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Topics - Litch

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Gameplay Feedback / So you decreased the difficulty?
 on: January 30, 2019, 06:45:51 PM 
from reading the patch notes, you said you have basically increased the spawn rate but decreased the difficulty.

at 50% MMR i can see more adds, so thats working, but now im dying in 2 bullets and when i am down i dont even get chance to punch someone before im dead, this is way higher damage than it was previously. can you take a look into it please?

like this is unreal, 2 mins into playing the patch i went from being almost never dead before the patch, to im dying as much as level 1 would at the same mmr, surely this is not working as intended?

is anyone else on here finding same results?

2
Bug report & Technical Support / Upside down
 on: January 26, 2019, 09:53:20 PM 
i know the bug has been reported but i think i know whats causing it if you dont, its when his head gets picked up an dropped. that causes the infinite loop, it has been suggested that host can restart their game to fix it for the mean time.

Im going to name and shame here and this antag as he knew how to bug it and kept doing it over and over. played against him 3 times now on this map and all 3 times its bugged atleast once. but yea he just picked up the head and dropped it immidately. can you look into this player please? its not fun when someone is clearly exloiting a bug for wins.

https://puu.sh/CCKJE/f26233665f.jpg

screenshot, was guna record him doing it, but game crashed on a host reset trying to unbug it.

3
Suggestions / Can we have an Opt-Out of Mentor games?
 on: January 19, 2019, 02:40:57 PM 
Litterally as the title says, no player should be forced to carry people.
all of these games are horrible to play in most of the time, i just cant stand it. oh you got a rare bp on this map? heres 3 lower than level 10s, good luck getting 3 wins now...

so can we have an opt out option within the settings, i'll honestly wait an extra 30 mins for agame to not have to carry people.

4
So currently your MMR system is a solid system no doubt, after reading how it works i can say that its not the system it self that is the problem, the problem with such a solid system is that it requires a decent playerbase to be able to match players correctly, the game does not have that currently.

My idea is to remove the MMR system entire for the moment, until the playerbase reaches an average per day that can sustain such a heavy system,

Now let me explain what you could replace it with for the time being,
Ideally imo a difficulty selector at the side of the adventure screen would be a better choice, you could level lock the difficulties. so for example
10%, 30%, 50%, 70%, 100%.

then only new players will able to pick the difficulties that would suit their level, also to add to this, make it so if you select a high enough difficulty but it cannot find players of said difficulty, the game would ask you if you mind lowering your difficulty. i mean overall, i'd rather faster games than unfair games.

the thing with this style of suggestion is no-one would ever play at a difficulty above their player level, New players would be still able to play at a completely acceptable level to their skill level. If i high level player was with them, yes it would be a breeze for said player, but thats far far superior to having 2 players quit right off the start, then the other just dying every 10 seconds, while you try to solo a mission intended for 4 players,

the worst part of these matches though, is the MMR usually drops like 10% from the high level players MMR, yet its still too difficult for the lower levels, thus usually ending up in a loss, This is big kick in the balls fora high MMR player, why? because the difficulty is much lower than their current MMR, when you lose, you lose like 5-7% MMR.

This takes about 5-10 games to re-increase to the same level and is too punishing for the person that tried their upmost hardest to complete the mission.

The only major downside i see to system, is that if your the hardcore mentality sort of player, where any challenge is an acceptable challenge, you are now level locked to what you can do. Though that said this sort of player, like myself would find ways to speed up said missions, find ways to make them go flawlessly, this is enough to keep that sort of player interested till they hit the next difficulty tier so to speak.

Anyways its just a suggestion, i hope it brings new ideas to the table for your development team. Thanks for reading :)

5
Gameplay Feedback / White Noise Needs Work
 on: January 15, 2019, 11:23:07 AM 
After playing this map multiple times its probably the most frustrating map i have ever played on,

Im Currently level 40 ish, so this isnt a brand new player post that needs to learn to play.

My first and biggest problem with this map is the knockback/float thing in phase 2, it takes you off the platform 100% of the time, no matter how far away from the edge you are, The only way i have found to dodge this mechanic so far is by engaging a successful grapple at the exact time it goes off, for the iframes.
I have tried out ranging it, does not work.
i have tried hiding in cover this also does not work,
i have tried both together, does not work.
The thing with it is it doesnt always hit you too, even if your super close, its a frustrating mechanic to deal with, i would say this mechanic right here has lost me 70% of games on this map.

To my second problem with the balance of this map,
The mines that the little bugs drop, there is no timer on them before they explode?
this is silly, they litterally drop them on top of you at times, if you was about to engage an elite, now are you dead with absolutely no way of dealing with it, i've seen players rage quit many times because of this, which although you added a bot to help out, just means you've probably lost due to the bot dying over and over making you run out of lives, only then to float off the platform to a mission fail.

My 3rd and final problem with this map, is the mines scale with MMR, so with some characters (alicia for example) your litterally unloading half your ammo to kill one mine, when the map is flooded with them.

Suggestions to change some of this for the better.

The float mechanic needs fixing or if you want it to remain as is, if you get picked up close to middle then you shouldnt be taking right off the edge, could drop you close to the edge or something like that.

To the mine layers, just give them a 1 second delay before they explode right after being planted, the ones already down can insta explode, so it cant be exploited just by triggering them and rolling out of the damage, this would be fair in my eyes. Atleast this way if you have fast reactions and situational awareness, you wont get BS oneshot into a grapple that you cannot do a thing about.

My final suggestion to fixing the mines that scale with MMR. would be to change them so they only take a number of hits to kill, maybe 3 hits? thats fair considering lots of characters have low ammo number due to explosive type weapons. This at any MMR then would be useful, I mean the amount of mines that gets layed if you cant kill them, its pretty much a loss.

Anyways thanks for reading if you got this far, please address some of these issues.

Litterally me and all my friends agree this is the worst map in the game, we avoid like the plague, even if it has rare blueprints on

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