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Messages - Placelord

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Gameplay Feedback / Re: Please address the current state of CQC
 on: August 15, 2019, 05:40:01 PM 
Agreed, what's the point of building the core combat system on rock/paper/scissors, if it's not going to follow those simple rules?

I've been beating this dead horse for a year now. I have seen MSE address the issue. It's buried so deep I can't find it so I'm paraphrasing what their reply was: must be latency, works as intended, no attention needed.


"War"? Dial it back. Perspective mate.

When they were talking smack about you being toxic I thought they were full of crap. But, damn they were right about you.

I have "2 hours" to submit to your demands? Give me a fucking break dude. You turn every thread you get into into a fight instead of allowing it to be a discussion about the OP.

Again, no need to be so pedantic. When OP says "steal" they mean getting a loss when going for the BP. And you having short queue times doesn't invalidate others having long queue times. It's not valid feedback to take that approach.

Suggestions / Re: Turn off narrator voice only
 on: August 07, 2019, 05:53:21 PM 
I agree with OP. Don't be pedantic, he/she has a valid point. World building is one thing, but this is not fun, it's insulting and demotivating.

Spacelords Universe / Re: Match difficulty
 on: July 22, 2019, 07:59:27 PM 
Here are some basic videogame combat guidelines in case MSE is unaware.

1. Shotguns are not long range weapons. They should not be able to reach past a certain distance. Shotguns have spread so the shot damage and force is reduced significantly proportional to the distance from it's origin.

2. If a player is engaging a group of common enemies and is outnumbered by a ratio of at least 4-1; no single enemy should have the capability to defeat the player in 3 actions or less.

3. Under no circumstances should any enemy in a shooter game have the ability to fire continuously without interruption.

4. If your combat is primarily focused on counter based melee, optimization and latency reduction needs to be the top priority.

5. Automatic weapons sacrifice damage and accuracy for rate of fire. This is a problem I'm seeing the designers having trouble grasping. A weapon should not be able to have high accuracy, high damage, long range, and fast rate of fire in equal measure. Especially when you are out numbered and surrounded at all times.

6. In order for a team to effectively coordinate, they need common spacial reference points. IE "the antag is approaching from the East side of the map".

7. A player defeating an enemy should not have an above 90% chance immediately being punished. For example an elite grabbing a raider while he/she grapples an ad, or a raider being shot to death scrambling for drops after defeating an enemy.

Suggestions / Re: Game Penalties
 on: July 18, 2019, 02:00:46 AM 
TL:DR Whatever the equation that's driving the MMR system, while good in theory, isn't having the intended result. Imbalanced teams and matchups have always been a part of the experience.

I'll admit that I don't fully understand how MMR works. I basically use MMR and difficulty score interchangeably. Now, when I say "high" I'm speaking relatively, in the context of new players.

When you've got somebody who still thinks that destroying the extractors in Short Fused is how to win, I'd say 50 is high. Not to mention how 50 is about the point where a single ad can 2 shot a full stat wardog from across the map with a shotgun.

I'm also forming this in the context of the complaint I'm seeing here most often. That complaint being; vets saddled with a team of mostly low to no tiers at a difficulty too high for them to meaningfully contribute. Give or take a god tier antag.

I'll take your word that 40-50 is the average MMR. And we know that the purpose of mmr is to guage performance in order to modulate challenge. If most of the newbies that people in this range get paired with don't have a grasp of the mechanics, I'd say that MMR isn't accurately assessing player proficiency.

Otherwise experienced players wouldn't be getting sorted into the same league as people who think that punching Kuzman is a winning move. While the dwindling player base is a strong theory, I don't think that's the reason. Long before these bad patches we still had to deal with absurdly imbalanced matchups.

Suggestions / Re: Game Penalties
 on: July 17, 2019, 10:18:15 PM 
The better question is; why do low lvs always have such high mmr? Seems like a pretty glaring flaw and not at all uncommon. Like 80% of the posts after each patch is about being saddled with newbies on a high difficulty match.

Isn't the point of mmr supposed to be so high lvl kitted out players who are grinding matches still have a challenge? Isn't mmr calculated on wins, tier, lv, performance ect.?

Seriously why are players with no experience being placed in high difficulty matches so often that it's the norm?

Also to OP. I agree with your whole post.

Spacelords Universe / Re: Where are the experienced players?
 on: July 16, 2019, 07:21:03 PM 
Well put. For a while the common reaction to criticism here and on the subreddit was, "don't like it, don't play it". But what people didn't seem to grasp is this is a "games as service" game competing in a saturated market.  A model driven by regular cash infusions from invested consumers. By commiting to this "take it or leave it" roadmap strategy they are condemning the venture to fail.

Gameplay Feedback / Re: The trolls need to be stopped
 on: July 12, 2019, 05:44:06 PM 
1. With the new rewards system, why would anyone want to sink a mission? You only get 5 chances a day to get rewards so by losing there goes a chance to get gains. Dunno why, probly just trolling, the worst kind.

2. Why do people always try to keep going after someone votes to surrender? People always complain how hard the match is when raiders aren't contributing, but they still choose to struggle with an unwinnable match. They can just take the hint and end it and get on to the next match with a different group.

If someone votes to surrender it's because they don't want to play the match for whatever reason. They have already expressed their intention to not play. If you decide to press on, especially when the odds to win are so low and it takes a half hour just to still lose, it's on you.

That being said, the system is broken. These things wouldn't happen if the matchmaking and balancing wasn't terrible.

Gameplay Feedback / Re: are you fkg serious ???
 on: July 05, 2019, 05:44:31 PM, MSE. If this isn't self sabatoge then I really feel bad for you all. You legit thought de-incentivizing players was going to save this game? Not, you know, addressing player feedback and fixing your broken updates. Congrats you played your self.

Gameplay Feedback / Re: Complaints
 on: May 14, 2019, 10:23:52 PM 
You do know that this is the official forum, right? Where else should people give feedback, tell their concerns and wishes, if not exactly here. The forum was created for exactly these purposes.

If you do not want to read any criticism or anything negative about this game, then check out the official Twitter account, there are probably only positive things to read about the game.  ;)

Nah the discord is where the cool kids hang out. There's no point in considering criticism from us forum peasants. We should all just live in a world where companies reserve no accountability for the products they produce. Anyone who isn't praising a product clearly has some sort of agenda and can be dismissed and are not welcome. I mean hey, it's not like the games as service model sustains itself on customer confidence and periodic engagement.

Fuck it I'm done. Let the 12 or so dedicated vets circle jerk over how flawless this game is as the game slowly dies. I'm taking my time and my business elsewhere. This game and this forum has been nothing but a source of frustration for me. And you can take that to the bank MSE.

Gameplay Feedback / Re: Aleph & Ammo Auto Collect
 on: May 14, 2019, 07:35:43 PM 
RIP. In 4-6 months there is a 5% chance this might get fixed. They say they are basing thier updates on community feedback while the refuse to acknowledge said feedback. Then they say their changes aren't nessessarily predicated on perceived faults. Then when confronted about a specific fault, they say they are going to do something at some point, but not anything related to the discussion.

It's the same story everytime; if it's not an outright glitch, they just say "they're going to be changes" and just do thier own thing regardless. Between the devs responses and half the community complaining about people being turned off, this is just destined to go nowhere.

Gameplay Feedback / Re: Complaints
 on: May 14, 2019, 05:15:39 PM 
I'm not understanding the pushback on criticism I'm seeing here. Is it really such an absurd concept to give feedback on a feedback forum?

Spacelords Universe / Re: A little rant.
 on: May 14, 2019, 03:28:38 AM 
With all due respect... At what point did the community ask for the aleph system to be overhauled? No one was complaining about that aspect. Not even in relation to existing complaints.

I'm just saying that it is hard to believe that these updates are, in fact, based on community feedback. If it was about the feedback, there would be acknowledgement of the overwhelming negative feedback regarding this most recent update.

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