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Messages - CosmonautCowboy

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31
Ship's Log / Re: Match against Antagonist needs more balance
 on: May 14, 2017, 10:48:54 PM 
...new players will have an added difficulty and more possibility to be frustrated as it becomes difficult to successfully complete any mission. I think it will be vital that the matchmaking is really equitable...
I agree. I had the same thought while playing, that this is one of those games that could become completely inaccessible to new players if there isn't enough of a playerbase, because all that will remain are the experienced people.

I think that's why it's important that the studio makes it very clear that there's a solo mode, and puts enough into it that there's something for everyone to enjoy. Also, I think it would be a good idea to launch with other multiplayer modes, like simple Deathmatch or Capture the Flag. That way it's not "just" an asymmetrical multiplayer game.

32
Spacelords Universe / Re: Raiders Main Theme by Óscar Araujo
 on: May 14, 2017, 07:46:48 PM 
Looking forward to hearing more. Based on the comments on the soundcloud page, I see I wasn't the only one to hear the Ennio Morricone influence!

33
Spacelords Universe / Re: Beta access on Ps4
 on: May 14, 2017, 04:46:19 PM 
Be sure to check your spam/junk mail. For some reason the initial message about the Beta went thru fine, but the second one was tagged as spam.

34
Gameplay Feedback / Impressions and Feedback [PS4]
 on: May 14, 2017, 05:09:07 AM 
I've had the chance to play a little over the course of the day; here are some initial impressions and feedback. Hope it's helpful!

Generally, I think the UI could use some small tweaks. I only found out that solo mode was available due to a post here. It wasn't immediately obvious to me that I had to click on the matchmaking "button" in the top right hand corner to switch between the two.  Even matchmaking for multiplayer took me a moment to see it was working, since you click the match on the lower left-hand side, and after the initial message disappears, the only indication that it's still looking is the "scan" effect over the thumbnail, and over the matchmaking button on the top right-hand side.  When it comes to UI, I think "dumbing it down," in order to eliminate any possibility of confusion,  is a good design philosophy.

Gameplay is generally satisfying. I'm content with the speed the characters move, the controls are intuitive, and the maps provide a good arena for combat. The shooting seems spot on to me.

The cover system is excellent, I really compliment the team on that. I expected it would be clunky, but it's buttery smooth. Nicely done!

Based on what I'm seeing, the CQC system is basically rock/paper/scissors. That's plenty of depth for the game, but I think that an expanded tutorial or written explanation of it would be helpful.  I've been trying to effectively put the system to use, but my results haven't be consistent. How close to you have to be for the input to be effective? How precise is the timing needed for a parry or block?

As far as I've seen, the special moves aren't really gone into that much. The tutorial only covers one character, so that doesn't help with the others.

I was concerned about the asymmetric aspect of the game. While I'm enjoying it more than I thought I would, I'm still not sure about it. The match I played as the Antagonist, the team mopped the floor with me the whole game. I wasn't effective at all. In the final level I got lucky. They temporarily ran out of respawns, and after the bots killed two of them, I got the other two and won. They were completely superior the entire game, but I exploited an advantage and won.

On one hand, that's the whole point of an asymmetric multiplayer game. On the other, I wonder how long people are going to want to invest the time on the first part of the level (something like 15 or 20 minutes) if the final, deciding part, is going to be a complete wildcard.

Overall, I like the game so far. I like the design and the characters. With a few simple improvements to clarify the gameplay, I think it has the potential to appeal to a lot of people.

35
Ship's Log / Re: PS4 may 13.
 on: May 14, 2017, 12:52:42 AM 
You were able to access Solo on the PS4? I didn't even think it was available.

36
Ship's Log / Re: My impression of game
 on: May 14, 2017, 12:51:39 AM 
Check out the pinned posts here or explore the in-game menus for more info on controls and general FAQs. I found the info helpful.

37
Gameplay Feedback / Re: My thoughts after a few hours || PS4
 on: May 14, 2017, 12:45:50 AM 
Also, I'm not a fan of the gaming aiming going wonky when at critical health. Perhaps it can be rethought if not removed.
I agree, you're already virtually incapacitated, there doesn't seem to be much point in having the screen go all red and have the camera start bouncing around on you.

38
Ship's Log / Re: PS4 may 13.
 on: May 13, 2017, 09:53:40 PM 
I haven't been able to get a match when selecting the "Prologue," but the "Alien Myths" missions are going through matchmaking successfully for me, though sometimes it takes a few tries.

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