want to dicuss the most? Then you can create ones for the other raiders if someone else hasn't done it already. It would be useful for figuring out which weapons are worth the crafting cost alone.

131
Gameplay Feedback / Re: PLEASE stop trying to punch the sniper elites!
 on: September 08, 2018, 01:48:06 AM 
Ok
But not see reason be salty bcs new players...just smile and begin find next game :)

my complaints are about players who are lv 40+ doing these things. not noobs.

it doesn't matter. i deleted the game yesterday because i couldn't take it anymore. i'd rather snort metal shavings than continue trying to succeed in a game where all the players on my team seem hellbent on failing.

I'm sure you next gaming community will enjoy you just as much as we have. Good luck!

132
Spacelords’ Advice / Re: Pro antagonist missions?
 on: September 07, 2018, 08:28:18 PM 
I respect that when it comes to a fistful of sand but I'll say this 85% I antagonists I go up against on that mission that's their primary win condition. I think a possible solution but it would have to be play tested would be to have it where protector doesn't need aleph to fix shield if an antagonist is the game

Or they could just make the protector more resistant to antag damage. It should still be a win condition, it should just be more difficult to achieve.

133
Gameplay Feedback / Re: PLEASE stop trying to punch the sniper elites!
 on: September 06, 2018, 10:17:48 PM 
okay, well you're the only person capable of accomplishing this task, because these idiot players are ONLY running up to them and trying to punch and they're just teleporting away. again, i'm konstantin, and these other players are just rushing past me while i'm trying desperately to shoot them down to 0 health for the guaranteed grab.

i see it happening every, gotdang, time. and we lose the round because these dongswabs don't seem to understand a simple concept like grabbing them as they vault something or weakening them for the inst-grab.

i cannot count how many times i've failed on this level just because the other players can't use their eyes and see that what they're doing IS NOT WORKING. and honestly that's a problem on every level... people DO NOT LEARN and just keep trying the same fail-tactic over and over.

I love how when the game doesn't teach a player something they are stupid. Sure, some things players can figure out with trial and error, but you make it sound like you were perfect at the game and never had to learn something the hard way.

To me this is just more reason to have voice chat activated across all platforms. Or at the very least to include a text chat for squads. Still, it won't help you deal with stupid people, but that sounds more like a life problem than one directly tied to Spacelords. Good luck!

134
Suggestions / Re: Passive bonus' for character specific Skins
 on: September 06, 2018, 06:03:39 PM 
"Pay 2 win" means that you have to pay, to win.

In my idea, you would be able to put any attribute on the default skin as well and be "as good" as any player who would have bought one, so not p2w, which is different from OP idea where the attributes were fixed for each skin leading to players forced to buy a skin to have a specific attribute.

Why do we need more passives though? Players already get increased passives as their account level increases. This would just promote power creep and probably make the game harder to balance overall.

135
Gameplay Feedback / Re: Tired of babysitting
 on: September 06, 2018, 04:33:08 PM 
if the game supported voice chat via xbl, it would be a LOT less of a problem. sure, there would be some toxicity (there always is) but at least experienced players would be able to explain to new players what to do.

i'm shouting at dead air over here "STOP TRYING TO PUNCH THE SNIPER ELITES!!!"

The game does support voice chat, it is just off by default. You need to go into your settings and turn it on. Needless to say this does not help for teaching new players because you have very limited options for communicating with them.

This doesn't apply to PC users. We need a voice chat.

I was responding to someone about XB1. I agree that PC needs a voice chat but having the option off by default makes it pointless with randoms anyway. For organized groups there are plenty of third party voice apps available.

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