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Messages - Power Penguin

Pages: [1] 2 3 ... 17
1
Suggestions / Re: reduce the money won
 on: May 14, 2019, 12:46:12 AM 
Hi,
In my opinion (as a very regular player), I get too much money. At lvl 200 I had every blueprint for every gun and also every raider. Now at the end of may I'll probably have enough money for every gun I could possibly want and probably for some other as well.

With forge 20 weapons, it's pretty easy getting to 280 fame points and you just get a stupid high amount of money.

My suggestions includes all that bickering about antags: For the monthly points, only count antag matches. It would reward them way more. The way it is now (and always was), an antag lowers your score by way too much, so that they feel like they are costing you money.

I'd like the feeling when I see that I get an antag: "well, one of us is making lots of profit". So in general I'd like non-antag matches to make less money, and antag-matches to make more (for example through that monthly reward).

The problem is that now that I have a score of around 300, I no longer feel motivated to play, since it's unlikely to get a higher score. I mainly wait for friends to come online and to play with them.

Ummmm yeah ........... how about, no.

2
Gameplay Feedback / Re: Points for ‘Survival’
 on: May 10, 2019, 10:02:13 PM 
Yeah it doesn't make a lick of sense.

3
Gameplay Feedback / Re: Ammo and Aleph Drops
 on: May 07, 2019, 10:23:03 PM 
Yeah I don't think they thought it completely through.

4
It's funny because there is only a handful of players left.

5
Gameplay Feedback / Re: Faction points problem for the 50th time
 on: March 15, 2019, 11:32:22 PM 
This games economy has been a mess for months. Promises are nice and all but eventually people will burn out if they think that the game doesn't respect their time.

6
Giving more players more ways of playing is never a bad thing. Giving people options leads to a healthier player experience. The antagonist system itself is extremely flawed and unrewarding it makes sense for people to want and try to avoid it until it gets fixed.

7
Yeah progress on the game has really slowed down after 5th council dropped.

8
Spacelords Assemble / Re: Bring your voice to Discord...
 on: March 15, 2019, 05:11:43 AM 
Yeah it's not super active. There are only a few cats kicking around at any given time.

9
Suggestions / Re: Adding buffs and effect cards to the interface
 on: March 01, 2019, 10:00:54 PM 
I've wanted this for ages but it seems QoL improvements only come once in a lunar year.

10
MMR a system so un-rewarding makes you wanna quit.

11
Preach brother, preach ! But I don't think antagonist should be able to pick difficulty. It should just instantly switched to a standardised difficulty when an antagonist appears.

12
Gameplay Feedback / Re: MMR is a poor mechanic
 on: February 12, 2019, 04:11:17 PM 
I really enjoyed reading this. You write in a very dramatic fashion.

If it's not already known I've never been a fan of MMR and pined for more standardized difficulties. Then, we could just collectively choose and get matched up with those of a similar preference. To me, MMR always seemed like complexity for complexity's sake. Just hearing it explained gave me a headache where a more straightforward approach would achieve the same goal with far less confusion. However, once we settled on fixed difficulties where an idea of what was what we could 'then' think on layering in 'additional' challenges to spice things up! Try adding in anything on top of MMR now and it's just going to further the confusion.

Currently, I'm sitting at 70ish... and honestly I spend a bit of time evaluating a match. This isn't particularly bad but when I think of the amount of effort being put into making this system relevant and valuable through so very many iterations I wonder if that time wouldn't be better spent elsewhere. Frankly, this system has had a year to gestate and it never gained much favor but was easily scapegoated for any number of issues.

I digress, I really do think you all at Mercury Steam are doing a fantastic job but I question where passion and sensibility buck heads. Regardless, I will keep playing despite my own personal frustrations because you all are very obviously pouring your hearts and souls into this Deus Ex Machina we call Spacelords! See you all out there!

I share similar sentiments to you Quan. MMR seems like a lot more trouble than it's worth. People make the argument that implementing a standard difficulty system would split the community, but right now all MMR does is inflate difficulty for the new players playing with vets. Making the new players leave because they feel difficulty balance is off. MSE said that MMR would in theory work better with a larger community, but the community really isn't growing substantially enough to merit MMR. Another argument that MSE made is that it would make matches more dynamic. Flooding the map with enemies in high MMR isn't dynamic, it's bullsh*t.

13
Gameplay Feedback / Re: Repetitive gameplay & ideas to fix?
 on: February 10, 2019, 12:54:45 AM 
My boredom comes from mostly playing against the same AI archetypes with minor changes to them. I would rather have more specialised elites/enemy types that spawn dynamically through out the match. Elites that are heavy gunners (physically bigger too), targets that can deploy flying drones to harass, soldiers that can create area denial (maybe with a flamethrower), enemies that can hold you down. Stuff that would spruce up the moment to moment gameplay.

14
Gameplay Feedback / Re: Will this game survive?
 on: February 09, 2019, 11:12:38 PM 
I hope it does survive, but at this pace the game is gonna keep struggling to find any real hold.

15
Suggestions / Re: 13.0 matchmaking changes
 on: February 06, 2019, 06:48:29 PM 
Yeah I'm with Poh on this. Sometimes it's good to step away from the game and play something else. If I was playing Spacelords consistently I'd probably suffer a heart attack from all the stress.

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