Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - PohtHehd

Pages: 1 2 3 [4] 5 6 ... 8
Gameplay Feedback / Re: If "Grapple" dont mean: instant death!
 on: December 06, 2018, 07:31:23 PM 
They got you covered, dude. You're gonna love the Raid-ar.

Gameplay Feedback / Re: Objectives issue
 on: December 06, 2018, 07:22:17 PM 
Haha, shit, man. Not every day you get gameplay tips from the developer of a game.

Suggestions / Re: Hans's business
 on: December 06, 2018, 07:19:32 PM 
Let me quote myself:

"The plot is deliberatedly not explicit in many ways...
Someone in the studio once told me Spacelords' lore should feel like entering your dad's basement and finding some old, discontinued comic books. Since some of the books are missing, you're invited to imagine what happened in between them.
The new lore injected in the game should feel more like discovering a new comic book in the series, pushing the story forward, instead of someone validating/rejecting the theories you already created while reading the previous ones."

I guess we could say Hans's business is one of those missing books in the collection. ;)

I still love this explanation. Beautiful analogy.

Gameplay Feedback / Re: Radar in spacelords...
 on: December 06, 2018, 07:11:19 PM 
Super constructive feedback. Guess I'm stuck just telling my teammates " over there by the thingy " when trying to formulate a strategy.

You literally got a response from the people who make the game. But, I'll give it another go, if you'd like.
Make voice chat default or prompt players to use it. - Fuck that. I have done countless amazing things without voice chat and I was called a faggot, a nigger and a dumbass because of voice chat. Fuck that.

Make cutscenes skip based on votes. - No. I do not want to sit through some voting process every single time a cutscene shows up. Most people are just going to vote to skip them

Make the rewards screens skippable or parred down. - It is a loading screen. The alternative is something less entertaining.

Allow people to surrender without penalty if the half or more disconnect and/or the match has gone on for over 45 mins. - Surrenders should always penalize. It means you're bad at the game.

Don't end matches when the antag disconnects. - That is fucking dumb. If they run away like a coward then I don't want to be in the match anymore.

And the compass. - Are you..getting lost on any of the missions? You shouldn't be getting lost on any of the missions.
There you go, chief.

Gameplay Feedback / Re: Mentor Matches should be Gentle
 on: December 06, 2018, 06:59:56 PM 
Well It's pretty obvious that the way it is right now the current system isn't beneficial for the new player experience. I understand that you enjoy the way it currently is, but it's not about what you like. It's about what we think would be a positive change that could possibly increase player retention (which the game sorely needs, at least on PC it does). And besides the devs can change their minds whenever they want. In a F2P game like this nothing can be completely set in stone. F2P games need to have the capacity to evolve if they want to survive. As for the whole baby your mentees through out the mission to "increase enjoyment", well I'm not their mother and they don't really learn anything from getting carried and doing nothing.

That..exactly proves my point. You are the one expecting a low level to go out on their own and win and then you get frustrated when you lose? Come on, now.

It is a squad game. There are only 3 other people that you have to work with, I don't think you get that. Because you are saying "No, I don't want to work with the low level, they should just KNOW what to do." then you see the Antagonist whoop their ass and it seems like the first thing you think is "Well, that is unfair. Better remove Antagonists, the core feature of the game, from Mentor Matches. The low level stands no chance!"

It seems like you aren't even trying to be a mentor. You just want the game to be easier.

I mean..seriously. Does this logic actually make sense to you?

Suggestions / Re: Hans's business
 on: December 05, 2018, 03:02:48 AM 
Can we have a mission about that? :P
Harec helping Hans in whatever he needs to do.

I believe it is more to show that the Raiders are people with lives that continue on the Broken Planet outside of the missions. Hans has been fucked up by life more than once. The last fucking left him dishonored and without a home.

He is an old dog, he doesn't learn new tricks. Likely the only reason he is at Shamash's Chapel with the rest of the Raiders is because he needed a quick place to hide from enemy factions, not because he intended to wage a war with Harec. Harec's quick dismissal of Hans' abrupt declaration suggests that Harec and Hans have already discussed his leaving.

Probably Harec isn't thrilled about a human leaving with knowledge of his hideout and years ago would have killed Hans right then and there. Hans really has no allies left and Harec would know this, so they both know they will deal with each other in the future.

As such, I don't think a mission showing Hans vainly trying to find some shelter only to be turned-out by enemy factions would be very fun. Certainly it would be insightful, but I don't think it would matter very much. We can easily assume that he failed and returned to Harec's side.

Gameplay Feedback / Re: Mentor Matches should be Gentle
 on: December 05, 2018, 02:45:08 AM 
Better that they play for 4 hours than leave after their first antag stomping. You can harp all you want on "Oh but it's the spirit of the game, blah blah blah..." all you want, but until the incorporate good communication systems (so you can actually sherpa people through missions effectively) in the game, mentor matches with antag are more of a pain than fun.

Exactly I don't agree with Poh at all. Mentor matches aren't even mentor matches because there isn't any chat to communicate and .... actually mentor on. There is literally no way for me to "take care" of them.

They shouldn't be facing people hundreds of levels above them no matter what. Plain and simple. It's not fair to them.

Yeah and when you try outside of the game to instruct people on the proper way to do something they usually...what? Thank you? Listen to you?  Don't take offense?

Doubtful. Instead I believe covering the gameplay aspects outside of their ability is more efficient. So what if I can tell some lowbie "Hey, dude, there is an Antagonist coming!" if they didn't know what to do with an Antagonist in the game, i.e. look for the Antagonist, then they sure as shit aren't gonna do fuck all to be able to stop them with my warning.

I don't know if you have ever communicated with an average Spacelords player with the in-game chat. I have. They are what you'd expect from your average online gamer type. Mean, rude, offensive, stupid and bossy. I no longer keep my voice chat on because I have run into more than enough nonsense coming my way from people.

I think a lot of your frustrations with Mentor Matches would be solved, Penguin and Lethal, if you started protecting your lowbies a lot more.

Don't let me tell you how to play, of course. But, I don't find eliminating Antagonists from Mentor Matches to mean much. It lessens the game. It makes it easy and it goes against the philosophy of the game design.

It doesn't matter if you agree with me or not, the developers possess the "word of god" in this situation and the quotation I posted is from the front of the website. And countless times Karen or Ojuel or Bert have said that the central concept of this game is the Antagonist feature.

It is not going away no matter how unfair you think it is. Again, maybe you should re-think how you handle Mentor Matches if you find them so frustrating that they require a fundamental change to the game to fix.

Because..I don't see the necessity of such changes. I like Mentor Matches and I like them with Antagonists. The game would be less without this. It would basically be..not the game I treasure.

But, if y'all want an easy win button there are a plethora of games with such conveniences. Warframe comes to mind, pretty much can't lose in that one.

Gameplay Feedback / Re: Training Mode
 on: December 04, 2018, 01:31:58 AM 
That's certainly something good. But I'd much rather have a practice range. Just thelling me about the mechanics isn't really the best way to get a feel for things. Especially when most weapons and abilities have unique nuances.

With as expensive as in game purchases are, it'd be nice to get a handle on them before being tossed into the fire.

Yeah, I know when I start a new game the first thing I do is think "Man, fuck the core content! Lemme at that practice range!"

I'm kidding. I don't think that. I think "Let us get this show on the goddamn road!" and jump in blind.

Hmm..if only the game were set up so that people are forced into learning the basics from the start in a practical manner so as to be applicable to the rest of their time in the game..hmm

Some kind of system..where your first match is live with other players and the threat of an Antagonist..hmm

Well, I don't know where we will find that.

And just so everyone knows..there is already a training mode, copious amounts of videos online detailing weapons, Raiders, etc. and if you are not sure what a weapon does then just make it and find out, unless you are planning on never making some weapons for some unknown reason.

Gameplay Feedback / Re: Mentor Matches should be Gentle
 on: December 04, 2018, 01:04:28 AM 
Exactly!! Also if they're not able to be an antag yet, they shouldn't be forced to fight against one. It's totally unfair for them and especially if the antag is in the 100+ range.

At first it sounds like a good progressive idea but it gives a false representation of what the rest of their matches will be like.

I think if an Antagonist enters into a Mentor Match then the difficulty should get a flat-rate debuff depending on the number of below level 10 players that are present. This way high level players aren't given a bunch of bullshit to deal with while they handle the Antagonist, so it is up to those player's skill levels to determine the winner and the low levels can learn the objectives without being bothered too much.

The high level players are responsible for mentoring the low level players. This means dealing with an Antagonist so they don't get butchered by them. If you're not doing this then you are not a good mentor. If you're doing this then you probably don't care too much about Antagonists in Mentor Matches.

This, to me, is the purpose of Mentor Matches. To truly test your skill when the stakes have been raised.

The reward for the Antagonist being better than the the high level Raiders in this instance is they get to feast on the low levels. This should give any high level player motivation to defend them, after all, you are defending your own lives. If you cannot defend against said Antagonist then it is not the game's fault, not the Antagonist's fault and not the low levels fault. It is your fault for not properly preparing for an inevitable Mentor Match.

The whole basis of this game; "Embark on an epic sci-fi, free-to-play adventure. Spacelords is a brand-new take on the shooter genre. Through its 4 vs 1 counter-operative campaign, you experience both sides of the story: Join the Raiders in their fight to free the legendary Broken Planet... or switch sides and fight as the Antagonist alongside the invading hordes!"

What you are suggesting, Lethal, is the wholesale neutering of its core feature to appease people who may not even play past 4 hours either way.

Mentor Matches are exciting because you get to show off in front of new players and when an Antagonist joins in then it is all the better for it.

I take care of my mentees, you should too.

Gameplay Feedback / Re: Low Level vs. High Level rewards
 on: December 04, 2018, 12:04:58 AM 
@Pothehd, Gold is something hardly any veterans of the game would consider buying. I'm sitting at around 400k gold and recently built the last three or four blueprints I had left to collect that we're worth probably an additional 250-300k putting my recent total in the last few weeks to around 700k. The truth is that people in the 2 or 300's and up have built pretty much everything they need and the gold just accumulates over time.
 With that being said, gloating over gold is pretty stupid.

Those aren't the people I mean. Those people who played past level 200 don't need much. It is likely they have already spent money beforehand, as well. People level 200 and up I consider "veterans", people between 99-199 I consider "high levels." I am strictly talking about high levels.

I am talking about the people who play the game and stick around to make it to level 100, thus entering tier 1. Those people have now invested so much time into the game that they feel justified in spending some money. I have seen it said many times before, for other games and this one, that people feel like they SHOULD spend money if they have gotten about 40-60 hours of game play from a free-to-play game.

Now, if someone tells me a game is free then that is how I like to do it, for whatever that is worth. I don't spend money unless I have to and if I have to then I'll just move along.

At least that is what I think. There really is no reason to have such low rewards and then have those one-time rewards basically make a mission worthless until next rotation. Unless you take into consideration the need for money by MSE, the likelihood of someone spending money increasing as time spent playing increases and the current state of reward rotations.

My point is, basically, I don't think this will change in the near future. No carrot no chase, no chase no money, no money no MSE.

P.S. I agree about the gold thing. But, I also think it is dumb to gloat over MMR and everyone seems to think their MMR is some special trophy. I might not understand social accomplishments super well.

Ship's Log / Re: Spacelords Update 11.3 Patch Notes
 on: December 03, 2018, 06:23:56 PM 
I fought raiders through 4 of Aneska's super moves, and didn't get any kills during them, because they were so weak.

Wow. No joke, that is fucked up. Shit is fucked..still, sucks being an Antagonist.

Gameplay Feedback / Re: Low Level vs. High Level rewards
 on: December 03, 2018, 06:16:42 PM 
Been giving it some brain juice and the only reason I can think that the rewards are this way is to diminish earnings for players that play a lot.

Which would logically mean those players who reach a high level. They are loyal, they like the game and so they are more likely to buy Mercury Points so that they can get gold.

Man, some people on the discord always gloat about how much gold they have without mentioning that they dropped real world dollars to get it. No one has a million gold that didn't buy it. If gold were easy to get then people wouldn't gloat about it.

So, it obviously works. If higher level players got more rewards or something proportional to lower level players then MSE would see a sharp revenue drop off.

Lower level gets better rewards so they stick around to become the loyal high level player that will buy Mercury Points.

Sounds shady but we should not forget that this is a free-to-play game. And as such will have money as the inspiration for a lot of design decisions.

Spacelords Universe / Re: mercury points loadout page
 on: December 02, 2018, 07:57:31 PM 
Just for the one Raider, I'm afraid.


Listen man. I have not lost No like forever. I might have never lost it. And I played it a lot, it was one of my go-to missions. I have played it with low levels, I have played it with high levels, with Antagonists, in a box, with a fox, while being pelted with rocks. Played it with 2 disconnects and even once with 3 disconnects.

One person is more than enough to complete the mission.

And this has to do with offline mode and 4 v 4 pvp because..I dunno.

I think it has something to do with people who come to this game and don't want it to be hard so they blah blah about changes that need to be made to fundamental systems that have been a part of the game since its inception.

I know there was some offline before the re-branding. I didn't play back then though and the game seems to work just fine without all that.

So, if you find that I do not respect your opinion because of your game playing abilities then that is because it seems like your opinions are entirely based off your own game play abilities.

MSE hears those un-skilled opinions and changes the game based off those opinions. But, what you think is a problem or bad feature is really just you being a newb. That is not ok. A lot of people come here to bitch about the game well before they have hit level 200. Some do it just after playing for a day and they assume they know everything.

I would wager a lot that you are one of those people.

Ship's Log / Re: Road to SpaceGuilds #4
 on: December 01, 2018, 08:05:51 PM 
Hubbida hubbida hoo~!

Now this..this has got to be a troll.

Anyway, sweet changes. I like the idea of adding more individuality to the weapons. And now..missiles and shit. Goin' be good.

Pages: 1 2 3 [4] 5 6 ... 8