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Messages - Deadlyweiss

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There's been quite a bit of talk about purple currency since it was implemented. With guild clash incoming, my suggestion is to make it useful for guilds - for this, I'm suggesting we implement a system similar to the one used in the game Onmyoji.

In Onmyoji, guilds have levels, and the guild system is based on improving the guild by leveling it up, which in turn grant the ability to buy perks to both the guild (permanent) and to the members (as long as they remain in it).


In order to level up their guilds, players donate medals (these would be the equivalent to status) to a common pool. In order to encourage activity, there's also a guild maintenance fee taken from this pool that increases which each level - so in order to level up, the guild has to be able to keep both a steady supply of medals for each level and a surplus.



The available perks increase by level, and they range from cosmetic to xp boosts. In order to prevent people quitting and joining guilds to buy the limited perks, the higher tiers are locked until the player has contributed a certain amount of medals to the pool.


So how would this translate to spacelords? Mostly the same, and in particular I have the following suggestions about what perks could be made available:

- more member slots
- more images for the emblem editor
- more layers for the emblem editor
- xp boosts
- talent point/kill point boosts

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Gameplay Feedback / Changes to visually similar effects
 on: November 16, 2019, 02:26:46 PM 
I'd like to suggest changes for the following visual effects, given that there's a similarity between visual effects from enemies (that will damage you) and character's abilities. There might be more, but these are the ones I've personally noticed:

- sööma's redeemer fields vs miner fields - both red, with the core of the fields being hard to see in both MoM and White Noise when miners fill the map.
- schneider's guardian's laser vs sniper's laser - they're the exact same type (the problem here is that the guardian will aim at you, it being the same color is not really significant for the other drones)
- kuzmann's electrical trap vs drone's electrical fields - again, the problem is the most noticeable in MoM, since the map is prone to getting overrun during the drone phase.

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Suggestions / Re: Enemy within mission.
 on: November 16, 2019, 02:15:01 PM 
Why you need 4 aleph per "charge" in PVE and 7 aleph per "charge" in PvP?

Precisely to give the antags more room to work with. And the first phase now has aleph spawning, go into the boss fight with aleph ready if you have trouble gathering it while fighting Uras.

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Gameplay Feedback / Re: Ayana Kwena too much life
 on: November 01, 2019, 01:59:43 AM 
are you sure you didn't change the settings from hits left to damage done?

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Bug report & Technical Support / Sööma's shield capacity?
 on: October 21, 2019, 03:33:45 AM 
Hey MSE! Some people (me included) have experienced inconsistency regarding Söömas shields - the pain bar fills very quickly, and it's possible to die even from one shield being broken.

Can we get any confirmation of whether this is a bug or if something was done to her (decreased pain capacity, increased shield hp, etc) ?

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Gameplay Feedback / Re: Hive Nerf
 on: October 19, 2019, 01:28:56 AM 
  Until there is dedicated PvE I wouldn't even think of picking this game up again.   

Better make sure you're sitting down while you wait, then.

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Gameplay Feedback / Re: Please take a hard look at match scoring
 on: October 12, 2019, 07:47:05 PM 
I completely agree - for example, I had what I would consider a "perfect" run on Beast's Lair (no deaths, 6ish min completion time and over 40mmr) and I still couldn't get even a 9 because the soldiers kill score was lacking.

The current scoring system is frustrating to both sides, as getting a great score basically requires a team of high mmr players meeting a high mmr antagonist and then wiping the floor with them.

My suggestions would be:
* For lower mmr antags, make the match take the actual difficulty into account and not the antag's (so if you end up in a 70% match, you're scored accordingly)
* For raiders, score basically any action that contributes to advancing the mission: boss damage, aleph put into objectives, levers activated, and so on.
* For all antags, put more weight into kills/delay rather than the raider's mmr. With passives being removed, it's essentially the same to deal with different types of raiders - a total wipe of the raiders should score a 10 imo, not a 8-9 simply because the raiders happened to have too low mmr.

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Gameplay Feedback / Re: Time to wait 15 days for sassy
 on: October 07, 2019, 04:37:42 AM 
You can more than grind all the necessary gold and talent points in less that 15 days, I build sassy from nothing this patch and didn't spend nearly as much time.

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Gameplay Feedback / Re: Hive Nerf
 on: October 04, 2019, 09:28:50 PM 
I feel the problem was plague, not HIVE as a whole - I've gone against a couple HIVEs since the update and beat them in cqc relatively easily, which is an area I feel she should excel at.

When poor developers first time "Collect data" they add limited life for riders. (MSE pls find one player who like and agree with  dat shit and i become loyal fan of you)

I do, it prevents raider games from going on forever and it gives a finite goal for antags.

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Gameplay Feedback / Re: My opinion on infinite ammo
 on: September 24, 2019, 04:10:24 PM 
Is the Melee CQC fixed yet?  I was watching streamers and it looked like there was lots of problems the last few months.

If you read the patchnotes, there will be some bug fixing related to this in the upcoming update.

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Gameplay Feedback / Re: We need a Card system rework
 on: September 09, 2019, 03:31:47 PM 
The devs have already said that it's coming.

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Spacelords’ Advice / Re: Missing Guns? Please help im lost
 on: September 03, 2019, 05:50:26 PM 
They're basically teasers of guns to come. The one we know 100% for sure is coming "soon" is Karma, for Lycus.

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Gameplay Feedback / Re: surprised?
 on: September 01, 2019, 04:02:25 AM 
Every single time someone asked they said it would be random so no, it wasn't a surprise ¯\_(ツ)_/¯

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Gameplay Feedback / Re: Struggles of a newer player
 on: August 29, 2019, 12:37:20 AM 
Why am I getting teamed up with Huey and Dewy right out the gate?

For your very first match, you mean?

It's supposed to be an special match so you can get used to the game without the pressure of a full, live game.

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Gameplay Feedback / Re: the new update...
 on: August 23, 2019, 03:32:43 PM 
Regarding Schneider's dron, the reason for the change was inspired on the Glass Cannon: the dron makes more damage but Schneider is slightly more fragile in order to balance things.

On the topic of Schneider, any chance you'll consider removing the screen effect that appears when he deploys the drone (currently the same one as losing health)?

We already have three different cues that let us know the drone is deployed (sound, the 3d model and his decreased health) and the effect is not only visually annoying, but it creates a feeling of negative feedback (again, because it's the same that appears when losing health by other sources) and blocks vision at a crucial moment. It feels contradictory to his new approach of relocating the drone constantly.

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