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Messages - PohtHehd

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Spacelords Universe / Re: MMR difficulty during antaganist games?
 on: November 14, 2018, 05:16:15 PM 
Is this not an issue which MSE believes is important?

Anyway, for everyone else. I have gotten my MMR to 0.

It has totally broken the game. By lowering my MMR to below 1 I have essentially become unranked.

This makes it so whenever I antagonize ANYONE, unless they are ALSO unranked, then the AI gets a MASSIVE boost to damage and health.

So much so that they become IMPOSSIBLE to deal with, especially Wardogs. Wardogs come in such great numbers already that having their statistics scale like they were a Hades makes them literally invincible.

I had a group of level 100+ Raiders who I got matched with at MMR 0. Their collective Raider skill was 32%. They didn't make it past the first phase of Short-Fused and this is with me helping them or at least not interfering. I saw a Wardog simply punch their Harec and he was downed. He was killed a moment later by the same Wardog firing a shotgun blast.

This is only possible because of what I can do with the system. I can control my MMR and that gives me complete control over any and every match I play in.

When I am a Raider my MMR lowers the difficulty so fucking low. Hades rifle grunts have, no shit, 80 HP. They will unload a clip into me for something around 60 damage total. Their strikes will do 4 damage. This is at 10% difficulty. I can probably get it lower depending on the other Raider's MMRs.

So..I have demonstrated that MMR is an incredibly heavy influence on difficulty in the game and that it is evidently one of the only deciding factors.

I am just one person but having MMR 0 means I will always have the advantage and I can give that advantage to fellow Raiders while using it as an antagonist makes me an unkillable supergod. Which goes back to my point about bandying about Jvela's post, it is giving people the wrong idea because it is not entirely truthful.

If you want to succeed at this game then you should lower your MMR as it has everything to do with difficulty. Your level, your forge level, your amount of matches played - none of it matters. If it does it is in such a minuscule way as to be totally negligible.

And, if anyone was wondering, my rewards have not changed at all. The only thing that has changed is now, as an antagonist, the Raiders I fight will receive a 0% skill bonus from me. They get nothing from fighting me and with a near-perfect performance they can barely get a 6 with me as an antagonist. Not to mention the immortal butchers that the AI becomes.

I had a friend, whose MMR was above 40%, who told me about a long ass 40+ minute match on a mission which was rated as 42% difficulty. He received a 5.6 for his troubles and got something like 1k gold and 600 faction. At my MMR I can do that same mission FOUR times as fast as him getting a 9.1 each time, rather effortlessly, and come away with 12k+ in gold and 4k+ in faction. In the same amount of time.

In the SAME amount of time. Needless to say, he decided to start lowering his MMR by becoming a friendly antagonist. I told him I thought it was an incredibly wise decision.

Lower your MMR. You will thank me later.

nibiru1 what an ominous name. Most people have no clue as to it's meaning. I too am a Zacharia Sitchin fan. If you are on steam feel free to add me, I have tons of info I can show and discuss with you.

Interesting that you'd notice such a name because it is highly likely that is the true name of the Broken Planet.

Hmm, if you're into Sumerian and Mesopotamian mythology then you should find the lore in Spacelords abundantly filled with such references.

Es interesante que noten ese nombre porque es muy probable que ese sea el verdadero nombre de Broken Planet.

Hmm, si te gusta la mitología sumeria y mesopotámica, entonces deberías encontrar la historia en Spacelords abundantemente llena de tales referencias.

Gameplay Feedback / Re: Penalty for nothing
 on: November 13, 2018, 01:26:54 AM 
Yeh, if an antagonist disconnects then they get the same message as if they were a Raider.

Suggestions / Re: Antagonist play definitely needs some tweaking
 on: November 13, 2018, 12:46:35 AM 
Not all discussions take place on these forums.

And it doesn't make me upset but when someone says they are level 20 or below then goes on to make a bunch of feedback on a system they cannot possibly have fully experienced yet, that is what gets me going.

The ideas of a buff to antagonist, antagonist's appearance in matches being increased or decreased and having extra objectives that the antagonist can fulfill to force a win, which actually are already in the game for some missions, have been around for awhile.

The respawn timer comment was not directed at you and I didn't say it does increase. The third poster, Eikazyua, mentioned that as a change they would like to see. I was questioning them if they had ever been spawn camped before and if they hadn't then they truly don't know how much that will fuck the game.

Not to mention that tactics such as delaying a mission in order to coax the antagonist out to kill them would start popping up. I mean, people already do that to try and stack Aleph. But now they can increase your respawn timer too? Psh, come on now.

I didn't miss your point about the first. An AI antagonist would have to be given some pretty solid amount of work by the developers. Seems like a waste of time when there are plenty of antagonists to go around.

Sometimes the matchmaking WON'T give you an antagonist even if there is one in your MMR that is queued because the design of the game is to make them less of a constant threat. It is more mysterious and cool that you don't know if there will be an antagonist or not. Some people don't like antagonists at all and it pleases them when there isn't one around.

If I always knew to expect an antagonist then I would just pick missions where they have the disadvantage, like boss stages.

And back to the fourth, I just don't see how it is necessary. People will want to pick the character they like and offering a bonus to pick a character they might not want to play will just make people wonder why the bonus isn't simply applied to them irrespective of their antagonist choice.

Welcome to the game.

Suggestions / Re: Antagonist play definitely needs some tweaking
 on: November 12, 2018, 05:08:59 PM 
This has been discussed into the goddamn ground. I can easily point out where your arguments are flawed in a myriad ways using information that has been synthesized by the many MANY MANY MANY people who have said these EXACT same things.

Check it out.

Number 1; there are not always going to be antagonists within your MMR/difficulty rating so this is kind of a ridiculous demand. This MIGHT be how Aurora Specters will work, strong AI opponent above the normal guys. But..come on. Not every match is going to have an antagonist and that is..just fine. Not everyone wants to antagonize all the time.

Number 2; No, antagonist does not need a buff. If you are antagonizing below level 150, which is when passive stats max out, then you have failed to grasp the meaning of the antagonist system. What they need is not for the AI to be totally gimped when they enter a match.

Number 3; Also, nope. Such a thing would be very very easy to exploit and matches where people are being decimated by an antagonist you can at least easily identify WHY you're losing. If there were these other weird secret objectives for the antagonist then new players would be even MORE baffled as to why they lost.

Number 4; is so silly it made me realize I just wasted a lot of time responding to this. What the fuck does it matter if there is a specific antagonist or not? Seriously, what the hell? This is a really..strange and not well thought out idea.

Why should we reward people for NOT understanding the meta?

Also, respawn timer increase for antagonist? I don't think you've ever been in a situation where the Raiders can just spawn camp you. If it increased every time then in just a few minutes your respawn timer would be so long you may as well not play the game.

There are definitely some tweaks that antagonist need but these are not it.  Not even close.

Bug report & Technical Support / Re: Aha, it's spambot weekend again.
 on: November 10, 2018, 09:31:13 PM 
Back on top, son!

Did you guys know that #lore on the discord is THE place to bring all your ideas and discussions about the many aspects of the Broken Planet, come consider meaningless speculation to be part of the game in #lore today!

Bug report & Technical Support / Re: Aha, it's spambot weekend again.
 on: November 10, 2018, 05:58:48 PM 
I don't think so, SoonPhent.

Bug report & Technical Support / Re: Aha, it's spambot weekend again.
 on: November 10, 2018, 05:06:15 PM 
Hell yeah baby! Parents aren't coming back til Monday morning so anything goes!

Shit! Damn! Fart!

This game is largely based off ancient Mesopotamian mythology!

My MMR is 4%!

Fuckin' yeh!

It was Andy Kaufman sort of deal. It is alright if you don't get it. That is what makes it hilarious.

Spacelords Universe / Re: MMR difficulty during antaganist games?
 on: November 08, 2018, 04:23:52 PM 
It doesn't help, Karen. In fact. It negative helps.

It is interesting to see some incredibly vague allusions to the MMR process but saying that difficulty is not tied to MMR doesn't help US at all. It might make sense to people who can freely read concept designs or manuals on how the development and purpose of the difficulty system is supposed to work. But, we do not have those. We have MMR.

The game itself says that higher MMR is higher difficulty and that gives you higher rewards. It even encourages players to try to maintain a high MMR for better rewards. Nope. That stuff isn't true.

So, while it may seem like Jvela's post addresses MMR to the simple-minded, it does not in fact address anything relevant to the discussion of difficulty, MMR, antagonists or AI statistics.

A more apt and informative post would be; examples, with video, of high and low difficulty AI, what we can do to get the desired AI tendencies/statistics, what exactly impacts difficulty and how we can anticipate what the next difficulty for the next match will be. As I said above, no matter how high my MMR gets the AI never seems to be able to stand toe-to-toe with the Raiders.

Now, granted, perhaps the AI stops becoming inbred at the 60-70% MMRs but there is no reason to try and get that high. I'd say with how difficulty currently works; that is an impossibility. So the MMR might not matter all the time, as you imply by referencing to Jvela, but WHEN does it matter?

It does not appear to be between 1-40 for the antagonist. Should I power through being a Raider, find a mission which I can easily beat, and achieve a high MMR? Should I lower it?

These are the only two options available to me, you see.

Spacelords Universe / Re: MMR difficulty during antaganist games?
 on: November 08, 2018, 12:42:32 PM 
It has been my experience that at the so called "sweet spot" of MMR, 30-40%, the AI is woefully inadequate to aid the antagonist against a basically coordinated team.

I saw a Ginebra tank 3 Hades rifle grunts and kill them all with strikes. I left those grunts alone for 5 seconds and they were eviscerated. I know this because by the time I spawned in to start the second phase of Low Blow the Raiders had already destroyed the first 2 turrets. Ginebra took down a turret BY HERSELF without a gun or her cat powers being utilized.

There was literally nothing stopping them from coming straight for me.

Similarly, I had a team of 150+ Raiders with me as we fought a level 200+ antagonist. There was literally nothing stopping me from rushing him as soon as he spawned. I had at least one other Raider with me at all times because there was fuck-all to go kill except the antagonist. And this was on Breath of Hope!

Props to that antagonist for not disconnecting. We didn't give him an inch.  He was no threat at all. I don't even know if he was good at the game or not because we had him at such a disadvantage the whole match he pretty much died immediately following any confrontation.

Shit is fucked.

Sucks to be an antagonist.

Gameplay Feedback / Re: Why do I even bother
 on: November 03, 2018, 06:02:28 AM 
That antagonist was me.

You guys were doing really well and I know we already exchanged messages on PSN but once I saw you suiciding I tried to tell you to stop, that I would go friendly if you're just going to waste your squads lives.

This match was on Short Fused so no matter how friendly I am the Raiders still only have so many lives. Despite the difficulties presented I was still able to get your remaining squadmates to the last hit on the ship from the extractors. Unfortunately, the Wardogs overwhelmed them.

We both know what you said to me when I told you this information while you were out of lives and could not respawn, so I will not burden the eyes of passers-by with such knowledge.

I wish you had listened to me. It is not about glory or personal satisfaction that I would decide to lose the match. It is about having a fair fight and with you doing what you made it into a circus.

You are almost level 300 and you should know better.

That all being said, I still would like to play with you again because I feel I owe you at least one friendly antagonist match. Take care, Tekato.

Spacelords Assemble / Re: A Break from Controversy...GUILDS!
 on: November 01, 2018, 05:36:47 AM 
Guild name: Sa Tapputu Gimirtu

Philosophy: Those that are the hardest to help need it the most.

Banner: An intricate mesh of sheep and shepherds leading them to safety from a fire the sheep started.

We will not be recruiting anyone so that we may maintain 100% participation in all guild events.

I do see the various Faction Specific Raiders getting enclaves of the factions to join them to fight Shammesh. I suspect that there still is a Legacy Cache somewhere on the planet. Totally possible the Ancient Locals made a "time-capsule" of sorts before going through the portal and for a security precaution they set the Protectors' Medallions as the keys, hence why Shammesh wanted to get Ana's from Harec. Part of the campaign will be to use the factions to buy time to find the cashe and to steal back the other 2 medallions.

That is very inspired.

It does seem strange that Shamash would continue to value the medallions if they had no more use. Though, given what he knows about the medallions he might just want to keep them close to hand. It is highly likely that, as the best strategist ever, he hid away large amounts of technology for use in his mission.

Really good concept and idea.

I believe that the humans and Present-Locals will have some sort of uneasy armistice. The humans basically lost everything important to them. This could lend credence to your theory of the Raiders, many of whom were high ranking members of their own faction, taking hold over the devastated human factions.

Suggestions / Re: Penalizing Squads
 on: October 30, 2018, 01:20:04 AM 
Sorry, I misunderstood.

It would be quite hard to prove this and I'll have to take your word for the other people talking about this because I am too lazy to go look it up.

I don't doubt your experience with the system and I believe you would pick up on such nuances as more aggressive AI and larger health pools. I have played in pre-mades a bit, far from often though, and out of them a bit as well. I haven't really noticed a large variance in difficulty.

Usually, pre-made squads do much better since you naturally will be in better communication. Given similar skill levels to randoms.

Do you think they should wholly remove it or adjust it; adding rewards or tweaking its effect on the game?

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