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Messages - Shuyin178

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1
Suggestions / Re: The state of Ignis and Harec
 on: April 11, 2019, 08:39:38 PM 
My personal nerfs to all 3 aspects (Stalk, Ignis, and Firmness) :
Stalk : It should have a minimum wait time of at least 1-2 seconds before being allowed to return to your previous position. This gives players time to react and hit Harec while he's using his ability instead of him jumping to the wall, quick-scoping, jumping back to safety before he can get hit.

Ignis Fugit : The Critical Bullet should need extra time to charge up through an additional charge multiplier. The base charge for Ignis is 2x damage. For the Critical Bullet to deal damage beyond the base shot, it should require an additional 2x charge (base bullet charge, pause, critical bullet charge) while the Critical Bullets are loaded in the gun.

Firmness : This one is tricky to figure out a proper nerf to, however a starting point should be an activation condition (only available during stalk, only available while aiming down sights, something along those lines) because as-is Harec essentially has 120 HP which is too much for a high mobility sniper. I believe the nerf should NOT come from a cooldown perspective, an activation condition  would be within acceptable while not ruining the card.

2
- Username - Shuyin178
- Platform - PS4
- Missions you were playing - Hanging By A Thread, In Shock, A Breath of Hope, The Beast's Lair, Double Agent (only ones I remember off the top of my head playing yesterday, but others have mentioned on the discord it happening to them in other un-mentioned missions)
- Your difficulty at the end of the match - 45 to 54 MMR (lower was with random players, higher was with my friend)
- Your MMR - 58 MMR before losing the last mission I played

While my MMR can be considered high for making matches more difficult, other players, mainly on the discord server, are much much lower MMR than myself (around 30-ish) experiencing the exact same level of murderous AI.

3
With today's patch it has been made clear that MMR Difficulty is no longer a viable "feature". MMR Difficulty has gone completely crazy to the point that players at every MMR range are getting destroyed by the AI, which is not something that can be tolerated on an already leaky ship.

The only true solution is dedicated difficulty settings similarly to how Solo mode has 4 settings. One of the controversial points of this is clearly the Antagonist System, which I will be addressing later in this post.
The difficulties in Solo are pretty much "Easy, Medium, Hard, Very Hard" despite their in-game names, so I will be referring to them as the 4 common difficulty names I just said for the remainder of this post.
Right now the difficulty of matches is the equivalent of RNG because you never know what difficulty a match will be until you've experienced it and the post-mission screen tells you directly. While this can add the element of surprise to each mission, it also makes it a total nightmare. Knowledge of a mission can only help you so much when against a horde of enemies that can be anywhere from extremely simple to deal with to straight up impossible to handle with no knowledge of which you'll get until you've experience it.

Having dedicated difficulty settings can remove that surprise factor of what you'll be walking into, but that in itself is a very healthy thing for any game. Games that allow the player to choose which difficulty to go into allows the player to experience the game how they wish for that moment in time. If you just want to relax after a trying day then an easier difficulty would be the best option, but if you want a direct challenge then you'll pick the higher difficulties instead.

How would the 4 difficulties be balanced for a multiplayer experience like this?
It's actually very simple, Easy and Very Hard would be gated.
Easy Difficulty would only be available to Tier 6 and No-Tier players, allowing them to learn the game in a more forgiving environment with No-Tier players only having access to Easy (which No-Tier players normally end up as Tier 6 after their first match anyways). To make up for the lack of higher tier players no longer being available to them in Easy, the Cortez Brothers would step in to assist if a queue is taking too much time to fill out the party.
Very Hard would only be accessible to players that have reached Tier 1 (level 100), however this gate will be somewhat flexible as it will be available to any party that has at least one Tier 1 player in it, similarly to how newer players can go into missions they have not yet unlocked as long as at least one of their party members has access to it.
This means that the majority of the Spacelords population will more than likely be in either Medium or Hard difficulties, even after unlocking Very Hard due to the level of challenge such a difficulty would provide if done correctly.

How would Antagonists operate?
Antagonists would have access to every difficulty except for Easy, as long as they have gained the requirement of Tier 1 for Very Hard. In essence Antagonist matches would feel somewhat similar as there would be fewer enemies spawned in for Raiders to deal with while fighting the antagonist, however AI effectiveness will mainly scale with the Antagonist's MMR, higher the MMR the stronger the AI for that difficulty setting up to a cap per-difficulty.
This means that in order for antagonists to be effective they need to get as good at PvP combat as possible. However, the AI enemies will not pass a threshold that makes them feel like they are a difficulty above or below their current setting, there will always be a distinct feeling of difference between Medium and Hard AI regardless of the Antagonist's presence as an example.

How would rewards look in this new system?
The "Match Difficulty" modifier would be based on which of the 4 difficulty settings you're playing on, the bar would fill +1/4th per-difficulty setting, (Easy 1/4 full, Medium 1/2 full, Hard 3/4 full, Very Hard completely full). It would still be possible to get 10.0 in Hard matches with Very Hard being the best chance of that rating, but Medium would be unable to reach that (capping out at around 9.0 - 9.5, which would also require a very good run). To give more incentive for players to play at higher difficulties, the gold and faction points players are given will also scale off of the chosen difficulty, so if you would get around say 2500 gold and 1200 faction points in Medium with a 7.5 mission rating, you would get around 3000 gold and close to 2000 faction points if you played on Hard instead and increased further for Very Hard. Antagonists would also follow the same scoring system so they would be more likely to play at higher difficulties for better rewards just like the Raiders, in addition the Antagonist's own MMR would up the end-match score up to a cap per-difficulty for themselves.

How would matchmaking work between multiple difficulties?
Players would be able to queue for up to 2 difficulties for missions at a time, and would be informed of the mission's difficulty before accepting the match. Timed rewards would remain a per-mission thing, remaining unchanged between difficulties. One-Time Gold and Faction points would also scale with the difficulty setting like normal gold and faction points as well, giving you the potential to gain a lot more gold and faction points than normal through these missions.

Why would dedicated difficulty settings be healthy for Spacelords?
The easiest answer is true balance. It is a lot easier to balance a game when AI are to react within fewer set parameters as opposed to an adapting system. As seen by many of the community, adapting AI difficulty can cause extremely unwarranted disruption to the game's ecosystem that can cause long term harm to the game as a whole. Reeling back AI to difficulty settings gives a lot more opportunity for the game to grow and evolve with a healthier playerbase to back it.

Thank you to anyone that took the time to read all of this post, and see you on the Broken Planet.

4
Gameplay Feedback / Re: Support for the Antag mechanic.
 on: October 22, 2018, 11:39:15 PM 
The antag mechanic shouldn't be optional, BUT it shouldn't be in mentor matches either. Mentor matches are already a big enough handicap on players, let alone dealing with the handicap + an antag.
The antag is designed to cause chaos, this is true, however this kind chaos in mentor matches is unnecessary as it's already chaotic enough as-is.

5
A small, but larger than first thought, problem within the game is the wording used on various cards. This is my attempt at correcting terminology translation mistakes to the best of my current ability.
Do note I am not a translator by any means, changes here are based on terms gained through my many years of gaming experience and translating it to my current understanding of this game. So take whatever changes you see here with a grain of salt and feel free to correct any changes you feel could be improved.
Also, keep in mind that this post is for Faction Cards only, I do not own every character yet, so if things go well here, after I own every character I might make a post attempting to correct their cards as well.
Final note, all numbers and cards provided are part of the v11.1 update on PS4.
===================================================================
Locals/Aliens
(Stoicism- current
Shots inflict 50/67% less damage on you while you are wounded. If you have an Aleph super boost, it increases to 95%.
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Stoicism- changed
Shots inflict 50/67% less damage on you while you are in a wounded state. If you have an Aleph super boost, it is increased to 95%.)


(Cautious- unchanged)
(Skill- unchanged)


(Concentration- current
If more than 12 seconds pass without firing, your next shot will cause 50/80% more damage. If you have an Aleph super boost, it increases to 150%.
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Concentration- changed
If more than 12 seconds pass without you shooting, your next shot will cause 50/80% more damage. If you have an Aleph super boost, it increases to 150%.)


(Abnegation- current
Wounded time is reduced by 20/40%. If you have an Aleph super boost, it increases to 60%.
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Abnegation- changed
Time spent in wounded state is reduced by 20/40%. If you have an Aleph super boost, it increases to 60%.)


(Lone Hunter- unchanged)
(Catharsis- unchanged)


(At The Last Minute- current
When you are wounded, your shots cause 60/100% more damage. If you have an Aleph super boost, it increases to 200%.
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At The Last Minute- changed
While you are in a wounded state, your shots cause 60/100% more damage. If you have an Aleph super boost, it increase to 200%.)


(Suitability- unchanged)
(Vendetta- unchanged)


(Urgency- current
When you kill an enemy, your next recharge is 80/140% faster. If you have an Aleph super boost, it increases to 300%.
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Urgency- changed
When you kill an enemy, your next reload is 80/140% faster. If you have an Aleph super boost, it increases to 300%.)


(Appropriateness- unchanged)
(Merciless- unchanged)
(Lone Fighter- unchanged)


(Patient- current
If more than 4 seconds pass without you firing, your next strike will cause 70/110% more damage. If you have an Aleph super boost, it increases to 250%.
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Patient- changed
If more than 4 seconds pass without you shooting, your next melee strike will cause 70/110% more damage. If you have an Aleph super boost, it increases to 250%.)


(Bold- unchanged)
(Lone Assassin- unchanged)


(Mystical Concentration- current
If more than 4 seconds pass without firing, your next shot will cause 35/50% more damage. If you have an Aleph super boost, it increases to 100%.
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Mystical concentration- changed
If more than 4 seconds pass without you shooting, your next shot will cause 35/50% more damage. If you have an Aleph super boost, it increases to 100%.)


(Lone Vigilante- unchanged)
===================================================================
Umbra Wardogs
(Frenzy- current
Each consecutive strike in melee causes 20/30% more damage. If you have an Aleph super boost, it increases to 50%.
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Frenzy- changed
Each consecutive melee strike causes 20/30% more damage. if you have an Aleph super boost, it increases to 50%.)


(Motivation- unchanged)
(Dizzying- unchanged)


(Kamikaze- current
Your first strike after jumping does 40/70% more damage. If you have an Aleph super boost, it increases to 150%.
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Kamikaze- changed
Your first melee strike after jumping does 40/70% more damage. If you have an Aleph super boost, it increases to 150%.)


(Improved Healing- unchanged)
(Maelstrom- unchanged)
(Swiftness- unchanged)
(Tribal Healing- unchanged)


(Battering Ram- current
Your strikes while sprinting do 50/80% more damage. If you have an Aleph super boost, it increases to 200%.
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Battering Ram- changed
Your melee strikes while sprinting do 50/80% more damage. if you have an Aleph super boost, it increases to 200%.)


(Dynamic Healing- unchanged)


(Dynamic Epimorphosis- current
Your health restores 90/160% faster while you shoot. If you have an Aleph super boost, it increases to 300%.
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Dynamic Epimorphosis- changed
Your health regenerates 90/160% faster while you shoot. If you have an Aleph super boost, it increases to 300%.)


(Debauchery- current
Your shots from the last 75% of your clip causes 100% more reaction. If you have an Aleph super boost, it increases to 300% reaction.
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Debauchery- changed
Your shots from the last 75% of your clip increases their stagger strength by 100%. If you have an Aleph super boost, it increases to 300%.)


(Irate- current
If you have received damage from shots in the last 30 seconds, your strikes do 30/50% more damage. If you have an Aleph super boost, it increases to 120%.
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Irate- changed
If you have received damage from shots in the last 30 seconds, your melee strikes do 30/50% more damage for the duration. If you have an Aleph super boost it increases to 120%.)


(Camaraderie- unchanged)
(Cornered- unchanged)
(Compulsion- unchanged)
(Epimorphosis- unchanged)
(Aerial healing- unchanged)


(Natural Selection- current
When you kill an enemy with a strike, there is a 55/75% chance of being healed immediately. If you have an Aleph super boost, it increases to 100%.
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Natural Selection- changed
When you kill an enemy with a strike, there is a 55/75% chance of being immediately restored from a wounded state. If you have an Aleph super boost, it increases to 100%.)


(Latent Epimorphosis- unchanged)
(Supreme Tribal Healing- unchanged)


(Exacerbated- current
If you have received damage from shots in the last 4 seconds, your strikes do 75/140% more damage. If you have an Aleph super boost, it increases to 300%.
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Exacerbated- changed
If you have received damage from shots in the last 4 seconds, your melee strikes do 75/140% more damage for the duration. If you have an Aleph super boost, it increases to 300%.)


(Besieged- unchanged)
===================================================================
Hades Division
(Assault- current
Your CQC strikes cause 30/40% more damage for 2 seconds after you fire your Weapon. If you have an Aleph super boost, it increases to 100%.
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Assault- changed
Your melee strikes cause 30/40% more damage for 2 seconds after you you fire your Weapon. If you have an Aleph super boost, it increases to 100%.)


(Stealth- current
The Aleph meter fills 27/37% less than usual from all actions. If you have an Aleph super boost, it increases to 100%.
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Stealth- current
The stress meter fills 27/37% less than usual from all actions. If you have an Aleph super boost, it increases to 100%.)


(Spiral Of Violence- unchanged)
(Vitality- unchanged)


(Black Belt- current
You receive 17/25% less damage from enemy strikes. If you have an Aleph super boost, it increases to 45%.
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Black Belt- changed
You receive 17/25% less damage from enemy melee strikes. If you have an Aleph super boost, it increases to 45%.)


(Cold Blood- current
Your Aleph meter is shut off for 8/12 seconds after using a finisher on an enemy. If you have an Aleph super boost, it increases to 60 seconds.
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Cold Blood- changed
Your stress meter is shut off for 8/12 seconds after using a finisher on an enemy. If you have an Aleph super boost, it increases to 60 seconds.)


(Deadly- unchanged)
(Survival- unchanged)


(Hollow Point- current
The first shot in your clip causes 100% more reaction. If you have an Aleph super boost, it increases to 300%.
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Hollow Point- changed
The first shot in your clip increases its stagger strength by 100%. If you have an Aleph super boost, it increases to 300%.)


(Resistance- unchanged)
(Hard- unchanged)
(Armor-Plated Ammo- unchanged)


(Unstoppable- current
After dodging, your weapons cause 100% more reaction for 3 seconds. If you have an Aleph super boost, it increases to 300%.
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Unstoppable- changed
After dodging your weapons gain 100% increased stagger strength for 3 seconds. If you have an Aleph super boost, it increases to 300%.)


(Kevlar- current
You receive 50/60% less damage from enemy projectiles during CQC. If you have an Aleph super boost, it increases to 80%.
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Kevlar- changed
You receive 50/60% less damage from shots during melee. If you have an Aleph super boost, it increases to 80%.)


(Nerves of Steel- current
When you receive a strike, your next recharge is 120/240% faster. If you have an Aleph super boost, it increases to 500%.
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Nerves of Steel- changed
When you receive a melee strike, your next reload is 120/240% faster, If you have an Aleph super boost, it increases to 500%.)


(Professional- current
When you are not stressed, your weapons do 40/60% more damage for 2 seconds. If you have an Aleph super boost, it increases to 100%.
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Professional- changed
While your stress meter is empty, your weapons do 40/60% more damage for 2 seconds after gaining stress. If you have an Aleph super boost, it increases to 100%.)


(Charge- current
Your CQC strikes cause 20/30% more damage for 6 seconds after you fire your Weapon. If you have an Aleph super boost, it increases to 60%.
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Charge- changed
Your melee strikes cause 20/30% more damage for 6 seconds after you fire your Weapon. If you have an Aleph super boost, it increases to 60%.)


(Master- current
When you are not stressed, your weapons do 15/19% more damage for 3 seconds. If you have an Aleph super boost, it increases to 30%.
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Master- changed
While your stress meter is empty, your weapons do 15/19% more damage for 3 seconds after gaining stress. If you have an Aleph super boost, it increases to 30%.)


(Unrestrained- current
After dodging, your weapons cause 150% more reaction for 2 seconds. If you have an Aleph super boost, it increases to 400%.
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Unrestrained- changed
After dodging, your weapons gain 150% increased stagger strength for 2 seconds. If you have an Aleph super boost, it increases to 400%.)


(Spiral Of Psychotic Violence- unchanged)
(Integrity- unchanged)
===================================================================
Fifth Council
(Resource Optimization- unchanged)
(Stability- unchanged)
(Regeneration Bypass- unchanged)
(Firewall- unchanged)
(Effectiveness- unchanged)


(Recovery Mode- current
When you recover from a wound, you do so with 45% more health points. If you have an Aleph super boost it increases to 75%.
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Recovery Mode- changed
When you recover from a wounded state, you do so with 45% more health points. If you have an Aleph super boost, it increases to 75%.)


(Reboot- unchanged)
(Positive Feedback- unchanged)


(Anti-Trackers- current
When you have maximum health, your Aleph meter's sensitivity is reduced by 60/75%. If you have an Aleph super boost, it increases to 100%.
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Anti-Tracking- changed
When you have maximum health, your stress meter's sensitivity is reduced by 70/75%. If you have an Aleph super boost, it increases to 100%.)


(Superior Performance- unchanged)
(Cyclical Effectiveness- unchanged)


(Failsafe- current
Shots that would wound you cause 35/45% less damage. If you have an Aleph super boost, it increases to 60%.
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Failsafe- changed
Shots that would put you into a wounded state cause 35/45% less damage. If you have an Aleph super boost, it increases to 60%.)


(Unlimited Surge- current
If more than 40 seconds pass without you hitting, your next strike will cause 150/225% more damage. If you have an Aleph super boost, it increases to 350%.
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Unlimited Surge- changed
If more than 40 seconds pass without you hitting a melee strike, your next melee strike causes 150/225% more damage. If you have an Aleph super boost, it increases to 350%.)


(Surge- current
If more than 20 seconds pass without you hitting, your next strike will cause 50/75% more damage. If you have an Aleph super boost, it increases to 120%.
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Surge- changed
If more than 20 seconds pass without you hitting a melee strike, your next melee strike will cause 50/75% more damage. If you have an Aleph super boost, it increases to 120%.)


(Recursive Effectiveness- unchanged)
(Extra Battery- unchanged)
(Closed System- unchanged)
(Exponential Feedback- unchanged)
(Dual Battery- unchanged)

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