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Messages - Hiero_Glyph

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1
Suggestions / Re: Antagonist CPU stand-in
 on: December 13, 2018, 03:50:25 AM 
This sounds more like something that would work when there are no-antag and always-antag playlists available. Basically 4 raiders could queue up and if no player-controlled antag was available or if the player-controlled antag disconnects then the AI could take over to finish the match.

2
Ship's Log / Re: Road to SpaceGuilds #4
 on: December 02, 2018, 03:57:02 AM 
These changes sound great but bring us back to the problem of the forge as you have to assign points before being able to test the weapon. Furthermore, if you want to increase the level of the weapon you need to forge an entirely new one instead of simply paying to upgrade to the higher level. And that doesn't even factor in requiring a blueprint for every upgrade.

Yes, these changes sound fantastic but unless you overhaul the prohibitive forge, most players will never see these changes.

3
Ship's Log / Re: Road to SpaceGuilds #1
 on: November 29, 2018, 12:04:38 AM 
Meh, sounds like a bad idea that takes away from spatial awareness and having to visually locate your enemies. At the very least you should have a blind spot behind you that covers the rear 120 degrees. Also, please make sure there is an option to turn this off.

4
Ship's Log / Re: Spacelords Update 11.3 Patch Notes
 on: November 24, 2018, 12:02:21 AM 
Guys the new MMR is fucking fantastic. The zerg swarms are gone and I haven't seen any hidden difficulty spikes, everything feels consistent and steady. This is such a huge relief.

Thanks you!!!

That's great news but I'm still not coming back until they address duplicate blueprints not providing any reward.

5
Ship's Log / Re: Spacelords Update 11.3 Patch Notes
 on: November 23, 2018, 02:47:23 AM 
Are there any changes to duplicate blueprints yet?

6
Ship's Log / Re: State of the Game Address #2
 on: November 19, 2018, 10:10:02 PM 
I want to focus on two statements:

"- Selecting the Raider best suited for the mission at hand. 
- Their capacity of forging weapons and choosing a good combination of Cards."

1) How does selecting the Raider best suited for the mission at hand work for blueprint missions? Especially since duplicate blueprints offer no tangible reward.

2) Why does crafting a new weapon cost the same as upgrading it? I mean you want the players to select the best weapon but them you make it cost prohibitive to maintain that weapon.

Also, the whole faction card system prevents players from simply rolling cards continually as the costs are too higb. So it looks like you want players to specialize with specific Raiders, not to pick the best one with the best gun and cards, as that would be cost prohibitive yet again.
__________

Did I miss something or are these statement contradictory to the in-game mechanics/economy?

7
Gameplay Feedback / Re: Penalty for nothing
 on: November 10, 2018, 02:05:57 AM 
So wait... you matchmade for a game, logged out because you didn't want to play and come to the forum to complain that it won't let you play? Wasn't that the entire point of leaving the game? If anything the game is giving you exactly what you wanted.

Just suffer through your time out and you can go quit another match later.

8
Gameplay Feedback / Re: State of Difficulty: 11.2
 on: October 31, 2018, 04:18:55 PM 
Hi guys,

The difficulty is something we tweak every weak (depending on your MMR) and it's always based on your feedback. The code you posted is dynamic and it changes almost everyday, so it makes no sense having it as a reference.

Please, remember our main objective is to make the game fun and challenging.

As always, thank you very much for your concerns :)

You have the player number data, how is "fun and challenging" working so far?

Players want to win. In ME3MP we grinded easier difficulties when we couldn't get a group together or when learning a new class because it was easier. We didn't want challenging because we had randoms and/or were trying to have fun playing a new character. Sometimes we were just trying to grind credits or experience. But again, we did not always play on the most challenging difficulty because sometimes when you are grinding it's nice to just have fun.

Anyway, you do what you want to do, and the players will do what they feel is best for them. Best of luck.

9
Suggestions / Re: Penalizing Squads
 on: October 30, 2018, 07:31:11 PM 
@Level9Drow

Wouldn't they have to admit to doing this first before they could address and fix it? So far they haven't admitted to doing this even though we all know that they have.

My issue is that if they are willing to lie/omit about this, then what else aren't they telling us? I mean the switch changes on In Shock were not listed in the patch notes until we called them out on it. So was that just an oversight or is it part if a pattern? And how many other changes have we not found yet? It makes you wonder.

It may be done as a gating mechanism and so they have less incentive to make us aware of it and would just write it off as "under the hood" game mechanics.

OR

It could be a bug and they are unaware of it and they will remove it.

Bungie said similar things when they were caught cheating players in Destiny 2. Let's hope MSE doesn't have to repeat mistakes that could be learned elsewhere.

10
Suggestions / Re: Penalizing Squads
 on: October 30, 2018, 05:14:42 PM 
@Level9Drow

Wouldn't they have to admit to doing this first before they could address and fix it? So far they haven't admitted to doing this even though we all know that they have.

My issue is that if they are willing to lie/omit about this, then what else aren't they telling us? I mean the switch changes on In Shock were not listed in the patch notes until we called them out on it. So was that just an oversight or is it part if a pattern? And how many other changes have we not found yet? It makes you wonder.

11
Ship's Log / Re: Spacelords Update 11.2 Patch Notes
 on: October 29, 2018, 05:18:39 PM 
Very slow developement, 1 week of waiting for so small ballance patch, i not play game anymore i just dont know what to do, i have all guns and characters i like, i hate everything pvp in this game that make me not return to play just for fun because that crap ruin game, its unballanced boring waste of time. I return when something signifficant comes out , not seen yet anything signifficant just small patches  wich should come out in few days not weeks. Learn from warframe team and make pay model the same also and remove pvp forever for success, in warframe pvp sux and its dead, same here ,people hate it !



To be fair, Spacelords is far closer to ME3MP than Warframe, but even Bioware realized that small balance changes, weekly community events, and challenges/achievements were not enough to sustain a community so they also included major content drops. Could you imagine community events for Spacelords? Or having a challenge system that tracked your progress? Sadly, MSE can't even fix duplicate blueprints rewarding the players with nothing.

12
Gameplay Feedback / Re: AFK player
 on: October 26, 2018, 03:39:54 AM 
Play Antag!! You are alone and all depends on yourself. And if one or two raiders become offline or virtually offline, it does not matter!!

Yea, but I hate PvP. And I like to be in control of my gaming experience, always have. It's unnatural to think your experience, enjoyment and success is in the hands of other people. It's one thing if you have other players on your team you depend on, it's quite another if there are other players (or player) who is there to hinder you.

At least playing a Raider I get games with no antagonists and sometimes competent players (non-mentor matches). But as an antag every game is PvP.

I think Spacelords could learn a lot from Mass Effect 3's Multiplayer. I think having fixed difficulties would help to balance out the reward versus effort issue since right now MMR is almost always a negative.

If MSE wants to use MMR to match players that is fine, but the difficulty should not spike just because of your MMR. If I want to play on the easiest difficulty to improve my chances of getting a blueprint then I should be able to do that without having to lower my MMR. The rewards should be lowered as well but it's not like I care about having reduced medium faction points anyway; I just want the blueprint. Likewise I should be able to play on a challenging difficulty with increased rewards when I want to farm gold/faction points.

It just doesn't make sense to punish me for being skilled and making it nearly impossible to play a weak character or one with a stock weapon while trying to earn them a new blueprint.

13
Ship's Log / Re: Spacelords Update 11.2 Patch Notes
 on: October 25, 2018, 08:25:59 PM 
How does this interact with cards that grant invulerability, like Mikah's Photon Shield?

Invulnerability is different than a % damage reduction, this patch wouldn't affect that kinda stuff.
I would normally think the same thing but it depends how it is coded. If invulnerability is coded as 100% damage reduction then this cap would cause that value to be reduced to 95%. I have learned to never assume I know how code works, which is why I asked how this change interacts with invulnerability.

14
Gameplay Feedback / Re: Game Difficulty
 on: October 25, 2018, 06:17:45 PM 
I knew something was odd when I was playing with Alicia 2 hits and she was done

You survived more than 1 hit on a wardog? Now that is impressive.

didn't used to be that way with the wardogs. 100 health meant something. But not any more.

Yeah, when Spacelords went F2P I remember only having regen cards on Alicia and it let me fight for a while and then retreat to recover in a few seconds before jumping back in. Now recovery doesn't matter because you get downed almost instantly, especially from anything explosive. They definitely changed how the difficulty works, and not for the better.

15
Gameplay Feedback / Re: AFK player
 on: October 25, 2018, 04:45:01 PM 
Can MSE add a way to report players in-game? This would keep incidents like the one described private and avoid potential bans for players just trying to enjoy the game.

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