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Messages - Placelord

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136
Suggestions / Recruitment UI suggestions
 on: December 18, 2018, 05:16:46 PM 
So once you're in a guild, the search option brings up any members that are online. Now I don't have to rely on PSN so much. This is good.

Outdated[When you highlight a guild mender, could there be an option to invite to team? I play on PS4 so I  am only able to invite once I've friended but the PS4 ui is unreliable and doesn't always allow me to access profiles. It'd be nice to do this so I don't have to flood my friends list. Also this would allow me to invite pc players. I know we can invite by typing in names but that's a slight pain to do on the fly with most names being relatively complicated and off screen when in the search pane.]

137
I had an issue with the smoking Daisy weapon on destroyer of worlds. There was no graphical feedback from firing my weapon. The projectiles and particles were invisible. It seemed kind of like the hitbox from the bullets didn't exist either sometimes, but I might've been missing my shots.

138
Gameplay Feedback / Re: Radar in spacelords...
 on: December 14, 2018, 05:25:17 PM 
That makes sense. It wouldn't benefit the antag at all. Whereas the radar would theoretically assist the antag as well as the raiders. Really i'd just prefer some objective frame of reference to assist on spacial communication.

Maybe I should work on some maps that label sectors with letters. Since it's not just spotting the antag that makes me want this, but making it feasable to coordinate more quickly.

139
Gameplay Feedback / Re: Radar in spacelords...
 on: December 14, 2018, 05:32:10 AM 
Pretty much, yeah. Ideally with numbers too.

140
Gameplay Feedback / Re: Radar in spacelords...
 on: December 14, 2018, 01:54:15 AM 
I hadn't intended on insulting the dev. I like the update. I was legitimately looking forward to guilds. A good amount of the criticisms that were in my original reply are improved. I'm honestly not trying to troll, I'd just like to see this game get stronger. For everyone's good.

The reason I put money down on this game is because it's a shooter where getting along leads to better success. That's rare, to me. I just had a few ideas on how to lean into that niche. Everyone has a better experience if they are all on the same page.

I'm really not sure why suggesting a compass and less downtime is so controversial.

141
Gameplay Feedback / Re: Radar in spacelords...
 on: December 13, 2018, 10:32:56 PM 
Pohthehd what's your beef man? You are just so dead set on this 'sit down and shut up' campaign it's impossible to have any constructive conversation.

I don't see how adding a compass is so offensive. If I'm on voice chat with people and I need to give them spacial direction or a warning there is no mechanism by which I can communicate locations. Get over yourself dude.

142
Suggestions / Re: Spacelords causes PS4 fan to run loudly
 on: December 11, 2018, 01:36:09 AM 
A disk spinning too fast can sound like an overheated unit. I've had a similar problem to the op. My PS4 was being very loud for no good reason. I take out any disc that might be inside, problem solved. I don't know why it spins the disc in the tray (extra fast) when you aren't 'using' said disk, but it does, and it sucks.

143
Suggestions / Re: Spacelords causes PS4 fan to run loudly
 on: December 10, 2018, 05:12:04 PM 
Do you have a disc in while you play? I've noticed it will still spin a disc even if you're playing a downloaded game.

144
Spacelords Assemble / Re: A Break from Controversy...GUILDS!
 on: December 10, 2018, 02:45:11 AM 
Guild name: Action Team 4.

Philosophy:
A ragtag band of mercenaries always ready with a plan. Kind of like the A team. Staffed with tactical players. I'd love to see people coming up with plays and formations, busting through missions like it's a heist movie.

Banner: a snake on top of an aeroplane.

145
Gameplay Feedback / Re: Finisher Animations...
 on: December 10, 2018, 01:41:32 AM 
Oh that changes everything. Does the immunity apply to ad bullets too?

146
Gameplay Feedback / Re: Cross platform exchange
 on: December 10, 2018, 01:38:31 AM 
Takato: for real? I'm hoping you're right. That would be very helpful.

147
Gameplay Feedback / Re: Aequilibrium
 on: December 10, 2018, 01:34:27 AM 
The guild based aequalibrium change sounds awesome. Does it have a lower limit? Like if I have a guild with just me and maybe 2 other friends?

148
Spacelords’ Advice / Re: Antag; self imposed challenges, anyone?
 on: December 10, 2018, 01:30:00 AM 
Ac3: that's a good plan, I think I'll adopt it. Everyone is fairly challenged and you're not throwing your time or rewards away if you don't want to.

The way I see it, if I am in the position to decide whether the raiders succeed or fail; I've already won.

149
Gameplay Feedback / Re: If "Grapple" dont mean: instant death!
 on: December 07, 2018, 12:17:08 AM 
I think people are on to something with punching. When fighting the urus clone I only punch. The real risk with punching comes from ads. If you aren't being shot at there is little if any drawback.

150
Gameplay Feedback / Re: If "Grapple" dont mean: instant death!
 on: December 06, 2018, 10:19:12 PM 
I get the frustration. I was not a fan at first, but once to meet the system on it's own terms as a rock paper scissors, it's actually quite fair.

I do aggree about positioning and timing being jank sometimes. Starting your grapple before an elite doesn't guarantee that it will execute. Executing a strike near a ledge will more often result in you kicking the wall instead of vaulting. And the Elite's nvulnerability move should have a cool down. Spamming invincibility endlessly is never accepable in any game outside of cheat or trainer modes.

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