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Messages - Blue27

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1
Gameplay Feedback / Is the O.Tsiklon UV9 OP?
 on: April 08, 2018, 04:34:48 AM 
I just played a game as an antag against a Konstantin with one, and it killed me at a ludicrously fast rate. To be fair, he was a higher level than me, but my goodness that thing has high dps. I don't have one myself due to this games terrible blueprint system, so I don't know if it has some kind of downside or not. It certainly seems way better than his other guns.

2
That is no longer correct. The weapon blueprints make a huge difference. If you want to level a weapon up, you need its blueprint. A low level weapon is very weak against a high level player. Its one of the main reasons this update is so terrible, and it will only get worse as players continue to level up. They need to make weapons easier to obtain if they want a larger player base. The two main complaints I see are forced pvp and how hard it is to get weapon blueprints. They didn't address either of those issues in this update (they actually made it harder to get blueprints).

3
I wish I could just play antagonist to get the blueprints I need. Unfortunately,   you can only get a handful of blueprints playing as the antag. The vast majority of them are locked behind playing as a raider. There is no escaping this games pointless blueprint roll system. As noted above, it doesn't benefit the developer financially, and its the most hated part of this game. Why don't they just patch it out? Its clear that nobody likes it (although some people are less bothered by it than others).

4
Yes. If you are against a higher level opponent you get a slightly better reward. I think its one of the 4 (5?) things the game calculates at the end of a match to determine your mission score. However, the other variables are likely to be much lower since it is doubtful you will get far against an opponent who has vastly higher stats and more experience than you. I am thinking about all the times I have crushed new players on hanging by a thread without superior stats.

I posted this in my other thread, but another problem with the increased stat system is that it makes guns feel very weak if you haven't been lucky enough to get an advanced blueprint. This problem is only made worse as people level up and their bullet resistance stat increases. In theory, this power creep is balanced by the forge system. However, every time you forge a weapon you lose one of your blueprints. So as you level up, you need to keep collecting the same blueprints over and over again if you want your weapons to remain viable in pvp. To make matters worse, you have to roll for those blueprints against other players. This has led to melee combat (which increases in power as you level up without needing any sort of collectable) becoming way more powerful than ranged combat in pvp for all but your most recently forged weapons. Think about it. How many of your guns will remain viable against opponents of your level as you level up? Only those that you have recently forged. This games melee combat has a low skill ceiling, and I don't like that it is becoming how I deal most of my damage (this is a shooter after all).

I can forgive this in part because it is another way for the developer to make money (selling xp packs). I can't forgive the blueprint system however. They don't even profit from it. It annoys the player but benefits the developer in no way financially (other than by trying to convince people to buy all the campaigns by spreading the weapons around). Let me spend gold to buy blueprints or give them to me when I level up. You can even still tie weapon availability to owning specific campaigns. This will benefit everyone. The players have a reliable way to get the weapons they want and the developer makes more money (by selling gold or xp packs).     

5
Yes. I think its gotten worse. I do enjoy the fact that antag can get rewards now (a great change), but I think the bad outweighs the good. The most time consuming part of this game has always been trying to get the weapon blueprints you want, and there is nothing more frustrating than finally seeing the blueprint you want drop only to lose the roll. They took that problem and made it 10 times worse. In addition, they introduced a leveling system that makes you more powerful when you level up. I already made a post discussing why this is a terrible idea, so I won't go into too much more detail here.

Note that I am saying that the design of the game is worse than its ever been . Of course more content is always better, but they have made the underlying game worse. I am actually impressed that they have been able to add free content so quickly. Back during the beta, I never expected them to add new free guns.

I want this game to succeed, but they need to stop making so many mistakes  that are likely to turn away new players. I am level 20 now, and they have put me into games against level 1 players since the community is so small. It was bad enough when I was more experienced than them, but now I am objectively more powerful as well.  What happens when I am level 75 and they are level 1? Doubt they will stick with the game.   

6
Agreed. The fact that they made the worst part of this game even more annoying is unacceptable. I thought they said they listened to the community. I honestly think the game is in the worst state it has ever been in.

7
Gameplay Feedback / Issues With The New Patch
 on: April 04, 2018, 08:46:59 AM 
The new patch is promising, but I feel it has introduced some serious flaws and failed to correct the most annoying part of this game. The level up system should not include stat increases. It was hard enough for new players without the antagonist suddenly having higher stats than them. In addition, the stat that increases your resistance to player bullet damage has made fighting other players less fun. It feels like I am shooting rubber bullets when I fire at a high level opponent, and it will only get worse as people continue to level up. I hope my guns won't feel so weak once I get advanced blueprints, but that brings me to my second major issue with the new patch. You still have to roll again other players for blueprints.

Rolling against other players is probably the most hated part of raiders. It should have been removed with this patch. Blueprints seem to be slightly more common now, but you need more blueprints than before since every time you upgrade a weapon in the forge it consumes a blueprint. This leads to more players choosing to roll for blueprints which makes them harder than ever to get. As I noted above, if you don't use an advanced blueprint to upgrade a weapon, it feels incredibility weak due to the new armor stat. Weakening ranged weapons has made melee combat more important, but unfortunately, melee combat in this game is pretty simple and absolutely awful if you don't have a great connection to the host (as any antag player will tell you). This game would be better without the increased stats and blueprint lottery.

Despite the above complaints, I still enjoy this game and hope it can find a larger player base.

8
Gameplay Feedback / Re: Xbox One Server Connection Issues
 on: November 10, 2017, 10:37:44 PM 
Can we please get an ETA on the fix? You can't play on xbox right now and during the games first "event" no less. 

9
Ship's Log / Re: Reward System Hot-Fix Update
 on: November 08, 2017, 11:46:08 PM 
Ever since the hot fix I am having trouble staying connected to the servers   (I play on Xbox).  Great update by the way. I hope you give the antagonist raider rewards in your next update. I would love to play as the antagonist most of the time but you pretty much get no reward.

10
Gameplay Feedback / Re: My opinion about Raiders of the Broken Planet
 on: November 08, 2017, 03:19:00 AM 
Any ETA on when the reward system is going to be fixed? I understand that the team is small, but it shouldn't take this long. The last change you made only benefited people who haven't purchased the game (allowing people who just play the prologue to buy characters). The lottery system for blueprints absolutely should have been patched out of the game by now. Look at Destiny and Diablo 3. The number one complete for both games was the loot system. The developers addressed the problem and both games became much more popular as a result. When are you going to address the obvious problem? It should be your number one priority if you want your game (and thus your livelihood) to survive. 

11
Gameplay Feedback / Re: Hans Overpowered as the Antagonist
 on: October 21, 2017, 04:40:11 AM 
Shae isn't bad at all on the maps with longer sight lines but isn't what I would call overpowered. She has very low HP and is easily hunted down by Hans or other characters with high mobility. Hans shouldn't be landing and trying to grapple you. By the time he is done shooting you from the sky, you should already be ready for execution or about dead. That is more a problem with the player you are up against than the character.

Kuz is very overrated as an  antagonist. He is overpowered in pve but is easily defeated in pvp. He is only good if the other team is foolish enough to stick way too close together. He is also very slow which is something you really don't want as the antagonist (same reason that Constantine isn't actually all that great as the antagonist). If I am playing as Hans, I just go kill him easily in a 1 on 1 while my team stays behind. He has less health than Hans, is slower and does tiny amounts of single target damage. No way am I losing that one on one. I have never lost to a Kuz antagonist. Not once. A character that is weak 1 v 1 will never be top tier against a player that knows what he is doing.   

In any event, I don think it really matters. I doubt the devs will try to balance this game any time soon.  It has far bigger problems than game balance at the moment (reward system).

12
Gameplay Feedback / Re: Hans Overpowered as the Antagonist
 on: October 21, 2017, 01:13:24 AM 
He can't be grabbed out of the air. I have played as him plenty of times and once you are fully airborne he is immune to melee. You can melee him before he is fully airborne however. He is without a doubt the best raider in pvp in the hands of a skilled player. He needs a nerf. They should allow you to melee him in the air, cause him to fall out of the sky if he takes a certain amount of damage, lower his total health or nerf "WARM" MM1 (gun is broken in pve and pvp). He just has so many advantages it is absurd. I would love to see how many player at the top of the antagonist leader boards use Hans most of the time. I know I do.

13
Gameplay Feedback / Hans Overpowered as the Antagonist
 on: October 20, 2017, 02:37:36 AM 
Anyone else think that Hans is overpowered as the antagonist? I am not saying he can't be stopped but he seems far better than most of the other raiders at that role (other than the one map where it is best to snipe). I am near the top of the antagonist leaderboards on xbox and got there by using Hans.

 His burst damage and mobility are so high that he can effectively kill any character in the aliens faction at will. If you combine those easy kills with the card that increases the amount of time you are invincible, you can chain kill a lot of teams. Like all characters in the Hades faction, he also has a lot of health. So he has high mobility, high burst damage and high health. 

What do you guys think?

14
Bug report & Technical Support / Re: Long matchmaking times
 on: October 19, 2017, 05:36:42 AM 
Thanks. I am glad to know those issues are being looked at. I think antagonist matchmaking is broken again this week on xbox. I haven't faced an antagonist since Monday and haven't been able to find a game as the antagonist myself this week no matter how long I search.

15
Bug report & Technical Support / Re: Long matchmaking times
 on: October 14, 2017, 07:37:05 PM 
Yes, it only works about a quarter the time. They need to work on their matchmaking. Without an antagonist, this game isn't nearly as fun. They need to fix the antagonist matchmaking and give the antagonist real rewards to encourage people to play that role. 

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