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Topics - Oxnardo

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Gameplay Feedback / Synthesize the system
 on: January 25, 2020, 05:11:23 PM 
I was playing the game with a friend who is very new to it. I was looking forward to playing with him so I could discuss the opinion of a neophyte who steps into the game with little to zero knowledge of it; overall I'd say he had a mixed impression. And now I'm here in the forums to contribute my grain of sand based on what he experienced.

When it comes to gameplay there were no negative points. He was mostly experimenting with different characters to see which one he liked better; and yes, he was having fun with that.

The problems arose mostly from the UX/UI. Starting with the long rewards screens. My friend was having fun learning how to play and he wanted to keep on playing without interruptions, but he found the post-match screens to be a hindrance. First the featured player, then Cortez telling you the score and rewards, then collecting the rewards and the experience, then opening the adventure tab and waiting for the dailies' animation (and god forbids you level up). Alltogether those screens interrupt the flow of a gaming session that won't be compelling for a newcomer that just wants to familiarize with the game as quick as possible.

Then he stumbled over the most recent addition to the game; the Epic Forge. He was testing the waters with different characters and was wondering how to make them stronger. When he figured that he could build several different weapons for each character he was more than interested! But as soon as he opened the forging interface his interest decayed over a cloud of confusion. "this is not intuitive at all", "I don't even know what i'm looking at" where a couple of his opinions.

Ultimately he decided not to mess with the crafting because he didn't have enough parts to build the guns; which was yet another issue, he wanted to gather more parts but he had ran out of dailies, leaving him with no options. All that made up for a rather discouraging progression experience.

So my suggestion sums up to a single word; synthesize. I don't know when people stopped complaining about the long reward screen; but I remember it used to be a recurrent topic several updates ago, and it's still a problem; and MSE keeps aggravating it by adding and adding stuff. Please; just shorten the goddamn screens, it's easy... synthesize.

Now the forging is a more complex topic; but I'll agree with my friend here. It is not intuitive, it is confusing, it is discouraging, and it also needs to be synthesized into something more comprehensible and user-friendly. Honestly I can't imagine what the purpose is with the over-elaborated complexity of the modding system, but i suggest to MSE that they approach to it differently. If they are going to make the game challenging, let that be in the missions, rather than the crafting; because that just makes a poor UX (if not boring).

Gameplay Feedback / Speaking of the future
 on: November 05, 2019, 06:38:57 PM 
The year is approaching to its end; and so is Spacelords' roadmap. We only have 3 milestones to go until it is fulfilled.

With the next update coming soon before 2020 (probably), we can expect Mercury Steam to go on their vocational holidays after delivering the delightful Epic Forge in our hands, to then come back with renewed vigor to finish the roadmap next year.

That being said I'd like to open this thread for us to discus our personal opinions on what direction should the game follow afterwards.

We all would love to see more missions or new game modes added, that's for sure. But how do you think this should run? Should they focus on the PvE experience or you rather have them pushing the PvP as a main feature?

Should they stick to their level design formula with additional missions or would you like see different modes? Roaming maps? Procedurally generated levels? Survival arenas?

Do you have any ideas on what should be the most important priority for them to work on post-roadmap? Start writing!  :D

Fan Corner / Scrap Lord Schneider - Fan Fiction
 on: October 19, 2019, 04:12:56 AM 
It was a routine transfer to one of the Hades Division's outposts; where Schneider, the youngest and most brilliant mind of the engineering corps in the Division, was supposed to be escorted to and start a cycle of revisions and maintenance on the army's system.

The convoy was advancing towards the outpost by ground; through a dense and arid desert. The intense sun shined right above them, the heat warmed up to the point where the air felt heavy on the squad's skin and lungs... all they had to distract themselves from the suffocating sensation was the noise of the engines and the metallic sway of their armament and slat armor of the vehicles.

The trip had been long and exhausting. Behind Schneider's frowned visage; all the little genius could think of were profanities and how much more pleasant the trip could be if he had designed these vehicles himself -These fucking idiots wouldn't build a good light bulb even to safe their lives. All our tech could be godlike if I was in charge of everything; and I wouldn't need to endure such precarious goddamned conditions... FUCK!- He thought to himself. But sooner than later it'd over. After rising above the tallest dunes on the desert, they finally spotted  the fortified Hades towers far on the horizon. Little they knew that their journey would end before they could approach any further.

A cloud of sand suddenly precipitated around the convoy; the visibility was highly reduced in the fraction of a second. The whole convoy had to slow down. The intercom creaked -ALL UNITES; STATUS REPORT-. Following up the head commander in Schneider's shuttle yelled at the specialist in turn -I want to know what's on the radars, NOW!- It was soon evident; the Umbra Wardogs had ambushed the convoy, SPC soldier couldn't even spit a word before the shuttle suffered a heavy impact, they heard an explosion, they felt a forceful tremble. Schneider tried to see the situation through the window, but the sand cloud made it impossible. Intercom creaked once more, between the noise of a firefight all that Schneider's crew could understand was -... REPEAT... WITHDRAW IF POSSIBLE-.

The SPC reported; the former impact had severely damaged the motor systems, they were stuck. Everyone wielded up their armament assuming combat position. Suddenly the door of the shuttle bent with a violent blow, and right away it was propelled towards the inside of the shuttle impacting against SPC with such strength he didn't show life signals after the slam. A dark silhouette of huge size could be spotted through a light cloud of sand that entered through the teared door. No time to think the three soldiers left alive in the shuttle, Schneider included, opened fire against the silhouette.

Not even the force of two riffles and Schneider's drone where enough to put up against the beast's endurance. It recovered from the damage just as quick as all the magazines where emptied on it. Followed by a threatening silence, two massive and muscled red arms flung against the head of the two sergeants while they tried to reload; but it was too quick. A pair of immense hands grabbed their heads and constricted until they cracked.

The only one left was the ginger brainiac, he stared at the Wardog with disgust and anger, he had to hold his shivers when he heard the howls of the Wardogs in the outside. He wasn't ready to give up, he aimed his homing chips SMG at the dog and pulled the trigger as if pressing harder would change anything, the drone unloaded projectiles fiercely... the huge beast barely reacted; with an annoyed expression on its face, it spread its jaws like a shark and in a flash its tongue lashed against the drone. Next thing we know is that the beast is chewing the drone. The young redhead watched the scene perplexed as he heard the crushes and crackles of his beautiful machine being turned into junk by the jaw of the Wardog.

After destroying the drone; the beast spit up the pieces and looked up. Before him was Schneider, defenseless and showing a troubled expression of worry and uncertainty. After looking at him for a brief moment the Wardog decided that the ginger lad looked cute and funny. The red giant babbled -you will be a nice pet- and then started humming a cacophonous tune as he imagined how the dogs would toy with and torture Schneider whenever they were bored. Both SGT's bodies dropped off of the dog's hands, collapsing on the floor of the shuttle. Slowly the huge red hands prowled towards Schneider, he tried to push them away but he was far too weak. The Wardog subdued the lad's attempts easily and started pulling him to take him away, between whinings and grunts an afraid Schneider was dragged out of the Hades shuttle.

After being pulled out of the vehicle; disheartened, Schneider could barely distinguish the scenario between the murky air filled with ashes and sand; glares of fire and shady figures of his destroyed convoy drew themselves in the vicinity. Howls kept blaring as the dogs scavenged what was left.

Soon enough the young engineer was abruptly thrown into the trunk of a Wardog vehicle to be taken away to a mysterious captivity destination. An eternity passed through his mind when finally the caravan seemed to stop. The lid of the trunk clicked and it opened with a slam. Schneider was pulled out of it without any care by a random Wardog who held him tight while a female dog approached.

Their eyes crossed; she stood right in front of him and put her hand on his shoulder while the other stroked his cheek gently with her long claws. -Down.- She firmly said with a hoarse voice. Before Schneider could react he suddenly felt a strike on the back of his legs that brought him down to his knees. She smiled as she stared down on him with a cynical visage. She tightly gripped his hair with one hand; while with the other she slipped her index claw from his cheek down to his uniform's collar, and started tearing it. He tried to resist but his arms were promptly apprehended on his back by the Wardog grunt as the mistress completely stripped the lad away of his clothes, to finish; she leashed his neck with an improvised strap made out of distressed leather and a rusty chain... he whimpered as they giggled.

The female Wardog walked a few steps ahead of the leashed boy. He stood still with a blank expression until she pulled the leash like suggesting him to follow her. Then he reacted; he looked up, his gaze stumbled upon the biggest scrapyard he's ever seen, his eyes seemed to be popping out of his face as his yaw loosened open. He took too long and his new mistress wasn't patient; she growled and a Wardog followed immediately kicking Schneider to make him move. At this point they didn't care whether he cooperated or not, he was taken inside of the scrapyard hit after kick after hit. Ultimately with a violent pull of his leash he was lashed in into a small isolated rift crudely fortified with mountains of scrap. A strident slam clanked behind him, he looked back and found a metallic grid enclosed him.

The Wardogs walked away. Some sort of peace finally. Schneider lied kneeling on the floor, he tried adjusting the leash on his neck to a more comfortable way, and gave himself some time trying to recover some strength after the beating. Then he looked up and observed his surroundings. He was surprised; a grin took over his face. This place wasn't his final destination, poor Wardogs; they are doomed, he thought... had they known he who Schneider was; they would've never EVER confined him in the most grandiose war scrapyard ever hoarded, but they were too STUPID! He was seeing light at the end of the most tortuous tunnel; soon he started plotting his revenge as a loud celebration was pumping outside of his "cell".

Of course; this is all scrap, junk, garbage. But putting all this crap together to make it work is not even a challenge for ME! The boy stated to himself. He started gathering, tinkering, tweaking and discarding all sort of pieces. It'd take him time; but his counterplay was guaranteed.

He didn't keep track of the time. How long had it been? 3 days? 3 weeks? It all was finally coming to an end; FINALLY! After all the time the Wardogs had him captive; leashed; naked; enslaved as a jester, boxing bag or human toy whenever they felt like. Fed only with leftovers they dropped from time to time... they even had cut his hair in the way they found most funny... indignation... hatred.

The final night was going by quietly. The dogs were asleep; the cell was never watched for the harmless ginger puppy. Out of the darkness an intense focused explosion boomed. Howls started spreading all over the place immediately. The first pack of dogs showed up quickly to the front of the puppy's cell. They barely poked in front the entrance right before hearing a second boom, a reddish flash glowed towards them and just like that they were covered in flames, screaming, howling and wallowing in pain. But they stopped suffering after being delivered lethal shots that ended with their lives.

Another pack of dogs was heading to conflict zone. They saw a glow and smoke, out of the ashen clouds a silhouette was emerging imposingly. The dogs paid attention until clearly spotted him; him! The puppy, dressed in rags and improvised precarious armor. The puppy... who evidently had a chance to build his mass killing machine. As the red puppy walked towards them, a flaying machine loomed above him; it was then when they realized a ticking sound on them, they looked down on their bodies and saw blinking red dots, bipping. At the next moment the flying machine spit a rain of projectiles down on them and they started blazing.

-Rinse and repeat- Schneider giggled.

Suggestions / Talents progression: "Capacity" (post-Heavy Metal)
 on: October 02, 2019, 01:47:35 AM 
(I suppose the idea of timed crafting comes to "solve" the problem of regulating the pace of progression of the players. But it's a precarious/intricate solution and it doesn't really synergyze with this type of game.

One of the things most called for by both newcomers and veterans alike; is the possibility to unlock and experiment a decent variety of builds with more flexibility and based on their own decisions rather than a limited number of random options. The latest system installed is good because it removed the limits and the randomness, but it's far from being flexible, in fact it's the opposite of flexible.)

Now let's get to the heart of the matter. To really solve this issue I propose getting rid of the crafting times for Talents, and instead; implement a "capacity" attribute on the characters. Players will be able to increase this attribute on specific characters with points earned by leveling up.

Just to make things more clear I'll state an example. Every character has the capacity to learn a huge amount of Talents. Currently once you meet certain lvls a group of Talents become available for every character.

My suggestion aims for a more personal system based on a Talents "capacity limit" increased by players as they level up. Each character would start with a capacity of 1; meaning they are only able to hold a single Talent (their starting Talent by default). When the players level up; they will be granted a given amount of "capacity points" to spend on their characters of choice to increase their Talents capacity limit.

So; for a character to learn more Talents beyond their starting card, they will need to buy the new Talent with 1 capacity point and its respective price in Talent Points; if you don't have capacity points you can't unlock further Talents until you level up again and get more "capcity points".

In the same vein; further groups of Talents that are more advanced down the list; will be locked behind the players' level AND would require the player to pay more Talent Points and the characters must have unlocked a specific amount of talents on the lesser rows of Talents.

For example the second row of Talents for all characters will be available to unlock at level 20, but for each specific character first you need to have 3 talents unlocked on the first row to be able to advance to the second. And then they would need to learn at least 4 Talents of the second row to be able to advance to the third, and so on.

Lastly; why would we need both "capacity points" and Talent Points? Well the capacity points will only be there to increase the amount of Talents a character can hold, and Talent Points; much like their current function; will determine the cost of learning a Talent. So for example learning a Talent from the first row will cost you 1 capacity point and 500 Talent Points, but a golden Talent from the last row will cost you 1 capacity point and 100K Talent Points. This will present interesting scenarios on how the players manage their Talents progression "should I keep all my Talent/capacity points to focus on my favorite character? or should I distribute my points to improve the build of several characters?".

To sum up my suggestion consists on the following ideas:
> Characters will have a limited amount of Talents defined by the characters' "capacity"
> Each character starts with a Capacity of 1, being able to hold only their starting Talent
> Leveling up will give you "capacity points" to increase the characters' amount of Talents learned
> "Capacity points" will allow you to unlock 1 Talent per point plus its respective price of Talent Points for one character
> Rare Talents will still be blocked behind levels/tiers and will require a certain amount of unlocked Talents on the previous tiers.
> The more advanced the Talents are down the list the more expensive they will be
> Talent progression will be individual to each character; you won't get Talents available to unlock on all characters by leveling up

Suggestions / Quick Invasions (Yet another Antags' suggestion)
 on: April 27, 2019, 05:51:14 PM 
In this game the concept of the antagonists makes for a very interesting change of dynamic and rhythm to the action of the missions. But in the practice it draws way too much stress on the players. It's a common issue for both raiders and antagonists; depending on the occasion, they may suffer fairly intense feelings of tension and anger.

Therefore I propose to implement a more flexible system for antagonists matches based on quick invasions; where the antagonists won't join the match from the beginning of the mission and won't stay until the end of it.

Instead; antags' queue would insert them in already ongoing missions, and they would have a limited pool of lives that will pull them off the match when it's depleted. They won't have to win or lose the match anymore; but rather their success will be gauged by the amount of kills/delayed objectives they gather during their life span; which will determine their score and rewards accordingly.

Of course if they wear out the entire pool of the raiders' lives or complete a critical objective (like helping Schneider finish his hacks in In Media Res) that can count as an exceptional victory.

Pros of the quick invasions modality:

> unbalanced matches will be a lot less painful to deal with. Killing strong antagonists quick enough will be rewarding for the raiders objectives' progress. And non-properly armed antagonists won't be forced to stick to an uneven match from start to end.

> antagonist players can cycle a lot faster through matches which allows them to experiment different builds in quick successions to find out what works best. And also this will bring a refreshing flow of progression for antags.

> people who are avid PvP players can stick to the antagonist mode in an more convenient manner; getting a higher rate of matches and rewards cycles. While players who are not big fans of PvP won't have to bear with it for the entirety of the missions.

> the matchmaking times of the antagonists will be greatly reduced.

PS: The regular antag mode is liked by a fairly big niche of players; so maybe we can keep doing regular antagonist invasions through special sporadic events in specific missions and in custom parties of five players. It's been argued that in the case of parties of 5; the rewards system could be exploited, I propose making gold and faction points split between the five players.

Gameplay Feedback / Melee Blocking [suggestion]
 on: March 03, 2019, 02:33:44 AM 
The melee system needs something to make it more interesting, specially when it comes to PvP, the melee combos between players feel way too flat, the prediction system to counter melee actions lacks a lot of depth; and furthermore there's a hard tendency of raiders bunching up on the antagonists leaving no options for the antag but to die.

Hence I come with an idea that I believe would make the melee combat a more interesting, deep and balanced mechanic; I suggest to experiment with the addition of a brand new melee action: blocking.

Adding a fourth option to the melee fights would make the prediction game a more skillful  dynamic instead a random lottery with broken patterns.

Now how would blocking work? Well I wanna take an approach to it focused on the PvP fighting; given the way the players behave in CQC. And as it is, I think it is fair for the melee to be just as asymmetrical as the PvP is at large.

>Blocking will give you a bonus of melee resistance and will stagger the attacker in a similar way than when they hit an immune target

>For antags; blocking melee attacks consecutively will build up an "over-stress" gauge; which will apply some sort of bonus/buff if it fills (This will encourage the raiders team to take on strategic & thoughtful offensive approaches rather than just surrounding the antag and spamming Q or E alternatively to get an easy kill).

>Blocking a grapple will stagger the enemy and build up part of the over-stress gauge.

>This new dynamic would give the stealth play-style a higher relevance & interest since finishing enemies with a surprise grapple would be a lot more rewarding time-wise.

>Blocking without receiving a hit quick enough will weaken the effect of the blocking; incoming hits will break it and grapples will have a normal effect

**please note that the purpose of this suggestion is not directed to buff antagonists but to make the PvP gameplay more tactical and thoughtful**

Gameplay Feedback / Repetitive gameplay & ideas to fix?
 on: February 10, 2019, 12:05:09 AM 
Just some feedback on the long-term gameplay/endgame. I've been thinking for while about how some players call the game repetitive; and as i agree with their feeling, i disagree with this approach.

This game is by no mean more repetitive than any other game out there. In fact, when you think about it; ALL games are repetitive; but the impact of iterative gaming feels different in each case, with PvP focused games carrying the less weight of this sensation; for logical reasons.

Spacelords does feel heavily routinary; even tho we do have quite a decent amount of stages each with different dynamics, a good roster of varied characters and gameplay that mixes pve with esporadic PvP.

So now i'm starting this thread to share my opinion and discuss feedback on the topic, and bring up some ideas that might help the game to get in a good direction for it to be less of a burden when grinding for progression, or just playing for fun without feeling the sensation of repetitiveness.

I personally think adding unique mechanics for antags rather than just mimicking one of the characters would be good. I guess we'll see about that with the future specters update, which will hopefully make the PvP more attractive, interesting and balance.

Now i encourage you to share you opinion on why you think the game feels repetitive and what solutions you think would be good to solve the issue!  :D

Hello raiders!

So after playing alien myths and unlocking some universe plot (very enjoyable stories to complement the game's btw) to try and figure out what the final cutscenes are; I gathered the pieces and came to the logic conclusion that the protectors will bring those warriors from 500 thousand years ago to the present broken planet, and will probably cause a giant plot twist to play against Harec's and the current locals's ideals.

That's just my conclusion, I haven't read all there is yet, and nobody knows what the final of the story will actually bring to the table.

But assuming my thoughts are right, there are still a few questions, like how could the horned dude know the exact moment of the portal's opening? But more important why would the protectors open a portal to an ancient army when the plan is to just warp humans back to earth with no way to come back?

Gameplay Feedback / New players' feedback
 on: April 27, 2018, 11:08:03 PM 
Hello raiders! I just started playing the game recently and i like it quite a bit, specially the art of the game, in general it is masterly done, the design of the characters, environment and props, the illustrations, the script, the music, everything!

Nevertheless the gameplay has a few issues and i wanna post my opinion here as feedback cuz' i'd love to see the game improving and getting a bigger player base, i encourage the reader raiders (yeah!) to add their own opinion and feedback in the discussion.

First of all i would like a more fluid sensation when controlling the characters, guns' controls feel good as they are, but running through the map and getting into melee combat are things that won't get you an amazing experience. Chaining actions for melee fight could be more efficient, and the speed of the characters could be improved; also landing from any height lacks the sensation of characters' weight, getting no real impact, not even sound when you land on the floor.

Also there are times when you are just waiting for enemies to spawn, and there's nothing to do, giving us a reason to explore the maps on the missions could be a good idea.

Regarding the game mode, i would like to get something different than just adventure missions with asymmetric matches (and cutscenes we don't wanna watch repeatedly). The next campaign is the final one, so i guess they must have something in mind to do after that, maybe some game modes with symmetric teams w/ minions or not, i think having both options is cool. I'm playing for free and so far I've only played two missions, with very similar objectives, i hope there are more varied goals within the rest of the missions, and if not... well that's something to think for new game modes XD.

Also i find the tutorial of the game really scrappy, it's very short and it doesn't really get you through everything you should know to start playing the following missions, this extents to the UI which lacks in-depth explanation of all the details you need to know (i myself am still trying to figure out some things XD) and also the missions' objective and target descriptions and signals could be improved to be more helpful and intuitive. But those are minor issues that should be solved in the long term. After all it doesn't really take that much time to understand everything, it just takes an unnecessary amount of effort.

And that's it... i have read some analysis in gaming news and they say the game's been making many positive changes since it came out, so keep it up mercury steam!

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