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Messages - lightoflife3

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1
Suggestions / Re: ideas to improve spacelords
 on: May 24, 2020, 05:00:01 AM 
Just think about it 2 min . Mercury steam havent anwsered to anyone in the last 3 weeks , they are just not on the forum anymore. Be patient and wait for them to  comeback that all . Spamming and translating your post in different language will not change anything . It is a complicate  time because of the COVID-19 be comprehensive with them.

or possibly, given that the Xbox servers are largely non-functional, they've finally thrown in the towel.

I know I have.
I don't see Spacelords future going anywhere: I quit about half a month ago, because it ran out of new content for levels and characters, features like MMR needed tune ups and bugs like Shae's shot delays weren't being fixed. Spacelords isn't a AAA game and it probably doesn't have large investors funding it, and with no news updates on any large, future projects in development, such as a new campaign, Spacelords gameplay and campaigns have become a stale experience that I don't want to go back to.

2
Suggestions / Re: ideas to improve spacelords
 on: April 21, 2020, 07:12:42 PM 
Just think about it 2 min . Mercury steam havent anwsered to anyone in the last 3 weeks , they are just not on the forum anymore. Be patient and wait for them to  comeback that all . Spamming and translating your post in different language will not change anything . It is a complicate  time because of the COVID-19 be comprehensive with them.

I stopped trying about a month ago. I quit the Spacelords discord too, because I think one of the rules is that you can't repost messages or something and I just wanted to say ask in the suggestions tab when the next big update is coming.

3
Suggestions / Re: ideas to improve spacelords
 on: April 18, 2020, 07:13:22 PM 
Hey Mercury Steam did you see the first post? I've tried to contact you multiple times to get these ideas out! I sent a link to discord, I sent this to developer profiles here and I even repeated these actions with a link to a Spanish translation of the link, though I'm pretty sure the translation was off. Anyway, please read these ideas, I spent a few weeks putting this list together and finishing it.

4
Suggestions / Re: Suggestions For Improvements
 on: April 11, 2020, 12:13:58 AM 
At least the 4v4 deathmatch game mode alone would truly increase the playerbase of the game as lots of players enjoy PVP and have beaten all the PVE missions.

I think the game simply lacks the PVP aspect and is more focused on PVE. One game mode of 4V4 Deathmatch could fix this problem.

I agree with you that it should have more game modes and I think you have a point, adding a new game mode would certainly add to the variety and help fill some of the voids the game has

5
Suggestions / Re: Suggestions For Improvements
 on: April 03, 2020, 02:42:48 AM 
Game modes should only be added if the size of the playerbase can support the variety.

6
Gameplay Feedback / Re: Opinion on the games current state
 on: March 27, 2020, 03:47:54 AM 
They could do so much with this game, but the 4v1 is just a flop and somehow they still refuse after so much time to give up with it.

The game could just have normal PvE but do something similar to what Resident Evil Resistance is doing which funnily enough would very easily work with this game, and then if players want actual PvP...then just put a 4v4 mode in, but 4v1 where 1 player directly controlls the 1 mostly doesn't work very well or at all, the rare exceptions are games like Dead by Daylight because it's not 4 players directly attacking 1, they're avoiding and using tools to avoid and escape, but you physically can not balance a direct 4v1 encounter, Evolve was the first to try and look how that turned out.
I don't know anything about the resident evil multiplayer that you speak of. But I kinda agree with you that their should be game modes dedicated to different things e.g. PvE and PvP. Maybe the antagonist system was an attempt to add an additional feature to matches instead of making a different game mode, because Spacelords's playerbase wasn't large enough to have an additional game mode without their being longer wait times while queuing for matchmaking. I don't know if the playerbase is large enough now to support two game modes, even with the one game mode matchmaking can take a while.

7
Suggestions / Re: New enemy types
 on: March 26, 2020, 04:52:32 AM 
Keep up the good work ( :

8
Spacelords Universe / Dreaming
 on: March 26, 2020, 12:04:50 AM 
I remember in a dream I had where Ginebra mind controlled a fifth council elite, like Iune

10
Fan Corner / Re: Character Idea: Shanzhai
 on: March 25, 2020, 04:05:15 AM 
I sent you links to your profile, so you could add details too
https://www.spacelordsthegame.com/community/index.php?action=profile;u=7508
Also Warframes are armor by definition https://warframe.fandom.com/wiki/Warframes

11
Fan Corner / Re: Character Idea: Shanzhai
 on: March 25, 2020, 03:59:03 AM 
didn't know there was a fan corner here
but anyway, i'm very happy with the support you're giving me <3

a few things i want to point out here:

1.the character looks, and design is entirely up to the developers, but i think for shanzahi to copy someone, he has to wear something light, so he can adapt to all styles, so no padded armor like power rangers or anything...just a basic outfit of whatever ninjas wear these days XD
Kabuki style seems to contrast the style of ninjas, so why would wearing armor be absurd?

12
Gameplay Feedback / Re: MMR
 on: March 24, 2020, 06:54:16 PM 
Hello everyone, :D It’s me again Archérus, the new player!
Today I am sharing with you my BIG observation and thoughts about the MMR.


First and foremost I don’t think the matchmaking works properly , I am above 40% and below 45% (we are level 70) , and I play a lot with a friend with the same MMR, and for most games the average MMR of the team is between 28 and 38%, that means that our teammate must have a far lower MMR than us ,and their skill level proves it, it’s very frustrating when we lose because of that ,or because the antagonist is rank 1 purple with a fully upgraded weapon.


Talking about losing , when we lose and earn a very low score at the end of the mission , we lose 3 to 4 % of MMR , and to regain only 1% of MMR we must win a big succession of mission with a high score at the end of every mission it feels like 7 very good games for 1 step forward and 1 bad game for 4 steps back. I don’t feel like I deserve this big loss in my MMR ranking when I play with a very low MMR player who shouldn’t be in a game with an MMR that high or against a high-level Antagonist. Its not fair in my opinion.


And for the antagonist, it’s frequent that the gap between the antagonist’s MMR and mission MMR is huge, like 20% to 30% of difference. And a high MMR for a mission does not counterbalance the low MMR of the antagonist the opposite is also true. It’s almost impossible or too easy, and rarely fair or challenging.


I think that it would be really helpful if we could see precise  informations (health and damage % of the mobs and boss , AI level of intelligence, etc. ) about the impact of the MMR on the mission moreover the MMR doesn’t seem consistent, sometimes a 35% MMR mission is far harder than a 42% MMR one.


At the moment, I’m guessing that a higher MMR is supposed to increase your score at the end of the mission, but once again, it’s highly inconsistent, a 42% MMR does not always feel more impacting than a 30% MMR. Besides, I have the same cap of maximum earnable currency than a 18% MMR player or a 57% MMR player.


My propositions to improve the overall experience are the following:


-Replace this MMR percentage system for a level system of MMR, it would be on a scale from 1 to 10 and each level has its own difficulty and own rewards (the closer the level is to 10 the harder is the mission, and the higher is the currency rewards cap), and they are clearly shown on the character choosing screen before the mission.

-Make the matchmaking consistent or at least more transparent and explicit, I know sometime It’s hard to find a game because of the lack of players.

-Make the difficulty clear and transparent before a mission (health and damage % of the mobs and boss, AI level of intelligence, etc.) and make it have a real tangible impact on our rewards.

-Make the loss and gain of MMR level clear, consistent and indulgent, like “You need to win X game with a score superior than Y to go to the next MMR level” and “If you lose X game with a score inferior than Y you drop of a level”. This level system must be indulgent , if I lose with a team with a far lower MMR than me (and the difficulty is too high for them ), or against an Antagonist with a far higher MMR than me, having a big drop in my MMR level doesn’t feel fair,  and since the game is a 4v1 co-op, it would feel to one-sided if one player could carry the entire team because they got paired with players who have way less experience, both sides would be left dissatisfied.

-Make us possible to leave a game and find another one, sometime the difficulty is very high  and our teammates are beginner and don’t want to capitulate while we are in the mission for 15 min but we still haven’t even started the first  objective, for example on the mission “low blow”, yesterday, in 12 min the Aleph overload of the objective was totally empty, because 4 engineers were spawning at the same time and I was the only one who was trying to kill them. I ended up closing my game. And this situation happens to me almost everyday (I play 6h per day).I have another personal example which is very demonstrative… : https://imgur.com/a/WaTasMN


And that is all I have to suggest, in my opinion it’s not impossible to do, I trust the development team to take the best choice possible for the game we all love: SPACELORDS <3


Thanks to you if you have read my whole post, let me know what you guys think, have a nice day! And see you on the broken planet ;).

I think Mercury Steam usually takes time to respond to suggestions and feedback and it can take much longer to fix issues regarding integral parts of the current META such as MMR and thinking of new ideas to either redesign or replace MMR would take time balancing. Furthermore this can take time to do properly, otherwise the solution may make balancing worse.

This along with the probability that Mercury Steam already has their hands tied up fixing older problems with the game and the recent post from mercury steam tells me that this will take a while to fix https://spacelordsthegame.com/news/a-message-from-the-dev-team

P.S. I think I remember other member's already posting about this. Actually it's the one currently below this post, though it only briefly delves into MMR issues https://www.spacelordsthegame.com/community/index.php?topic=31760.0

13
Fan Corner / Character Idea: Shanzhai
 on: March 24, 2020, 06:12:36 PM 
Shanzhai was originally created by another member named 'Hopperorouk,' including his visual description, weapons and ability. I helped develop the character by asking questions and providing some feedback to the ability ideas Hopperorouk had, where I later suggested adding an additional ability to the character; I'm also working on writing his backstory and adding more details to Shanzhai's appearance. The link to the original discussion is here: https://www.spacelordsthegame.com/community/index.php?topic=31799.0

Appearance ideas are here: https://docs.google.com/document/d/e/2PACX-1vQUso-gIltPO_zNQniJFu20oUme6TEXltwXgOBH604ikNXVbG0_vA8iCZAACCPysjGcU2Uj4Veb6_CM/pub

And backstory ideas are here: https://docs.google.com/document/d/e/2PACX-1vSd8ricwd-3IpsotLk7f9ryJ6Dspw-vaWuxTkAED5ytbCeLoqddO2rTsWZ7ZJfU9j9xf3f-Mge00QYk/pub

I would appreciate useful and meaningful feedback and I hope you enjoy this character idea ( :

14
Español (foro general) / Ideas para mejorar Spacelords
 on: March 24, 2020, 04:38:03 AM 
Traduje mi publicación original y la volví a publicar en español con la extensión de traductor de Google de la tienda de aplicaciones. No hablo español, por favor no esperes que entienda las respuestas loco en español
https://docs.google.com/document/d/e/2PACX-1vTPpC7ahcD5QniZkwMssz4jKmZI5Bx5viX6mZVcz2vUiqMCEGctcjXAapf223LVPydq48In9IrMRz4b/pub

15
Suggestions / Re: HIVE desperately need buff
 on: March 24, 2020, 12:08:17 AM 
I'm more focused on the aspects of H.I.V.E.'s ability, I think it could be more balanced if her ability added a new mechanic to the game. One of the common characteristic among characters is that each ability has their own set of mechanics and these mechanics allow them to traverse, fight and disengage in ways that basic actions can't. Not just any character can do what each of the raider's abilities can, except maybe H.I.V.E.. Her ability is health regeneration, it's pretty straight forward and their isn't much strategy using it beyond timing. Meanwhile, abilities like Konstantine's repulsion sphere can broken down to a push effect, the catch is the repulsion sphere is an AOE that lasts a duration, continuing to push enemies away and it can be moved when firing at it's core

When you break down all abilities, they all have a simple purpose, but how they work is what makes them strategic, and for some like Ginebra, using your ability improperly can mean easily getting defeated.

To summarize, H.I.V.E.'s ability isn't versatile enough.

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