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Messages - MSE_Ojuel

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31
Spacelords Universe / Re: Lair of the Beast SOLO!
 on: August 05, 2019, 03:44:19 PM 
hello Ojuel,
sorry, are you kidding us or are you really convinced of what you are saying ??
all your cheating AI is broken and utterly unbalanced, that's one of the major complaint here oO

yet, indeed, this one is no more broken than another, you're right on that.

Sure, MMR and difficulty are some hot topics, all I said is those levels don't seem to be specially problematic in comparison to others. We'll look into it anyways. :)

32
Spacelords Universe / Re: Lair of the Beast SOLO!
 on: August 05, 2019, 10:12:56 AM 
Since I played since 9/22/2017, I realize that the game has been more fluid and more fun, but with the changes getting lost, the Cortez brothers must be stronger and harder, especially when it is against the antagonists and the leader must give orders to the brothers to be fairer, the MMR must be replaced by the modes (easy, normal and hard) as it was in the beginning, I still find new players who give up because it is difficult and thus it will be harder to find more games and mercurysteam losing more customers. There are still missions that need updating, such as The Breath of Hope, the beast's lair, the weapon of the past and the earring of a thread, where it easily fills with enemies and reaches the point where it is impossible to kill them. with the latest update took the fun out of booting aleph from the elites :/ I love this game and it has so much potential, but unfortunately it is far from reaching the next level, in my opinion one of the easiest ways is to put it on Epic Games. I'm disappointed with mercurysteam, I always have good ideas since the game was released and I'm not the only one and it doesn't seem to matter to them, I realize that they pay more attention to streamers, it's a shame and then I see that, Sometimes they prefer to hire specialists instead of looking more at the community, even in games we have good examples like R6, Overwatch, Paladins, which these have an excellent success. I am always defending Mercurysteam, we need more players and then comes more campaigns. I get upset when I see comments like "I want everything free" and go there and answer that the company needs to make money, I also invest money and hours in the game and what I get from mercurysteam? Silence

We currently don't have any data that could make us thing those missions you mention (ABOH, HBAT...etc.) are unbalanced, but we'll keep a close eye on them.

We usually read all threads in the official forums, to rest assured if you posted some feeedback in the past we definitely read it. :)

33
Spacelords Universe / Re: Lair of the Beast SOLO!
 on: August 02, 2019, 09:48:32 PM 
I know they are trying... but seriously this only make evident that whoever makes the changes is not playing the game. This scenario is imposible to do solo and nobody plays it to get a team. I alway reach the end and eventhough the dev considerably reduced the pig s need for aleph from 10 to 9 is still a joke that you have 3 robbers when you play alone... the bots are useless so please make it so that there is only 1 robber or no robber at all.. it s so frustrating that makes you want to quit the game entirely. If anybody has defeated this SOLO plz let me know how because I am overwhelmed by the enemies and starting to hate this soo much. Always reach 5 aleph in the pig and then they get stolen and I get demolished... Sooooooooooooo boooooring!

Are you playing the Solo Training Mode, or was it a match in Adventure mode with some Cortez buddies on it?

34
Gameplay Feedback / Re: Game seriosly needs voice/text chat
 on: August 02, 2019, 07:17:03 PM 
Yes, this topic again
Game seriosly needs voice/text chat, not this orders thingy
Whatching some -/6 not knowing, that he has to press F to extact, running around like headless fly and dying over and over again for more than a minute is horrendous experience

When it comes to extraction phases, we're remaking the extraction zone visual FX, so it's more easily understood by new players. This will be part of an undetermined future patch, we'll let you know in the patch notes when it gets added to the game.  :)

35
Spacelords Universe / Re: Short fuse instant mission fail glitch
 on: August 02, 2019, 01:04:59 PM 
This nightmarish bug was supposedly fixed in the latter updates of the game, but it seems it came back, we'll have to look into it once more.

36
Thank you for expressing your thoughts on the monthly rewards, we're currently working on making them cooler and more challenging. :)

Guys, check this out: https://spacelordsthegame.com/news/the-broken-planet-turns-red-under-the-influence-of-the-crimson-conjunction

Quote
For the first time, the weapon Skins are available as monthly rewards in adventure mode

I hope you all enjoy this month's weekly rewards! :)

37
Spacelords Universe / Re: Where is it?
 on: August 01, 2019, 10:25:57 AM 
As I type this the update is downloading for Angeles2099. :)

38
Suggestions / Re: Faction points grind needs adjustment
 on: August 01, 2019, 12:20:18 AM 
All this time and we're still earning a pitiful amount of faction points. It's like suggestions always go on deaf ears.

Spent another 100k faction points I had saved up trying to get rare mercy card for iune and ofc didn't get it. This is going to take forever to regain that amount of talent points.

The card system is being totally reworked as we speak. If nothing goes wrong, it should be ready for the upcoming Heavy Metal update release.

As for now, the new system is not RNG-based and allows for more control when spending Talent Points on card unlocking, which should be good news for everyone. :)
That said, we'd rather not go into detail until we get closer to its release.

39
Gameplay Feedback / Re: New "natural aleph deposit" system.
 on: August 01, 2019, 12:09:06 AM 
I think everyone would agree that this changes the game a lot. 

The maps were not designed with this mechanic in mind.  They are just going to be jammed in somewhere?  I don't think this could end in a good result.

We took good care when placing the deposits as well as tweaking their spawn values. That said, I'm sure we'll have to re-tweak those after the patch release.

When placing deposits we took different approaches for each one of the maps/missions, so that they stayed faithful to their original concept while adding an extra twist to the whole experience.

In out latest video (https://youtu.be/ikO1dmpEVp8) we showcased White Noise's aleph deposits. In that map all deposits may appear in the highest places of the map, on those tower-like structures.
The original map design had those towers in order to let players avoid miners (when they would spawn mines like crazy), while leaving players exposed to Fifth Council elites/gun shot grunts, that could push the player by shooting at him.
By placing the deposits there we're emphasizing those towers' use even more, since climbing them will now be more useful.

Some other missions have deposits scattered around the less used spaces in the level, some others have all deposits in the same place...etc. That's how tried to spice things up without breaking the missions' original concept. :)

40
Gameplay Feedback / Re: New "natural aleph deposit" system.
 on: August 01, 2019, 12:01:48 AM 
Each map was altered to compensate for the new changes to allow things to flow more smoothly. In the mean time just give it a week and just try it out.

So they used up time and resources to modify maps for new aleph (something no one wanted) instead of just making new maps (something everyone wanted)?

Truth is we did not alter map meshes, but adapted all missions' logic + placed all aleph deposits by hand + tweaked their spawn values for each one of the missions in the game.

Some of the missions that heavily focused on aleph-charged elite/looters hunting remain the same as they were before.

41
Gameplay Feedback / Re: And another duplicate blueprint.
 on: July 31, 2019, 11:57:16 PM 
Just finished 'Enemy Within' using Iune's 'Last Wish' weapon on zero build (because I want the beginning of the month awards to give me other blueprints and not on a build 10 weapon) and yup, my 3rd duplicate in a row with this weapon.
In fact, it's not just this weapon, but pretty much 95% of all duplicates, since update, have been duplicates.

For those who know anything about games they'll know this is NOT RNG randomness, but MSE have clearly programmed duplicate probability in the acquisition of blueprints. It is, yet more BS, from the devs, deliberately going out of their way to utterly destroy a game their artists, animators, modelers, mission designers and programmers have done an excellent job creating.

MSE, this isn't the first complaint by players on the blueprint system. What really did you expect?

Dev 1: "I' have another great idea how to piss off our player base. We're going to reduce blueprint acquisition by 300% daily."
Dev 2: "That'll really piss them off. Ha ha ha....."
Dev 3: "Hey" let's kick 'em while they're down, by giving a 80% probability  of a duplicate. Ha ha ha."

MSE, good decisions earn praise. Bad ones earn ridicule. That's how it works.

We understand your frustration, but please understand that:
- We do not use cheats when it comes to adquirint blueprints, the algorithm's result it's totally random.
- We already told you we are currently implementing a full rework of the blueprint system that should be ready, if everything goes as planned, for the upcoming Heavy Metal update patch.

42
Spacelords Universe / Re: Does MSE read EVERY post?
 on: July 27, 2019, 09:59:31 AM 
So I made a post awhile back, The post was of a raider concept that I made up that I feel would be a great addition to the game (With help from others with weapon ideas and art).

The reason I bring this up is because I just thought of something. Spacelords is a growing game and with that more people join the forums. Does MSE read everything that is posted? I have made a few post were MSE_Ojuel comments (bless him <3) but only on the ones about gameplay compliments or questions about certain things. MSE_Karen (I believe is her name on here) has also been found on the forums as well. Just a general curiosity because I think it would be super cool if it turned out they do check the forums daily, even if it is for only a few minutes.

Bless u! :)
I do read most of them, and I know I'm not the only one in the studio who does it. I only answer in those threads in which I think I can be useful. Reading the forums (+reddit, +unofficial discord) is a good way for us to understand the community's interests, ideas and complains, so it's really useful! :)

43
Gameplay Feedback / Re: Card system needs to be changed
 on: July 26, 2019, 10:39:07 AM 
So I don't know if I am the only one or not but the card system is a little...annoying to deal with. Even more so with the change of faction points into talent points. I do enjoy talent points because now I don't feel so restricted whenever it comes to playing the game. However, there are a ton of cards I have been trying to get. For example: Ginebra's card "Thrusters". I haven't even gotten the common version. Sense there are SO many cards with the so many characters it is difficult to actually get desired cards. I find myself getting the same exact cards way too often as well.

I think a good way to change the card system is making the cards purchasable like the guns in the games. Say rare blueprints are a 80k talent points while the commons are like 12k. The numbers of course not set in stone MSE can change them to whatever they want, the point is rares cost more than the commons. I don't believe this would break the game because it gives more wiggle room with experimenting and it will make getting cards less of an annoying chore.

Hey there! :)

We've been implementing a rework of the card adquisition system, since people in the community have been asking for it for a while now. We remained mysteriously silent because its release date its yet to be confirmed, but we're trying for it to be included in the upcoming Heavy Metal update:



We'll get more into detail as we get closer to release day.

44
Giving an Antagonist the same rewards as a Raider is a bit of a joke don't you think MSE?
It's 1 versus 4 in reality and the only time the game evens out is when Elite heavies get aleph and either bomb the area or get a shield and grab the raiders.

You should at least have triple the gold, xp and faction award. Even better, if a raider/s are playing for first pot/s of the day you should be getting a large percentage of that, at least 75% of total winnings. And if there happened to be blueprints: common/advanced and rare then they should be yours as well.

No one, in their right mind is going to play as an Antagonist on their pot and dailies.

I'm afraid I don't get your point of view here. Why is it you feel antagonists have less incentive to play than Raiders when they get similar rewards for the same amount of playing time?

Game difficulty for Antagonist is FAR higher than a raider. 1 human + AI does not equal 4 humans. As stated Elites only become a threat with aleph. Tank Turrets can be a problem, helping the antag, but can easily be killed. The only times an Antag really has the same advantage, as a Raider, if not more, are on 'Cat & Mouse' and 'Mind over Matter' with the Beholders. If the creatures start spawning all over the place in 'The Enemy Within', the antag will be on a par with the raiders, but that's rare if you're in a good team. The Destroyer of Worlds is also a mission where unchecked kills on elites who get aleph, will turn the place into a Blitzkreig and shielded grappling elites on a rampage.
You'll pretty much always find antags on these missions. Other ones are really suicide for antags.

Sure, but in the other hand you can choose character after the Raiders, you have unlimited spawns, alternative mission victory options, you can now give orders to the AI, you can spy Raiders while you're dead, you can choose your spawn location...etc. The way that I see it, it's as a highly asymmetrical game mode, with both handicaps and advantages.

Ojuel,

Yes, I can see all that but humans ALWAYS beat AI in video games. The new commands, an Antag can give really are a waste of time. Giving orders to four grunts means diddly when a good team will annihilate them in seconds. A team of 4 T1 R1 raiders will destroy the equivalent antag. A T1 R1 X 3 team will also. Your new updates aren't doing much. Even if an antag can spawn anywhere there's still 3 seconds or so of antag invulnerability when they spawn a yellowy-orange glow that while the enemy can't attack you, you can't them, but they can SEE you. If antags could instantly reappear behind you, punch, grapple or shoot without invulnerability, on a par with Doldren, then that would give a huge edge, but then it would be very unfair.

Ojuel, the majority don't want an antag. You need to give them a choice or people will walk away. Monitor antag and no antag match figures and see what the overall consensus is and work from there (of course if an antag-no antag choice was given). I think the game is excellent but, truth be told, your updates are not addressing players' concerns and the new aleph update, let alone recent, isn't going to work.

There's an age old adage - "if it ain't broke don't fix it".

On the spawn thing, you're right. That's why, as I told you, being able to choose where to spawn is a remarkable advantage, since you can hide your materializing form until you finally spawn. When the MOP update kicks in you can even guide AIs while you're in your spirit form, before spawning. :O

We are already monitoring all matches and gathering data from both matches with and without Antagonist, so don't worry about it. :)

About the Aleph drops/deposits feature, I think we should be faithful to this post's (and this forum) subject and not go completely off topic. There are many other places where Aleph deposits can be discussed when the MOP update gets released.

45
Giving an Antagonist the same rewards as a Raider is a bit of a joke don't you think MSE?
It's 1 versus 4 in reality and the only time the game evens out is when Elite heavies get aleph and either bomb the area or get a shield and grab the raiders.

You should at least have triple the gold, xp and faction award. Even better, if a raider/s are playing for first pot/s of the day you should be getting a large percentage of that, at least 75% of total winnings. And if there happened to be blueprints: common/advanced and rare then they should be yours as well.

No one, in their right mind is going to play as an Antagonist on their pot and dailies.

I'm afraid I don't get your point of view here. Why is it you feel antagonists have less incentive to play than Raiders when they get similar rewards for the same amount of playing time?

Game difficulty for Antagonist is FAR higher than a raider. 1 human + AI does not equal 4 humans. As stated Elites only become a threat with aleph. Tank Turrets can be a problem, helping the antag, but can easily be killed. The only times an Antag really has the same advantage, as a Raider, if not more, are on 'Cat & Mouse' and 'Mind over Matter' with the Beholders. If the creatures start spawning all over the place in 'The Enemy Within', the antag will be on a par with the raiders, but that's rare if you're in a good team. The Destroyer of Worlds is also a mission where unchecked kills on elites who get aleph, will turn the place into a Blitzkreig and shielded grappling elites on a rampage.
You'll pretty much always find antags on these missions. Other ones are really suicide for antags.

Sure, but in the other hand you can choose character after the Raiders, you have unlimited spawns, alternative mission victory options, you can now give orders to the AI, you can spy Raiders while you're dead, you can choose your spawn location...etc. The way that I see it, it's as a highly asymmetrical game mode, with both handicaps and advantages.

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