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Gameplay Feedback / Re: bring back offline mode, is it possible for a 4 vs 4 deathmatch mode
on: November 29, 2018, 12:12:33 PMHi everyone!
Our intention when we created this new system was being honest with the player. We want to first show him or her the nature of Spacelords. That means cooperate together using all your resources to complete a mission and defeating the Antagonist.
Once the player understands the mechanics, he/she can enjoy the training mode and practice to improve his/her stats. I know we have said this many times, but the core of Spacelords is the Antagonist feature and we would love for all the players to experience it, at least once.
You really expect players to stick around until they understand the mechanics to fully enjoy the game when it is nothing but infuriating with an antag invasion that leads to absolute hopelessness and then noobs in mentor matches who cant even dent an enemy due to their low level. Seriously?
Since i joined this game about a month back, almost every antagonist match the raider team was wiped out. When an antag joins its either solely focus on the antag to stand a chance or get annihilated trying to complete mission objective. That is not fun. I dont see where the developers are getting their data that the antag system is actually balanced. I find the game overwhelmingly favours antags and you dont even need to be good to defeat a team of raiders. Melee is so ridiculously overpowered to the point that my experience of antag matches is that most solely rely on that and it works. My experience has been nothing but negative anytime an antag joins. If anything you the developers will spout about how great your antag system is but if so why not add optional antag invasion with increased rewards?. Thats right you wont because barely anyone would actually opt for an antag invasion. Ive been in countless lame antag matches and mid-high level players completely give up just wanting the match to end by surrendering so they can play a PVE match with a team of raiders. I feel as if you guys are completely out of touch. The core gameplay is great but even that cant overcome the frustrations that i have with this game. Theres a reason a game with great gameplay like this is not doing as well as it could. Lastly you are driving away countless amount of beginners because you dont make the mentor matches easier. 75% of the time the noob quits midway cause the mobs are too difficult for them.
You have to realize that while you might make the excuse that if 4 raiders stick together they can overpower an antag and win that doesnt actually happen. Youve based the antag system on 4 raiders banding together to fight the antag with support of his AI companions and at times mission objectives with time limits that further complicate things and expect the team of 4 raiders to manage it? You forgot the most important problem. Players dont stick together and sure as hell dont work together consisting of a bunch of randoms. If friendly fire was on they would probably kill each other regularly.
Hey there, My name's is Hernan and I'm a technical game designer working on the game.
What Karen commented--putting new players into real co-op matches instead of single player matches--, is a decision we made taking into account data we've been gathering from players' matches over the last year.
Just like you, we believe players' first matches are really important, but one must not forget they should also work as an honest display of what the game's about, including its assymetric semi-competitive nature.
About the whole Antagonist issue, we will be releasing a new State of the Game soon. We'll be sharing some of the data we've been collecting, and explaining to you guys some of the whys and hows of the system. I hope that clears some of your concerns.
Hey Hernan. Want to start of by saying that you and your team made a great game. There are just some things that i feel hold the game back as ive explained. I will be eagerly awaiting news on the game.