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Messages - Kefal

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+, same problem

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Gameplay Feedback / Re: Sööma is more than OverPowered
 on: October 16, 2019, 07:30:12 AM 
I disagree that people being angry at some character results in devastating nerfs, because nerfs are based on internal data.

Characters counter other caracters, but you have the last pick. Among all the other options, you can just pick someone else instead of Harec against Sööma.

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Gameplay Feedback / Re: Antagonist Matchmaking
 on: October 04, 2019, 09:35:23 AM 
My answer won't be of much help to you, I think it's the usual case of "playerbase is too small so matchmaking sucks". But I can tell you a few useful things:

1. Weapon resistance passives will be removed in Epic Forge update, whuch will change how we build guns. I don't know if it all will help new playera or veterans.
2. Highest rank is Purple Tier 1, Purple 5 is below, although at P5 you already have Forge 9, out of 10. So yeah, they were very strong, but Tier 1 was the strongest.
4. Their MMR was probably low for them, and it's mostly a fault of that system. Usually low level Antag turns missions into hell.
4. Doldren might be not the best pick against experienced players, because people are trained to react to his ability, and it is probably hard to you to pull headshots on them. Try to adapt more and use different raiders. My personal recommendation to low level players — Konstantin. He has high damage to kill anyone, his sphere can help you grab people or push them off the map. But there are a lot of choices for a lot of places.

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Bug report & Technical Support / Unable to play the game
 on: September 30, 2019, 06:16:24 PM 
Date and Time of Bug: 17/09/2019
~17:45 CET
In game username: Kefal
Platform/Version: Steam
Mission: Low Blow
Character & Skin:  Loaht
Weapon Equipped and Forge Level:  Red Hot Explosive Pepper LVL 9

After finishing the mission, I am stuck at main menu. The game was supposed to show me second rewards screen, with XP and maybe blueprint, but it didn't. Now all the buttons cannot be pressed. I tried to relogin few times, didn't help. But after that character icons disappeared.

I had a Pot match with Blue Blueprint, and I missed first rewards screen, so I don't know if I got anything, what did I got, was it a dublicate, and so on. I think the problem lies in Bluepring, because after Heavy Metal you can't get Blueprints after matches, but I got one in the old Pot.

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Gameplay Feedback / Re: Lore question
 on: September 27, 2019, 08:51:15 AM 
She winked and whispered because she didn't want to disrupt the simulation. Like, watch me, Konstantin, I've got this, but we can't talk about simulation because simulation guys would react weirdly to that.

All the other cunscenes show that she genuinely belives that she is in a simulation.

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Suggestions / Rewards for MMR
 on: August 29, 2019, 05:53:57 AM 
I propose a change to rewards and MMR systems that will help them achieve their goals.

We have a few problems to solve:
1. Mission difficulty has very small impact on the score and rewards, although the idea is that higher difficulties give more rewards.
2. The hardest matches are the most fun. But you are discouraged from pushing yourself to the limit, having this exciting near-failure games. Because the score and rewards will be low.
3. People try to have MMR that is lower than their skill, and it screws up the balance in PvP. Low MMR Antag can win missions AFK. Or there can be purple squad with MMR so low, there are almost no grunts on the map.
4. All in all, it's not an intuitive system, and you learn the hard way to play against the systems design.

People play this game for fun, and most people don't manipulate MMR because it's fun to have difficulty that suits you. But the rewards system should encourage having fun. Good rewards for high difficulty is what Spacelords needs to keep people at MMR that matches their skill and strength.

My idea is to implement one change: after calculating mission score, multiply rewards by Mission Difficulty. Make it simple +40% for 40% MMR, or some different coefficient, maybe you can make it a curve, so it won't get crazy. And you would probably have to rebalance base rewards, leveling XP and all that stuff.

I think it would solve or in part solve the problem with current system. Not only that, it would make people play in a different exciting way. Here are a few examples:

1. People will gather teams, plan their strategy, characters and builds for specific missions to finish them on extreme difficulties, to get epic rewards.
2. High levels will carry their new player friends through hell, giving him memories and nightmares, so that new player could buy a character he liked earler.
3. Surrender squads, the least exciting way to play, will be gone!

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Spacelords’ Advice / Re: Lycus is underpowered?
 on: August 01, 2019, 03:19:40 PM 
I find Lycus to be a good Antagonist, I use him frequently with that wonderful card that hides your stress while you are running.

His weapons puts people to wounded in one shot. Some think that why play him, when you have CQC, but CQC is actually his greatest strength. See, you can't counter a shot with a punch, and you have much less time to dodge. And Lycus can counter both punch and grab with a shot. Punch an enemy, they dodge, and then whatever they do you just shoot them. Punch to kill and move to the next prey.

This makes Lycus a rare character who can win CQC with multiple enemies at once.

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Different characters counter different Antagonists. While snipers counter snipers, and Doldren is good at hunting Antagonists in general, there are others. Alicia can do a lot — reach Antag at the end of long map and force them to melee, avoid shots, especially from guys with shotguns like Lycus, run around regenerating during Survive. Lycus can carry things and move around the map protected by his shield. Konstantin can defend an objective and push Antag away from you and your team.

While picking your character, try to have some variety. Sometimes one character, who doesn't fit the mission, can make Antags life a living hell.

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Gameplay Feedback / My experience with Equilibrium
 on: August 01, 2019, 02:22:42 PM 
First of all, I like the idea of Equilibrium - you and your clan work together to get everyone as much XP as you can, feeling like you are great necessary evil when you play Antag so other don't have to if they don't want. Although I always felt forced to play Atag if I want to level faster, and Equilibrium is almost always leans to the left side, it's OK because I love playing both 4v1 and 1v5.

But my experience got weird after adding clans, and very weird after Prizes Galore. I created my clan, filled it with random people, and left for some time. When I came back, Equilibrium was far left, and there were these 19 Raider mains whom I couldn't kick. Well, they were not active players, but that's another reason why I want to kick them. I can't fix it, nor tell people how to play the game. I left my own clan, joining and leaving clans until I find one with good XP bonus, to offer my services as traveling Antag. If they screw the Equilibrium, I go somewhere else.

Lifehack: you can make a clan just for yourself, and manage the Equilibrium alone. At least you could when clans were added, probably still works.

Then, Prizes Galore kicked in. Now first few missions give tons of XP and Gold, missions after that - less. I generally like the system, but it made my decision making as Equilibrium keeper harder. I'm an experienced Atag, but playing as Raider is almost guaranteed victory, while Antag is risky. If you want to level as Antag, you need to earn certain amount of XP, so you have a choice - play first game as Antag, to earn more XP, but possibly lose more Gold, or play him later, but you will have to play more matches, and it's hard to find a game as Antag, especially if you want to play on every map for the End Of Month reward. But maybe I can win what I've lost with a Pot. Or maybe I try to take the Pot as Antag? Also, Blueprints! They make decisions even harder!

I like this process of decision making, but with all the systems in the game it got too complicated. Equilibrium needs some kind of change. Maybe count games played, and not XP. Or remove it entirely, because End Of Month rewards already give us reason to play Antag.

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At the start of "Low Blow" Cortez says "Go get that Aleph from elite soldiers", but they no longer give Aleph after update.

When we reached first pressure segment, Cortez told us about it, but then an engineer dropped pressure below it, although it not supposed to work like that. Maybe segment was close to full, and Cortez said it's full too early.

Also we had host migration, which reset our pressure from almost full to 0, but we kept our number of lives. If number of lives is stored somewhere else, then you could keep more level progress elsewhere, like segments of progress or how many healthbars the boss has lost. It really feels bad when you've reached half the mission, and then you get reset to the start without lives.

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