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Messages - Nemo

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31
Ship's Log / Re: Spacelords Update 10.4 Patchnotes
 on: October 03, 2018, 05:30:28 AM 
I had a Rare Blueprint show up on Beast's Lair, and whilst I wanted to play Iune, the rest of my team ended up picking Shae, Harec and Doldren.

Whilst it was a little tempting to go full Local, I just had to pick someone else to avoid potential disaster. We did alright, surprisingly enough, but I wonder if I'll ever get a chance to get Wisdom.

32
Ship's Log / Re: Spacelords Update 11.0 Patch Notes
 on: October 03, 2018, 05:27:05 AM 
GAMEPLAY

Along with the many tech changes, some new "under the hood" gameplay systems have been implemented. We now have more power to tune mission difficulty server-side. In this first iteration, our focus is on low MMR matches. Low MMR matches sometimes have a very slow pace, with too few enemies around. We are increasing enemy spawn rates and lowering AI skill a little bit to bring the game a bit more action and, hopefully, not modify the difficulty curve too much in the process. Veteran players will notice these changes mostly on mentor matches.

- Increased enemy spawn rate at low difficulty levels.
- AI behaves more permissively at low difficulty levels.
- Decreased enemy damage at low difficulty levels.

What do you mean by 'low MMR matches' exactly?

Missions that are less than 20-25% difficulty?

33
Spacelords Universe / Anniversary Thread
 on: September 24, 2018, 06:27:24 AM 
Well, the game's a little over a year old now.

Does anyone remember the good old days when Hans' jetpack had a 6 second cooldown? Or when Ginebra cost 360k gold? Or when you had to share 3k gold between 4 players?

I remember.

34
Suggestions / UI Suggestions
 on: September 24, 2018, 06:22:49 AM 
Currently, the players' nameplates at the top left of the screen just show how much Aleph they have, as well as their level and character.

It would be nice if the nameplates would flash red if a player's character is in the wounded/downed state. Perhaps also add icons that show if another player is low on ammo, or if their power is on cooldown.

That way, you could check on your teammates' status at a glance.

35
Ship's Log / Re: Spacelords Update 10.4 Patchnotes
 on: September 24, 2018, 06:13:00 AM 
Actually, I forgot to mention that newer players, as well as those who've just acquired new characters, will have to play their initial matches with un-upgraded versions of those characters' default weapons.

Some of those default weapons, like Lycus', Alicia's, Hive's, or Ginebra's, can have a hard time dealing damage to bosses or objectives, which would make it hard for those players to contribute to the team, as well as making the match more difficult for the team overall.

I still haven't gotten around to getting weapons for Valeria, both because I don't really want to run the risk of having an Antagonist invade when I'm using a character I'm unfamiliar with whilst using a level 0 weapon, and also because I don't want to be a detriment to the team. 

36
last night we had 9 deaths in the first part of HBaT, before Lycus was rescued, with a 50% difficulty match. 3 in squad, 1 random level 13. I died 3 times, personally, as Alicia. First time was because I took a shotgun to the face to the tune of 125 damage.... other 2 were because I went to melee, and they rolled and killed me before I could recover. At one point I was upstairs in a corner, and below me looked like at least 15 guys curb stomping our newbie, it looked like a Commander had called in an order!! Reminder: THIS WAS ALL BEFORE LYCUS WAS EVEN RESCUED.

Things definitely feel harder than before. Either due to AI, damage, or both. Hard to put my finger on it.

Also ran Mind Over Matter twice with a full squad, roughly 55% difficulty. Died over 30 times and 25+ minutes BOTH games.

We did Hanging by a Thread and Mind Over Matter at around 65% difficulty as a 4 man squad. On Hanging, Lycus almost died after about 10 seconds of sustained fire from the machine guns, so we really had to focus on stopping any stray enemies from getting to them. This was an addition to fending Hades troops that had around 550 health. I was playing Magnet Ayana at the time, and my regular mines were doing about 100 damage, with criticals being about 300-320. Even so, I saw one Hades guy run through one critical mine and two regular ones and he just kept on trucking. Wardogs had a little over 300 health, as they could eat a critical mine without dying. Their ranged and melee damage was very high, with a Hades shotgunner wounding me from full health in one shot at close range. We also had only 24 seconds to reach the extraction point at the end, so we basically just bum rushed our way there. At least I got a Versatile after all those shenanigans.

On Mind Over Matter, we were just camping in a corner under Valeria's E.R. Bridge and healing from that, fending off enemies, and shooting at the boss whenever it made a pass. We couldn't really do anything special during the test phases, as the enemies would kill people very quickly. It did take a little while, but we did it without too many deaths. However, the strategy required a relatively specific character, card, weapon and team setup, which I don't think is something the developer really intends people to do.


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They need to make up their minds with the difficulty scores. A certain difficulty score should express a single consistent difficulty that should change. A 45% difficulty should be the same wether you are one single person with randoms in solo queue or with a 4 squad. The values should be the same, there should be no hidden difficulties.

On the topic of inconsistent difficulty, I had two matches on Hanging by a Thread recently. Both matches were at 34% difficulty, with the first being a Mentor match, and the second, a non-Mentor one. However, the second match had slightly tougher enemies despite being the 'same' difficulty.

The levels of the players on the first match, aside from myself, were below level 10, and with one level 1. The levels of the players on the second match were around 20-25.   

I was playing Konstantin in both cases, and I could tell that the enemies in the second match were taking more hits before they died than the ones on the first. The enemy damage on the second match was also slightly higher. It was very strange.

I think the only thing that could explain it, is that the game accounts for player levels when it comes to the difficulty scaling. This could explain why high level, high MMR players are having much harder matches when grouped up, as the difficulty scaling could be affected by both player levels and MMR.

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I think the reason is so it draws out the grind. If squads team up their consecutive successes raising their average group MMR may not gate them enough and so MSE penalizes a squad with an additional hidden difficulty to ensure they are less likely to success with higher scores in order to slow and gate progress. They make it hidden, because they obviously know people would feel they are being punished for making a squad and they don't want that, which means they know it's dubious.

I'd like to think that this is an error, rather than anything malicious. As it stands, players can always game the MMR system by just making suicide squads, as they've done since the Hades update. I'm sure the developers must know that people are doing that, since they have match data and such.

37
Yes, I think it's also map dependent. I noticed Hollow Ones on In Shock are WAY different from Hollow Ones in any of the Council Apocalypse missions.

 I don't think the health of enemy AI should go up that much regardless of difficulty. I can understand damage, accuracy and speed, but not health.

The game punishes you for getting a higher MMR. They do this in the name of "challenge" but if you aren't rewarded for higher challenges, what's the point? Because of this I often lower my MMR through peaceful antag games I do. It's best to keep it hovering at around 40% to 45% where you can get a 9 point score and get more rewards without being too low as to get new players throw the game. There really is no incentive to get high MMR. If you get an antag you will also have a more than likely chance that the antag will have a significantly lower MMR than you and so the AI will be extraordinarily strong, so strong that the antag doesn't even have to spawn to win the game. It's just generally a good idea to keep MMR in mid range. You have to throw, surrender, lose games on purpose, but this is the system that we have to work with, and it punishes players who get a higher MMR.

Yeah, I know. High MMR is a bit pointless really. I'm just rather stubborn.

What I'm trying to say in this topic though, is that the difficulty of the matches is a lot higher when in a squad than when I'm playing with randoms.

Hence, a 50% difficulty match with randoms is a lot easier than a 50% difficulty match when I'm in a full squad of friends, as the enemies have less health and deal less damage in the former case, rather than the latter.

Either the game makes it harder when you're in a squad, or it's some sort of a bug.

38
Suggestions / Add an option to change Hosts when in a match
 on: September 22, 2018, 01:20:44 AM 
I've had a match recently, which ended in a loss, because the Host was in Peru, and everyone else on the team had >999ms and couldn't even move.

An option to change Hosts would have prevented this. I'm not quite sure why the game even picked him to be the Host in the first place.

39
Ship's Log / Re: Spacelords Roadmap
 on: September 22, 2018, 01:11:59 AM 

Spacelords Identity
With the arrival of the new in-game store, players will now have countless more options for customizing their characters, with new outfits, exclusive weapon customizations, emotes to express in game and even new fighting styles, melee weapons and finishing moves.

I hope that this is just cosmetic only. I'm not quite sure what 'melee weapons' are supposed to mean here, since all the characters just use a variety of punches and kicks at present.

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The Great Clash
With the Space Guilds now fighting to control the Aleph resources, the stakes will be raised much higher when they compete to show who’s the best! Guilds will endeavor to leave their mark on the Broken Planet, obtaining the best scores and literally planting their banner on the missions they master for all to see. This isn’t a battle anymore, but a War!

Will the scoring system be getting a rework then? The difficulty score at the end of a match only accounts for 1 point, with every 10% of difficulty giving 0.1 points to the score. It seems like there will just be a whole bunch of 9.3s to 9.5s, since not many people would want to push their MMR, and the difficulty score, past the 60% range, since high difficulty doesn't really give correspondingly high rewards.

40
Gameplay Feedback / Re: Mmr is this game biggest problem
 on: September 22, 2018, 12:57:06 AM 
The guy who got beyond 80% difficulty? A lot of people are saying he was using an invincible Konstantin with no heat up on gun. I don't buy it for one second. That doesn't negate the issue at hand though. They seem to punish you for success in this game under the disguise of, "We want to keep the game challenging for you." excuse. but what it is really is a gating mechanic for grinding.

People are saying I was cheating? Didn't really think anyone would know who I was. Regardless, I've just been using Cooling and Closed System on Konstantin practically since the beginning.

I haven't noticed any overpowered AI enemies with the few Antagonist invasions I've experienced since the Spacelords update. However, I've noticed that the AI enemies seem a lot harder when I'm with a full squad.  That, as well as MMR imbalances between the Raider team and the Antagonist, might exacerbate the difficulty scaling further.

High MMR is still largely pointless, as there's no real increase in rewards in scale with the increased difficulty. The difficulty score only accounts for 1 point of the 10 point mission score, so it's a lot easier to score over a 9 at lower difficulties than it is at higher ones, and thus, get higher rewards.

Hopefully, this will be fixed with the whole, 'Guild competition' thing they're going for with the new roadmap. Hopefully...

41
Ship's Log / Re: Spacelords Update 10.4 Patchnotes
 on: September 22, 2018, 12:45:17 AM 
Hello again .

I know what I'm about to ask is kinda off topic but , is the UNDEFEATED counter even a think in-game . The only way I can tell is because it's displayed as a tip every once in a while but I haven't seen anything even remotely resembling it so far . I just need some clarification regarding that tip and (maybe) how exactly does it provide bonus rewards .

Cheers .

I've gotten a little over 30 wins in a row, and I haven't noticed anything too special when it came to the rewards I received. At the moment, the only thing this 'Undefeated' counter seems to apply to, is the Rare Blueprint reward missions.

It might just be a feature they haven't implemented yet.

42
Bug report & Technical Support / 'Merciless' card working as intended?
 on: September 22, 2018, 12:37:33 AM 

From what I remember, the Merciless card says that you get a 25/40% damage bonus to your next shot, after you've killed an enemy. From what I've tested, you can actually miss a few shots after you've killed an enemy, but your next damaging shot will have the damage bonus.

In addition, enemies that you kill with a Merciless enhanced shot, will not give you a damage bonus for your next shot.

For example, with my KLT-13 Doldren, a fully charged headshot at optimal range does 251 damage, and, with the Rare Merciless card, it does 351 damage with a headshot after a kill. However, if I kill an enemy with a 351 damage headshot, my next headshot goes back to 251 damage. After I kill an enemy with the 251 damage headshot, the next one after that does 351 damage, and so on and so forth.

I'm not sure if this is a bug or intended, as at least the way the card is worded, I would expect the damage bonus to keep carrying over from one kill to the next.

43
Bug report & Technical Support / 'Patient' card working as intended?
 on: September 22, 2018, 12:33:59 AM 

If I remember correctly, the card says your next Strike gets a 60/90% damage bonus if you haven't fired your weapon in the last 6 seconds. I always thought this meant that you get only one Strike with the bonus damage, and then you have to wait another 6 seconds without firing your weapon before you get the damage bonus again.

However, from what I've tested, it seems that as long as you don't fire your weapon, all your Strikes get the damage bonus. I'm not quite sure if this is a bug or intended.

44
Bug report & Technical Support / Odd behaviour from wounded Elites
 on: September 22, 2018, 12:32:18 AM 

Wounded 5th Council Snipers seem to fire their pistols at a very fast rate. I never noticed them firing that fast during the Hades update.

On the other hand, wounded Hades and Wardog Brutes don't seem to fire their shotguns at all, as of now. Wounded 5th Council Brutes do, although I wish their fire rate was a lot slower, as it's almost impossible to approach them if you're on your own, due to the constant knockback.

45

To put it simply, the bullet damage for both of these weapons increases as they get hotter. However, this only happens if you're playing as the Host, or if you're playing in Solo mode. If you're not the Host, the bullet damage of both weapons is locked at the lowest level, regardless of the heat gauge. This isn't too bad at lower difficulties, but at higher difficulties, with higher health enemies, it takes a lot longer to clear them.

As an example, at optimal range, my Tolchok does around 40-65 damage to regular enemies depending on the heat gauge, but it's locked to around 40 when I'm not the Host.

Likewise, my Tsiklon does about 20-40 damage to regular enemies, but it's locked to around the 20s when I'm not the Host.

Hopefully this will be fixed soon, both weapons have been bugged for months now.

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