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Messages - Placelord

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151
Gameplay Feedback / Re: Radar in spacelords...
 on: December 05, 2018, 07:48:08 PM 
Super constructive feedback. Guess I'm stuck just telling my teammates " over there by the thingy " when trying to formulate a strategy.

152
Gameplay Feedback / Re: Radar in spacelords...
 on: December 04, 2018, 07:36:32 PM 
I was wondering if there is any plan to implement a compass? As harek I like to do recon and spot antags for my teammates. It's difficult to communicate locations effectively without a common reference point.

153
Gameplay Feedback / Re: Radar in spacelords...
 on: December 04, 2018, 05:14:53 PM 
Cool, looking forward to spaceguilds.

154
Gameplay Feedback / Re: Training Mode
 on: December 03, 2018, 05:25:51 PM 
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.

155
Ship's Log / Re: Spacelords Update 11.3 Patch Notes
 on: November 29, 2018, 07:59:34 PM 
I think the gameplay, as is, is solid. The problems are all quality of life. The stuff that makes new players lose interest. What we need in the next patch is to cut down trolls, timesinks and encourage cooperative play.

Make voice chat default or prompt players to use it.
Make cutscenes skip based on votes.
Make the rewards screens skippable or parred down.
Allow people to surrender without penalty if the half or more disconnect and/or the match has gone on for over 45 mins.
Don't end matches when the antag disconnects.

These are all serious barriers to this game being widely adopted. Most gamers will just quit out the first or second time they lose 15 minutes getting thrashed or doing nothing.

156
Ship's Log / Re: Road to SpaceGuilds #3
 on: November 29, 2018, 07:43:46 PM 
To Pohthehd: Yeah I dig Cortez, but I'm posting here because I'd like the devs to see my valid concerns. The main one being how much of a barrier to new players the current system can be.

So, on to your rebuttals. You say my point makes no sense. UI does have a measurable effect on a player's experience.
https://youtu.be/FzOCkXsyIqo

If the rewards sequence serves as a load screen then why do I have to wait an average of 3 minutes through a load screen after the rewards screen to get back to that main menu?

You say no one is forcing me to wait. They literally are doing just that. Whenever someone chooses to watch the cutscenes there's a good chance some teammates will just quit out.

You say you don't ever get matches that go over 30 minutes. Good for you. But it happens and when it does it significantly reduces my desire to keep playing. I don't have a lot of time after work to game and I'm not going to want to waste it making little to no progress.

An average hour of play might net me one and a half matches if I'm lucky and that's not accounting for the quality of said matches. When the in game purchases are this expensive that hind of return rate is not hopeful.

And finally the chat. Yeah you use it. But over the course of 4 weeks of play I haven't run into a single player with chat on. In a game that requires coordination and strategy with no communication among players is fundamentally broken. I have to just pray that people magically get on the same page or resign myself to another lost half hour of frustration.

You seem to be having a great time, and good for you. I want people to have a positive experience with this game. I want the population to be plentiful and prosperous. But the fact is that to enjoy this game the player has to put up with a lot of bullcrap that most people won't have the patience for.

Just invalidating these points outright in such a dismissive manner isn't doing anything to improve the experience. It's just going to make less people want to look elsewhere. That is unless you like waiting upwards of 10 minutes to get into matches

157
Ship's Log / Re: Road to SpaceGuilds #3
 on: November 29, 2018, 05:22:47 PM 
IMO the lack of minimap and radar is a key feature that goes towards making this game unique. I don't think I would have familiarized myself with the arenas as organically if I was compelled to rely on a HUD element to assess my environment.

Also it gives the player's a whole additional "Sense" (for lack of a better word). It's going to have an impact on the core interaction.

I think the gameplay, as is, is solid. The problems are all quality of life. The stuff that makes new players lose interest. What we need in the next patch is to cut down trolls, timesinks and encourage cooperative play.

Make voice chat default or prompt players to use it.
Make cutscenes skip based on votes.
Make the rewards screens skippable or parred down.
Allow people to surrender without penalty if the half or more disconnect and/or the match has gone on for over 45 mins.
Don't end matches when the antag disconnects.

These are all serious barriers to this game being widely adopted. Most gamers will just quit out the first or second time they lose 15 minutes getting thrashed or doing nothing. This feature just isn't a worthwhile addition when there are real gains to be had

158
Gameplay Feedback / Re: Radar in spacelords...
 on: November 29, 2018, 04:48:47 AM 
I would be inclined to aggree, but... If they're going to go through the trouble of putting it in, they're not going to take it out. If it changes things in a bad way, we're stuck with it.

IMO the lack of minimap and radar is a key feature that goes towards making this game unique. I don't think I would have familiarized myself with the arenas as organically if I was compelled to rely on a HUD element to assess my environment.

Also it gives the player's a whole additional "Sense" (for lack of a better word). It's going to have an impact on the core interaction.

I think the gameplay, as is, is solid. The problems are all quality of life. The stuff that makes new players lose interest. What we need in the next patch is to cut down trolls, timesinks and encourage cooperative play.

Make voice chat default or prompt players to use it.
Make cutscenes skip based on votes.
Make the rewards screens skippable or parred down.
Allow people to surrender without penalty if the half or more disconnect and/or the match has gone on for over 45 mins.
Don't end matches when the antag disconnects.

These are all serious barriers to this game being widely adopted. Most gamers will just quit out the first or second time they lose 15 minutes getting thrashed or doing nothing. This feature just isn't a worthwhile addition when there are real gains to be had.

159
Gameplay Feedback / Radar in spacelords...
 on: November 29, 2018, 02:54:59 AM 
I'm editing the original post now that the radar is in the game. Still don't like it. I'm still begging for a compass instead.

The radar is ether distracting or superfluous.

160
Suggestions / Re: One easy fix...
 on: November 28, 2018, 09:33:11 PM 
Yeah I thought that too. Thing is a lot of the NPCs have dialogue tells that signal thier moves.

161
Ship's Log / Re: Spacelords Update 11.3 Patch Notes
 on: November 25, 2018, 05:33:45 AM 
Fair point. I haven't experienced those kinds of situations since I'm still relatively new. I did have a match last night where our lv 100+ teammate got disconnected at the beginning of the match. It was pretty much impossible to survive with the insane elite swarm.

162
Ship's Log / Re: Spacelords Update 11.3 Patch Notes
 on: November 25, 2018, 04:15:33 AM 
It's not a silver bullet. But this is a team based game. A main complaint is the difficulty. I posit that a considerable chunk of that difficulty is because of a lack of coordination.

I've had plenty of situations where I survived an antagonist encounter simply by being warned.

163
Ship's Log / Re: Spacelords Update 11.3 Patch Notes
 on: November 24, 2018, 09:22:06 PM 
Next update please oh please bring your voice chat to the forefront. Just have a prompt pop up the next/first time you log in. Have it give the option to turn it on, and inform them that it can also be toggled in the options.

I'm seeing a lot of complaints about antagonists, and I feel that communication would make invasions more enjoyable.

164
Spacelords’ Advice / Re: Antag; self imposed challenges, anyone?
 on: November 23, 2018, 05:10:46 PM 
To Xinderoth: Oh, I get it now. That's a good idea.

165
Spacelords’ Advice / Re: Antag; self imposed challenges, anyone?
 on: November 23, 2018, 05:45:47 AM 
To xinderoth:  Though I do see your point; wouldn't it be hard to get the Aequilibrium bonus if there were restrictions on antagonizing? I see a lot of posts about allowing players to opt out, and I'm not sure if that's a good solution.

Turning off invasions will appear to most ppl as the desirable option. That would make it hard for anyone trying to run antag to find matches. Or it could make invasions only a high level players' game. So low lv antags will hit a wall of high lv raiders because high lvs are more likely to want to opt in.

I dunno. Being a sub par antag myself, I like the current system because your just as likely to get fodder as you are to get Jason Voorhees. Assuming the population stays healthy. Hence the worry that unsportsmanlike antags are a problem.

...I dunno

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