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Messages - Placelord

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91
Gameplay Feedback / Re: Antagging is currently dead
 on: January 23, 2019, 09:59:02 AM 
Yup that's what I do. I make it clear at the beginning that I mean no harm. If they are still trying to fight after I made it obvious, I'll just sit in spawn mode. I'll help if I can, but antagging is best for me when I'm left alone. I just find a spot away from the raiders to train my button execution free of ad interference. It's nice and the whole thing is usually enjoyable. But only because I've abandoned all expectations of reasonable competition. I've taken up antagging for friends who need rewards so I'm trying to get some lemonade out of this.

92
Suggestions / Re: Can we have an Opt-Out of Mentor games?
 on: January 22, 2019, 12:14:50 AM 
For the longest time I was against the opt out antag/mentor movement, but after having a lot more experience I say give us the choice. It is so infuriating to get dealt an unvinnable match when you have a rare on the line. When you have to go for a 3round streak and you haven't seen a rare on your board for days and now you have to carry a lv 20 and 2 cortezes. Unacceptable.

93
Suggestions / Re: List of Suggestions
 on: January 18, 2019, 10:21:33 PM 
Advertising indeed. If I were in charge of selling this game I'd push it's strengths as a tactical social experience. I invision a framing device like a heist movie on an A-team episode. Having each member given a role and a play to run like a football huddle. That would make it stand out as more than just anotger stylish shooter, and set the new comers expectations for how important thoughtful play is over simple brute Force.

94
Gameplay Feedback / Re: Aequilibrium
 on: January 18, 2019, 07:25:59 PM 
Okay I'm down with the system moving towards the antag side to compensate for raider play being more likely. It's just oddly not something that I'm seeing happening. But my way of playing is pretty unusual and therefore not reflective of the wider player base.

Is there a post anywhere by the devs explicitly explaining what factors are involved and to what degree? Not to be pedantic but it's kind of nebulous and prone to speculation atm. For example; some people believe it's wins that move the needle while I believe it's leveling with an affinity that does it. Your post suggests that just playing as one or the other moves it.

If any or all of these factors do move the needle how much? Does it move the same for all players who lv with affinity or is it modulated by lv or performance? If it moves itself over time at what rate does it move per hour?

I know I'm coming off as knitpickey but most games have a wiki or something to refer to when you want to know what the mechanics are actually doing. Heck, I can't even get a consensus among players as to what the term 'reaction' means as it pertains to weapons. Is it the special effect (ie healing, etc) or is it stagger potential? While I don't believe that the devs are obligated to spell every little detail out, specifics are extremely helpful and this community doesn't seem to have the means or will to crack it ourselves.

95
Gameplay Feedback / Re: Antagging is currently dead
 on: January 18, 2019, 05:27:39 PM 
Draco puts it well, the bosses don't do much if any killing. After over 40 matches as a peaceful antag it's pretty clear that the expectation is that the antag is 90% of the kill potential on the match with the remaining 10% being accidents and boneheaded play.

96
True the current system is not doing much to build confidence in new comers and should be addressed if the game is to retain any momentum. I am eagerly looking forward to seeing what steps are taken in the next couple of updates.

97
I am curious as tho wether the player population is relatively low or not. There's no real dataon that. It certainly feels low when the q times are long, but I dunno.

I aggree, I'd rather have quick relative low reward matches than long punishing matches which will still yield low rewards. I do see a lot of low lv's dissert early on due to difficulty or imbalanced matches. I often wonder if the lv 1 harec that disconnects within the 1st few minutes will ever pick up the game again. I see it so often it's hard not to assume the game is bleeding players.

As to your alternative it's hard to tell if it would work without seeing it in action but I'd forsee it still having trouble in a low population environment. I dunno though.

98
Bug report & Technical Support / Re: Aequilibrium Dropping
 on: January 17, 2019, 05:24:12 AM 
It discourages me because because it's obvious that our effort is not translating into reward and likely wont. Our guild has nothing but antag affinity for the past few days and we're still sitting firmly on the raider side. I play nearly every day, what more do they want?

99
Gameplay Feedback / Re: Antagging is currently dead
 on: January 16, 2019, 09:46:03 PM 
The problem is that the amount of ad spawns when an antag is in match is extremely low regardless of the factors. Whether the raiders team is high or low lv, whether the antag is high or low lv, whether the players mmr is high or low; every wave consists of about 3 ads an an elite. Of course that doesn't include stages where massive assaults are baked into the objective like breath of hope.

I know you're working on finding a balance but I want to put a fine point on this so it's factored in. Ad spawns are too low. When there's a lv 300+ on the field it doesn't matter how good the ai is, 3 ads is not going to slow them down. I'm just asking for a smoother gradient of difficulty.


100
Gameplay Feedback / Re: Aequilibrium
 on: January 16, 2019, 09:05:49 PM 
Wait so does aequilibrium move towards raiders automatically!? We have a pretty tight knit guild so there's no chance that unknown factors are at play. The only events showing for the past 24 hours are members leveling with antag affinity and our balance is still dropping. When I put the game down last night we were dead center. Now I lv as antag and we're back down to 28% with no one at all lv as raider in over a day. Wtf?

101
Gameplay Feedback / Re: The Painkiller
 on: January 12, 2019, 07:50:16 PM 
Damn that was a waste of a forge. I've been experimenting with unconventional ways to antag. I was hoping to use it to heal bosses.

102
Gameplay Feedback / Re: The Painkiller
 on: January 12, 2019, 06:59:39 AM 
Maybe I missed it, this is a long thread. But, does increasing Calibur increase the healing?

103
Gameplay Feedback / Re: Is the Game DEAD?
 on: January 11, 2019, 10:08:02 PM 
Depends on which day you're trying to get on. Weekdays q times can get pretty bad but I wouldn't call it dead. My suggestion would be to join a public guild, then you can invite guild members to fill out your party. If don't have to a full party to play, but it will speed up your q time immensely.

104
Gameplay Feedback / Re: Cutscenes skip. Seriously.
 on: January 09, 2019, 12:52:19 AM 
Ty for the added perspective. It's just that things are frustrating enough as it is (for reasons you've highlighted), the watch trolling is just that extra poke in the eye that pushes me over the edge.

When I lose I just want to get back in there and show I can win. But then to have to stew in it just kills all the momentum.

105
Gameplay Feedback / Re: Cutscenes skip. Seriously.
 on: January 08, 2019, 07:29:44 PM 
Cool. I aggree wholly that the matchmaking balance is a huge problem. With all due respect, would it be possible to stay on topic? My experience on these forums is this;

I give feedback on a problem. Someone completely invalidates any legitimate case I'm making by hyper focusing on a single statement. Either the topic is changed to another unrelated issue or it becomes an argument about semantics. Then the thread dies without the problem ever being addressed.

The OP is about the current cut scene skip being a means by which players can waste other players time unnecessarily. Moreso that there is no good reason why a player who has lost a match (or the match has concluded) should be forced to sit around and do nothing at threat of being penalized.

Whether this is the key reason this game is off-putting is irrelevant. The point is that this and other aspects of the game are un needed  timesinks and is disrespectful of the time we invest. The amount of meaningful gameplay you can get into over the course of an hour compared to other games in this genre is laughable. Imagine if this same system was in overwatch or fortnite, it'd be unacceptable.

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