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Messages - SniffaXxX

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Gameplay Feedback / Re: K&K
 on: February 12, 2020, 05:49:19 PM 
I do not agree with the tone of this post.
However I do believe K&K should be returned to its previous damage output before its latest buff.

Gameplay Feedback / Re: Reworks for predictable AI spawns.
 on: February 10, 2020, 05:41:10 PM 
Enemy Within:
First phase of this mission is very large but very empty. It appears to me that you get just one drop ship with every squid spawn and another drop ship on a timer. Again, this is slightly boring while waiting for the bar to fill up. Bad for an Antagonist because they have no help. And it’s actually bad for your mission score on this map, as you don’t get enough kills to reach a desirable score.

I’d suggest doubling the amount of dropships, and possibly adding snipers to the field to take advantage of the long range sections of the map.

That’s all I have for you today, thank you for attending my Ted Talk and I hope you have a wonderful day.

Gameplay Feedback / Re: Reworks for predictable AI spawns.
 on: February 10, 2020, 05:37:12 PM 
Destroyer of worlds:
The first phase of this mission without an antagonist is boring. With enemies coming from just 2 doors with a long time in between them, it’s far too easy to dispatch them.
I’d suggest having more enemies pop up from the holes across the field more often during this phase.

Gameplay Feedback / Re: Reworks for predictable AI spawns.
 on: February 10, 2020, 05:34:57 PM 
Weapon from the past:
The first phase has predictable dropships, but combined with focusing the squid it’s usually okay in terms of difficulty.

The issue in this map lies within the second phase. The enemies that spawn along the right edge of the map are too predictable and easy to kill for the first 3 sphere positions. There’s plenty of area for enemies to come from on this map, please utilize it for some variety.

Gameplay Feedback / Re: Reworks for predictable AI spawns.
 on: February 10, 2020, 05:31:14 PM 
Fistful Of Sand:
This map has always been pretty tricky in terms of raider to antag balance. But in its current state I find it favors the raider side quite a bit. An antagonists best shot is in the first phase before they find the protector, but with snipers giving 5 aleph at a time that phase goes very fast. I’m rambling, let me get back on track 🙃

The spawns in the second phase are very predictable. Most particularly the very end of the mission when the protector is on the platform. I find this section to be very boring as a raider because You’re just waiting for a timer to count down killing enemies that drop in one of four spots. And it’s infuriating as an antagonist because by this point I know I’ve already lost the match.

Something should be done here to make it more exciting and to give an antagonist a chance at making a comeback. Possibly a Hades gunship flying around taking shots at the raiders? Maybe engineers with turrets like in the first phase? Or possibly enemies that climb up the edge from behind the raiders.

Gameplay Feedback / Re: Reworks for predictable AI spawns.
 on: February 10, 2020, 05:23:41 PM 
Mouse and the Snake:

The lever phase of this mission feels somewhat pointless. You run around and pull levers, but there is no threat. Just one dropship that drops 3 enemies at a time in the same location.
I think I’m this phase there should be more locations for dropships, and come more frequently. 3 enemies every 30 seconds or so is just way too easy.

Gameplay Feedback / Re: Reworks for predictable AI spawns.
 on: February 10, 2020, 05:19:48 PM 
Short Fused: The first phase of this mission is incredibly barren. The enemies you face are literally triggered at will by the raiders when they carry the bomb to certain locations. So not only can you defeat the enemies quick because they’re close together, but you know exactly when to expect them. Makes this phase rather boring without an antagonist in the game. And if you are the antagonist, you’re going to have a bad time when the raiders trigger the spawn of your allies and dispatch them quickly. I’d suggest adding more frequently spawning enemies from different locations.

On the second phase, there is a lot more enemy resistance. But it’s all on one side of the map and is not much of a threat to seasoned raiders. If they have the right characters, they can be in and out with their aleph in very little time leaving little chance for an antagonist to stop them. My suggestion for this would be to add small amounts of enemy spawns on the back half of the map to keep people on their toes. Maybe when the wardogs drop an extractor, they drop 3-4 grunts off with the extractor?

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.

Love this idea! Both guilds and Status points have felt sort of lackluster since their arrival in Spacelords. This would help bring purpose to both of these features.

It will be cool to see some sort of indication on “Guild level” or “Guild Status” on the guild flag when used in plant the flag emote or achieving MVP.

For XP boost, I think it would be simple to replace the current guild equilibrium system with a new XP boost system that memebers put Status coins into to increase the boost and duration of the boost. So us older players can help out our newer guild memebers by dumping our status coins in.

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.

The thing with last wish is it’s really only ridiculous when combined with certain talents making for high rate of fire and head shot ability. Neither thing is bad on its own, but together they can be exceptionally strong. The problem is if you nerf the gun or the talents it could make them useless for other builds.

Blink on the other hand, I believe is in a decent state. No nerfing or buffing.
That’s just my two cents on the subject. Have a nice day

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.

Ship's Log / Re: Useful info for EPIC FORGING
 on: December 23, 2019, 04:10:51 PM 
Since Mikah’s Barrier now has Arsenal when it didn’t before, if you spec into this stat and make the magazine larger will it make her shields stronger as well or does it cap out at normal max magazine

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