Some suggestions for improving this game

I recently took a good portion of my early morning and spent it writing up a list of things that are wrong with the game and need to be fixed. It is not intended for public consumption and is directed straight at the game developers but I figured I might as well get some feedback from the forum community as well. 

 

A note to those who are interested in reading it: It’s 2500 words in length. It’s a compilation of all of the things that have been bothering me and many other players for quite a while now.

 

Here’s a link:

[http://forum.star-conflict.com/index.php?/topic/21100-how-to-make-the-game-better/](< base_url >/index.php?/topic/21100-how-to-make-the-game-better/)

 

Any and all comments are welcome. 

  1. Waiting times
  • balance issue. having the game start and letting people jump in as and when can be troublesome to manage (in terms of balance)

 

  1. Scaled rewards vs Time based
  • agree. I suspect it’s put in place to curb exploits. which they are terribly concerned about (hurts their income). if i had to argue the point it would be that it’s down to team effort how long a game lasts. but that argument in turn would fail when you have 2 equally high skilled teams facing off - both having an intense match but rewarded just the same as a 4 minute one… it’s a tough one and Devs chose the lesser of 2 evils from their standpoint. Can you blame them ?

 

  1. Stuck In Battle Waiting
  • How much hand-holding should be given. This is PVP. Wanna surrender rather than face crushing defeat when ‘outmatched’? = PVE … Candy Crush Sage etc

 

  1. Synergy
  • Mixed bag this one. Old credit grind we couldn’t even play in T4. Now we can. We couldn’t experiment with modules as much as we can now etc. Progression up a single path is much faster than before eg. if you decide to fly one role - you’ll get those T5 ships much faster than before. 4 hangar slots can be filled by unlocking 2 paths. 2 x T5 paths is still faster than what it was during The Credit grind. But if you are a collector which I suspect many payers are, synergy system sucks. And from comments by people on the dev team - it seems that is what they wanted. You specialize. Want to unlock more paths = better to pay up. Personally it’s a fair deal despite being fail in terms of gameplay. Welcome to Free2Play

 

  1. Low Tier vs High Tier
  • You’re basically asking them to make less money by allowing people who spend less time in game be able to earn higher rewards. No points for guessing correctly their response to that.

 

  1. Rewards - Efficiency Rating
  • Again, it’s to filter out leveling up exploits. But ofcourse, players still find a way to.

 

  1. Pay 2 Win Ships
  • lol

 

  1. More Free Synergy
  • yes pls. Actually … I think I might be ok with same overall synergy but at much higher free synergy ratio. heck - reverse the percentages. Their ‘official’ stance is that certain ships weren’t getting enough playtime. I think it’s an excuse. Reversing the Ship:Free synergy ratio could be nice. Still same amount going around but up the fun factor closer to the previous system.

 

  1. Ship Durability
  • Artifact from an old system. It can be replaced with something more relevant now. Agree

 

  1. Premium Ships : Money Hungry Tactic
  • ‘Premium Enough’, Cooler Looking, Maybe Stronger

  • No. Subjective. Except arguably a couple or so … Also No.

 

  1. Faster Progress
  • Ofcourse everyone will agree :slight_smile:

 

  1. Game Mode
  • Matches start faster. I’d accept having to play random game modes for that. Most people asking for ability to select preferred game modes will come back here complaining of long wait times if implemented.

 

  1. Squad Size
  • Group punishment because of a minority few. Bad call on Dev’s part… better solutions for it probably needed more time and they wanted to solve the issue fast so lets hope it’s a temporary limitation. Conspiracy Theorist in me thinks there’s another reason behind it but w/e rawr. If you weren’t aware of the cause, read up the previous patch notes etc.

 

  1. Sector Conquest
  • Without it Star Conflict cannot claim itself to be an MMO. Promises of better things to come to look forward to though …

 

  1. List of Servers
  • See MMO

  • See Balance

  • See tiers, progression grind, income

 

  1. Blacklight
  • Devs abandoned that game already didn’t they ?

 

  1. P2W Structure (Monetization Model)
  • Actually this has a blanket impact on everything gameplay related in SCon. Should’ve spent more time writing that part up coz everything you dislike that you wrote about? It’d mostly be solved by better monetization. Atleast IMHO.
  1. Waiting times
  • Balance is important but most people would rather be able to just jump into and play a game rather than wait for a game that probably won’t be balanced anyways. Under my proposed system, an unbalanced match that’s just too one-sided can be left and another game can be immediately joined. I don’t really see how balancing could be an issue here. Did you read all of my rant? As long as the next round in that lobby reorganizes the teams based on pilot efficiency rating, an initial match that isn’t balanced is a cheap price to play for a better experience with better teams.

 

  1. Scaled rewards vs Time based
  • It goes both ways. The choice they made for static rewards regardless of time pushes  us to be in favor of shorter games. If it were the other way we would prefer longer games. The first way, you get hurt unless your game is fast. In the second, you get exactly what you deserve for how long the game lasts. It would be hard to exploit this in a public game. Both teams are trying desperately to win and as such the battle will end when it ends because both teams will generally care about winning. Please illustrate an exploit or two that would be dangerous here. If there’s something I’m overlooking I want to know. Thank you.

 

  1. Stuck In Battle Waiting
  • Games are about fun. If you are not having fun, you should be able to move on. It’s penalty enough to get nothing for the time you already spent in battle. It’s torturous to know that you have to endure the next few minutes just waiting for your team to loose without being able to properly leave the game. You can’t possibly be telling me that you enjoy staying for the full duration of a game you know is lost from the get go. 

 

  1. Synergy
  • I hadn’t thought about it like that. However, any game that essentially offers a set of classes to choose from should not preclude you from being able to play them all. The problem now is that it takes impossibly long to have multiple T3 ships unless they come from the same tree. Free to play or not, this is wrong. What’s worse is that it is prohibitvely expensive to even transfer synergy from one elite ship to another. With the old system you didn’t have to spend hundreds of hours playing some crappy long range frig just to get the engineer that you want (styx I’m looking at you). You can’t even unlock other paths easily with money. When there is this much of a time barrier between the user and new content, stuff gets boring really fast. Also, specialization isn’t fun and isn’t viable in this game. If you choose to specialize in Covert Ops and just hope your team has a heal boat but doesn’t, you can’t fill the gap. If you get stuck as captain and only have a gunship cause that’s your specialization, you’re screwed. You need options.This game is about having a range of options to suit the situations. That’s why you have more than one ship slot for battle. I know free to play well – it’s all I ever play. The good ones only charge for doing things more quickly (escaping the grind) and for cosmetics, never for exclusive items that are better than the standard versions – especially not in a pvp game and one that’s supposed to be skill based at that.

 

  1. Low Tier vs High Tier
  • This was a solution I suggested in order to make it more viable for a pilot at the T3 level to bring in and train up lower tier ships. Unless you are some sort of brilliant ace pilot, playing your lower tier ships would put you at a huge disadvantage. This was not meant as a shortcut for low tier pilots to just fly around in higher tiers and make huge profits. If you’re already there, playing in a low tier ship to level it up is a painful process. When you fly your low tier ships in a higher tier, one that you must have access to by already being their, there’s the potential for incredibly skilled pilots to profit at least as much, if not more, than by flying a ship of the correct tier. If you can pull it off with inferior mods and weaponry, you deserve a reward, not a punishment.   

 

  1. Rewards - Efficiency Rating
  • Please, enlighten me as to how one exploits the system. You should simply be rewarded based on your contribution, not compared to your comrades. Here’s an idea that’s even harder to exploit: have no base reward and only earned rewards through actions in game (like capturing a beacon or killing an enemy). If you don’t participate, you get nothing. If you do, you get the amount you deserve for your contribution. Now to account for those people who actually can’t contribute and end up with an efficiency of 0 (which happens a surprising amount) you have to add in a base value. The only exploit I can think of for this system would be entering a match and going AFK to just get end game rewards. Firstly, by doing so they would handicap their team and the game would be shorter assuming they lose. Not only do they miss out on winnings but the game is shorter and they gain less. But wait, the game KICKS AFKers already! Even with the current system, people can do this by just using a macro to simulate their presence. With my system, a shorter game nets less rewards. WIth the current system you gain the same amount and have a shorter game, again, assuming your team loses because you’re being a prick.

 

  1. Pay 2 Win Ships
  • Definition of pay to win games is any game where an outright better version of something is available to paying customers only. If you take two pilots of equal skill level and give one a T3 ship and the other its premium equivalent, the premium player wins. That is a no no. The only reason I have no real problem with it is because it’s fun to kill premium Aces and I feel more pro by not using one myself :stuck_out_tongue:

 

  1. More Free Synergy
  • yes pls. Actually … I think I might be ok with same overall synergy but at much higher free synergy ratio. heck - reverse the percentages. Their ‘official’ stance is that certain ships weren’t getting enough playtime. I think it’s an excuse. Reversing the Ship:Free synergy ratio could be nice. Still same amount going around but up the fun factor closer to the previous system. (not changing this because it’s awesome. Good idea.)

 

  1. Ship Durability
  • Artifact from an old system. It can be replaced with something more relevant now. Agree (Same thoughts)

 

  1. Premium Ships : Money Hungry Tactic
  • ‘Premium Enough’, Cooler Looking, Maybe Stronger

  • No. Subjective. Except arguably a couple or so … Also No.

I was trying to say that they are premium enough by having a unique appearance and better stats than their same tier counterparts and that therefore the outdated repair system was unnecessary as a motivator for people to go premium. All it does is punish free players more than they already are being.

 

  1. Faster Progress
  • Of course everyone will agree :slight_smile: (fixed a spacing issue :D)

 

  1. Game Mode
  • I don’t understand your point here. Under my proposed lobby system you would never be stuck waiting. Ever. You join straight into a game in progress or you wait for just one more person to join your lobby to get it underway. At that point people that select a “quick join” option can just be sorted into whatever game is on going and in need of more players. It’s not so much about having to play random game modes and much more about being able to get instant action rather than waiting around not knowing when you’ll get into a game. This wouldn’t be the massive server lists that are hard to sort through on some games. There would be enough to ensure that the highest concurrent user amount could be accommodated. Occupied lobbies could easily be sorted to the top for easy picking. These are minor points by now.  

 

  1. Squad Size
  • I don’t think there is a solution other than making squads merely ensure that you are all in the same game. Which side you are on would be left up to balancing. That’s the fair way to do it.

 

  1. Sector Conquest
  • No one comes to SC and even remembers that it’s an MMO after an hour of play. This game is undeniably a PvP session based game. There are no quests, no meaningful story, no characters, etc. 

It should stop trying to be what it’s not and start focusing on becoming an even more amazing PvP experience. Sector conquest doesn’t need to be thrown out, just re-integrated after the matchmaking system is passable. There definitely needs to be a reward system for it at the very least.

 

  1. List of Servers

You’ve got me here. I have no idea what you mean.

 

  1. Blacklight
  • Yes, they did. Which is why I did too. It’s unfortunate because it was done so well. The whole experience was expertly streamlined and nothing ever felt like a grind which kept me interested enough to spend a bit of cash and play over 500 hours on it.

 

  1. P2W Structure (Monetization Model)
  • My main problem is the crappy wait times to just play the damn game. The second point is that it takes too long to progress. All they need to do is rework the synergy system. They need to readjust time:progress ratio and possibly come up with a time:progress:money ratio that isn’t skewed too far to one side or the other. I don’t like to talk numbers; I leave numbers to the devs after they realize what needs to be fixed and in what direction the game needs to go.
  1. Scaled rewards vs Time based
  • I’d rather it be flat rate based considering how synergy grind is hurting teamplay

 

3. Stuck In Battle Waiting

  • Flat rate solves this

 

4. Synergy

  • Ship Tree, Progression rate etc. is tied to Dev income. They find it important enough to defend. Unless they see better ways of earning it’s not gonna change. For what it’s worth - the synergy system is probably the exact middle ground between what we had and what we wanted as players. So atleast Devs compromised. Is it good in terms of gameplay? definitely no but that is an on-going war between game creators and free2play publishers that extends beyond just this game. Free2Play is hurting the quality of games that’s coming out in terms of game design purity. Not much we can do other than hope Dev team can innovate a better way. But considering Star Conflict is a clone of another game, innovating is a huge ask.

 

  1. Low Tier vs High Tier
  • I understand the ideology. Merely stating it’s unlikely to happen for stated reasons. But if core of the issue is difficulty vs reward, I’d look harder at the matchmaking system in PVP. PVE wise … yea can’t do much there lol. Personally I find the difference in power gap can be overcome assuming it’s not truly screwed up like T1 vs T3. And I’m an average pilot. Reward for the added difficulty? One less battle I need to fly in using a POS ship.

 

  1. Rewards
  • Flat rate reward solves this imo

 

  1. Pay To Win Premium ships
  • Premium ships are not stronger. They are in-fact weaker. They made up for it by having zero repair bills which was attractive before the Synergy change. instant unlock being the selling point in this current system. Ship Tree discrepancies however causes 2 or so premiums to be the only option for certain roles (like T3 Fed Tackler). Don’t take my word for it. Look at the new Pirate ships and compare their stats to it’s equivalents. They are weaker across the board. Same goes for almost all the others too.

 

  1. Squad Size
  • Reason for the change was that a gang of T5 squads were stomping hard on T4’s. They get matched up because there aren’t enough players up in T5. Which is directly the Dev’s fault in the first place. Certain players had almost instant access to T5 the day it was released. And they were the only ones up there even. Matchmaker decided to mix them with T4’s where all the vocal and influential pro’s are. Torches and Pitchforks later Dev decided on a hotfix which included cutting squad size to 3 and sending T4’s down to T3 instead lol. Yes - it fails.

 

  1. List of Servers
  • Grinding and Tiers and progression and License … these things would rather have it lobby based lol.

2&3: Please explain. I kinda see what you’re getting at but it’s too vague for me right now.

 

4. Synergy

yup

 

  1. Low Tier vs High Tier

yup

 

  1. Rewards

Please explain this as well.

 

  1. Pay To Win Premium ships

I had no idea. I apologize for my ignorance. If things are as you say I have no issue with the current system of premium ships.

 

  1. Squad Size

Wow. Didn’t know that.

 

  1. List of Servers

At the very, very least, games ought to start with 2 people and be joinable as more enter the queue rather than waiting till you have full teams to start. You should also be able to stay in your session so you can avoid waiting around trying to get into a new one. Which shouldn’t be a problem. If not serves, make the matchmaking lobby based where you can choose to enter and leave at will and stay for as long as you want. The longer you stay, the better the team balancing becomes.This only works properly though if you have a time based reward system which you still seem to have problems with that I don’t understand yet. Please clarify your reasons for a flat rate basis of rewards.

Update:

 

I have recently had a horrible string of long waiting times that resulted in 2v2 matches after 3-5 minutes. I just had a 3 minute wait that resulted in a 1v1 with a couple bots each. My opponent outright quit.

 

Why? Why must we go through this? Sure, the system works fine when you have a large number of people on but as soon as that changes, huge wait times and bot battles are everywhere.

 

Why not have games just start with fewer people and let other join in as they become available? More play time and fun for everyone. Less mindless waiting around. I see no reason why this is not the way it is already.

I had a session just now where MM wait times was stupidcrazy 7 - 10 pm EST – players online was 1000 - 800+

 

3 minutes for a T3 game that ended up being T4

and a handful of 5 minute waits ending up being 1 on 1 with 2 bots each

 

Came back on again after work and …

 

lu9Oq9a.jpg

 

30 second wait time lol. Trade off for that is being thrown into the Russian server and even my Jericho Command ship was wobbling + shots skipping, teleportation etc. 

At a certain point the amount of time spent just waiting to play the game out weighs the amount of fun you’re going to have. If you’re tired or otherwise distracted, it’s very easy to just go, “you know what? Screw it. I’ma go read a book.” 

 

Waiting is about the worst thing you can make a gamer do. Especially waiting that has no definite end or result.

 

Something needs to be done. Something needs to give.

I don’t disagree. And I actually do read while waiting or when the actual games I get put in ends up not being worth the effort.

 

Which is why I find myself here in this forum alot. Read your OP while waiting in-fact lol. People should post more of these lengthy topics :0

 

Or start fan-fiction … my gawd yespls.

Letting people join matches in progress, or launching matches that are not full, is a major flaw that has ruined many a game. This is doubly problematic when you don’t have any kind of matchmaking balance system.

 

Now consider the following situation, done with both an auto-balance and without.

 

With Balance:

Tier 5 match loads up. 3 ESB and a random. The ESB team has to be split up to make it a 2v2. Within a minute of play starting more randoms rock up or even more teams, which in turn need to be split. Very quickly, we have a game where the players in a group are being forced to fight each other when, if the matchmaking had just held off from launching for 30 seconds, they could fly as a group.

 

Without Balance:

Tier 5 match loads up. 3 ESB, 3 ALPHA and 3 NASA on one side, and miscellaneous opponents on the other. “Random” side sees three teams and there is a mass ragequit. The game is now a 9v3, and each time new players join that game they see it’s broken and quit. It’s entirely possible that match will devolve into a 9v0. In objective based matches, that could well be desirable for the Corp-heavy side; they just fly in and grab beacons for free reward.

 

As bad as our matchmaking may be, it’s issues are primarily caused by tier mixing. Fix that, and we’re golden.

Tier 5 match loads up. 3 ESB, 3 ALPHA and 3 NASA on one side, and miscellaneous opponents on the other.

[…]

As bad as our matchmaking may be, it’s issues are primarily caused by tier mixing. Fix that, and we’re golden.

Squad balancing wouldn’t hurt either. :wink:

synergy system cause me to stop dead in my tracks

I don’t disagree. And I actually do read while waiting or when the actual games I get put in ends up not being worth the effort.

 

Which is why I find myself here in this forum alot. Read your OP while waiting in-fact lol. People should post more of these lengthy topics :0

 

Or start fan-fiction … my gawd yespls.

That or reddit…  I’m often reading something else while waiting.  Does anyone really spend five minutes watching the timer?  The waiting times suck sometimes.  I wish they’d get more players rather than mix tiers as much as they do.

 

synergy system cause me to stop dead in my tracks

Or just give up.  I might attempt to rank up low leveled ships if the gameplay way better.

I like to add the ability to delete UPWANTED ships…  We have been forced to pickup ships we did not desire but in order to move down the line to get to the ship you wanted  

 

Being there is limited warehouse space ( even if you bought a DLC package)  By the time we get to past T3 you get more of the  messages  telling you to delete modules to clear up space… 

 

 

Why not delete some of the ships we picked up… better yet let us sell them back just like the modules.  

Being there is limited warehouse space ( even if you bought a DLC package) By the time we get to past T3 you get more of the messages telling you to delete modules to clear up space…

You buy ships to unlock them, that’s all there is to it. They don’t take up space. Just sell surplus modules as the game tells you if you need space.

You buy ships to unlock them, that’s all there is to it. They don’t take up space. Just sell surplus modules as the game tells you if you need space.

 

Agreed. As you move up tiers, you should be selling old modules anyway IMO. I can’t imagine a world now where I would want to go back down to T1/T2 so I have sold most if not all modules for those 2 tiers.

Letting people join matches in progress, or launching matches that are not full, is a major flaw that has ruined many a game. This is doubly problematic when you don’t have any kind of matchmaking balance system.

 

Now consider the following situation, done with both an auto-balance and without.

 

With Balance:

Tier 5 match loads up. 3 ESB and a random. The ESB team has to be split up to make it a 2v2. Within a minute of play starting more randoms rock up or even more teams, which in turn need to be split. Very quickly, we have a game where the players in a group are being forced to fight each other when, if the matchmaking had just held off from launching for 30 seconds, they could fly as a group.

 

Without Balance:

Tier 5 match loads up. 3 ESB, 3 ALPHA and 3 NASA on one side, and miscellaneous opponents on the other. “Random” side sees three teams and there is a mass ragequit. The game is now a 9v3, and each time new players join that game they see it’s broken and quit. It’s entirely possible that match will devolve into a 9v0. In objective based matches, that could well be desirable for the Corp-heavy side; they just fly in and grab beacons for free reward.

 

As bad as our matchmaking may be, it’s issues are primarily caused by tier mixing. Fix that, and we’re golden.

 

Here’s the thing fix: When teams enter unbalanced, as per your first example, have the team with fewer pilots fly with a bot. Or, better yet, have games only start with even numbers of players. Then, only let people join in pairs or when an even number of people are in the queue. That way there is less of a wait time. That way teams stay balanced. As far as numbers go at least. 

 

My suggestion to fix the player skill level balancing is to have teams be reorganized based on efficiency in the previous match. Assuming my proposed lobby system, the longer you stick in a lobby and play with the same people, the better and more balanced your games are. The way things are there is almost no balancing and more often than not it shows all too clearly when one side completely bashes the other. Balancing based on DSR is not effective either especially now that we are being forced to fly with lower tier ships in order to unlock proper versions for our tier. Balancing should be based on average efficiency for a specific game mode.

 

I see what you’re saying about having unbalanced corp battles but I believe I have already mentioned a fix for that. First, squads should not be guaranteed to be on the same team. The way it is now allows for a trio of elite pilots to easily win the game because they will be able to coordinate and work together. The fix for this is firstly to allocate members of a squad to either side of the battle depending on balance and also to introduce a method of communication in game within a team other than typed chat. I’m talking about a built in voice service. Most players aren’t serious enough to be playing with a raidcall or teamspeak set up. In fact, most people play “solo” and treat it as such. There is no easy method for communication and as such there is little to no team work. Any TEAM based game is much better with teamwork. Duh. 

 

If things are balanced properly, people shouldn’t be leaving games. If people do, compensate by adding a bot in their place until someone else joins in.

Agreed. As you move up tiers, you should be selling old modules anyway IMO. I can’t imagine a world now where I would want to go back down to T1/T2 so I have sold most if not all modules for those 2 tiers.

Problem is that we are forced to go back and play through T1/T2 ships just to unlock T3 ships. Because of that you can’t just sell off all your old gear. Not without handicapping yourself or unless you want to have to buy a full set of gear for when you go back.

The solution to the squad problem was not to reduce squad size. I just fought a painful combat recon where the other team had a squad of very skilled ESB pilots. My captain managed to survive the entire 12 minutes while those 3 single-handedly spawn-camped us. Needless to say we lost.

 

The solution to the squad balance issue is to have squads just be a way to join into the same game and play with your friends. The game should then sort the squad into either team according to skill level. And I don’t want to hear anything about how this game is supposed to be an MMORPG where corps work to take over the galaxy in sector conquest. In fact, it already isn’t because you can’t just get all your corp mates to fly with you on your team. So why the F*** are we somewhere in between? This game is a PvP arena-based combat game. It should be treated as such and story elements that make the game realistic but less fun should be done away with. This game doesn’t need any sort story or background. We all play and love it for its sweet gameplay. We aren’t here because we’re hoping for some sort of campaign or story mode. The sector conquest, as I have said before, needs to be either completely reworked or removed.  

Thanks for the suggestions, but usually it is better to use existing threads and make 1 thread for each suggestion if there is no equal thread.