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Stop punishing high levels

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Squidslinger Gilder:
Flayed wouldn't be bad if it wasn't near impossible to get players to join it. It has already developed a heavy stigma against it and literally you can only play it on weekends because people have an adverse reaction to playing it mid week and there are more players online who don't know well enough yet to hate it. The change to crazy king did not help it much because a lot of lowbies play it and they have no idea what crazy king means even after you tell them. To get Flayed done the first time I had made lobbies for it and sat in them up to 2hrs at times trying to get people.

If you want 4v4 content played more, then you need to bring in a deathmatch variant. Mix it with the CP version so it is an option and we'll start seeing more 4v4s.

Thank you for the reply, you can bet once Firnfeld is done, I will be sending a message in to get Flayed back.

As far as the level stuff. I can see the reasoning but to get perfect victories against high levels, which some require, is likely only going to happen if they private match and then arrange to trade losses. Players like us are too well coordinated to expect to push into meat grind situations, specially outside 3v3. You are looking at long drawn out sniper battles to get perfects and pub matches just don't have the time nor patience to put up with it.

Captain Smollett:
Thanks for the quick reply and consideration on these issues.  You guys are consistently the most responsive dev team I have ever seen.

Enjix:
One thing to consider when going for a logarithmic leveling scheme like this is that while it takes longer to complete 150 matches than 50 matches, it also takes much longer to beat level 10s 50 times than it does to beat level 4s 50 times. If you use both of these leveling systems at the same time, the time required multiplies by a very large amount, taking something that might be considered extremely challenging and pushing it to the realm of never ending.

I like that you must now fly against people of equal level to advance, I'm just not too thrilled that it requires an ever-escalating number of victories to advance to the next level... in a way, missions should get harder, not longer?

Just my thoughts on the matter.

Squidslinger Gilder:
Yeah I think I'm just going to cut back play time now. I don't really see it as possible to reach the end. It would take all level 1s getting instant turned into 10s to do it. Just not feasible. I'm close to 13 so I'll hit that but I see no point in continuing on. Congrads Muse...at 670 hrs into the game, you actually found a way to make me want to cut back time playing. Guess its time to revisit my long neglected Steam list and see what I've been forgoing to play for more Guns.

Pickle:
Gilder.. you're just going to have to start working on your Gunner and Engineer paths again.  Whilst you work up from Gunner L8 to L12 and Engineer L9 to L12 you can help a few of us currently around Pilot L8-10 to get up towards L11-12.

Whilst I do see and agree with your complaints (and support you in making them), I can also see that a small group of players have contributed to making this problem arise by farming the achievements and breaking away to race ahead of the peloton.  You're going to have to scale back a bit on the race for Pilot levels and help the next bunch farm their missing achievements.

Part of the problem is some of the silly achievements that don't reflect standard gameplay.  I'm sat with two achievement streams blocked requiring "defend point with Galleon", one of them being the Scrap one (and that comes really early on the Maps stream).  It forces you to farm them if you want to achieve them in a reasonable space of time.  Now, if five other Captains who need this want to join me I'll be happy to form a non-shooting queue to capture, defend, rinse'n'repeat and we'll all clear the relevant achievements within two or three games.  I'm not saying that this is how all the "high level" players have achieved all of their levels, but I've participated in mutual achievement farming games with most of them.



--- Quote ---On a largely unrelated note, this patch will also change all capture point objectives to a simple "capture" while we rework our capture point event system to be a little more sensible and consistent. Sorry for the ongoing confusion on that one.
--- End quote ---

There's nothing wrong with defend achievements.  What's wrong is having to use a ****ing Galleon to do it (no apologies for implied language, I do feel strongly about this).  Thinking that the "defend" part is the larger part of the problem fails to address the masochistic decision to force players to use the least appropriate ship for a CP game.  It implies you're fiddling with the system without making an effort to understand the player perceived problem.  And TWO achievements specify Galleon and Defend.  Remove the Galleon requirement, it's easy to rack up Defends with any other ship.  Change it to Junker if you want to specify ship type, it's far more suitable than Galleon for that role.

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