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Ship's Log / Re: Spacelords Update 11.1 Patch Notes
on: October 18, 2018, 06:13:39 PM
So you're listening to the community complain, but you still don't understand the problems. Why are we still getting nothing for duplicate blueprints? Why are antagonists still allowed in Mentor matches? Why do raiders still score lower on average with an antagonist than without? On A Fistful of Sand what prevents the antag from simply killing the Protector? For the Tolchok, why doesn't a player get knockback immunity for 2s after it procs? (Nerfing its damage doesn't solve the problem.) You really buffed Patient?! (Was Doldren not OHKO'ing every character already?) ...
And yes I could keep going for a very long time.
While not all of the changes are bad, it appears as though MSE remains out of touch with the problems of the game. I mean on In Shock the issue is that Kuzman sits next to the switches so why not make him jump down farther away after activating them or allow him to aggro more easily? You have the data for the success rates after you changed this mission so you know that it had a dramatic effect when you made this (ninja) change.
I really enjoy Spacelords but it is starting to feel like a love-hate relationship. If you want the game to succeed, not just survive, then you need to make changes that let the player feel like they are being rewarded for playing even when they lose. You can add in-game achievements that reward small amounts of gold when you kill X, Y and Z enemies, successfully survive being downed, etc. Make these weekly/monthly so that only the most dedicated players ever reach the final goals.
In the end it has to be MSE that saves the game. And while the volume of changes is commendable, most of them seem inconsequential when major problems are still being ignored.
And yes I could keep going for a very long time.
While not all of the changes are bad, it appears as though MSE remains out of touch with the problems of the game. I mean on In Shock the issue is that Kuzman sits next to the switches so why not make him jump down farther away after activating them or allow him to aggro more easily? You have the data for the success rates after you changed this mission so you know that it had a dramatic effect when you made this (ninja) change.
I really enjoy Spacelords but it is starting to feel like a love-hate relationship. If you want the game to succeed, not just survive, then you need to make changes that let the player feel like they are being rewarded for playing even when they lose. You can add in-game achievements that reward small amounts of gold when you kill X, Y and Z enemies, successfully survive being downed, etc. Make these weekly/monthly so that only the most dedicated players ever reach the final goals.
In the end it has to be MSE that saves the game. And while the volume of changes is commendable, most of them seem inconsequential when major problems are still being ignored.