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Messages - Placelord

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121
Spacelords Universe / Re: Badass Sexy Females...
 on: December 21, 2018, 09:51:28 PM 
Klaatu verata necktie my brother.

122
Spacelords Universe / Re: Badass Sexy Females...
 on: December 21, 2018, 07:28:09 PM 
Hellz yeah!

123
The testing conditions are as follows. Lv 76 Alicia with painkiller. I'm prohibited from directly killing, but do attempt to disrupt objectives. The goal is isolate the the difficulty system an examine how it varies from case to case.

It seems obvious that a friendly antag is going to skew the difficulty in the raiders favor. But it's not about how quickly they can win but judging the algorithms merit as an obstacle.

I'm going with Alicia because I can can observe while still being as much of a distraction as I would be otherwise.  I've chosen the painkiller so I can test what effect more health has on the ai's effectiveness. I'm mostly accounting for raider levels, ad proliferation and matchups.

All and all it wasn't a bad time. Watching people acclimate to my wierd behavior was always interesting. Antag is a lot more more enjoyable without the expectation of winning. After 10 matches I can say without a doubt that antag ads are way too low. I'm likely going to try 10 more though just to be sure. Hehe.

124
Gameplay Feedback / Re: Antagonist Mode - Criticisms and Suggestions
 on: December 20, 2018, 10:15:50 PM 
I think it's a good idea to tweak the reward structure. There are so many problems that would alleviate.

125
I'm not mad at this point but I think this bears sharing. 1st match of the night and how incredibly apt.

I'm lv 74 antag harek, mmr 46%. White noise. I'm up against a 196 Ginebra, 120 Ayana, 131 Iune, and the 4th disconned in lobby.

First phase: starts with 4 ads. The waves are spaced out at roughly a minute. Each successive wave spawns 3 ads and 1 elite. I couldn't get an accurate figure on the snipers, but there were no more than 2 at any given time. The miner population seemed very usual, not more or less than I'm used to.

2nd phase: anti grav blasts every 20 seconds. The blasts stay steady at that rate throughout. No increase in the ad population or regularity.

I wasn't able to divine any of the raiders mmrs.

Fortunately my 2nd match was far more balanced lv wise.

126
Fan Corner / Re: Valeria for Mortal Kombat 11?
 on: December 20, 2018, 02:25:22 AM 
If they can have totally unrelated properties like hellboy and TMNT, they can definitely fit Valeria in. It'd be good press for mse as well. Bring in the fighter fans.

127
Well I can tell you that when your mmr is 40 points higher than the Antagonist the map gives them a bunch of terminators. My group was low 90's mmr and antag had 50 and we lost because of all the adds so...that sucked.

I'm curious about whether that only scales to the team leader's mmr or a team average. Like if the team leader is low lv and/or low mmr, is the big raider facing toddler ai scaled to the host? One of the core criticisms I've been repeating is facing a team with a single 250+ and still getting saddled with reduced difficulty. Which I admit I'm just inferring a high mmr based on effectiveness in the field. I'll start noting who's host and what mmrs are in play.

128
Pohthehd, you dont happen to have a link to the mmr breakdown post you mentioned, do you?

129
Spacelords Universe / Re: L9D vs A2099
 on: December 20, 2018, 01:14:20 AM 
Is the SoM remake couch co op like the original?

130
That's awesome, hellath. It's nice to remember that improvements are always on the horizon.

As far as data goes;. , I am in the 60 - 70 lv range. My mmr hovers between 35 - 45. My difficulties are relatively recent which is why I'm giving ranges. My most common play session times are on weekday evenings.

The base issue I'm having is that the difficulty isn't compensating for the involvement of an extremely high level raider (lv 250+) or stacked squads (average team lv 70). In both situations the current level of ad reduction is too aggressive.

My theory is that balancing mid level play is much more fiddly than balancing for high and low level play given there's such a broad gradient. Or, it's a conflagration of my unique circumstances and luck. IE population lv distribution likely isn't as uniform on a Tuesday night as it would be on a Saturday.

Given that, I would find it hard to nail down an effective solution. Perhaps if I better understood how mmr is calculated and what fators modulate difficulty, my perception of this issue would change.

131
Does sitting as antag move the needle? That's good to know. But I used to go antag more for the chance to test my skill. I actually agree that coordination being the best weapon against antags is a good thing. I'd just like to see the huge gaps less often.

Going back to the DBZ metaphor; I think you can scale matchups in a similar way. There's a sort of bell curve of power escalation that seriously narrows competition. You can throw an endless amount of yamchas at Goku and he's still going to win. Or, if the yamchas do win it's likely more a matter of probability than performance.

I'm not knocking investing and improving. I'm for an uphill battle too, just not a hill so steep it might as well be a wall. I'm just advocating for tiers really. Relatively evenly matched competition serves as a test of skill whereas unbalanced matchups neccesatate luck and underhanded tactics.

I'm thinking that if matches are bound to have that one hugely over leveled player; then whatever algorithm is modulating difficulty should better account for that.


Mostly, I'm hoping for feedback from other players that are mid level(50-150). Are they also hitting a wall in pvp or am I just getting bad matchmaking luck?

132
That's cool that is a known issue that isn't too damaging.

133
Suggestions / Re: Recruitment UI suggestions
 on: December 19, 2018, 04:40:06 AM 
Oh I see now. That's nifty. I didn't catch that feature correctly.

134
Update:
https://www.spacelordsthegame.com/community/index.php?topic=4606.0

Oh, well after reading that I really don't see how this system is currently so hit or miss. It looks like they've spent a lot of time thinking about this and it's logic is pretty well justified. I'm confident that no overhaul is needed, just tweaking to find the new sweet spot.

Original post:
I want to preface this rant by saying that I have been largely in favor of pvp and do not want to see it removed. Also, that mse is and has been taking steps to balance pvp. Despite the detail I go into, I'm not trying to imply that they are clueless. I'm just conveying my experience to see if that experience is shared.

I've read a lot of people talking about antags ruining thier game, (not so much anymore since the majority of posters here are likely lv150+). I'm wondering if I'm the only one who is having trouble with the opposite experience.

I am having a terrible time at being an antag. Maybe I'm just bad at it, but I honestly don't remember the last time I wasn't ground into powder. This is extremely frustrating because xp gain is dependent on a balanced aequalibrium.

I'm starting to feel like antag isn't viable until you get over lv 100.  I rarely see balanced matchups regardless of which side I'm on. It's either an extremely high lv antag vs a baby crew or a mid lv antag vs a stacked roster. It's rare that the matchmaking finds a middle ground.

I'm around lv 60 FYI. When I'm up against a low lv squad I usually don't go ape out of some silly sense of honor. The thing is, I should be, because the only victory I'm likely to secure is by playing dirty.

The most common matchup I get as antag is lv 50, a 75, a 5, and a 260. Between cards, forge, base stats, and the reduced spawn rate/objective requirements; that 260 can solo the stage, np.

It's no fun going up against a raider that can down me in 1-2 actions, and all I'm getting for backup is 5 ads and maybe 2 elites. Yeah, that's really going to slow them down. There's a clear power level gap that needs to be addressed. It's getting like DBZ up in here and I'm tien.

What do you all think? Is it a problem, and could it be fixed?

135
Suggestions / Re: Recruitment UI suggestions
 on: December 18, 2018, 10:58:49 PM 
Cool cool. I Noticed that option. It's just a slight pain in the butt on PS4. I've been using post it notes so I can get the spelling and case right. The problem isn't so much spacelords as it is the PS4 ui. Not allowing me to see my friends names while I'm typing them in, or just not bringing their profile when selected.

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