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Topics - Kefal

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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.

2
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!

3
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.

4
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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