Mercurysteam's Hangout

BARRACKS => Gameplay Feedback => Topic started by: Level9Drow on August 10, 2018, 06:09:29 PM

Title: New Spacelords Features...
Post by: Level9Drow on August 10, 2018, 06:09:29 PM
Check out the new Spacelords features dropping on the 23rd!!!

https://www.youtube.com/watch?v=LMjcMhx6_Hk

Discussion time!!

Fist off, I love Joan's Scottish translator. And Karen is Lovely as always. You guys deserve success.

Next; Cortez on the main menu screen? Is Cortez going to be a playable character? And if he is, who will get his Aleph when he runs out of lives? And who will yell at him from the sky to overload everything with Aleph? Who will scold him at the end of missions? Who will Loaht beat up? QUESTIONS, questions...

Narrative advancement: To unlock a mission you must first complete the previous. Awesome! Lets get some context back into the story-line for new players. Veterans keep all missions, but our hand will be full with Council Apocalypse. Also, some will have level requirement. This means no more level one players in The Beasts Later, Enemy Within and Destroyer of Worlds, let alone the other boss levels. My prayers have been answered.  Thoughts?

Training Mode: So I guess you have to unlock 5 medals to get that level in training mode. Weird, but I think you can try out characters you don't own yet there, at least that's what it sounded like when he said "new characters". So this is fantastic! We can try out a character before buying them. But let's be honest, many of us are going to get them all anyways.

Cut Scene Mode: Now you can view all cut scenes you've unlocked for your viewing pleasure without having to go into a mission. YES!! Now I can show others the story-line without having to play a mission.

Countdown Rewards per Level? I guess each level has a Blueprint cool down, which seems odd. But, I can understand this when you take into account that we no longer need affinity, blueprints are no longer tied to a mission, no longer need to roll against other players, there is just a drop chance, and we ALWAYS get the drop and the weapon is for the character we played. I think this  overall better than before. Individual rewards, finally.

And finally, you must be level 10 before you can be antagonists. This is good. I feel REAL bad for low level antagonists. And if the mission progression affects antagonists as well, this means we won't see level 20 or 30 antagonists in the more advanced levels. This is a way to keep low levels with low levels and higher veterans with higher veterans. There will still be some overlap, but not as much.

What do you all think?
Title: Re: New Spacelords Features...
Post by: gearedbeast on August 10, 2018, 07:05:13 PM
I think cortez might be there on occasion or special moments, like when you log-in. he seemed like he was talking a lot and no character does that in the menu. He may also be a tutorial director or something when you first boot up the new and improved Spacelords.

Narrative advertisement is a neat idea, no problems or anything else with it.

HELL YEAH TRAINING MODE! Solo was pretty much that to begin with and now clear as day to new players. I hope it encourages new players and old to use training mode for a mission before going online so not to ruin the experience for people who know what they are doing. that was a big gripe of mine.

Cutscene mode is really cool and welcomed but personally i'd love an in game voice library to listen to every character's dialogue who isn't in cutscenes. Also, in the hades division trailer for the character menu you can see that emotes could be viewed outside of missions, whatever happened to that?

Reward system sounds so fucking amazing: Individual rewards, frequent blueprints, no affinity lock! Nothing else needs to be said.

Over all i'm happy with a lot of this and extremely surprised. This seems like a much better representation of them listening to us than Hade's division update.   
Title: Re: New Spacelords Features...
Post by: B30 on August 10, 2018, 07:21:00 PM
So first you have to play online in order to unlock the offline training mode, should it not be the other way around, first train offline and then play online!? Sounds a bit weird to me.
Title: Re: New Spacelords Features...
Post by: gearedbeast on August 10, 2018, 07:23:34 PM
So first you have to play online in order to unlock the offline training mode, should it not be the other way around, first train offline and then play online!? Sounds a bit weird to me.
I didn't fully I understand the either but ignore it
Title: Re: New Spacelords Features...
Post by: XjabberwockieX on August 10, 2018, 07:43:24 PM
Alot to like about the changes. Best thing hands down is not having to compete with other players for blueprint u are trying to get. Having it tied to your performance score gives you the incentive to do well and actually feel like u have a great chance to land the weapon. Also, doing away with affinity requirements needed to build blueprints pretty much guarantees players who don't want to be antag don't have to be except when they are looking for a blueprint earned through playing antag. Overall good stuff and proof they are taking player feedback to heart, good job Mercury Steam.
Title: Re: New Spacelords Features...
Post by: hirasugi on August 10, 2018, 08:03:57 PM
All around excellent changes, especially the rewards system overhaul.  My only concern is what the frequency and prevalence of the Blue Prints will be.  If the blueprint drops are limited to just 1 or 2 missions + Gold and Affinity having reduced use, we could run into a situation where the vast majority of players are concentrated purely on those missions and none others.  Still though im cautiously optimistic.
Title: Re: New Spacelords Features...
Post by: Level9Drow on August 10, 2018, 08:08:49 PM
All around excellent changes, especially the rewards system overhaul.  My only concern is what the frequency and prevalence of the Blue Prints will be.  If the blueprint drops are limited to just 1 or 2 missions + Gold and Affinity having reduced use, we could run into a situation where the vast majority of players are concentrated purely on those missions and none others.  Still though im cautiously optimistic.

No, Blueprints aren't tied to specific levels anymore. Instead each mission has a cooldown for a blueprint drop. When you do that mission outside of that cool down time you will get a % chance to get the blueprint form that level for the character you used for that level. While you don't have to roll against another player, you are given a base % for just yourself, which, I would imagine, would be modified by Treasure Hunter. so the more missions you've unlocked the more chances you will have to get a blueprint since all missions, I believe, have their own cooldown.
Title: Re: New Spacelords Features...
Post by: hirasugi on August 10, 2018, 08:16:01 PM


No, Blueprints aren't tied to specific levels anymore. Instead each mission has a cooldown for a blueprint drop. When you do that mission outside of that cool down time you will get a % chance to get the blueprint form that level for the character you used for that level. While you don't have to roll against another player, you are given a base % for just yourself, which, I would imagine, would be modified by Treasure Hunter. so the more missions you've unlocked the more chances you will have to get a blueprint since all missions, I believe, have their own cooldown.
[/quote]

Ah I see thanks.  In that case great...no complaints here
Title: Re: New Spacelords Features...
Post by: ArnoldCat on August 11, 2018, 02:28:59 AM
Correct me if im wrong.

You still don't have the option to enable/disable the antagonist invasions.
I hope all the things they add to the game make it up to keep people playing.
I will return to the game, all the changes look interesting, but, if i gonna have a antagonist on every match i will probably leave again.

Remember the constant invasions and the little reward you get for the time spend fighting a antagonist is a problem.

Everything depends on how much of a reward you earn by losing to a antagonist.

Anyway, i really wish the population grow big enough to keep the game afloat, not everyone hate the antagonist invasions, so maybe the people who can stand or dont care about invasions can populate the game.
Title: Re: New Spacelords Features...
Post by: gearedbeast on August 11, 2018, 02:54:44 AM
Correct me if im wrong.

You still don't have the option to enable/disable the antagonist invasions.
I hope all the things they add to the game make it up to keep people playing.
I will return to the game, all the changes look interesting, but, if i gonna have a antagonist on every match i will probably leave again.

Remember the constant invasions and the little reward you get for the time spend fighting a antagonist is a problem.

Everything depends on how much of a reward you earn by losing to a antagonist.

Anyway, i really wish the population grow big enough to keep the game afloat, not everyone hate the antagonist invasions, so maybe the people who can stand or dont care about invasions can populate the game.
I'm still hoping they announce that before release. It being a feature that make the game "unique" doesn't mean you can't have it as a separate mode.

I'm one of the people that can tolerate it and just happy I don't gonna play as one anymore but boy I would lovethe ability to opt out when I want to!
Title: Re: New Spacelords Features...
Post by: B30 on August 11, 2018, 02:37:02 PM
I get the blueprint for the character which I’ve played the mission, this is a huge step forward! So most likely it want take me another 10 Months to get a "Granny" blueprint!!
Well, it all depends on the blueprint drop rate and keeping in mind that there is still the blueprint lottery draw.
Title: Re: New Spacelords Features...
Post by: BPaige on August 11, 2018, 07:50:08 PM
Yay Moretez! The Goose is on the loose.

Cinematic watch mode will be great!I love those kind of scenes and often watch "movie versions" of games.  Maybe some time later we can collect little things, like phrases and quotes.

Title: Re: New Spacelords Features...
Post by: XjabberwockieX on August 12, 2018, 12:42:49 AM
Im sure they (Mercurysteam) have quite a few more things on the way we will be hearing about soon. There wasnt any mention of the purely pvp 'Arena' mode on the latest vid, so those of us in the community still feeling frustrated out there about the lack of news on the abundance of antags front should stay hopeful.
Title: Re: New Spacelords Features...
Post by: Level9Drow on August 13, 2018, 05:39:03 PM
Correct me if im wrong.

You still don't have the option to enable/disable the antagonist invasions.
I hope all the things they add to the game make it up to keep people playing.
I will return to the game, all the changes look interesting, but, if i gonna have a antagonist on every match i will probably leave again.

Remember the constant invasions and the little reward you get for the time spend fighting a antagonist is a problem.

Everything depends on how much of a reward you earn by losing to a antagonist.

Anyway, i really wish the population grow big enough to keep the game afloat, not everyone hate the antagonist invasions, so maybe the people who can stand or dont care about invasions can populate the game.

I agree, it's still a huge issue having your progress ruined by an antagonists. It takes a long time to get the gold you earn for things the you hit level 150, it's expensive. Making 800 gold for a 30 minute battle with an antag who won is infuriating and non productive. This is why I surrender ASAP when I see certain levle antagonist playing certain characters on certain maps, especially when I have a few low level players on my team. I simply DON'T want to continue the forgone conclusion for 800 gold. And the sad thing is, even if we DO win the fact that the antagonists was even there lowers the score and so rewarding you less than if you had played a game without an antagonists.

The myth that antagonists bring bonus rewards to your game is completely false. The antagonists skill (MMR) only REPLACES the difficulty score of the AI. And the rewards are not "BONUS" rewards, but the antagonists is just a factor that is placed into the scoring equation. You can ONLY get predetermined rewards that are based on a score between .5 and 10.

So the question is, if I can get 9 point scores without an antagonists there verses the AI. What incentive do I have AT ALL to want an antagonists in the game? Also, if the antagonists fights hard and we fight hard against him and it was a close fight we get LESS REWARDS. So it's completely not worth it. I surrender or suicide if I know it will be a hard fight. I simply is not pragmatic and is a complete utter waste of time. It already takes long enough to get gold, I don't need some PvP troll holding my progress back even more. Surrender fast, 5 minutes tops, get to the next game where you can get higher scores and more rewards.

Rant aside: Hopefully we will see an optional PvP. Every other game does it.
Title: Re: New Spacelords Features...
Post by: TheBrentWoody on August 13, 2018, 06:06:42 PM
Suiciding while people are -trying- is shitting on other people's play time WAY more than the antag is. Just sayin.
Title: Re: New Spacelords Features...
Post by: Level9Drow on August 13, 2018, 06:17:33 PM
It does feel rotten, Brent. I agree, but it feels even MORE rotten getting jipped for 30 minutes. Again, this makes it even more apparent that PvP should be optional. I don't like being held hostage.

I usually only do this if we have a high level antag (or R&R) and low level raiders. This means it's a complete waste and forgone conclusion. I ALWAYS request a surrender, even a few times. But the more time that is wasted the more loss of progress happens.
Title: Re: New Spacelords Features...
Post by: J33P3R5 CR33P3R on August 14, 2018, 07:14:00 AM
I’m just sitting here wondering what that ‘Dive Bomb Talon’ thing in the main menu was.
Title: Re: New Spacelords Features...
Post by: LordDraco3 on August 14, 2018, 08:31:07 PM
I’m just sitting here wondering what that ‘Dive Bomb Talon’ thing in the main menu was.

ARENAAAAAAAAAAAAAA MOOOOODE for the Aequilllibirum Wars?
With...playable ship pilots???
Title: Re: New Spacelords Features...
Post by: Level9Drow on August 14, 2018, 09:17:47 PM
9 more days!!!! So hard to wait patiently. >__<'
Title: Re: New Spacelords Features...
Post by: L E T H A L ☆ C E N T A U R I on August 15, 2018, 01:41:49 AM
9 more days!!!! So hard to wait patiently. >__<'

I know right jfcccc
Title: Re: New Spacelords Features...
Post by: Level9Drow on August 15, 2018, 08:07:57 AM
I’m just sitting here wondering what that ‘Dive Bomb Talon’ thing in the main menu was.

I saw that now that you pointed it out.! What is that I wonder!?!? "Dive Bomb"? Well whatever it is, you have to be level 11.
Title: Re: New Spacelords Features...
Post by: B30 on August 15, 2018, 10:35:04 AM
I’m just sitting here wondering what that ‘Dive Bomb Talon’ thing in the main menu was.

I saw that now that you pointed it out.! What is that I wonder!?!? "Dive Bomb"? Well whatever it is, you have to be level 11.

Unfortunately, you are only at level 9.   ;D
Title: Re: New Spacelords Features...
Post by: Level9Drow on August 17, 2018, 07:53:45 PM
"Newer" Spacelords Features...

I didn't want to create a new post so I just added this here to this one:
https://www.youtube.com/watch?v=Egn4G8DLAF8

1. Antagonists can now CHOOSE a mission: Well this is good. This means antagonists will mostly stick to the easier lower level maps since certain missions now have level requirements. The will weed the bully/trollers from the real PvP enthusiasts. Greifers will only go into low level maps because it's easy prey and easy to win and greif low level players. If you are on an advanced map and get an antagonists you know he's there for a fight not to grief you. The exception would be a low level antag queuing for the maps he has access to, in which he would also go against low level raiders. The bad news is, when you get that antag in the higher level mission, it will be more likely you will lose. But this may no longer be a bad thing because...segue ---->

2. Personal rewards: Yes, based on your own performance. Now if this is solely based on your performance then getting an antag may not be so bad anymore? Maybe? It depends still on how much you are punished for losing a match still. The good thing is that "those players", you know who they are, who AFK and leach off the rewards, will get very little compared to everyone else who is trying. And those who didn't die a lot will get more as well. Nothing like low levels who are a liability and ruin the mission dying a lot, but this may change...next segue ---->

3. Mentor Bonus: Those baby Harecs and Newborn Alicias, Konstantins and Lycuses who don't use their special ever who were a liability for veterans before? Well we will be compensated with a % bonus rewards for babysitting them. I think I saw 20%, which is nice. Now I can look at the newbies and go, "Aw shucks kid, c'mon, let's go do this mission." even though he may not know how. Which goes into the last segue --->

3.Mission Clues: This is the BEST! That Baby Lycus who kept punching the electrified fatty elites only to bounce of him several times and then get his face punched into the ground? Now he will know WHY he kept bouncing off the fatty and killed. A message will pop up and say, "psst, the fatty is overloaded, you no punchy." Which alleviates the liability of low  level players even more.

4. Video Tutorial: Perfect! This is another reason that new players should no longer punch electrified fatties or try and repeatedly punch and grab elites about to explode in their death throws. Tutorials, and video ones at that. *applauds*

This is all stellar news. I;m interested in what you guys think.

NOTE: Looks like PvP is still mandatory, which makes me sad. BUT! If Tolchock and R&R are nerfed (or Alicias jump, whatever) and with the advent of Arena mode, AND with Antagonists choosing their own missions coupled with level requirements on missions, AND with personal rewards and mentor bonus, this may be less of an aggravation. I may only roll my eyes after a loss rather then rage type on the forums while frothing at the mouth. It seems MSE wants us to engage in PvP, but is trying to alleviate the problems we have with PvP. Listen, I'll take it if this is the only option. It's better than nothing, and it's definitely a far ways from being nothing.

I'll see you guys on the Broken Planet.

Title: Re: New Spacelords Features...
Post by: Whitebleidd on August 17, 2018, 09:38:42 PM
Allowing antags to choose is a terrible idea, bunch of maps will be unplayable, have fun extracting that protector… well good luck to any of you pve players that are going to stick with this shit, you’re gonna need it…
Title: Re: New Spacelords Features...
Post by: Level9Drow on August 17, 2018, 09:44:10 PM
Allowing antags to choose is a terrible idea, bunch of maps will be unplayable, have fun extracting that protector… well good luck to any of you pve players that are going to stick with this shit, you’re gonna need it…

I wouldn't worry. This will force MSE to fix the protector issue. Once they notice the exploit and the fact that antags will always be choosing this one and that raiders will NEVER choose it they will notice the reason why. To be honest, they probably already know about it.
Title: Re: New Spacelords Features...
Post by: Whitebleidd on August 17, 2018, 10:07:01 PM
That’s only part of the issue, you know how pvpers work, the vast majority are just trolling or exploiting, if one mission is fixed they’ll just move on to the next mission that can be easily cheesed, there’s probably always going to be a mission that’s pretty much unplayable for a few weeks because all antags gang up on it, not allowing them to pick a mission, was actually a good way of preventing some of the griefing.

Edit: well apparently this system was used before and the protector and Loaht maps were already suffering for it... maybe next they should just let antags see raider cards and weapons.
Title: Re: New Spacelords Features...
Post by: Power Penguin on August 17, 2018, 10:11:35 PM
Man I wonder why the devs won't budge on giving people who just want to PvE (even for a little while) more options. Let's hope it doesn't kill the game again.
Title: Re: New Spacelords Features...
Post by: LordDraco3 on August 17, 2018, 11:00:50 PM
tbh I'm hyped about being able to pick antag missions so I will *NEVER HAVE TO PLAY ENEMY WITHIN EVER AGAIN FOREVER*

But yeah all these changes are looking good, can't wait to dive back in after playing less the last couple weeks. though R&R/Tolchok still need fixing, they will probably drop a nerf patch at the same time. We got a lot of nerfs and buffs when Hades dropped without ANY prior warning, which included the Hans jetpack nerf, so there's still a chance in regards to the meta weapons.
Title: Re: New Spacelords Features...
Post by: Whitebleidd on August 17, 2018, 11:17:58 PM
I don’t doubt you will enjoy picking missions, all antags are gonna have a field day with it, at the expense of everyone else…
Title: Re: New Spacelords Features...
Post by: Level9Drow on August 17, 2018, 11:59:44 PM
I don’t doubt you will enjoy picking missions, all antags are gonna have a field day with it, at the expense of everyone else…

#NOTALLANTAGS

/s
Don't lump em' all together man, calm down. There are sportsman and then trolls. I don't like PvP and I can recognize that.
Title: Re: New Spacelords Features...
Post by: LordDraco3 on August 18, 2018, 02:18:25 AM
if you pick just a few, that hurts your chances of finding a game. But there are certain matches I just can't stand to antag on; eneny within and weapon from the past especially.
Title: Re: New Spacelords Features...
Post by: Nemo on August 18, 2018, 06:09:19 AM
I'm still somewhat skeptical about all these changes, as well as the game going Free to Play. I was going to weigh in with my opinions earlier, but I was just waiting for more details. I'm guessing this is the final update video before the game becomes Spacelords, so I may as well say a few things.

Reward System Changes

Reward sharing, as it has been since September, is generally one of the major things cited in negative reviews of the game. No one really wants to spend 10-20 minutes in a game to lose on a Blueprint roll, or have to split Gold rewards three, or sometimes, four ways.

Whilst having individual rewards is a step in the right direction, this new system doesn't seem to be without faults, at least from the brief snippets that I've seen.

Looking at this video, as well as the 3rd 'Inside Spacelords' video, the results screen showed that players only earned 3338 Faction Points for beating that particular mission. Whilst the Alicia player did receive 7875 FP, most of that was from the Daily reward. My initial impression of this is that running missions that aren't one your Daily missions is not going to be worth your time. At the moment, I would say that most maps offer around 10-12k FP and 7-8k Gold. Assuming a two way split for both resources, it seems the current system offers more rewards than the new one, unless you're doing Dailies.

Acquiring Blueprints does seem a bit better under this new system, since you don't have to roll against anyone, but I don't quite like how you have to play as the character whose Blueprint you're after. Certain characters and weapon combinations have trouble contributing much on some maps. From what I've seen, it seems that there are going to be three missions that offer Blueprints everyday. If say, one of those missions is Enemy Within or Beast's Lair, and a new Hive, Ayana or Doldren player wants to play those missions with their default weapons, they're going to struggle dealing much damage to Uras' ganglions or to Marmalade. This means the rest of the team is going to have to compensate for them, and work much harder to win. But, at least, rewards aren't shared.

If everyone has the same Daily missions, it could also be that another player picks a character that you wanted to farm a blueprint for, meaning that if you beat the mission, you're going to have to do another Daily to try to get a Blueprint you want. Additionally, with the general threat of Antagonist invasions, or the possibility of new/bad teammates, I wouldn't feel very confident picking 'weak' characters, just because I want one of their Blueprints. I've also doubled up on a lot of Blueprints already, so I'm not quite sure what will happen if I get a Blueprint that I already have. Does it get converted into gold, or perhaps a free weapon reconfiguration?

Also, if everyone does have the same Daily missions, Antagonists are probably going to queue up for those levels. If those Antagonists then lower your score, it may be that you lose out on a weapon Blueprint despite winning that map, and have to do another Daily or wait another day.

Despite the new changes to Blueprint acquisition, it is still somewhat random. You may not win the roll, or you may not get the weapon you want at all. You may not even be able to pick the character you want.

I'd rather have the new Daily system be akin to the Quests and Contracts Board in Vermintide. Players would be able to earn 'tokens' doing Daily missions, and then would be able to spend them on specific Blueprints that they want to acquire. It would be a bit more flexible, and you wouldn't be forced to play as certain characters to acquire their weapons.

Overall, I imagine that people will just do their Daily missions, and then either stop for the day or play in Solo mode, unless the rewards for completing non-Daily missions are decent. This may affect matchmaking somewhat.

Antagonist Mode

There's no doubt been a lot of discussion about this mode since the game's inception. At least the way I see it, there is no real incentive for a Raider team to want an Antagonist in their game. The Raiders acquire no bonus rewards for the increased risk involved, and oftentimes get lower scores even when they win, due to time delay and deaths. I don't feel particularly enthused or excited when an Antagonist invades, it's just a chore, and a headache.

This whole mode just seems forced to me, with heavy handed design. The developers have remained adamant that this is supposed to be a 4v1 online PvPvE game, yet I have no real reason to want to participate in it. Personally, I find anything below around 65-70% difficulty to be pretty easy. If I therefore have the option to breeze through a 40-50% difficulty match with no Antagonist, and get over a 9.0 score in 5-10 minutes or less, why would I want anything else? If I was playing with a 4 man squad, I also wouldn't have to put up with queue times. Throw in some Affililiation and Bounty Hunter weapons, and the Raiders can earn way more rewards than Antagonists can. A typical Antagonist win with a score around 8, gives about 4k FP and 3-3.5k Gold. Even with sharing, I can earn more than that playing as a Raider. Even in cases where the Raiders instantly surrendered when they saw me, the rewards were about 7k FP and 6k Gold.

The only reason to play Antagonist before the Hades update was to earn some PvP ranks to craft a weapon, and after, the only reason was Affinity, Aequilibrium and Blueprint acquisition. It seems with the Spacelords update, Blueprints can be acquired by doing Daily missions, so now there's even less incentive to play as an Antagonist.

It just seems to me like the whole Antagonist mode was shoehorned in to make the game stand out from just being another online cooperative shooter. The forced PvP is one of the other major criticisms of the game, and has likely been one of the major contributors to its low number of players.

I would suggest again, that PvP and PvE be separated, but with the offering of major/exclusive rewards for players who opt to be invaded, as well as boosted rewards for Antagonist players.

In a vacuum, the mode seems fine. But having one player waste four other players' time without their having a say in it, just doesn't seem right to me.

Anyway, allowing Antagonists to pick their own maps probably isn't the best idea. I imagine maps like Low Blow and No Reservations will be more risky to play through, due to Lichtbogen Kuzmann Antagonists. At least, hopefully, there won't be high level Antagonists invading newer players on Hanging by a Thread like when the game first came out. That probably wasn't giving people the best first impressions of the game.

'Improved Matchmaking'/MMR System

I don't really have the words to express the amount of ire I have towards this game's matchmaking system, and its MMR system. I don't believe I've ever seen a game where its players felt their only recourse was to deliberately lose matches just to bring the difficulty down. It's utterly ludicrous. Damning, even.

There is no incentive to have a high MMR, as it doesn't increase rewards. Moreover, you run the risk of a low MMR Antagonist being carried to victory by vastly overpowered AI enemies. How is a Raider team supposed to win against an Antagonist when the regular AI enemies have 800-1k health, deal 100-250 melee damage and kill even 5th Council characters in a few shots? Let alone having to deal with Elites that can one shot you in melee and take upwards of 12 Strikes to take down. It's a travesty. If I had that level of AI assistance when I invade, I would never lose an Antagonist match. Instead, I get to see a Iune player eat three Strikes in a row from an Elite and lose less than a quarter of her health, and then take him down in two punches. How is this fair matchmaking?

To put this in context, I've beaten levels at 80-85% difficulty in the Hades update, yet the AI enemies that accompany low MMR Antagonists are even harder than those ones.

I've taken a break from this game for weeks now just because of how much I detest this MMR system. Yet, having played recently, the problem still persists. I think I've lost count of how many forced losses I've had to endure due to MMR differences scaling the AI to absurd levels. The MMR system is not really a true measure of player skill, and is exploitable, since people can artificially lower it by forming suicide squads or playing as a friendly Antagonist.

I remember reading about how modern matchmaking systems try to even out everyone's win/loss percentages so that every player gets to win now and again. It's understandable why some game companies would implement such a system, so as to retain players. Regardless, when an Antagonist can literally go AFK and win a match, as has happened to me numerous times, you've screwed up.

I sincerely hope you fix this in the new update. I'd much rather there be set difficulty levels in online PvE, as well as the AI difficulty being set to a consistent level in PvP, like it was before the Hades update.

Solo/Training Mode

It's nice that you can earn rewards from Solo mode now, even if it is only gold, by the looks of it. People have been asking for that for nearly a year now. I don't quite understand why players would have to beat the maps online before they can play it solo though, that seems quite backward.

My main concern is that this may affect online matchmaking somewhat, since players might just choose to play Solo mode more. This possibly depends on the level of rewards offered, however. I would still say it's a good move to give players the option to earn rewards in Solo play, at least.


Moving to a Free to Play model

I'm not really a huge fan of F2P games. Their design is often compromised in ways meant to extract microtransactions out of players, as well as possibly preying on 'whales' and people with poor impulse control. Cosmetics and such, I'll give a pass to. Even if I don't really feel they're worthwhile. Things like having to buy keys to open lootboxes, buying virtual currency, making the game excessively grindy and the like, I can't agree with.

Currently, some of the skin prices I feel are overly expensive, and loadout pages should have the option to be purchased with Gold or Faction Points. Since Gold can be purchased with real money, and is quite the important resource in the game, I worry that farming for it will be made more tedious, just to push people to buy Mercury Points.

Evolve got dragged over the coals for its ridiculous amount of pre-launch DLC, and that was a game with a much higher marketing and, possibly, development budget. The general obscurity of Raiders/Spacelords has inured it somewhat from such criticisms, but at the moment, I think you might turn away a lot of potential players when they find out that there are skins in the game that cost as much as another game entirely.

I suppose I'll just have to wait and see. At the very least, you're picking a business model and sticking with it, and have completed the first season without having to cancel halfway.

This game has had somewhat of an identity crisis this past year or so, which has no doubt hurt its prospects.

Miscellaneous Thoughts/Suggestions

- If you're going to nerf weapon damage when it comes to PvP, I would suggest raising players' passive damage reduction instead, or at least reduce the health boost of AI enemies at higher difficulties. They're quite the bullet sponges at +60-70% difficulty.

- I always thought it would have been better to have the Antagonist player take on the role of the AI director. You could have him choose where and when to spawn enemies, he could buff them up with special abilities that are on a cooldown, issue kill orders on certain Raiders, and then maybe take the field personally, now and again. Perhaps as a different mode or something.

- It would be nice if there was a gun range or training dummy type feature, for weapon testing.

- Add some proper weapon statistics. DPS, Range, damage per bullet, Rate of Fire, Magazine size, Critical rates, etc.

- Some form of text chat, or more chat emotes.

- The video tutorials are good. Hopefully, they give apt advice.

- Maybe some way of 'tagging' enemies or objectives, so a player can get their teammates to focus on things.

- The 'mentor' bonus seems nice, but if I have a high MMR, why would the matchmaking place me with new players?

- I hope I can see Cortez's new menu animations/voicelines, despite having leveled up.

- If there was a 'babysitter' skin for Konstantin, I'd buy it. It's all I seem to be doing these days.

- The Tsiklon and Tolchok don't work properly unless you're the host, or playing in Solo mode. Their bullet damage doesn't increase as the weapon gets hotter. Hopefully this gets fixed next update, it's been months now.

Have a nice weekend, everyone.
Title: Re: New Spacelords Features...
Post by: menguss70 on August 18, 2018, 03:11:05 PM
Nemo …".Personally, I find anything below around 65-70% difficulty to be pretty easy"....mah....for 4 Very good Riders ….only 1 is no good the mission is failed….
Title: Re: New Spacelords Features...
Post by: XjabberwockieX on August 18, 2018, 05:39:41 PM
I don’t doubt you will enjoy picking missions, all antags are gonna have a field day with it, at the expense of everyone else…

#NOTALLANTAGS

/s
Don't lump em' all together man, calm down. There are sportsman and then trolls. I don't like PvP and I can recognize that.

I agree, their are antags that are clearly trolling (same weapon every match, same tactic, preying on low levels) and their are sportsmen as Drow says. Draco is Def in the latter camp. Always a great challenge, good mmr level so the map help is solid but not overwhelming, and plays alot of different characters, I never mind going head to head with antagonists like him.
Title: Re: New Spacelords Features...
Post by: TheBrentWoody on August 19, 2018, 06:07:28 AM
Screen shot that mmr, Nemo.
Title: Re: New Spacelords Features...
Post by: Nemo on August 19, 2018, 02:58:25 PM
I don't really like posting stuff up online, but here you go.

(https://steamuserimages-a.akamaihd.net/ugc/927056600826007060/5F2D7E996348850E7BFFE2F5838EEA2D4ED99A8F/)

Also, some friends and I beating Destroyer of Worlds in about 5 minutes.

(https://steamuserimages-a.akamaihd.net/ugc/925933977496165358/D4D54C14936882B33A9AFB7B1E8B55AB207CEE63/)

(https://steamuserimages-a.akamaihd.net/ugc/927059243554811107/B697AF9F65BCD3145F85C1263029ADEB5E79DAC9/)

I reached that MMR around the end of April, though I eventually got tired of trying to maintain it, both because it was relatively pointless and because getting stuck in ridiculous Antagonist matches was quite frustrating. I think around the time the Tolchok came out and the game was given away for free on Steam, I spent about 10-12 hours lowering it to about 45% by AFKing in Antagonist mode. Most of my observations of how weak the AI enemies were in high MMR invasions was during this time. As an aside, even their movement speed seemed affected, as they were quite literally moving in slow motion.

After that, I just lost a lot of enthusiasm for the game. My MMR would go up and down a bit, but was generally around the 70s. However, I would occasionally lower it by forming suicide squads with friends. I haven't really been playing this game much throughout the Summer, I just came back recently to try out Rak and attempt to gather a few missing weapons before the new update.

It seems that the MMR system has been changed recently, so that it only increases if you beat a map that has a difficulty within about 10% of your MMR. Most of my usual friends seemed to have stopped playing this game, so when I play with randoms, the difficulty is usually within the 40-50% range.

I've also beaten all the maps on Very Hard in Solo mode, and I find it to be quite relaxing compared to some of the craziness I've had to deal with online. Assuming that the new Training Mode offers the same rewards, it doesn't seem like it would be a bad way of grinding Gold. Although, we'll have to see, I suppose.


Nemo …".Personally, I find anything below around 65-70% difficulty to be pretty easy"....mah....for 4 Very good Riders ….only 1 is no good the mission is failed….

Usually, I find that the players that are playing at over 60% difficulty know what they're doing, and so the maps aren't really too much of a hassle. I've sometimes found matches in the 50-60% difficulty range to be more difficult, simply because you may have one or two players who don't contribute all that much. However, I can often reasonably carry most teams through most maps by just playing Konstantin or Kuzmann and clearing trash and holding all the aggro.
Title: Re: New Spacelords Features...
Post by: TheBrentWoody on August 19, 2018, 06:05:57 PM
Nice.  Ya.  We did a 100 run before Hades, and didn't try again until recently, was taking 5 matches to go up 1% and one loss with that antagonist skew would drop you 2%.  It was very frustrating.
Title: Re: New Spacelords Features...
Post by: TheBrentWoody on August 19, 2018, 06:29:46 PM
Highest we managed to grind out was 78. Cause fuck that. Hah.
Title: Re: New Spacelords Features...
Post by: menguss70 on August 20, 2018, 12:09:27 AM
Mah...Congratulation Nemo...for pc version mystery....
Title: Re: New Spacelords Features...
Post by: menguss70 on August 20, 2018, 12:13:58 AM
Highest we managed to grind out was 78. Cause fuck that. Hah.


Pc Version is not affidable....i see online invincible kostantin....
Title: Re: New Spacelords Features...
Post by: Cory-Dark on August 23, 2018, 05:17:28 PM
did anyone else lose their founder skins, had weapons reset to zero and straight up lost legendary weapons? cause i just updated the game and now i kinda dont want to play anymore
Title: Re: New Spacelords Features...
Post by: BeertheBrad on August 23, 2018, 07:59:42 PM
did anyone else lose their founder skins, had weapons reset to zero and straight up lost legendary weapons? cause i just updated the game and now i kinda dont want to play anymore

They know, they are working to resolve the issues.

https://www.spacelordsthegame.com/community/index.php?topic=2100.msg9768;topicseen#msg9768
Title: Re: New Spacelords Features...
Post by: BPaige on August 25, 2018, 02:57:36 PM
tl;dr: Personal opinion, whining (after two days of intense gaming)

It feels like they had a Raider vs Antagonist battle at their own office. Spacelords try hard to purge everything that remained from RotBP, the worst ways possible. 
Raiders was a fine chunk of wood; original, stylish, pleading for soft carving. But Spacelords cut it up with a f...ing hatchet.
Everything seems rushed, unadvised,oversized and harsh.

It sadly lost its soul for me.:(

P.s: anyone finds out the Lemmy tribute skin, please give him/her a big hug. He was a great man. :(