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Messages - Quanrian

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Gameplay Feedback / Re: PvP damage
 on: February 13, 2019, 10:15:07 PM 
When it comes down to PVP I figure roughly you've got on the high end (sorry if this sounds nuts) about 4 seconds but you probably want a player out in 2 seconds. This isn't so much about how much damage someone can do as all PVP damage looks better than PVE as NPCs (Ads) get tankier. Rather, it's about player reaction time and how people move to flank and/or cluster. Thus, after that four seconds you're either being dogpiled or flanked so the person you're fighting just got you grappled by another player while they distracted you. Mind you, this is from the 4 vs 1 perspective of a typical Antagonist and hopefully you're in a better position as a Raider having that 'second' person to flank or assist on any given serious threat.

For this reason I'd fall back on finding a good wingparson if you can't get a full team going. Arguably, the toughest aspect of a match will be the Antagonist or PVP aspect of the game due to nature of the beast. However, you still have to break away and do objectives every so often in a way that 'demonstrates' this is how 'this' mission works to the newer players. I'm not sure this game will ever be easy as the challenges it presents are part of what attracts and keeps 'some' players. Striving to be flexible and adapting is very important but you know where to find me to dig deeper Tekato!

Gameplay Feedback / Re: MMR is a poor mechanic
 on: February 12, 2019, 05:45:48 AM 
I really enjoyed reading this. You write in a very dramatic fashion.

If it's not already known I've never been a fan of MMR and pined for more standardized difficulties. Then, we could just collectively choose and get matched up with those of a similar preference. To me, MMR always seemed like complexity for complexity's sake. Just hearing it explained gave me a headache where a more straightforward approach would achieve the same goal with far less confusion. However, once we settled on fixed difficulties where an idea of what was what we could 'then' think on layering in 'additional' challenges to spice things up! Try adding in anything on top of MMR now and it's just going to further the confusion.

Currently, I'm sitting at 70ish... and honestly I spend a bit of time evaluating a match. This isn't particularly bad but when I think of the amount of effort being put into making this system relevant and valuable through so very many iterations I wonder if that time wouldn't be better spent elsewhere. Frankly, this system has had a year to gestate and it never gained much favor but was easily scapegoated for any number of issues.

I digress, I really do think you all at Mercury Steam are doing a fantastic job but I question where passion and sensibility buck heads. Regardless, I will keep playing despite my own personal frustrations because you all are very obviously pouring your hearts and souls into this Deus Ex Machina we call Spacelords! See you all out there!

Spacelords Universe / Re: New maps ?
 on: February 10, 2019, 04:50:19 AM 
If my guessing is right and I guess all the time because it's what I do then after Sooma we will be primed for a new campaign. This would put it somewhere in March if all plans go accordingly...

Spacelords Universe / Re: Exclusive rewards
 on: February 10, 2019, 04:48:40 AM 
*Jedi mindtricks* Elite skins do not exist, keep playing the game!

Gameplay Feedback / Re: Playing as antagonist.
 on: February 09, 2019, 04:53:08 AM 
It looks ridiculous when they dogpile you. I really want them to implement something where you can't be punched by two players at once because it sucks and there is just no way. So you roll and then one of them presses grapple and you're done... if you're not Harec. I really don't want to play Harec because of this clustering tactic that I could swear didn't used to work. In all honestly, if you're using more than two players to stop and Antagonist... well you're probably ignoring the objective entirely and 'that' will be your downfall.

Gameplay Feedback / Re: So you decreased the difficulty?
 on: February 09, 2019, 04:49:30 AM 
Having low spawns and weak everything was great for farming but it was so incredibly boring just waiting for enemies to spawn again. I still see this at times but not nearly as much during those dark days when being an Antagonist  was just asking to be the entire experience for Raiders.

Gameplay Feedback / Re: Buff Aneska's Default Wep
 on: February 09, 2019, 04:46:48 AM 
Aww mehn... just try suggest it while everyone is drinking! I actually have seen a number of pros using it quite well but um... they're really good no matter what. They could probably kill someone in the game with a butter knife.

Gameplay Feedback / Re: 5 minute penalty
 on: February 09, 2019, 04:44:50 AM 
It 'seems' to only count down while actually in the game but I am maybe wrong... I could swear I shut down and it still made me wait after loading up again and obviously the original time had passed while the game was off.

Gameplay Feedback / Re: Will this game survive?
 on: February 09, 2019, 04:43:00 AM 
It survived for a year and didn't die out like people were silently and vocally hoping it would. I really don't enjoy seeing these threads... This is just knocking the game because higher profile games come out but plenty already have and those of us who love the game in the truest sense kept on playing.

Fan Corner / Re: What's Your Favorite Faction and Why?
 on: February 09, 2019, 04:35:30 AM 
Wardogs, because Sooma! Also, Alicia, Loaht, Hive and Rak! They're probably the best showcase of how gut wrenchingly fast the game can get! To this effect, they've got Cards that enhance their speed in a variety of ways. No one will love Sooma like I love Sooma!

Just wanted to add, no matter what you do if you're not landing headshots with the gun you're wasting your time thinking about DPS. The DPS drops off significantly when you're not getting consistent headshots and for this reason it's absolutely awful for fast moving targets. A Hans Antagonist for example (Draco!) will laugh as you put your bubble down and try to 'hit' them consistently and strike or grapple you during the noticeable pauses between each shot you're probably missing. For your safety, put the bubble on someone else and act like a sniper.

Spacelords’ Advice / Re: What is "Reaction"?
 on: February 09, 2019, 04:30:49 AM 
Ah, if that's the case then... Shoot them in the head whenever you can as it does cause a brief stagger/pause on enemies regardless of their health and 'can' set them up for a grapple if you time it right. Definitely, if it's not you doing the grapple.

Spacelords’ Advice / Re: Question about Aneska's Mech
 on: February 08, 2019, 04:18:30 AM 
It was due to something being changed but it only affected certain things so... You wouldn't just roll it back and you'd also want to make sure the new changes don't 'also' cause issues. Asides, they seem to be working on finding a good balance for her which might mean adjusting some of the base values like Mech health, Mech's melee damage and such. Considering some people are actually doing 'very' well with her it's hard to definitively say she needs major adjustments. Already encountered two players doing quite well with Aneska but alas they are what one might consider pros in the game.

Spacelords’ Advice / Re: What is "Reaction"?
 on: February 08, 2019, 04:12:23 AM 
Most likely staggering and staggering is unlimited so it's a very powerful thing that absolutely exceeds just raw DPS. You usually wont see this if the character's weapons do not already stagger a bit.

Fan Corner / Re: Fan Made Games (Maybe I Made One)
 on: February 07, 2019, 12:23:37 AM 
Sorry for the double post. Here's the two development videos I've got up now. Keep in mind I can't just move video from Twitch (where I record) to YouTube where they are now due to... contractual obligations I try to follow.

Dev Video 1

Dev Video 2

More to come later as I will try to prototype Alicia's gameplay soon but video will always come first in Twitch, then in YouTube a day or so later. Also, my apologies but I cannot dedicate my full time to this so I will only be working on it intermittently. Lastly, I have not implemented your idea yet in the form of Qualephs yet Draco but it's in my plans!

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