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BARRACKS => Gameplay Feedback => Topic started by: Placelord on November 29, 2018, 02:54:59 AM

Title: Radar in spacelords...
Post by: Placelord on November 29, 2018, 02:54:59 AM
I'm editing the original post now that the radar is in the game. Still don't like it. I'm still begging for a compass instead.

The radar is ether distracting or superfluous.
Title: Re: Radar in spacelords...
Post by: ArnoldCat on November 29, 2018, 03:02:57 AM
(https://www.memecreator.org/static/images/memes/4608224.jpg)
Title: Re: Radar in spacelords...
Post by: LordDraco3 on November 29, 2018, 03:12:02 AM
wait to see how it plays before giving feedback on it lol
Title: Re: Radar in spacelords...
Post by: Placelord on November 29, 2018, 04:48:47 AM
I would be inclined to aggree, but... If they're going to go through the trouble of putting it in, they're not going to take it out. If it changes things in a bad way, we're stuck with it.

IMO the lack of minimap and radar is a key feature that goes towards making this game unique. I don't think I would have familiarized myself with the arenas as organically if I was compelled to rely on a HUD element to assess my environment.

Also it gives the player's a whole additional "Sense" (for lack of a better word). It's going to have an impact on the core interaction.

I think the gameplay, as is, is solid. The problems are all quality of life. The stuff that makes new players lose interest. What we need in the next patch is to cut down trolls, timesinks and encourage cooperative play.

Make voice chat default or prompt players to use it.
Make cutscenes skip based on votes.
Make the rewards screens skippable or parred down.
Allow people to surrender without penalty if the half or more disconnect and/or the match has gone on for over 45 mins.
Don't end matches when the antag disconnects.

These are all serious barriers to this game being widely adopted. Most gamers will just quit out the first or second time they lose 15 minutes getting thrashed or doing nothing. This feature just isn't a worthwhile addition when there are real gains to be had.
Title: Re: Radar in spacelords...
Post by: MSE_Ojuel on December 04, 2018, 10:25:16 AM
I would be inclined to aggree, but... If they're going to go through the trouble of putting it in, they're not going to take it out. If it changes things in a bad way, we're stuck with it.

IMO the lack of minimap and radar is a key feature that goes towards making this game unique. I don't think I would have familiarized myself with the arenas as organically if I was compelled to rely on a HUD element to assess my environment.

Also it gives the player's a whole additional "Sense" (for lack of a better word). It's going to have an impact on the core interaction.

I think the gameplay, as is, is solid. The problems are all quality of life. The stuff that makes new players lose interest. What we need in the next patch is to cut down trolls, timesinks and encourage cooperative play.

Make voice chat default or prompt players to use it.
Make cutscenes skip based on votes.
Make the rewards screens skippable or parred down.
Allow people to surrender without penalty if the half or more disconnect and/or the match has gone on for over 45 mins.
Don't end matches when the antag disconnects.

These are all serious barriers to this game being widely adopted. Most gamers will just quit out the first or second time they lose 15 minutes getting thrashed or doing nothing. This feature just isn't a worthwhile addition when there are real gains to be had.

When approaching the development of new content for Spacelords we focus on two big "themes", so to speak.

The first is all about polishing the already existing playable experience, by fixing bugs, improxing players' quality of life.
The second one is all about adding new content or playable options to the game. That includes new missions, characters, weapons or things such as The Radar.

What I get from your original post is you are more concerned about or interested in the first kind of improvements over the second one.

The only thing I'd like to point is none of both are inherently wrong or irrelevant: we feel they are equally important and we at MSE are working in both directions at the same time, since people in the team working on one of those aren't necessarily involved in the other.

So, one day we may be speaking about The Radar (new content, https://spacelordsthegame.com/news/road-to-spaceguilds-1) and the day after we may be speaking about the Cortez family (quality of life improvement, https://spacelordsthegame.com/news/road-to-spaceguilds-3), so there's happiness delivered to all kind of players. :)

Title: Re: Radar in spacelords...
Post by: Placelord on December 04, 2018, 05:14:53 PM
Cool, looking forward to spaceguilds.
Title: Re: Radar in spacelords...
Post by: Placelord on December 04, 2018, 07:36:32 PM
I was wondering if there is any plan to implement a compass? As harek I like to do recon and spot antags for my teammates. It's difficult to communicate locations effectively without a common reference point.
Title: Re: Radar in spacelords...
Post by: Tekato on December 04, 2018, 08:53:05 PM
I was wondering if there is any plan to implement a compass? As harek I like to do recon and spot antags for my teammates. It's difficult to communicate locations effectively without a common reference point.
I got a better idea, why don't they add some big arrows pointing directly at the antagonist too.
Title: Re: Radar in spacelords...
Post by: ArnoldCat on December 04, 2018, 09:12:40 PM
I was wondering if there is any plan to implement a compass? As harek I like to do recon and spot antags for my teammates. It's difficult to communicate locations effectively without a common reference point.
I got a better idea, why don't they add some big arrows pointing directly at the antagonist too.

And a green glowing aura like some random person was suggesting time ago because he doesn't feel that "evil enough" or "threatening" to the raiders.
Title: Re: Radar in spacelords...
Post by: Jester278 on December 05, 2018, 06:02:41 AM
Great for the raiders, terrible for the antagonists!
Title: Re: Radar in spacelords...
Post by: Placelord on December 05, 2018, 07:48:08 PM
Super constructive feedback. Guess I'm stuck just telling my teammates " over there by the thingy " when trying to formulate a strategy.
Title: Re: Radar in spacelords...
Post by: PohtHehd on December 06, 2018, 07:11:19 PM
Super constructive feedback. Guess I'm stuck just telling my teammates " over there by the thingy " when trying to formulate a strategy.

You literally got a response from the people who make the game. But, I'll give it another go, if you'd like.
-----
Make voice chat default or prompt players to use it. - Fuck that. I have done countless amazing things without voice chat and I was called a faggot, a nigger and a dumbass because of voice chat. Fuck that.

Make cutscenes skip based on votes. - No. I do not want to sit through some voting process every single time a cutscene shows up. Most people are just going to vote to skip them anyway..so..?

Make the rewards screens skippable or parred down. - It is a loading screen. The alternative is something less entertaining.

Allow people to surrender without penalty if the half or more disconnect and/or the match has gone on for over 45 mins. - Surrenders should always penalize. It means you're bad at the game.

Don't end matches when the antag disconnects. - That is fucking dumb. If they run away like a coward then I don't want to be in the match anymore.

And the compass. - Are you..getting lost on any of the missions? You shouldn't be getting lost on any of the missions.
-----
There you go, chief.
Title: Re: Radar in spacelords...
Post by: Placelord 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.
Title: Re: Radar in spacelords...
Post by: PohtHehd on December 13, 2018, 11:21:46 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.

Please. You asked for feedback, you got it. You even got some from the developers.

And you posted the same exact post in other threads. That, to me, is a weakness I will strike at. You clearly wanted to get attention for your ideas and you did. Then you snobbishly derided that attention asking for more. That is my beef.

And like Uras-Beherit, if you call out to the darkness I too will come descend upon you.

The Raid-ar is implemented now. And there are already people asking for ways to turn it off. If you had a compass that pointed to the Antagonist, even if it only did so after someone has seen them, it would give a huge advantage against the already greatly disadvantaged Antagonist.

That is what is so offensive about it. You want the game to be easier. I don't want it to be easier. I want better organic challenge. You want a marker that literally points to the bad guy.

And I have used PSN chats numerous times and have never had someone become baffled as to the direction I am intending. Any one Raider can see the location of the other Raiders, it isn't exactly rocket science to figure out where they are or where they are going. The levels are not that big.

Finally, if you'd like me to "get over myself" then perhaps you should elaborate more on exactly what it is I am needing to "get over". These are my opinions and as such I do not owe you anything in regards towards keeping silent about them.

Good day, sir.
Title: Re: Radar in spacelords...
Post by: LordDraco3 on December 14, 2018, 12:33:19 AM
I'm seconding Poh here... You got a response directly about how updates and new features work, from a dev, and then gave a reply that sounded extremely sarcastic. At least that's how I read the post quoted by Poh.

If spawn rates get doubled with antag presence, I'll be cool with a big giant arrow pointing to the antag. Even though 0x2 is still zero... I can't tell how many of these posts are joking or serious, but it's a pretty awful idea.
Title: Re: Radar in spacelords...
Post by: Placelord 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.
Title: Re: Radar in spacelords...
Post by: Angeles2099 on December 14, 2018, 02:06:51 AM
Lets just chill guys, no need to take each others head off.
(https://media.giphy.com/media/3o72FieLG07hheBu0M/giphy.gif)
Title: Re: Radar in spacelords...
Post by: Lehi on December 14, 2018, 05:22:37 AM
I do not know what exactly he meant by "compass", but I imagine he means this:

(https://c1.staticflickr.com/4/3449/3841056768_e3b5beabbe_m.jpg)

So you can tell your teammates, for example, "watch the north bridge, I saw Antag spawn" (say, at Fistful sand, raider's spawn is the south)
Title: Re: Radar in spacelords...
Post by: Placelord on December 14, 2018, 05:32:10 AM
Pretty much, yeah. Ideally with numbers too.
Title: Re: Radar in spacelords...
Post by: PohtHehd on December 14, 2018, 09:21:09 AM
I'm not saying having a compass wouldn't make it easier to pinpoint the location of an Antagonist. My point is that it will make TOO easy to pinpoint the location of the Antagonist.

Consider that a compass was probably once part of the Raid-ar. Consider the Raid-ar's stark presentation. They opted for us to have something delineating enemy presence and yet there are no indicators of cardinal directions. Why is this the case? Because it makes it TOO easy to fight someone. It gives too much advantage to whichever side can utilize the compass the most and that is the side with the most human players, the Raiders.

Placelord, you are thinking like a player who wants an advantage not a game developer trying to create a balanced system. Again, I see that as nonsense.

Also, this is hardly controversial. Stop acting like it is some big deal that you necro-posted an almost dead thread about a subject no one really cares about. And if you continue to ignore my feedback and act like a victim cause it isn't what you wanted to read then I too will not bother anymore with you.

As it stands, I am the only person to give you detailed feedback about your ideas and you have been nothing but a child about it.
Title: Re: Radar in spacelords...
Post by: Placelord 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.