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Topics - Placelord

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Gameplay Feedback / Why aleph drops cripple the game
 on: May 08, 2019, 09:31:25 AM 
The aleph drop mechanic needs to be reverted (not altered, reverted). However biased, I'm going to try to show why this isn't just resistance to change. Though, before I criticize this mechanic I'd like to give credit where it is due.

This should curtail aleph hogs, making it so that people who have a full stack are contributing rather than flushing away important resources. It allows raiders the agency to choose to give something up for the benefit of their teammates. It dynamically adds a point of contention to any encounter.

It's a good idea, in theory. Now, here's where it breaks down.

1. It hampers momentum.
I think this is the most apparent problem, but it bears analysis. Put simply, everytime you defeat an opponent you must stop, reorient yourself to specific angle and proceed in essentially the opposite direction for a specific distance.

While I can concede practice can alleviate the setback, it will remain cumbersome. With as hectic as the game can be this simple manuever is likely to have you doubling back because you're trying to be quick and missed, leaving you distracted and vulnerable.

Since the drops are behind you and to your side, they are more likely than not going to be off camera. Until you get a sense of the drop position relative to the direction you were facing when you entered the grapple, you will have to reorient the camera up to 360 degrees just to locate it.

2. Picking up a drop is not nearly as game-feely as before.

The time between touching the drop and seeing the aleph indicator on your HUD is too long. With all of the particles, sound effects and force feedback in combat, the sound and shine of picking up aleph often flies under the radar of my senses. Before, you never had to take you head out of the action to know you have aleph.

Between these aspects and the positioning of the drop relative to my FoV, I'm I usually not sure if I made the pick up before it becomes a hassle. I didn't realize how much I took for granted how snappy and kenestetic the old way was.

3. Elites/antags picking up aleph is a recipe for disaster.

This one is a doozy, because it amplifies a few existing bugbears. There really is a massive amount of ways this can destroy balance. Instead, I hope this hypothetical is enough to get your imagination brewing.

You are engaging an Elite ahead with an ad or two approaching from the sides. You're going to sponge the ad fire until you can close the gap and grapple the Elite. The ads are cutting pretty deep but you know you're back to full health if you can just take the Elite out.

As you go in for the kill, a gate to your left spawns an ad and Elite B. Elite B rushes, but you've connected Elite A, so B bounces off. The animation concludes, a few frames pass and the aleph drops to your left.

That Elite you bounced is now closer to the aleph than you are. Remember, you're at low health because you tanked to get here. And, there are still 3 ads laying down fire.

Your I-frames wear off as you scramble for the aleph but its too late. The immediate frame after he picks it up, he goes invincible and that's lights out.  Or, the ads spray you down you as soon as your I-frames drop.

4. Aleph drop grinds against the core gameplay loop.

This game is constantly frantic. If you're going to beat back the hoards your gonna have to wade in and get dirty. Unfortunately, it seems like that calculated risks just aren't feasible anymore.

Not to say that this is Leeerooooy: the game, you've got to route your targets wisely. IMO there are two major 'links' that allow you to chain, extend, and survive long engagements. These links being: mobility options, and "health checkpoints" as I'm calling them.

Mobility is hampered greatly by the Aleph drop dictating the subsequent action. To keep up a kill chain after a finisher I usually roll, jump, stalk, teleport, climb, wall jump, punch, grapple ect. Now I have to stop,  then move backwards and to the left, every time, or else.

Health checkpoints; without these, long chains aren't possible. Like in a racing game, "if you can get to this point, you may continue". It feels rewarding to push the limit and squeeze through ready for another go.

Theoretically that sensation can still be attainable under this system. Unfortunately, you cannot collect aleph once full. A full stack raider isn't going to want to dive in knowing they have no safety net.

5. Think of the children.

Tonight I've seen noobs getting shredded like I've never imagined. Every game, we're in the survive spiral within the first few minutes. With an mmr in the 30s. I've played with tons of noobs, I was a noob, this is not this common.

It's fun to talk shit about baby Hareks, but how often do you actually lose mentor matches? It's not simple inexperience, the core loop is broken currently. This is a game where you're up against squads of dudes in which defeating any individual dude is statisticaly more damaging to your team.

Imagine trying to get into this game right now.

The aleph drop system is cumbersome, counterintuitive, distracting, and breaks the core loop without offering a viable substitute. Please revert this change.

Gameplay Feedback / Currency curiosity
 on: May 07, 2019, 05:38:42 PM 
With the identity update coming tomorrow I'm wondering if the gold and faction points I currently have saved will get me more or less content. I have an itching feeling I should just spend it all now.

Gameplay Feedback / 5 minute penalty
 on: February 08, 2019, 01:14:32 AM 
So is there any mechanism in the program that can distinguish an intentional dissertation from one caused by server/system failure.

While I like that people are discouraged from bailing it sucks to get locked out because if a blackout or disconnect.

Also, is the 5 minutes only counted down if the app is open?? I got cut off last I played and 2 days later I'm turning it on to stare at a screen wondering to myself if it's worth it to wait. And also wondering if I just turn it off now, will I have to wait another 5 minutes if I eventually forgive the game and come back to it.

Gameplay Feedback / Cutscenes skip. Seriously.
 on: January 08, 2019, 05:00:50 AM 
We're how many patches in and the cutscenes skip option is still trash? Is this something that's too difficult or is it just not a priority? This is a seriously irritating problem, and the biggest reason I see new players quit.

When I antag it's for the sake of other players. I'm trying to help out my tier or assist people to get their rewards. But if I exit out of the game after the match concludes I get penalized. Some jerk wants to feel big and I just have to sit there and take it, regardless of how sporting I was being.

Why do I have to watch a cutscenes when I've lost? Why can't I just exit to menu? I only have few hours a week (if I'm lucky) to game and I spend the majority of it setting down my controller and doing something else. So many decisions in this game just feel like the developers don't have any respect for the players time or have to clue that it's even an issue anyone might have.

Make scene skip a vote. This is not doing anyone any good, newbies can watch the cutscenes on thier own time if they need to. The story is going to get presented out of order anyways, so it's not like they're going to gleam any sense of what's going on the first time through.


Gameplay Feedback / Speaking of dead horses...
 on: December 27, 2018, 02:40:27 AM 
I'm done until the next major update. In it's current state this game is just a waste of time. Glad I spent 40 bucks to get smacked by a lv 300 Rak every time I boot up the game. Real good focus on balance MSE: a single character with truckloads of health that can down you in one punch with no drawback in speed or agility and rains down aoe from all ranges short of a half mile. Oh and he can heal/over heal. Why don't you just make him fly or go invisible while you're at it. Or would that be too OP? Maybe I'm being a bit dramatic, I mean look at what he's up against he has to give it his all to survive. Oh wait it's just a lv 10 and 3 ads. Is this a game or a BDSM club?


Oh, well after reading that I really don't see how this system is currently so hit or miss. It looks like they've spent a lot of time thinking about this and it's logic is pretty well justified. I'm confident that no overhaul is needed, just tweaking to find the new sweet spot.

Original post:
I want to preface this rant by saying that I have been largely in favor of pvp and do not want to see it removed. Also, that mse is and has been taking steps to balance pvp. Despite the detail I go into, I'm not trying to imply that they are clueless. I'm just conveying my experience to see if that experience is shared.

I've read a lot of people talking about antags ruining thier game, (not so much anymore since the majority of posters here are likely lv150+). I'm wondering if I'm the only one who is having trouble with the opposite experience.

I am having a terrible time at being an antag. Maybe I'm just bad at it, but I honestly don't remember the last time I wasn't ground into powder. This is extremely frustrating because xp gain is dependent on a balanced aequalibrium.

I'm starting to feel like antag isn't viable until you get over lv 100.  I rarely see balanced matchups regardless of which side I'm on. It's either an extremely high lv antag vs a baby crew or a mid lv antag vs a stacked roster. It's rare that the matchmaking finds a middle ground.

I'm around lv 60 FYI. When I'm up against a low lv squad I usually don't go ape out of some silly sense of honor. The thing is, I should be, because the only victory I'm likely to secure is by playing dirty.

The most common matchup I get as antag is lv 50, a 75, a 5, and a 260. Between cards, forge, base stats, and the reduced spawn rate/objective requirements; that 260 can solo the stage, np.

It's no fun going up against a raider that can down me in 1-2 actions, and all I'm getting for backup is 5 ads and maybe 2 elites. Yeah, that's really going to slow them down. There's a clear power level gap that needs to be addressed. It's getting like DBZ up in here and I'm tien.

What do you all think? Is it a problem, and could it be fixed?

Suggestions / Recruitment UI suggestions
 on: December 18, 2018, 05:16:46 PM 
So once you're in a guild, the search option brings up any members that are online. Now I don't have to rely on PSN so much. This is good.

Outdated[When you highlight a guild mender, could there be an option to invite to team? I play on PS4 so I  am only able to invite once I've friended but the PS4 ui is unreliable and doesn't always allow me to access profiles. It'd be nice to do this so I don't have to flood my friends list. Also this would allow me to invite pc players. I know we can invite by typing in names but that's a slight pain to do on the fly with most names being relatively complicated and off screen when in the search pane.]

I had an issue with the smoking Daisy weapon on destroyer of worlds. There was no graphical feedback from firing my weapon. The projectiles and particles were invisible. It seemed kind of like the hitbox from the bullets didn't exist either sometimes, but I might've been missing my shots.

Gameplay Feedback / Radar in spacelords...
 on: November 29, 2018, 02:54:59 AM 
I'm editing the original post now that the radar is in the game. Still don't like it. I'm still begging for a compass instead.

The radar is ether distracting or superfluous.

Spacelords’ Advice / Antag; self imposed challenges, anyone?
 on: November 21, 2018, 05:27:47 PM 
So I was trying to avoid putting anyone off of the game so I started trying what I call the honor antag strat. I only target the highest level raider and avoid antagonizing the lowest. And avoid going all out when a party is struggling too bad. I will go all out if the average party level is consistent.

It got me wondering if anyone else has any self imposed antag challenges?

Gameplay Feedback / These are a few of my favorite things...
 on: November 20, 2018, 06:58:08 AM 
1. I love the aesthetic of this game. It was the Schneider trailer that made me realize there was something special here. All of the characters I've seen so far are very well defined and refreshingly unique. They feel so authenticly bad ass. I commend how they were able to find the right balance of edgy an irreverent. I cannot remember the last time I was so compelled by style. It takes me back to when I was a teenager.

2. The seemingly counter intuitive combat design fascinates me. I would have thought a multiplayer game with one hit kills and quick recovery would be unplayable. But it's actually one of the most fair feeling online shooters I've played in recent memory. I feel like I can actually compete, unlike other games where I'm never given enough room to improve.

3. I never feel like I have to pay constantly to get any enjoyment out of the game. I like how I can potentially earn everything. In fact there have been several instances where I've wanted to spend money on this game and couldn't find a way to do so. That's madness in this gaming era. And I love it. Seriously though I would be happy to drop some cash in if it would keep this thing alive.

4. The co operative dynamic keeps me from feeling like I'm not welcome. It seems like a lot of multiplayer communities are bent on punishing players for trying to join in. Whether you're a pro or a noob, you have a common enemy to rally against. Yeah there is still potential for salt, but a well coordinated assault makes this game rise above gloriously.

5. The stress meter is a really clever variation on stealth. You really have to be considerate about your playstyle in a way I've never really seen incentivised before. It really teases out the advantages and disadvantages of every possible behavior.

6. The customization is unexpectedly deep. When I started I was running Alicia and thought I was doing fairly well. I was still approaching the game like it was a typical shooter. Then I checked out a YouTube video breaking down her mechanics and realized that there was so much more going on uptairs than I gave it credit for. The card and weapon synergies that are possible kind of remind me of a well constructed TCG combo. If you approach the game on it's own terms and are clever; the types of builds, roles, and strategies available are bonkers.

7. This game is clutch incarnate. There are so many moments where I'm on the edge of my seat absolutely astonished that I'm not just surviving but succeeding. Every victory feels hard won and hard fought. There are times when you're avoiding bullets, mines, death rays, and electric fields all the while fistfighting a dude on a precipice and you know one wrong move is gonna wipe the whole party but you hold out just long enough. It feels unfair at times but when you're in the zone it's sooo good. And really, when every entity is equally in extreme danger at any moment, can it really be considered unfair at that point?

I just thought I'd start out on the forum giving the devs a big thumbs up. While I do have my criticisms, it often seems the unsatisfied customers are the only ones who ever speak up. I really hope the gaming community at large realizes what's on offer here. I'm spreading the word as much as I can.

I'm just hoping that it's not to late to sand some of the rough edges off because what's beneath the surface here makes most of what's on the market right now look lazy, unscrupulous, and must importantly, no fun.

Suggestions / One easy fix...
 on: November 20, 2018, 05:21:43 AM 
First off, love this game. My criticism is merely to lubricate enjoyment of this game. I've tried to get new people into this game and this issue has been a turn off.

I wish I could turn off the badgering dialogue without muting the voices. I've played enough to know most of the objectives and the stakes. It really turns me off when I'm being badgered constantly especially when I'm losing.

The mechanics of this game make sublimely stressful moments all by themselves. I don't need someone telling me I suck or need to do better to motivate me. It's a slap in the face and it's not doing anything but ruining an otherwise great experience.

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