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Messages - Power Penguin

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241
Gameplay Feedback / Re: Question about War Dog Fury
 on: November 28, 2017, 02:46:16 AM 
I don't mind the grind as long as it is reasonable. Kuzman in my opinion was the perfect amount of gold for a new character. The 50,000-65,000 gold mark for new characters is solid. Mikah and Ginebra went way too far in their gold requirement.

242
Gameplay Feedback / Question about War Dog Fury
 on: November 24, 2017, 01:24:08 AM 
Are all the new Raiders going to be in the game by release or is it going to be more like Alien Myths where the Raiders where released after the campaign launched ?

243
I get what you are saying but I would argue that having a timer as to when an antag is  going to spawn is very strong because the audio cue could be drowned out (or you are just not paying attention to it) while the timer you just have to look at at your screen and prepare yourself for the antag (it's  just easier). Also counting down the antag spawn times in your head while you are trying to do objectives is too much for me.

244
Gameplay Feedback / Re: The Enemy Within Difficulty
 on: November 18, 2017, 08:49:18 PM 
Hate the fact that Konstantin and Shae's powers are worthless in the second half of the mission.

245
But the respawn locations are almost always infront of the Raiders and pretty limiting the way they are now. I don't know man I think the fact that you're stress meter makes you visible through walls should be enough since antags have pretty easy silhouettes to spot and the sniper antags should have the benefit of spawning undetected since they are so squishy.

246
This is a serious question. Why do they have this information. One of the strongest things about the antagonist should be the element of surprise. Especially since the AI health and spawn rates are terrible in antag mode.

247
Gameplay Feedback / The Enemy Within Boss Spawn Rate
 on: November 08, 2017, 03:52:55 PM 
The enemy spawn rates for the Big Ink Monsters is too damn high when on the boss's last health without antagonist. Seriously I have tried to do the mission 4 times in the past couple of days and the team always chokes on this last bit. You kill a couple of them but then they instantly respawn its super frustrating since they just need to tickle you and then you die. And it is always the same there are 7 of them constantly throughout this phase and barely any of the little ones you need to do the objective with.

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And could sort of be like a game of tug of war changing the dynamic of the mission. Could be cool.

249
I feel like right now the go to strategy for antagonists is to just stop the raiders from doing the objective by killing them. I think it would be a cool idea if the antagonist had more ways of interacting with Raider objectives. For example in Hanging by a Thread I don't think that the antagonist can shoot at Locus damaging his health. It would be nice if the antagonist could join the rest of the AI and shoot Locus down with the turrets. Another example would be the squid boss you could sacrifice some of you aleph to put a barrier around one of the tentacles so the Raiders can't shoot it for some time. Or on the mining platform you could give up some aleph to turn on the turrets (this would be on cool down so you can't spam the Raiders to death if you are doing good). All of this also play into the fact that you are supposed to be messing with the Raiders as an antagonist and is totally something a trickster/evil force would do.

So what do you guys think ? Any suggestions ?

250
Gameplay Feedback / Private Lobbies
 on: September 17, 2017, 10:47:27 PM 
Is there going to be an option to start private lobbies with friends or are we going to have to go through the slow matchmaking each time I want to play with a friend ?

251
Bug report & Technical Support / Guardian not falling down
 on: August 26, 2017, 11:20:05 AM 
In the lower left-hand side of the arena close to the Raiders spawn if two guardians are really close together and you fully deplete ones health (the one that is closest to wall) will not go down. That is not cool and it costs us the match against the antagonist.

252
In the beginning section the engineers respawn way to fast. You finish one wave and instantly a new one spawns. Same goes for the grunts. There really isn't any time to breath or play the objective. It doesn't help that the first objective is done through a process of elimination and that the target highlights are kinda hard to see.

In the second part of the mission when you are escorting the old man after you get past the two initial turrets it can be real easy to get swarmed in that chokepoint. Other than that its a cool mission and its nice to see more enemy variety. 

I should specify that this is only when its 4 vs the AI. When its against the antgonist the numbers seem more manageable.

253
Just as a way of rewarding players with cosmetics, getting more space for cards and more loadouts for playing their favourite character. Since with the current reward system, rewards are really spaced out.

254
Gameplay Feedback / Just some suggestions
 on: May 21, 2017, 07:49:27 AM 
I should start by saying that I'm enjoying the game thus far but there are certain areas that can be improved upon. Some of these suggestions are my own opinion but others definitely some problems that need to be looked at. Ok so lets start:

1. Better tutorial: As it stands right now the tutorial that the game offers is not great. It leaves out a lot of key information, such as the rock-pepper-scissor approach to melee combat. Things like this can be a real sore point for new players, because they feel like the game is not giving them enough information to take on the task at hand.

2. Match making toggle: It would be nice to have a dedicated button to to switch between the different game options instead of having to scroll over to the button in the upper right corner of the screen overtime you go into the menu. It would also be nice if the game remembered your previous setting. If you where playing single player let the match making button stay in single player.

3. Slide melee and shooting: As of right now the shooting and melee are pretty good. But I believe that the addition of these two moves could really help to keep up the  momentun of the gameplay. It would also help to have that smooth transition from slide to melee. Specifically the strike, not the grapple. Slide grapple would be way to scary. 

4. Loot: Right now I think that the acquisition of resources is PAINFULLY slow. The fact that you can walk out of a 20 to 30 minute session with nothing to show for it, not even currency is kinda like a slap to the face. Each session it doesn't matter if its single player or multiplayer needs to give some sort of reward. It can be something simple like money, or those extra credit things. Players need to feel like they are always making progress towards something. The currency you split up at the end of a game should be like a bonus, not the whole reward in itself.

5. More match-making options: specifically the ability to play without the adversary and to have the option to make a game where you can invite one of your friends as the adversary. This just an idea to give the players more options on the way they want to play.

6. The Cards: Right now I'm not a super fan of the cards and how you get them. I think that only having 2 is very limiting. I would like to at least have 4. Two in each category of perk. Just so that your character feels a bit more powerful and it gives more variety with what you can do with load-outs. Getting them is pretty slow, but this is due to the currency problem. It would also be cool that when you unlock a card it stay in your card pack for ever so that any time you need a card you can just get it after you unlocked. But this would make the acquisition of cards more linear. For example you can't unlock the rare without first unlocking the common.

7. Single-Player: Right now it seems like people that want to play solo are getting the short end of the stick. They can't unlock blueprints, they can't get any other currency that isn't money and the money payout is a one time deal. I get it, you want people to play together, but it feels like your slapping solo players in the face right now. My suggestion is that you can unlock SOME, not all blueprints in solo. That way you still incentivise players to play with others and give a bigger reward to solo players.

8. Charge attacks: Maybe they should come out half a second later because right now they are really fast and kinda hard to counter. This applies both to players and AI. Also could you make it so those charging jerks don't have teleportation powers and can grab you mid air,

9. Jump attack: This would be a cool move for characters like Alice  or Hans that have so much vertical manoeuvrability and I think it would add a cool aspects to their gameplay. But only strikes, charging jump attacks would be horrible.

10. Character breakdowns in-game; The current information that is offered for the character kits right now is not great. Specially some power description like Alice's power where you have to tap the button twice and aim to get the desired effect. Short tutorial videos would really come in handy, so that players get a better understanding of their characters role. Also there should a be stat screen for weapons to better distinguish what the weapons do in comparison to one another.

WOW that was a lot. Sorry for writing so much. But I really want this game to shine. I see real potential in the tittle. The characters are cool, the world is crazy. I wish the devs the best and if I can think of anything else I'll post it here. Thanks for reading my monolith if you made it this far.

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