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 - puffy99

Pages: [1] 2
1
totally agree. up to level 20 it was OK, after that you need a level multiplier.

2
Well i gotta disagree with you. Rewards and progression is the reason people play. Plus people like or dislike certain characters. I for example can't stand the slow characters or slow shooting characters, so i only play maybe 4 main ones. If on the 4th or 5th win i still don't get even a blue for one of those 4 then guess what i will move on to another game where their is a better reward system. It would be VERY easy to fix RNG, -make a win a guaranteed blue or higher for everyone and if the Antag reached a certain benchmark win or lose that should also drop. You could roll for the gold. EVEN if you did that you still have all the WEP levels within the levels that people would have to craft for. As is stands now i will move on to a new release next week on Tues and this will go to the back burner mainly due to this pathetic RNG.  It's a shame cause most everything else is killer especially the art and design.

3
I am level 61 now I so i have a fair number of hours into this. I gotta tell you awesome game terrible RNG system. Lets face it you play this for the blueprints, not XP, not Gold (for the most part). Winning a game and getting ZIP is total BS and pretty much the reason this game is a nice game that looses it's luster. That coupled with the fact that everyone queues or gets the free mission 75% of the time (my guess), creates additional boredom and frustration. 1 out of 4 chance anyway is BS in my mind if everyone queues for it, zero chance is MINDBLOWINGLY stupid, especially on a win. There you have my feedback-

4
Spacelords’ Advice / Re: I Went Back to the Smoking Daisy
 on: May 02, 2018, 03:01:53 AM 
rock-n roll seems much more reliable. It is a beast.

5
Suggestions / Re: Antagonist Cards
 on: May 02, 2018, 02:59:29 AM 
I think they need to guarantee at least a gold and a blue on a win with an Antag, at least a Blue on a loss, and the Antag gets a guaranteed gold or 2 blue choice on a win against a full squad that is evenly matched.  They need to fix the reward RNG first before messing with anything else. It is the one really poorly thought out mechanism in this game and i bet makes more people rage quit then anything else.. Obviously they need to hire a full time guy just to build blueprints/Weps.

6
Suggestions / Re: Challenges, Events and Happy Hour
 on: April 21, 2018, 08:10:22 PM 
Half the time or more you don't even get the RNG chance at a blueprint.
Not good as well as all the things you mentioned that this game has not done yet.

7
Yes, i know this is probably the 40th post but 4 guys just have a great close win and you get freaking ZIP?

Negative reinforcement is not the way to build a games loyalty and want-to play. There should be at least one blue blueprint in each WIN.

Whoever designed this needs to either find a new career or go study successful games/theory.

There is ALOT going for the game. RNG inducing rage when you are on a streak is not good.  And no most people dont play it for the XP or Gold.

8
Spacelords Universe / What is the point of say Mikah vs Alicia?
 on: April 21, 2018, 04:48:05 PM 
Alicia seems much more flexible with her jump then the holo which seems very situational. What are your thoughts? Mikah is expensive to unlock.


9
Thanks for the backstory!

10
So i think i understand this story-

Basically the bad humans want to take all the alph so we have this motley crew trying to drive them off. YET, the same people that make up the Raiders (good) are the exact same people you pick from to be the Antagonists (bad) to stop them from driving them off?

No different cosmetics, weapons, modifiers etc? Seems like this is half-way finished.


11
Look- the cosmetic thing is a minor issue in my post compared to the larger issue of A/R, leveling, blueprints, how the tree seems like an afterthought etc,  what are they really trying to accomplish with this A vs R, humans vs raiders contsruct etc. Did they intend for it to be 4 v4? You can relax now.

12
well of course that is better than a cosmetic only thing that is way overpriced.

13
Suggestions / Re: Antagonist Remodel
 on: April 18, 2018, 03:30:00 AM 
Very good stuff OP. As a new player i think this whole A/R leveling/cards/blueprints and solo Antag play is in need of some serious rework and thought. If it takes you more than 5 min trying to figure out what is going on and why they did it, then something is wrong.

14
Suggestions / Re: Thoughts from a new player!
 on: April 18, 2018, 03:23:04 AM 
Good stuff- I think the weak link in this game is it's very confusing (needlessly) progression system A/R and restricting builds to ONLY A or R you are leveled at. There is really no reason for this. If they want more people to play as Antagonist then reward that but you don't need a seperate leveling/build/card system based on A/R. Blueprints are blueprints. XP is XP. They need to flesh out good vs bad trees if they want to under each character if they are trying create some sort of good vs bad human/raider mix. As it stands now it is just confusing and doesn't add ANY value to the game. Any major RPG game shows you how you should do the trees. Were they really trying to create 4 v 4 and ended up dropping that? That is the only reason i can see for the confusing offensive/good vs defensive/bad system.

15
My suggestions:
The game is fun- the art, the graphics, language and most of the characters are top notch and somewhat unique. I think the leveling system A vs R should be junked. I have played as the Antagonist sometimes to try and raise my A level/build something since playing as a raider brought me down to almost zero xp bonus with my particular team/group but if you lose as A you basically get zip and some obnoxious tool to boot commenting that you can't fast forward out of. It's a pretty negative reward system overall, the way they have it setup.

They just need leveling trees under each character with A vs R tendencies and weapon modifiers/graphics/effects- just use common XP like every other game out there and you can partition it out as you see fit. Calculate XP and rewards based on team and individual play vs AI or player level and reward much more fairly Antagonists against teams to get people to play it more and conversely if you have a level 50 A against a bunch of noobs that calculation should be better evaluated.
Also what is the point of $30 skins if they don't add any performance to the character? If you want to charge something fine, but they should have unique effects and modifiers, not just a different colored bikini. This game is edgy fun, but very rough in some places and at the worst downright weird in how they do some things. IMO the rng and leveling/build system needs to be revamped #1.
Also if you get a disconnect just as a Antagonist jumps in that is basically crap and should not be allowed. You should have the option to requeue or kick the Antagonist out.

Pages: [1] 2