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Messages - dehking

Pages: [1] 2
1
Spacelords Universe / Re: State of the game 2022*
 on: June 02, 2022, 02:33:02 PM 
Spacelords is such a good game, it's unique and fun, it should have more players but I don't know why it does not, may be MSE doesn't market it due to lack of funds.

What a shame.

SP is probably the best shooter game I have ever played.

Yeah man like I can't say for sure but I do belive most players started quitting when the core of the game started changing. When they changed CQC and never updated the campaign and instead decided to change a lot of the mechanics and especially created the forge system ...

Spacelords frustrates me SO MUCH because I always checking on it to get back playing and I do think it has or at least HAD so much potential as its own authentic thing that it could be a great game with a great player base if it had taken the right decisions .. that being making a better tutorial (in the early days there were none so people found it hard to play), doing a better UI, especially after a level is completed, there is a lot of waiting and screen before playing again and especially working on a new campaign or more content for the game and not just recycling the same lore that has been around since the start of the game.

Is really asd I do like the universe they created so bad

2
Gameplay Feedback / State of the game 2022*
 on: November 25, 2021, 07:16:01 PM 
Hey guys it's me (again),

You see I'm here (again) a brat asking the same questions more "veteran" players always bring you about.

First of all just a reminder, I do like this game and I still find what you guys created amazing and very rich. That said, it's been a while since this feeling turned just into nostalgia.

This game was a huge promise and the most addictive gameplay I ever felt in an action shooter, also the combat ... THE CQC was brilliant. BRILLANT. This game was the MOST FUN I ever had.

But where is it heading now?

I mean ... when are you guys going to talk about the quality of life changes for the game? When is the plot moving forward? When will you be reviewing the rewards system? When will thematic events impact the game, the lore, or the gameplay?

We are going towards 2022 and the game changed a lot but only on the surface, right? Isn't it time to approach these issues? Or even dealt with.

It is your game, I get it. I'm not trying to offend anyone but it does feel like a lost opportunity to head where the game is heading (at least how it looks like its heading),... as a consumer of the game I kind of feel offended that the only updates we have are in-game lore content (who has been here for ages) being shared on the web site. Like, not even new content or new lore. Nothing that would move the plot or the game forward.

I don't know what you guys have in your hands and I don't want to be unfair to you, but maybe some transparency as "Yes. We will not be continuing the game forward, this is the game and how it will be" would be a fitting position and a good way to end a relationship with players, like me, who still have so much expectation from this game.

Not to upset anyone but we got to talk about how RIOT has been doing shit. They started with a game, then they did world build and them THE WORLD become the product who became others games, books, animations, and TV series. Look at what you guys did when you launched this game. The world and the characters you created could be doing just the same, could have been GIGANTIC.

I really wish this game is still moving forward and aware of what makes it good, great, and bad so as to better polish itself and deliver more. You could have a massive player base by now.

Trust me guys, I'm a designer (this is supposed to be a meme) but please consider reading this.

Think about how to improve the missions and reward system so that replayability has more value.

Think how the CQC made this game so authentic even if it meant harder

Think how the game since it was launched as Riders of the broken planet game didn't move the plot forward and how strong of action this would mean for ANYONE who played or play the game

Think about new character and  not just new weapons, or be more consistent with new launches

Think about seriously improving the game interface out of the gameplay but the menus and such, especially the after game screen

Think about how thematic events could alter the gameplay while they are online like changing faction places, random encounters, especial enemies, environment changes, or even gameplay changes as if gravity gets lighter or something. Be creative about it, like special game modes but temporary and involved in some lore.

I don't know .... just ...wake up to the potential your game holds and what an amazing game the team created, initially cause now it doesn't seem like it is going anywhere.

Wish you well and have a nice 2022
Sincerely,
me

3
Spacelords Universe / State of the game 2022*
 on: November 25, 2021, 07:14:31 PM 
Hey guys it's me (again),

You see I'm here (again) a brat asking the same questions more "veteran" players always bring you about.

First of all just a reminder, I do like this game and I still find what you guys created amazing and very rich. That said, it's been a while since this feeling turned just into nostalgia.

This game was a huge promise and the most addictive gameplay I ever felt in an action shooter, also the combat ... THE CQC was brilliant. BRILLANT. This game was the MOST FUN I ever had.

But where is it heading now?

I mean ... when are you guys going to talk about the quality of life changes for the game? When is the plot moving forward? When will you be reviewing the rewards system? When will thematic events impact the game, the lore, or the gameplay?

We are going towards 2022 and the game changed a lot but only on the surface, right? Isn't it time to approach these issues? Or even dealt with.

It is your game, I get it. I'm not trying to offend anyone but it does feel like a lost opportunity to head where the game is heading (at least how it looks like its heading),... as a consumer of the game I kind of feel offended that the only updates we have are in-game lore content (who has been here for ages) being shared on the web site. Like, not even new content or new lore. Nothing that would move the plot or the game forward.

I don't know what you guys have in your hands and I don't want to be unfair to you, but maybe some transparency as "Yes. We will not be continuing the game forward, this is the game and how it will be" would be a fitting position and a good way to end a relationship with players, like me, who still have so much expectation from this game.

Not to upset anyone but we got to talk about how RIOT has been doing shit. They started with a game, then they did world build and them THE WORLD become the product who became others games, books, animations, and TV series. Look at what you guys did when you launched this game. The world and the characters you created could be doing just the same, could have been GIGANTIC.

I really wish this game is still moving forward and aware of what makes it good, great, and bad so as to better polish itself and deliver more. You could have a massive player base by now.

Trust me guys, I'm a designer (this is supposed to be a meme) but please consider reading this.

Think about how to improve the missions and reward system so that replayability has more value.

Think how the CQC made this game so authentic even if it meant harder

Think how the game since it was launched as Riders of the broken planet game didn't move the plot forward and how strong of action this would mean for ANYONE who played or play the game

Think about new character and  not just new weapons, or be more consistent with new launches

Think about seriously improving the game interface out of the gameplay but the menus and such, especially the after game screen

Think about how thematic events could alter the gameplay while they are online like changing faction places, random encounters, especial enemies, environment changes, or even gameplay changes as if gravity gets lighter or something. Be creative about it, like special game modes but temporary and involved in some lore.

I don't know .... just ...wake up to the potential your game holds and what an amazing game the team created, initially cause now it doesn't seem like it is going anywhere.

Wish you well and have a nice 2022
Sincerely,
me

4
Suggestions / Re: Exclusive Elite Character Skins
 on: February 09, 2021, 01:12:13 PM 
Cowboy Lycus is amazing dude

5
Gameplay Feedback / Re: One Deck to Rule them All
 on: January 20, 2021, 01:13:12 PM 
Hello there, dehking!
Wow, nice feedback. I think the idea of a shared deck is quite interesting. I'll send it to the team so they can give it a thought!
BTW, loved the title of the publication.

Thank you @MSE_Laura! You know what they say, it's not the product. It's how you sell it (I'm kidding, though I enjoy having fun with titles).

I'm more than happy for them to give some tough :)
But don't consider only me, if it sounds interesting and they like it do some polls with the players to see how they fell as well.

And if it happens to not be interesting at all, take into consideration working on some sort of visual tracker for the card route the players are taking. Like a line connecting the cards and a small number showing the order (maybe when you have the cursor over the card since we already have a highlight doing that).

Good day 2 you :)

6
Fan Corner / Character Idea: Jarrah (WIP)
 on: January 20, 2021, 03:59:21 AM 
I've been trying to polish this idea for some time but the need to share is bigger.

Profile: Tribal Hunter Enthusiasm

So "Jarrah" concept revolves around the idea of tribal/hunt/athletic.  Jarrah is a young boy raised by animals, he enjoys the hunt and the challenge, as it is his weapon of choice is sort of a boomerang. Think of a Tarzan / Enkidu origin.

Faction: Wardogs or Locals

If "Jarrah" was a Local, he would be a tribal kid who learned to live and hunt in the jungle with the animals.

Now if "Jarrah" was a Wardog, he would be a tribal kid who lived his earlier years in the jungle, surviving with the animal, and was found out by RAK in one of his expeditions. The Wardogs would enjoy the feral spirit and survival instincts of the kid and take him, turning him into a genius instinctive soldier with an animal instinct for the hunt.

Weapon: Nullah the Boomerang

The gimmick is the closer the target, the faster the weapon comes and goes, so the faster "he shoots". While at medium range the weapon has a push effect to it (and other gimmicks from other weapon options).

Melo would be a character who selects his target and follows his weapon after launch, passing by any obstacle and getting his prey. He would make use of CQC (that's because I enjoy CQC a lot).

Skill: Adapted for the hunt, his eyes are well trained, and when activated "Jarrah" can see everything on the map and chose one or a few targets for its weapon to deliver a massive blow. When this ability is not active, pressing the button will order the boomerang to come back earlier (in case the target is out of reach or some other priority). Marking an enemy / antag / rider , throwing the weapon and repositioning, then coming back for the killing blow would be some o the possible plays.

Design and appearance:
"Jarrah" would have an athletic runner body, his's skin is close to red with a few paintings on his face and hands and dark eyes (or gray as the local armors, while his armor and hair are white-colored). He has one large braid in his hair that ends in a hair bun, while he's sides are buzzed. He has a shoulder pad over or the side he throws and catches the boomerang while the other and part of his backs are covered in fur. He wears a leash that gets all of his necks with some spikes and a cloth and tong on his waist adorned with feathers and an animal skull. He walks on foot as most wardogs tend to.

He is optimistic, some kind of inocent, competitive and lives for the hunt.

Well, that's mostly it.

Other ideas revolve around a boomerang whose impact hitting its target would do a mini area explosion hitting the other targets around it or the ability to hit and heal allies, mixing its skill to lock on to them and sent the boomerang when they need urgent help.

He would look cool on a skin with Bison hat with horns or War bonnet.

I started thinking about a mogli/Tarzan character with a boomerang and CQC while reading Vagabond and seeing the lost and talented Musashi and ended with indigenous and tribal ideas. Wish I had done any kind of concept (with I did sketch a few but they are hard to understand and are just a mess of ink)

*btw if by ANY CHANCE this seens interesting PLEASE take my idea and make it playable. It would be a dream. Sorry if my idea sounds  ofensive to anyone.

7
Gameplay Feedback / Re: One Deck to Rule them All
 on: January 19, 2021, 04:12:11 PM 
It would also help organize and validate the time/investment pursuing some cards.

That said, being able to mark the route and the card you're going for would be a great improvement. I'm always losing track of what I'm doing.

8
Suggestions / Sound the War Horn! (Enemy Concept)
 on: January 19, 2021, 12:44:27 PM 
Hi, I wanted to share this enemy concept and read some thoughts.

I nicknamed him "the Houndmaster". This enemy would be a stronger and tactical elite who would only spawn in missions without an antagonist.

Once in the mission, he will summon his "dogs", and these dogs will start hunting concentrated aleph, so they will hunt for people's carry aleph. Yes, that would be you and your group, but also any other division elite with who he is not aligned with.

The Houndmaster is an in-game event, it is not sure when or where he will appear.

Now I imagine there could be two directions with this character;
  • One, he would be a Local faction enemy. This would be great for expanding the lore of the game and would explain why he hunts everyone with aleph, not just the raiders.
  • Two, each faction will have its own version of the Houndmaster. The houndmaster in this scenario will only hunt aleph from players and other factions who happen to be in the fight like hanging by a thread (we have hades and wardgos). Each would have its own version of the animals. I tough about it a little so Hades would have some kind of wolf. Wardogs would have a kind of mass of flesh piranha mouth (like skags / borderlands). Fifth council would have some Ginebra like pumas (her skin tells us they had a lot of them) and the locals I actually don't know. Maybe some insect kind of animal.

That's mostly it :)

Each dog would also be faster, sneaky, and stronger depending on the faction. When he bites you he will down you, so you need to be aware of the sound they make when chasing and getting close and ask for help for your team. When downed you will be in pain.

SOUND THE HORNS OF WAR, LET THE HUNT BEGIN!

9
Gameplay Feedback / One Deck to Rule them All
 on: January 19, 2021, 03:29:54 AM 
So hear me about this. Could the game work with one deck per division? So when you make a card from the Hades division all the characters from Hades share it. Would it make it easier to manage cards and keep a note of what is being crafted? There would be micromanagement for the loadout of your character also.

And following this thought, could we have more flexible customization while in the character selection screen? Allowing us to change cards while waiting for the mission? Hear me out in this.

You find a mission. You see what you're team is picking and there is no talk about "building the team" if you're playing solo. You have your loadouts but find it would be better to change one card after seeing what your team has picked and then you do it. Loadouts would still be useful for skin, weapons , etc. And mostly for having a few default choices by your taste.

This could maybe show a lot of improvement for gameplay :)

Also, the players first lock the characters, they have a few minutes to change cards if they want, cards are locked and THEM they are informed if there is or isn't an antagonist in the game. Since I don't think knowing while changes cards would be fair.

Thoughts?

10
Spacelords Universe / Re: Suggestions For Improvements and Feedback
 on: January 18, 2021, 01:10:12 PM 
And wouldn't it be healthier if Division Cards were shared across all characters from that division?
Since there is no monetization in the process of creating cards, "sharing the deck" would make life and organization easier.

This way I would only need to know who was using a certain card in its loadout and confirm the change.

We could work with a "quantity" of the cards instead with each character having its own deck or just share the deck without quantity, making this deck management part of the game.

BTW I did enjoy a lot the way cards are made now. Using one to create the other, and the time relation (some take a long time), but maybe we could "mark" the route we wanna take? I lose myself sometimes even more when doing more than one card route.

If we could see all the card routes instead of just the last one needed while selecting one I think the process would be made easy and less confusing. Even better if we could check the route and make the progress automatic, cards would have a symbol of 1 /2 / 3 showing the order it would start. Like a train line minimage from Resident Evil 3.

11
Spacelords Universe / Re: Suggestions For Improvements and Feedback
 on: January 18, 2021, 01:03:54 PM 
And wouldn't it be healthier if Division Cards were shared across all characters from that division?
Since there is no monetization in the process of creating cards, "sharing the deck" would make life and organization easier.

This way I would only need to know who was using a certain card in its loadout and confirm the change.

We could work with a "quantity" of the cards instead with each character having its own deck or just share the deck without quantity, making this deck management part of the game.

12
Spacelords Universe / Re: Suggestions For Improvements and Feedback
 on: January 18, 2021, 12:38:21 PM 
Also, we could talk about the flexibility of choosing cards while in the character selection screen. This wouldn't invalidate having loadouts, since loadouts would be making things faster.

This would give just enough flexibility for better playing after you see what people are choosing.

So, you select a character. You have some time for customizing your loadout and then after confirming, then you know if there is an antag or not in this mission. Because I don't think it would be fair for people to change loadout or cards after they know they will against an antag, wouldn't be fair.

13
Spacelords Universe / Re: New content still coming?
 on: January 18, 2021, 02:14:10 AM 
Exactly. A game that every play has a cutscene and repeats itself won't survive only by adding more weapons. It needs more life, more exploration that could be by given random encounters with mini-bosses or special mobs, time events that change the map, and limited quest & rewards. Be it skins or weapons, or any customization and then expand and repeat.

There would be a lot of options to implement and give new life even without a new campaign (truth be told all older players must be as interested in the locals' campaign and Shamash coming to the game with his Thanos as appearance)

14
Spacelords Universe / Re: New content still coming?
 on: January 15, 2021, 03:06:32 PM 
(like)

15
Suggestions / Re: Ideas to improve CQC
 on: January 15, 2021, 12:31:30 PM 
I'm the guy who ends up always shouting "go back to the way things were before guys, please".

But honestly, the things you said are not bad at all. It would MAYBE bring more balance to it. After all, the CQC WAS a core mechanic on how to play this game and it got badly demoted.

I liked what you said here.

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