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Messages - Hiero_Glyph

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151
Suggestions / Re: Much Ado About Nothing
 on: September 01, 2018, 09:57:03 PM 
The game just needs a solo tutorial that walks new players through the mechanics of combat and objectives.

Personally, I am really enjoying the game but early on I realized it was my lack of understanding that was the problem, not the game. So I went online and figured things out and then explained it to my friends. Most players will simply blame the game and be done with it though.

The game does have a mentor system but it does little to help since voice chat is off by default.

Overall I really want Spacelords to succeed since it is fun, challenging, and unique, but I fear that the learning curve is too steep for most players and the lack of instructions is hurting a lot since players are quitting before they realize the depth that the game has.

152
Suggestions / Endless game modes
 on: September 01, 2018, 09:37:04 PM 
Would it be possible to rework the existing maps/game modes to offer an endless mode? This would add more content without requiring new campaigns. It would also give players a way to grind out objectives against increasingly difficult enemies.

Potentially, increasing rewards could be used but if you fail before completing the current objective you would lose everything. This would offer a high risk, high reward scenario.

Cycling maps/objectives and rewards could be used to keep things fresh and prevent grinding a specific combination. There are more specifics that would need to be worked out but this is the general idea. Let me know what you think.

153
Suggestions / Forge needs a rework
 on: August 30, 2018, 03:06:05 AM 
Increasing the level of your Forge should never hurt the player!

Build costs need to be fixed so that the player can build any weapon at Forge rank 0 for a nominal cost. Then if they want to upgrade that weapon the cost should increase to the next Forge level and continue until the weapon hits the maximum Forge level.

If you require the player to have a blueprint for each upgrade then you need to adjust how these drop. Think of it like a I, II, III, IV,... IX, X ugrade path. The player shouldn't have to wait to craft a new weapon, nor should they have to pay a huge amount just to try it and be penalized for it by wasting a blueprint before leveling the Forge.

Overall the Forge level system needs to be simplified/streamlined. It's confusing to new players and having the build cost increase as you level up your Forge makes it feel like you are being cheated, especially when upgrading requires a new blueprint.

But please don't make the player feel like leveling up the Forge is actually hurting them.

154
Suggestions / More monetization options
 on: August 29, 2018, 11:31:54 PM 
So far my friends and I are really enjoying Spacelords but currently there are very few options for us to support the game. As of now the only options we have are the character+blueprint bundles or we can buy premium currency, which is used for skins or buying gold.

Have you considered adding a way to unlock any character by using premium currency? So if a level 10 player wants to play as Mikah, then that player could pay premium currency and unlock her early. This would be entirely optional and would give newer players a way to quickly access later raiders.

Would you consider adding a premium booster that provides bonus gold, experience, and faction points for a duration? This would let players further accelerate their earnings when they have time to play. Of course the longer the booster's duration the bigger the discount it would receive. For example buying a 7-day booster would cost less per day than a 3-day one.

These are just basic suggestions but they make it easier for players to spend money on the game because not all of us want to spend $35 for a single character or buy premium currency just for skins/gold. Thanks.

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