Recent Posts

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Gameplay Feedback / Synthesize the system
« Last post by Oxnardo on January 25, 2020, 05:11:23 PM »
I was playing the game with a friend who is very new to it. I was looking forward to playing with him so I could discuss the opinion of a neophyte who steps into the game with little to zero knowledge of it; overall I'd say he had a mixed impression. And now I'm here in the forums to contribute my grain of sand based on what he experienced.

When it comes to gameplay there were no negative points. He was mostly experimenting with different characters to see which one he liked better; and yes, he was having fun with that.

The problems arose mostly from the UX/UI. Starting with the long rewards screens. My friend was having fun learning how to play and he wanted to keep on playing without interruptions, but he found the post-match screens to be a hindrance. First the featured player, then Cortez telling you the score and rewards, then collecting the rewards and the experience, then opening the adventure tab and waiting for the dailies' animation (and god forbids you level up). Alltogether those screens interrupt the flow of a gaming session that won't be compelling for a newcomer that just wants to familiarize with the game as quick as possible.

Then he stumbled over the most recent addition to the game; the Epic Forge. He was testing the waters with different characters and was wondering how to make them stronger. When he figured that he could build several different weapons for each character he was more than interested! But as soon as he opened the forging interface his interest decayed over a cloud of confusion. "this is not intuitive at all", "I don't even know what i'm looking at" where a couple of his opinions.

Ultimately he decided not to mess with the crafting because he didn't have enough parts to build the guns; which was yet another issue, he wanted to gather more parts but he had ran out of dailies, leaving him with no options. All that made up for a rather discouraging progression experience.

So my suggestion sums up to a single word; synthesize. I don't know when people stopped complaining about the long reward screen; but I remember it used to be a recurrent topic several updates ago, and it's still a problem; and MSE keeps aggravating it by adding and adding stuff. Please; just shorten the goddamn screens, it's easy... synthesize.

Now the forging is a more complex topic; but I'll agree with my friend here. It is not intuitive, it is confusing, it is discouraging, and it also needs to be synthesized into something more comprehensible and user-friendly. Honestly I can't imagine what the purpose is with the over-elaborated complexity of the modding system, but i suggest to MSE that they approach to it differently. If they are going to make the game challenging, let that be in the missions, rather than the crafting; because that just makes a poor UX (if not boring).
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Gameplay Feedback / Re: ideas for guild clash and use of status currency
« Last post by SniffaXxX on January 24, 2020, 07:32:28 PM »
Love this idea! Both guilds and Status points have felt sort of lackluster since their arrival in Spacelords. This would help bring purpose to both of these features.

It will be cool to see some sort of indication on “Guild level” or “Guild Status” on the guild flag when used in plant the flag emote or achieving MVP.

For XP boost, I think it would be simple to replace the current guild equilibrium system with a new XP boost system that memebers put Status coins into to increase the boost and duration of the boost. So us older players can help out our newer guild memebers by dumping our status coins in.
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Gameplay Feedback / ideas for guild clash and use of status currency
« Last post by Deadlyweiss on January 24, 2020, 04:58:35 PM »
There's been quite a bit of talk about purple currency since it was implemented. With guild clash incoming, my suggestion is to make it useful for guilds - for this, I'm suggesting we implement a system similar to the one used in the game Onmyoji.

In Onmyoji, guilds have levels, and the guild system is based on improving the guild by leveling it up, which in turn grant the ability to buy perks to both the guild (permanent) and to the members (as long as they remain in it).


In order to level up their guilds, players donate medals (these would be the equivalent to status) to a common pool. In order to encourage activity, there's also a guild maintenance fee taken from this pool that increases which each level - so in order to level up, the guild has to be able to keep both a steady supply of medals for each level and a surplus.



The available perks increase by level, and they range from cosmetic to xp boosts. In order to prevent people quitting and joining guilds to buy the limited perks, the higher tiers are locked until the player has contributed a certain amount of medals to the pool.


So how would this translate to spacelords? Mostly the same, and in particular I have the following suggestions about what perks could be made available:

- more member slots
- more images for the emblem editor
- more layers for the emblem editor
- xp boosts
- talent point/kill point boosts
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Bug report & Technical Support / Re: 🎣Cast The Rod Visual Bug🎣
« Last post by MSE_Laura on January 23, 2020, 12:59:05 PM »
Utterly unacceptable.
Already sent to QA so they can investigate.
Please accept my truest apologies, Mr. SniffaXxX
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Bug report & Technical Support / Re: Game freezes after every match
« Last post by MSE_Laura on January 23, 2020, 12:32:30 PM »
this is still happening when I play the windows store version on my Xbox account, I just made massive upgrades to my PC so it is not something hardware related on my end, something about play anywhere is causing a failure in the logic and softlocking the mission ending screen

Hey, JamesDreemurr!
Is this still happening to you? Could you please send an email to spacelords_teamsupport@mercurysteam.com including your username, platform, and video so we can investigate the issue?
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Bug report & Technical Support / Re: Aneska cloud of death
« Last post by MSE_Laura on January 23, 2020, 12:22:51 PM »
Hey there, CaimZheit!
Do you have a video of the Aneska thing? That would really serve us good to see what's the issue here! Is it being like this since the update came
out?

We know that some characters in certain missions can be quite the challenge! This is a way to create variety in the character/weapon choosing! It might be an opportunity to explore new loadouts!

Last but not least, Bewitch is an ability that makes you invisible to the enemies that you mark as you well know :) If you shoot them or get too close, they will see you and attack you! Against the Snipers, as a tip, a weapon with the epic "attractor" could close the deal. That way you can get their Aleph without getting closer.
Hope it helps!
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Bug report & Technical Support / 🎣Cast The Rod Visual Bug🎣
« Last post by SniffaXxX on January 23, 2020, 01:29:48 AM »
When using the “Cast the Rod” emote on Hive or Loaht, it will show one another’s icon for the emote on the emote selection wheel.

Please move this bug to the top of your priority list as it is very urgent. The quality of a game is only as good as its fishing features and this game is virtually unplayable in this state.

https://youtu.be/9SoaYG8uoRo
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Bug report & Technical Support / Re: Game freezes after every match
« Last post by JamesDreemurr on January 23, 2020, 12:04:37 AM »
this is still happening when I play the windows store version on my Xbox account, I just made massive upgrades to my PC so it is not something hardware related on my end, something about play anywhere is causing a failure in the logic and softlocking the mission ending screen
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Gameplay Feedback / Epic Forge/State of game Feedback
« Last post by SniffaXxX on January 22, 2020, 10:21:55 PM »
Hey there! After spending some time with the newest update, I’d like to share my thoughts on the current state and suggestions for the future.

Let’s start with Kill Points:
They’re relatively easy to come by, I average about 600-1000 per match. But they’re not without their issues. The biggest thing being the increased competition among your teammates(which can actually be kind of fun sometimes 😝) is causing even more players to disregard objectives and bosses and just go for kills the entire match. And in a lot of cases, they won’t even pick something that can damage the bosses. This has been an issue since the introduction of personal score, and has worsen with killpoints added.
The solution would to simply reward players for objectives and boss damage.

We absolutely need the game to track boss damage delt by the player. When the boss is KO’d, each player should be awarded killpoints for the % of dnage done to the boss. And a personal score parameter needs to be added to the mission reward screen. People who pick the boss killer character and take on the role always sacrifice their own mission score and rewards to ensure a successful completion of the mission.

Same things need to happen for objectives.
Say for example you run the bomb on short fused, your team mates get all the kills and the rewards. Players need to be awarded score and KP for objectives completed, aleph deposited, healing done, etc.

These two things will help encourage teamwork and compensate every player in the match, regardless of the role they choose.

Weapon mods and advanced features:
Overall, I like the new crafting system. Although, it can be a little intimidating and confusing at first. I’d suggest making a tutorial video on how the system works. Explaining what the different symbols are, how to use the random copy spaces, how to use a negative multiplier, etc. make the video play in game when a player first opens the mod menu.

As for the advanced features and weapon balancing, damage for pvp feels a lot more balanced and in check. Aside from one pretty big thing.... You guessed it, Toxin! After being on both ends of max toxin guns it feels very over tuned. Many times, my hits of toxin damage will do more damage than the gun did in the first place, which to me this feels like it should be flipped with Echo. Echo should be one big hit of damage when I stopped firing, Toxin should be multiple smaller hits of damage.
Most mods feel good(echo feels pretty weak) but there’s no reason to use them when toxin is so good. I don’t know if the damage stacks too high or is multiplied too high or what but it really needs to get in check.

Speaking of PVP, let’s talk about that for second. With the removal of passives and the smaller impact of forge level on your guns pvp feels more balanced (aside from toxin 🤢)
But we still have some kinks to work out.
Matchmaking for antagonist above 50% mmr: it’s darn near impossible to find a match once you’re above 50%. And when you do, you nerf the raiders difficulty so much they get a cakewalk of a mission. I do recall earlier in 2019 when you guys opened up matchmaking at 50% to match with anything higher. Is it possible that when this change was made, that players above 50% only match 50% and higher? This would explain the 3-8 hour queue times at 50% because the average player seems to be around 30-40% nowadays. Maybe lower the gate to 40% to fix this issue.

Another recently emerging issue is raiders holding an antagonist hostage for killpoints on maps like hanging by a thread in the second phase. They’ll refuse to complete the mission objective to farm kill points off the antagonist and grunts. It’s possible you may need to add time limits to these sections to discourage this hurtful behavior. Or maybe the longer a match goes, the more powerful an antagonist becomes with passives or spawn times? The downside is this hurts the honest players who may genuinely stall in these sections as they may sometimes be tough.

Last thing I’d like to talk about is monthly rewards/milestones.
Kill points, and talent points really need to be added to monthly rewards. Either every single month, or rotate the 4 currencies every month or so. Most players I know have more gold than they know what to do with, but talent points are still a struggle. And kill points are a little too new to judge, but would definitely help to get a large sum of KP along with your blueprints at the end of the month.
Also, personal scoring needs to be adjusted(ties in with the points made earlier way up there somewhere👆) to benefit the players to play boss damage or objectives. If you’re the one guy who always ends up playing the boss killer or objectives, it’s really hard to get your monthly score up. Also if your mmr is too high, you can’t get antagonist matches to get your antag scores. I’ll see players throwing matches to lower mmr (who are good players that shouldn’t be at low mmr) just so they can get antagonist matches and get their scores every month.

Anyways, this about sums up everything I have to say right now. Sorry it’s a novel. But thank you MSE for taking the time to read this and I hope this feedback helps shape a better spacelords for all.

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Gameplay Feedback / Re: MMR system is still broken, everyone cheats!
« Last post by Righteous Flame on January 22, 2020, 05:26:40 PM »
Well, after playing antag for the first time since the Epic Forge update, it has gotten worse.  Before the update, you could, at least, do some damage as antags.  Now, with the effective removal of grapple, you can't even do that.

The only thing playing antag is good for now is lowering your MMR.
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