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Messages - Nemo

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16
Gameplay Feedback / Antagonist Mode - Criticisms and Suggestions
 on: October 08, 2018, 02:59:24 PM 
I’ve been playing this game for a little over a year now, so I just want to share some of my opinions about the Antagonist mode, and what I think are its largest problems.

I’ll preface this by saying that I mostly play as a Raider, although I have played as an Antagonist, and whilst I have had fun playing as one, ultimately I’m just making the game harder for four other players, so I tend not to do it much.

My main criticisms are going to be towards the game’s scoring and rewards system, whilst giving some suggestions. I’ll touch a little bit on the balancing and MMR issues, though I don’t think them quite as important.

Binary nature of the rewards system

In short, the game gives the largest amount of rewards to players when they win. This affects both the PvP and PvE sides of the game.

Losing a match tends to give about half as much rewards as a win, and you can’t really score above a 4 no matter how ‘well’ you’ve done, on a loss. If a Raider team gets to 99.99% completion of a map, and then loses at the last second, they’ll lose a large amount of rewards, and will have wasted a lot of time. The Antagonist, on the other hand, could delay the match by 30+ minutes, and score 50+ kills, but if he loses, he’ll get a bad score and poor rewards.

The result of this is that closely fought matches, which should feel exhilarating, actually give out lower rewards for both sides. The scoring system generally wants players to win as fast as possible to get the most rewards, and lacks systems that reward individual performance. In Spacelords, the relatively binary, ‘all or nothing’ approach to reward acquisition, generally leaves both sides unhappy with one another.

A simple solution to make players more enthused about the Antagonist mode would be to raise the amount of rewards for all players when an invasion occurs. However, I think a system that rewards both sides for fighting and interacting against one another would be a better solution, though it may require more work.

Unrewarding interactions between players, poor scoring systems

Other multiplayer games tend to give players rewards and bonuses for competing against each other. So, for example, players will get points for kills and assists, heals and revives, capturing and defending objectives, etc. In this formula, longer matches that are more closely fought, give both sides more opportunities to acquire points, and may actually be more rewarding than a quicker victory. Individual performance is also rewarded, so even if a player’s team loses, as long as that player himself was playing well, he would likely earn a lot of points and other rewards.

As an example of a game that rewards both competing sides for interacting with each other whilst fulfilling their own, unique objectives, you can look at Dead by Daylight.

In that game, whilst the Survivors and Killer are diametrically opposed, and have differing objectives, there are systems in place that reward each side both for interacting with each other, as well as for actions undertaken during the match. So, whilst the Killer can acquire points by chasing the Survivors, the Survivors can also acquire points by escaping the Killer. Whilst the Survivors get points by fixing generators, the Killer gets points for damaging them. Whilst the Survivors can gain points by stunning the Killer with pallets, the Killer gets points by destroying them. Whilst the Killer gets points for injuring and hooking Survivors, the Survivors get points for rescuing and healing their friends, and so forth.

Though the ultimate aim of the Survivors is to escape the map, and the Killer’s is to eliminate them before that can happen, a large majority of points can still be acquired by either side even if they don’t fulfil their objective. As such, closely fought matches reward both sides, and are more satisfying. On the Survivor side, a good player that helps carry his team is usually rewarded quite well due to the scoring system, which is based more around individual performance rather than team performance. Survivor players can also specialise in different roles, and be rewarded for it. As an example, one Survivor can pick skills that help them heal others, becoming a type of medic, and can earn points doing so. Another Survivor could specialise in fixing generators, helping his team to escape by completing the objectives faster.

Spacelords doesn’t really have any on these types of systems in place. In this game currently, the Raiders and the Antagonist don’t really get any benefits from interacting with one another in the match. The only thing that really counts is whether one side can win over the other, as that leads to the most rewards.

If an Antagonist interrupts or otherwise delays the Raiders from fulfilling their objectives multiple times throughout a match, but still ends up failing the mission, he doesn’t get any bonus rewards for having undertaken and completed those actions. As such, an Antagonist on Short Fused that blows up the bombs before they can damage the Wardog tanks is not really rewarded for those specific actions, no matter if he wins or loses the match.

Aside from a temporary reprieve, the Raiders don’t get any rewards for killing the Antagonist. Killing the Raiders is the usual means that an Antagonist can win a match, but unless it leads to a victory, all those kills are largely meaningless. There are also no real ‘comeback’ mechanics in the game, which would help one side at least claw something back if they were getting outright decimated. Things like breaking a killstreak or killing the strongest player on the other team tend to get rewarded in other multiplayer games. Applied to Spacelords, this could mean that a Raider team that is being killed a lot by an Antagonist, could at least gain some sort of consolation prize when they take him down. If an Antagonist is struggling against a Raider team, then perhaps Uras will give him the task to kill a specific Raider so as to earn a bounty reward of some kind.

Furthermore, there are no real systems in place that reward cooperative actions. Raiders that save a wounded teammate from being killed by the Antagonist don’t get a reward for such an action. Raiders that use healing and support weapons or cards to help their teammates, aren’t rewarded for it. A Raider that assists in an Antagonist kill does not get rewarded. A Raider player that carries their team by killing the Antagonist, gathering Aleph, completing objectives and the like, is not really rewarded for his own individual performance, as the game judges the team’s performance rather than his own. A Raider player that kills large numbers of the AI enemies and keeps the map clear, isn’t really rewarded for it.

A system could also be created to reward players for using their character’s powers well. So, a Harec that kills enemies whilst Stalking could get an extra bonus, as could a Hive that absorbs damage whilst overhealed, or a Kuzmann who kills enemies with his Blitzfaust, for example. 

However, due to a lack of these scoring and reward systems, the Antagonist mode, as well as the cooperative mode, just seems rather unfulfilling to me. The Antagonist system seems a good idea on paper, but it needs more fleshing out. As it stands, whilst it does provide some variety, it’s largely just a way to increase the grind of an already very time consuming game. Players are already going to have to play for several hundred hours to acquire the millions of gold they’re going to need to purchase all the characters and weapons, and Antagonists are just an inconvenience to that, rather than something exciting. Considering that the Antagonist mode is one of the main features and selling points of this game, that helps it stand out from the crowd, it’s unfortunate that it’s so unrewarding to participate in.

Other problems

As a competitive mode, I can’t really take the Antagonist mode too seriously, as the implementation of passive skills and upgradeable weapons that scale off of player level just leads to imbalances between higher level and lower level players. Scaling the AI difficulty due to MMR differences when an invasion occurs also tends to the favour the side that has the lower MMR. In general, if the Antagonist has a higher MMR than the Raiders, the AI enemies will be weaker, and the level less difficult overall. If the Raiders have a higher MMR than the Antagonist, the AI enemies will be stronger, bosses and objectives will have more health, timers will be shorter, environmental hazards will deal more damage, etc. This tends to make the level easier for an Antagonist, and more unfair to the Raiders. In extreme circumstances, a low MMR Antagonist can go AFK and still win a match due to overpowered AI enemies.

This has been discussed in other threads, so I’ll leave some links.

https://www.spacelordsthegame.com/community/index.php?topic=2147.0

https://www.spacelordsthegame.com/community/index.php?topic=1583.0

https://www.spacelordsthegame.com/community/index.php?topic=1585.0

https://www.spacelordsthegame.com/community/index.php?topic=1503.0

https://www.spacelordsthegame.com/community/index.php?topic=1440.0

Even were there a consistent level of AI difficulty during invasions, balancing Antagonist mode itself is also going to be very difficult. There are currently 17 characters in the game, dozens of different weapons, and hundreds of cards, with no doubt more on the way. The time to kill in this game can be very short, even with the 50% damage reduction players can get in PvP, and adding critical strikes to weapons just exacerbates that further. The power gap between Rare and Common cards has also gotten bigger as the game has gone on, and they were all made a lot stronger during the Hades Betrayal update, which has led to pretty overpowered card combinations that can lead to relatively easy kills.

Lag is also something that negatively affects PvP, and PvE to a lesser extent. Host advantage is pretty strong in this game, and at higher pings, the melee system is adversely affected. As an example, it’s difficult to counter a Grapple on reaction when your ping is +200-250ms. Certain characters, like Ginebra, can have a tougher time landing shots when they’re playing at higher pings.

These problems can be discussed more at length, but frankly, I think that making the Antagonist mode more rewarding to participate in is a bigger priority than balancing at the moment.


17
Suggestions / Re: Repeatable rewards for Solo mode
 on: October 04, 2018, 01:14:28 PM 
Hi, guys!

Thank you very much for your suggestions. Though the game is meant to be played on coop to fully explore the antag feature, I'll let our design team know so they can investigate the possibilities for this mode.
Thanks for the reply.

I would say that it wouldn't really hurt the game to allow players more choice in how they engage with it.

With the upcoming store feature highlighted in the roadmap, it would be a good idea to try to have extra modes that might appeal to different types of players.


18
It's only happened to me once, so far. Although, this is the first time I've experienced such a bug. This bug occurred on Patch 11, so it might be related to that.

I'll tell you if it happens again.

19
Another player and I both picked the same character at the same time. Whilst he got the character, I was unable to go pick another one. My cursor just changed into a spinning hourglass until the timer ran out, at which point I got assigned a random character.

Pressing 'back' or the Escape key didn't really do anything.

20
Suggestions / Show which threads have had a Developer reply
 on: October 03, 2018, 07:53:47 AM 
More of a forum suggestion than a game suggestion, but it would be nice to see.

21
Spacelords’ Advice / Low Pass Filter and Tsiklon
 on: October 03, 2018, 07:32:48 AM 
I was thinking that this combination would give Konstantin some extra damage reduction for free, since the Tsiklon doesn't need to spin up.

Unfortunately, the card doesn't work at all with the Tsiklon equipped, so don't waste your Faction Points for it.

22
Gameplay Feedback / Re: In shock difficulty spike/ soldier glitch
 on: October 03, 2018, 07:26:40 AM 
That's strange, I just ran through In Shock on Insane now, and the timer was still 70 seconds. Even your own videos showed a 70 second timer.

Anyway, it's pretty easy to solo that mission with Lycus.

23
Suggestions / Repeatable rewards for Solo mode
 on: October 03, 2018, 06:44:32 AM 
Even if you could only do it a few times per reward rotation, it would still be a nice way to get some extra gold on the side.

As it stands, once you've beaten all the maps on Insane difficulty, there's no real point to Solo mode aside from just testing things.

24
Suggestions / Mentor Matches - Feedback and Suggestions
 on: October 03, 2018, 06:40:58 AM 
I've done quite a few Mentor matches now, but the game still suffers from the same problems of high MMR players raising the difficulty too high for newer players to cope well.

As an example, I had a Mentor match that was set at 47% difficulty, even though we had a level one player there. Needless to say, he wasn't having a very good time of it, and would generally die a lot to regular enemies unless we watched out for him. A number of other Mentor matches I've played, were also set around the 40% difficulty range, which I would say is too high for beginner players.

I've also had Antagonists invade in Mentor matches, and they were always a far higher level than all the newer players. I had quite an annoying match on In Medias Res, where there was a level 150 Patient/Reborn Doldren who would just teleport around and one Strike down the lower level players. The level 2 Alicia ended up quitting after a few deaths, and the level 8 Lycus was basically a free kill for the Doldren. It was basically just me and another player having to do everything, whilst slowly losing lives due to the Antagonist picking off the Lycus over and over. I also had to fight a level 200 Shepherd Rak, who would generally just spawn next to the lower level players and one shot them, so the whole match became a glorified escort mission, which was hardly fun for anyone involved.

It would be better if the difficulty was capped to a very low level, perhaps around 20-25% difficulty at most, regardless of what the average MMR of the team is. Most newer players tend to Strike or Grapple spam their way through enemies, and that just doesn't work at higher difficulties. A lower difficulty would at least allow them some time to experiment with the melee system without dying over and over. Beginner players also don't have much, or any, weapon upgrades, so it would be better for them to go up against lower health enemies that don't require as many shots.

I don't think Antagonists should really be allowed into Mentor matches. Newer players just end up as free kills, and most of the time they just end up leaving. It's also frustrating on my end having to play babysitter. In cases where a low level Antagonist goes up against much higher level Raiders, they'd probably see it as being unfair too.

If there were no Antagonists and the difficulty was capped, I don't think older players would mind doing Mentor matches as much, since they would probably be able to carry without too much difficulty.

Of course, it's difficult to communicate with players at the moment, so that's still one of the more glaring issues of Mentor matches.

25
Hi everyone!

This is a very intresting topic. We are currently looking into several threads in the forum discussing this issue in diferent forms. I would like to let you know that we are very thankful for your feedback and we are studing how to best tackle this topic.

Cheers!

Thanks for looking into it.

I played a 60% difficulty match with randoms recently, and whilst it was still a little tough, it was much easier than playing in a Squad.

I haven't really been grouping up with people as of late, so hopefully this issue can get a fix soon.

26
Well, it seems like the wounded Hades and Wardog Brutes are firing their shotguns now, as of the new patch.

I'm looking forward to seeing all the new players go for a Grapple instead of a Strike, before eating a face full of buckshot and getting downed.

27
Thanks for the report, we are going to check it.

Thanks for looking into it.

28
Suggestions / Re: UI Suggestions
 on: October 03, 2018, 06:04:16 AM 
would love to be able to see whenever an ally is in danger since i love to play lune and healer kuzmann (this last one not so much since i got lune) , although it could feel like cheating since the only thing you had to do for lune ability is to check teammates.

It would be also cool to see the health of your converted enemy soldier.

As Iune, if you hold the power button down, and hover over your mind controlled ally, you'll see a little circle around them that shows their current health.

I think buff timers would also be a good addition, so you can see how long things like Cold Blood, Survival, Spiral of Violence, etc, will last.

29
Suggestions / Re: Upside Down overall difficulty
 on: October 03, 2018, 06:01:20 AM 
Looking at the video, I think a Boom Boom or Rain of Fire Schneider would have been a better pick. More importantly, the player was using a Coolest that didn't really have any damage upgrades. It only had a 15% chance to critical, with no critical damage upgrades.

I've run through Upside Down on Insane a few times, and I'd say it takes me about 10-12 minutes with Lycus. I could probably do it a bit faster if I was sticking Aleph in things, but I'm usually just running around clearing the map.

In online play, Kuzmann's health is pretty high. It took us about 35 minutes to beat the map the first time at around 55% difficulty, though we were in a Squad, and probably didn't have the best team composition. Hopefully, the map goes a bit quicker now, but I imagine it will still take a while, and incentivizes people to pick the highest DPS characters that they can.

30
Gameplay Feedback / Re: In shock difficulty spike/ soldier glitch
 on: October 03, 2018, 05:48:29 AM 
^Good post is good.

Back when I was still fairly new, it definitely felt like any update that made something harder, was an update based on data received from the elite best-of-best players. They made hard missions even harder because some squads that only play 4-man every single day were able to beat 100% difficulty.

This is not a good method of figuring out what needs to be changed.

I would bet money that no one has reached 100% since Hades. Nemo on these forums is the highest MMR player I have yet to see, but that's 1 person and even he never claimed to hit 100%

Anyways I will attempt this on solo insane when i get home. Very Hard used to be pretty simple for In Shock, as soloing the levers was easy to lead Kuzmann around where you didn't get killed. But we'll see if it's even possible with the new levers.

We got to around 80-85% difficulty during the early days of Hades Betrayal. But once we started noticing how overpowered the AI were when low MMR Antagonists invaded, most of my friends dropped their MMR down. Granted, the rewards you got for beating high difficulty have never really been worth it, so they probably would have lowered it anyway.

I remember during Wardog Fury, we got to 90-100% difficulty farming Short Fused over and over again for Rock and Roll. Then the developers increased the difficulty threshold, so that the new 50% difficulty was about the same as 75% difficulty previously. Even so, we got back to a little over 90% during the end of Wardog Fury.

We've beaten maps around the 65-70% difficulty range in the Spacelords update, but most of my friends seem to not play as much, and the difficulty still seems higher than usual when in a Squad, so I'm mostly just on my own at the moment.

As to the topic, I don't really like the timer they've added to the lever pulling. Usually, at higher difficulty, you get about 25 seconds or so to pull the levers, so having to waste about 2 seconds to pull each one adds a bit more to the time pressure, and could be almost impossible if there are riflemen standing around. Some good crowd clearing character, like a Loaht or Whip Valeria, would be handy to get rid of any extra enemies during such segments. A Barrier Mikah or a Konstantin could probably draw Kuzmann's attention whilst others go for the levers.

I've beaten In Shock on Insane, and it's still possible to pull all the levers by yourself. Usually, I just start with the central one, then the left, and the right one for last. You have about 70 seconds to do it, although a Hades or 5th Council character would be good in case he starts zapping you.

Of course, if you have a high DPS character you could just kill him well before the timer is an issue.

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