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Topics - SniffaXxX

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Gameplay Feedback / Reworks for predictable AI spawns.
 on: February 10, 2020, 05:12:44 PM 
Hello! I posted about this briefly on discord, but I’d like to put here and go into more detail on a map by map case.

Something needs to be done to spice up AI spawns.
Predictable doors and dropships where you can clear the entire mob of enemies as soon as they come out are bad for antags because they’re entire support for the mission is anticipated and dispatched easily.
And it’s bad for raiders because it’s well..... boring.

The worst offenders of this are:
Hanging by a thread.
Short Fused.
Mouse and the snake first phase.
(Literally one drop ship with 3 enemies at a time)
Fistful of sand, Second Phase.
Weapon from the past.
Destroyer of worlds.
Enemy within.

I believe increasing the number of spawn points and the randomness of spawns in these maps will make for a more exciting gameplay experience.

Hanging by a Thread:
The first phase is very easy to camp the doors. While there are about 6 doors total, 2 of them seem to only spawn engineers. And on top of that, the time between enemy spawns gives raiders plenty of time to readjust their positions and dispatch the enemies from that door. As an antagonist this phase can be very frustrating because often times there is nothing between you and the raiders guaranteeing your 4 on 1 demise.

Bug report & Technical Support / 🎣Cast The Rod Visual Bug🎣
 on: January 23, 2020, 01:29:48 AM 
When using the “Cast the Rod” emote on Hive or Loaht, it will show one another’s icon for the emote on the emote selection wheel.

Please move this bug to the top of your priority list as it is very urgent. The quality of a game is only as good as its fishing features and this game is virtually unplayable in this state.

Gameplay Feedback / Epic Forge/State of game Feedback
 on: January 22, 2020, 10:21:55 PM 
Hey there! After spending some time with the newest update, I’d like to share my thoughts on the current state and suggestions for the future.

Let’s start with Kill Points:
They’re relatively easy to come by, I average about 600-1000 per match. But they’re not without their issues. The biggest thing being the increased competition among your teammates(which can actually be kind of fun sometimes 😝) is causing even more players to disregard objectives and bosses and just go for kills the entire match. And in a lot of cases, they won’t even pick something that can damage the bosses. This has been an issue since the introduction of personal score, and has worsen with killpoints added.
The solution would to simply reward players for objectives and boss damage.

We absolutely need the game to track boss damage delt by the player. When the boss is KO’d, each player should be awarded killpoints for the % of dnage done to the boss. And a personal score parameter needs to be added to the mission reward screen. People who pick the boss killer character and take on the role always sacrifice their own mission score and rewards to ensure a successful completion of the mission.

Same things need to happen for objectives.
Say for example you run the bomb on short fused, your team mates get all the kills and the rewards. Players need to be awarded score and KP for objectives completed, aleph deposited, healing done, etc.

These two things will help encourage teamwork and compensate every player in the match, regardless of the role they choose.

Weapon mods and advanced features:
Overall, I like the new crafting system. Although, it can be a little intimidating and confusing at first. I’d suggest making a tutorial video on how the system works. Explaining what the different symbols are, how to use the random copy spaces, how to use a negative multiplier, etc. make the video play in game when a player first opens the mod menu.

As for the advanced features and weapon balancing, damage for pvp feels a lot more balanced and in check. Aside from one pretty big thing.... You guessed it, Toxin! After being on both ends of max toxin guns it feels very over tuned. Many times, my hits of toxin damage will do more damage than the gun did in the first place, which to me this feels like it should be flipped with Echo. Echo should be one big hit of damage when I stopped firing, Toxin should be multiple smaller hits of damage.
Most mods feel good(echo feels pretty weak) but there’s no reason to use them when toxin is so good. I don’t know if the damage stacks too high or is multiplied too high or what but it really needs to get in check.

Speaking of PVP, let’s talk about that for second. With the removal of passives and the smaller impact of forge level on your guns pvp feels more balanced (aside from toxin 🤢)
But we still have some kinks to work out.
Matchmaking for antagonist above 50% mmr: it’s darn near impossible to find a match once you’re above 50%. And when you do, you nerf the raiders difficulty so much they get a cakewalk of a mission. I do recall earlier in 2019 when you guys opened up matchmaking at 50% to match with anything higher. Is it possible that when this change was made, that players above 50% only match 50% and higher? This would explain the 3-8 hour queue times at 50% because the average player seems to be around 30-40% nowadays. Maybe lower the gate to 40% to fix this issue.

Another recently emerging issue is raiders holding an antagonist hostage for killpoints on maps like hanging by a thread in the second phase. They’ll refuse to complete the mission objective to farm kill points off the antagonist and grunts. It’s possible you may need to add time limits to these sections to discourage this hurtful behavior. Or maybe the longer a match goes, the more powerful an antagonist becomes with passives or spawn times? The downside is this hurts the honest players who may genuinely stall in these sections as they may sometimes be tough.

Last thing I’d like to talk about is monthly rewards/milestones.
Kill points, and talent points really need to be added to monthly rewards. Either every single month, or rotate the 4 currencies every month or so. Most players I know have more gold than they know what to do with, but talent points are still a struggle. And kill points are a little too new to judge, but would definitely help to get a large sum of KP along with your blueprints at the end of the month.
Also, personal scoring needs to be adjusted(ties in with the points made earlier way up there somewhere👆) to benefit the players to play boss damage or objectives. If you’re the one guy who always ends up playing the boss killer or objectives, it’s really hard to get your monthly score up. Also if your mmr is too high, you can’t get antagonist matches to get your antag scores. I’ll see players throwing matches to lower mmr (who are good players that shouldn’t be at low mmr) just so they can get antagonist matches and get their scores every month.

Anyways, this about sums up everything I have to say right now. Sorry it’s a novel. But thank you MSE for taking the time to read this and I hope this feedback helps shape a better spacelords for all.

Bug report & Technical Support / Paramagnetism Visual bug
 on: January 16, 2020, 05:43:41 PM 
Hello! Popping in for another bug report.
After switching phases in the mission, the Paramagnetism compass shows 0% in all directions. Even though the effect is still in play.
I have a theory that the compass may reset to normal if I died, but I did not die the rest of the mission.

Bug report & Technical Support / Visual bug with Attractor stat.
 on: January 16, 2020, 01:53:32 AM 
Hey there! Just wanted to pop by and show you this bug with the attractor stat. It will sometimes make the sound and visuals as if you recieved aleph when in reality the skill did not trigger and no aleph was recieved.
I’ve had this happen on two maps and multiple times on each map. I only recorded one instance of this happening though.

Yesterday I played two game. One with Sööma, and one with Alicia. Both games on the character select screen there was a bug with the talent names when looking at the loadout.


Hey there! I’ve notices since the last update, that objective markers tend to disappear when in playingnas Antagonist. Can be kind of frustrating when those pesky raiders sneak by with the encoder when I could have stopped them. I don’t have a particular instance saved, but I can list off a few places I’ve seen it happen.

Encoder and Schneider on Medias res.
Canister Bomb on Short Fused
Location Points on Enemy Within

I have noticed with the objective you carry, that they their markers would sometimes disappear after they were dropped once.

Hope this helps, thanks.

Gameplay Feedback / Please take a hard look at match scoring
 on: October 12, 2019, 07:17:40 PM 
The road to the end of the monthly score milestones can be difficult and tidious. I get that that it’s for the best of the best and only the most committed players. But in the end, it really just comes down to luck. Luck that you’ll actually get matched with a high mmr antag for your raider matches and luck that you’ll get a high mmr raider group as antag. Both are far and few between with the current state of the community throwing matches to lower their mmr.
A match with an antagonist with high enough difficulty is really the only feasible way to get really high score as a raider. Because you need the antagonist kills and their difficulty score.
Because when you’re playing without an antagonist, regardless of difficulty. The personal factor for kills and the team score for time are counter intuitive. You’ll either get a lot of kills in a long match or do the match fast and not get a lot of kills. It’s hard to fill both of these parameters.
Which brings us to the next issue, there needs to be more personal parameters other than kills. Boss damage, objectives completed, aleph deposited. These are a must. If you pick a character essential to the mission, say Schneider for DoW, or Rak for short fused to run the bombs and aleph. You’re literally sacrificing your score for the team. Running the mission objectives while your team gets all the kills and then the high score.
Personally, I feel the score should be worked in such a way that it’s possible to achieve a 10 on mission score. And anything above that comes from personal score.
Currently, when you get towards the end of the milestones. You end up queueing for specific maps, over and over, hoping for the stars to align and improve on a perfect run to get .3 higher. At this point it’s not really fun, it’s tidious and frustrating.
Thanks for reading, and best wishes.

Suggestions / Just a thought on what to do with MMR
 on: August 28, 2019, 04:36:33 PM 
Hey there! We all know MMR is probably the most complained about topic. Biggest issue being it is too easily manipulated. Here’s an idea I had. which maybe even if you don’t use it, may open up internal conversations to lead to something better.

You could removed MMR% from the player’s account, and instead attach to the daily mission rewards. Higher the reward = higher the difficulty %. The game would still take the average % of all players to make mission difficulty. And you could also set the % to be higher for higher tier players and lower for lower tier players on their rewards. Once players finish their daily rewards and get to the 6th match with low rewards, leave the difficulty at a casual playing level like 30% or so.
Pot could fluctuate based on how much is in there.

I feel like these changes could add some stability and predictability to the play experience of spacelords. And manipulations from players would have smaller ramifications on others.

Anyways, thanks for reading. I hope this will inspire something with you guys at MSE.

Gameplay Feedback / Ongoing Natural aleph deposit feedback
 on: August 13, 2019, 06:46:56 PM 
Hello! My intentions with this thread are for players to provide their feedback and findings regarding the new aleph drop system on a map by map basis so we can help the devs find what areas of the game may need tweaks or fine tuning to provide a better play experience.

I’d like to start with Fistful of Sand:
I think you should look into tweaking the aleph drops on the first phase of Fistful Of Sand.
That part of the mission used to take a long time, yes. But I think spawning snipers with 5 Aleph a piece makes it too easy and too fast.

As an antagonist, that area of the map has always been your best bet for killing the raiders. The second phase is generally a sure win for raiders, especially now with reactive shields in place.

I’d suggest moving to the Natural aleph deposits drops with a high spawn rate. Or possibly even 5 on the map at one time. That way you’re still speeding up this portion of the map that used to be a crawl, but it’s not lightning fast as it is now.

Weapon From the Past:
As an unexpected consequence to the aleph deposits being in place on this mission, players are not actively hunting the elite soldiers as they used to. Resulting in a large number of elites on the field at one time and near constant kill orders making the mission a little difficult for some players.

Perhaps a change in player strategy is all that’s required here, but maybe look into adjusting spawn rates for elites or lowering the maximum allowed at once.

White Noise:
This mission used to be my favorite mission to play because you could play any character you wanted and do fine. But with the current aleph drops, agile and speedy characters are a must.

I understand all the aleph is meant to be naccessible to for the elites, but it can be very hard to preform the platforming and climbing necessary at higher difficulty or when an antagonist is present.

The aleph frequency also feels too scarce, mainly in the second phase.

Anyways, thanks for reading and I hope this feedback helps.
I encourage other forum users to post their findings on aleph deposits as well.

Gameplay Feedback / MoP / current state feedback
 on: August 02, 2019, 04:19:46 PM 
Hey there! Just wanted to drop by and give my 2 Cents on a few things.

First off, the eclipse seasonal event is awesome. Really cool to see the red hue on some missions. And getting free cosmetics for monthly score is really cool. I can’t wait to see what the next event will be like. Im hanging on to my MP in hopes of event item flash offer ;)

I see a lot of people having a hard time getting blueprints in the game’s current state. I realize heavymetal is coming soon, but in the meantime I think if you brought back hourly refresh on the rewards it would help alleviate some player’s dismay.

When it comes to natural aleph deposits, I don’t mind the system, but I believe spawn rates may need to be tweaked per mission. For example I played a match on white noise yesterday. The first phase took a little longer than it used to, which is fine. But the second phase is when it got a little too hectic. The aleph spawns in the map require precision platforming jumps, that are really hard to do in the thick of the battle. And the spawn rates felt too slow that when the aleph appeared we had to ignore all the enemies and antagonist and make a mad dash for it, which ultimately led to our loss. I believe the spawn rates for aleph on that map need to be more frequent.

For the Schneider rework, I haven’t personally played with it yet. But on paper, it might be a good idea to give his pea shooter gun a little bit more power while the drone is not deployed.

Reactive shields on bosses. It’d be nice to have a visual representation on the boss’s health bar of how much reactive shield is on the boss. Like a blue bar that goes over the original bar.

Also, I’d really love to see Talent points as a monthly milestone reward. They’re typically harder to get than gold.

Last thing. It feels like mission difficulty is being over compensated while there is an antagonist again. It was good for a while, but I’ve had some insanely high differences lately. Maybe if you could program in a minimum difficulty and maximum difficulty when an antagonist is present to keep the game from balancing too far one way or another. Maybe between 35-70% or so.

Anyways thanks for reading and thanks for the hard work!

Gameplay Feedback / Please continue to buff underwhelming guns.
 on: July 07, 2019, 08:24:40 PM 
The last couple updates we got reworks to Earthing, Shtorm, and hatchet which is awesome! I hope to continue to see this going forward until we get to the point where you never feel like you wasted your resources building a gun. I believe Warm and Eager are still pretty underwhelming. Maybe take a swing at those next?

Gameplay Feedback / Cortez Bros.
 on: July 05, 2019, 08:29:05 AM 
Being a man down is always gonna suck, but Cortez bros is a nice feature to help out with this. I am thankful for it.
Even though they rarely kill anything, it’s nice that they aren’t a liability for you lives and can take enemy Agro for a short time.
That being said, having a cortez bro on your team is a huge drawback for the fact that it’s one less person to complete objectives. It’s very hard for an undermanned squad to kill everything and complete objectives in higher difficulty matches.

Example: I just played a match ‘In Medias Res’ at 65% and the game gave me 3 cortez bros. I couldn’t make it to the second barrier with the encoder because there were just too many enemies for me to kill and then try to pick up the encoder.

I think since we can now start matches with Cortez in our team, maybe look into solutions to Help them carry their weight.
You could simply buff their attack or health, or maybe even decrease match difficulty by a flat % value for each Cortez present.

Gameplay Feedback / Feedback on Wound time.
 on: June 08, 2019, 07:30:49 PM 
Hello! The Wound time decrease from 5.5 to 2.5 seconds feels a little extreme for a couple reasons.
One reason being that you can sometimes get stuck in a sort of ‘purgatory’ because of the lower health when you stand up, if you can’t get into good cover you just end up getting shot down again instantly. In some rare cases
You go up and down up and down haha.

My biggest issue with this is it alienates a lot of weapons for pvp on both sides. A lot of weapons and characters such as hans or loaht are good for wounding from a distance and then finishing with a melee. With the decreased wound time you barely have enough time to close the gap. Kuzmann suffers from this greatly with his council move speed. It’s going to drive players to a long range finishing meta limiting what players will pick to things like Ignis, Last wish, or earthing.

Anyways, I don’t know if it should return to the full 5.5 seconds. But I think the time should be increased just a little bit. It kind of just feels bizarre in its current state.
Thanks for reading and have a nice day :D

Gameplay Feedback / Valeria’s Whip and Shakura
 on: May 20, 2019, 09:45:02 PM 
With the latest update (identity) we were brought a rework to The Whip
“  - Whip has been reworked: The quantum projectile won't react to Valeria's shots if she's not nearby.”
I personally believe that this effect should be applied to Shakura. Because as it is currently, a player can camp an area with Shakura without ever consuming ammo or even showing their aleph signature. This is insane for Antagonists in certain choke points, such as the first Bridge in Beasts lair. Or the second choke on Medias Res. It’s nearly impossible without the proper raiders. If a proximity activation were added to shakura, it would encourage a high risk/high reward CQC playstyle. Which the gun is very strong when fighting CQC. But being able to do that, and lock down a choke point feels like a little much. If this change were added, I think a color change on the projectile when your in range and out of range to activate the damage would be necessary.

I also believe that the Whip should have its proximity activation removed. Maybe with the trade off of faster ammo consumption or less max ammo. This way, the stationary ad clear playstyle will still exist. But without the strengths of ammo, aleph signature, and CQC.

If both these changes were implemented I think it would help balance out both of these guns and give them both a unique playstyle.

Thank you for reading, I’ll see you on the broken planet :D

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